AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Shatter

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 3 foot radius
Saving Throw: Neg.

The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3 foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. The material component of this spell is a chip of mica.

Scare

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: 1d4 rds + 1 rd/level
Casting Time: 2
Area of Effect: 15 foot radius
Saving Throw: Special

This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and saving throws. Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort. The material component used for this spell is a bit of bond from an undead skeleton, zombie, ghoul, ghast, or mummy.

Rope Trick

Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

When this spell is cast upon a piece of rope for 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to 7 other can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimension space if fewer than 8 persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3 foot x 5 foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous. The material components of this spell are powdered corn extract and a twisted loop of parchment.

Pyrotechnics

Range: 120 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 fire source
Saving Throw: None

A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster.

First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creature in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4 +1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.

This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.

The spell uses one fire source within a 20 foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.

Melf’s Acid Arrow

Range: 180 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special

By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every 3 levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for 3 rounds, etc. The material components of the spell are a dart, powdered rhubarb leaf, and an adder’s stomach.

Magic Mouth

Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None

When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated – if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.

The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The material component of this spell is a small bit of honeycomb.

Locate Object

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 20 yds/level
Saving Throw: None

This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rfd level wizards, 80 years for 4th, 100 yards for 5th, etc). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell. The material component is a forked twig. The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for 8 hours. Creatures cannot be affected by this spell. The material component is a chameleon skin.

Levitate

Range: 20 yds/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: Neg.

When a levitate spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it. Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

Leomund’s Trap

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Object touched
Saving Throw: None

This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster’s goods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund’s trap is within 50 feet when the spell is cast, the casting fails.

Irritation

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1-4 creatures in a 15 ft radius
Saving Throw: Neg.

An irritation spell affect the epidermis of the subject creatures. Creature with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:

Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next 3 rounds are spent squirming and twisting effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the 1st round this spell is in effect, but not in the following 3 rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at 2 creature, the saving throw has a -1 penalty; and if cast at 3 or 4 creature, the saving throw is normal.

Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of 4 days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.

The material component for this spell is a leaf from poison ivy, oak, or sumac.