AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Invisibility

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other condition can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source.) The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object). The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Improved Phantasmal Force

Range: 60 yds + 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 200 sq. ft + 50 sq.ft./level
Saving Throw: Special

Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it. The material component is a bit of fleece.

Hypnotic Pattern

Range: 30 yds
Components: S, M
Duration: Special
Casting Time: 2
Area of Effect: 30 ft. cube
Saving Throw: Neg.

When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter. The spell can captivate a maximum of 24 levels, or Hit Dice, or creatures (for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc). All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. A damage-inflicting attack on an affected creature frees it from the spell immediately. The wizard need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.

Glitterdust

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 20 ft. cube
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, a glitter dust spell cast by a 3rd level wizard lasts for 4 to 7 rounds. The material component is ground mica.

Fool’s Gold

Range: 10 yards
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 rd
Area of Effect: 10 cu in/level
Saving Throw: Special

Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. the area of effect is 10 cubic inches per level – i.e., a 1 inch x 1 inch x 10 inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold”. If a 25 gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50 gp amber stone is powdered and used, the chance drops to 25%; if a 250 gp topaz is powdered and used, the chance drops to 10%; and if a 500 gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.

Flaming Sphere

Range: 10 yards
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 3 ft radius
Saving Throw: Neg.

A flaming sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere’s surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere. The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.

ESP

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 5 yds/level(90 yds maximum)
Saving Throw: None

When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range – except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP dies not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.

Detect Invisibility

Range: 0
Components: V, S, M
Duration: 5 rds/level
Casting Time: 2
Area of Effect: 10 yds/level
Saving Throw: None

When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 feet wide along the wizard’s line of sight to the range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.

Deep Pockets

Range: Touch
Components: V, S, M
Duration: 12 hours + 1 hr/level
Casting Time: 1 turn
Area of Effect: 1 garment
Saving Throw: None

This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command. In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

Deafness

Range: 60 yds
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster. The material component of this spell is beeswax.