AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Spell Immunity

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. The spell has additional limitations. First, the caster must have directly experienced the effect of the spell specified. For example, if the caster has been attacked by a fireball spell at some time, then he can use spell immunity to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell.

The material component for spell immunity is the same as that for the spell to be protected against.

Speak With Plants

Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: 30-foot radius
Saving Throw: None

When cast, a speak with plants spell enables the priest to converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plant-like monsters, such as shambling mounds) and to exercise limited control over normal plants (i.e., not monsters or plant-like creatures). Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The spell does not enable plants to uproot themselves and move about, but any movements within the plants’ normal capabilities are possible. Creatures entangled by the 1st-level spell of that name can be released. The power of the spell lasts for one round for each experience level of the casting priest. All vegetation within the area of effect is affected by the spell.

The material components for this spell are a drop of water, a pinch of dung. and a flame.

Repel Insects

Sphere: Animal, Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster’s experience level are also repelled (e.g., 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th- through 12th-level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain ld6 points of damage from passing of the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures-it affects only true insects.

The material components of the repel insects spell include any one of the following: several crushed marigold flowers, a whoJe crushed leek, seven crushed stinging nettle leaves, or a small Jump of resin from a camphor tree.

Reflecting Pool

Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: None

This spell enables the caster to cause a pool of norma) water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than two feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to those planes of existence that are coexistent with or border on the Prime Material plane – the inner planes (including the para-elemental planes, plane of Shadow, etc.). General notes on scrying, detection by the subject and penalties for attempting to scry beyond the caster’ own plane are given in the DMG, as well as a description of the crystal ball item.

The following spells can be cast through a reflecting pool, with a 5% per level chance for operating correctly: detect magic, detect snares and pits, detect poison. Each additional detection attempt requires a round of con cent ration, regardless of success. Infravision, if available, operates normally through the reflecting pool.

The image is nearly always hazy enough to prevent the reading of script of any type.

The material component is the oil extracted from such nuts as the hickory and the walnut, refined, and dropped in three measure upon the surface of the pool. (A measure need be no more than a single ounce of oil.)

At the OM’s option, the casting of this spell may be limited to once per day.

Protection From Lightning

Sphere: Protection, Weather
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

The effect of a protection from lightning spell changes depending on who is the recipient of the magic-the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

* If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will ‘o wisp, etc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time the spell is negated.

* If the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%.

The caster’s holy symbol is the material component.

Protection From Evil, 10′ Radius

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-foot-radius sphere
Saving Throw: None

The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monster if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the OM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.

The reverse, protection from good, 10′ radius, wards against good creatures.

To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the protection from evil spell.

Imbue With Spell Ability

Sphere: Charm
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: None

By the use of this spell, the priest can transfer a limited number and selection of his currently memorized spells, and the ability to cast them, to another person. Only non-spellcasters (including rangers under 8th level and paladins under 9th level) can receive this bestowal; the imbue with spell ability enchantment does not function for those belonging to spellcasting classes, for unintelligent monsters, nor for any individual with less than 1 full Hit Die. In addition, the person thus imbued must have a Wisdom score of 9 or higher. Only priest spells of an informational or defensive nature or a cure light wounds spell can be transferred. Transferring any other spell type negates the entire attempt, including any allowable spells that were chosen. Higher level persons can receive more than one spell at the priest’s option:

Level of Recipient    Spells Imbued
1 One 1st-leve] spell
3 Two 1st-level spells
5 + Two 1st- and one 2nd-level spells

The transferred spell’s variable characteristics (range, duration, area of effect, etc.) function according to the level of the priest originally imbuing the spell.

A priest who casts imbue with spell ability upon another character loses the number of 1st- and 2nd-level spells he has imbued until the recipient uses the transferred spells or is slain. For example, a 7th-level priest with five 1st- and four 2nd-level spells imbues a 1Oth-level fighter with a cure light wounds spell and a slow poison spell. The cleric no w can have only four 1st-level spells memorized until the cure is cast and only three 2nd-level spells until the slow poison is cast, or until the fighter is killed. In the mean time, the priest remains responsible to his ethos for the use to which the spell is put.

The material components for this spell are the priest’s holy symbol, plus some minor item from the recipient that is symbolic of his profession (a lockpick for a thief, etc.). This item, and any material component for the imbued spell, is consumed when the imbue with spell ability spell is cast.

Giant Insect

Sphere: Animal
Range: 20 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 1 to 6 insects
Saving Throw: None

By means of this spell, the priest can turn one or more normal-sized insects into larger forms resembling the giant insects described in the Monstrous Compendium. Only one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size. The number of insects and the size to which they can be grown depend upon the priest’s level:

Priest’s Level Insect Hit Dice      Maximum Total HD
7-9 3 9
10-12 4 12
13 + 6 15

For example, an 8th-level priest can grow three insects to 3 Hit Dice, four insects to 2 Hit Dice, or nine insects to 1 hit die. Flying insects of 3 Hit Dice or more can carry a rider of human size (assume that such can carry 80 pounds per Hit Die).

If the casting is interrupted for any reason, or if the insects are currently subject to any other magical effect (including this one), the insects die and the spell is ruined. The DM decides how many normal insect of what type are available; this is often a greater limitation on the spell than the limits above.

If the insect created by this spell matches an existing monster description, use the monster description. Otherwise, unless the DM creates a special description, the giant form has an Armor Class of between 8 and 4, one attack, and inflicts 1d4 points of damage per Hit Die.

Example: A 14th-level priest uses the giant insect spell to enlarge one beetle (all that is available) to 6 HD size. The DM decides the beetle has AC 5 and bites once for 6d4 point of damage.

Note that the spell works only on actual insects. Arachnids, crustaceans. and other types of small creatures are not affected. Any giant insects created by this spell do not attempt to harm the priest, but the priest’s control of such creatures is limited to simple commands (“attack,” “defend,” “guard,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them.

The reverse of the spell, shrink insect, reduces any giant insect to normal insect size. The number of Hit Dice affected by the priest is subtracted from the number of Hit Dice of the insects, and any insect reduced to 0 Hit Dice has been shrunk. Partial shrinking is ignored; an insect is either shrunk or unaffected. Thus, a 9th-level priest attacked by giant ants could shrink three warrior ants or four worker ants to normal insect size with no saving throw. This spell has no effect on intelligent insect-like creatures.

The priest must use his holy symbol for either version of the spell.

Free Action

(Abjuration, Enchantment)

Sphere: Charm
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and l1old spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, a11ow water breathing without further appropriate magic.

The material component is a leather thong, bound around the arm or similar appendage, which disintegrates when the spell expires.

Divination

Sphere: Divination
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

A divination spell is used to garner a useful piece of advice concerning a specific goal, event. or activity that will occur within a one-week period. This can be as simple as a short phrase. or it might take the form of a cryptic rhyme or omen. Unlike the augury spelL this gives a specific piece of advice. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight) the divination response might be: “Ready oil and open flame light your way to wealth.” In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).

The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.

The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.