AD&D 2nd Edition

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Tag Archives: Material


Spike Growth

Sphere: Plant
Range: 60 yards
Components: V, S, M
Duration: 3d4 turns +1/level
Casting Time: 6
Area of Effect: 10-foot square/level
Saving Throw: None

Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim’s movement rate is reduced by 1/3 from its current total (but a creature’s movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character’s normal movement rate is regained.

Without the use of a spell such as true seeing, similar magical aids, or some other special means of detection (such as detect traps or detect snares and pits), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used.

The components for this spell are the priest’s holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.

Speak With Dead

Sphere: Divination
Range: 1
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Special

Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.

A dead creature of different alignment or of higher level or Hit Dice than the caster’s level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM’s option, the casting of this spell on a given creature might be restricted to once per week.

The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.

Caster’s Level of Experience    Maximum Length of Time Dead    Time Questioned    Number of Questions
up to 7th 1 week 1 round 2
7th-8th 1 month 3 rounds 3
9th-12th 1 year 1 turn 4
13th-15th 10 years 2 turns 5
16th-20th 100 years 3 turns 6
21st and up 1,000 years 1 hour 7

Snare

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent until triggered
Casting Time: 3 rounds
Area of Effect: 2′ diameter circle plus 1/6′ per level of the spellcaster
Saving Throw: None

This spell enables the caster to make a snare that is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).

If a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cord-like object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour – 22 after two hours, 21 after three, 20 after four – until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus (from Strength, for example).

The caster must have a snake skin and a piece of sinew from a strong animal to weave into the cord-like object from which he will make the snare. Only the caster’s holy symbol is otherwise needed.

Pyrotechnics

Sphere: Elemental (Fire)
Range: 160 yards
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 10 or 100 times a single fire source
Saving Throw: Special

A pyrotechnics spell draws on an existing fire source to produce either 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 creatures in, under, or within 120 feet of the area that also have an unobstructed line of sight to the effect, for 1d4 +1 rounds unless the creatures roll successful saving throws vs. spell. The fireworks fill a volume ten times greater than the original fire source.

* Second, it can 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 hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond two feet. The smoke fills a volume 100 times that of the fire source.

The spell uses one fire source within the area of effect, which is immediately extinguished. An extremely large fire can be used as the source, and it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.

Protection From Fire

Sphere: Protection, Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The effect of a protection from fire spell differs according to the recipient of the magic-either 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 normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyro-hydra breath, etc., until the spell has absorbed U points of heat or fire damage per level of the caster, at which time the spell is negated.

* If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and it reduces damage sustained from magical fires by 50%.

The caster’s holy symbol is the material component.

Prayer

Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 round/ level
Casting Time: 6
Area of Effect: 60-foot radius
Saving Throw: None

By means of the prayer spell, the priest brings &pedal favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest’s enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.

The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.

Plant Growth

Sphere: Plant
Range: 160 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger than man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. Thus an 8th-level caster can affect a maximum area of 160′ X 160′ square, a 320′ x 80′ rectangle, a 640′ x 40′ rectangle, a 1,280′ x 20′ rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.

The second use of the spell affects a one mile square area. The DM secretly makes a saving throw (based on the caster’s level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.

Meld Into Stone

Sphere: Elemental (Earth)
Range: 0
Components: V, S, M
Duration: 8 rounds • ~dB ro-.:.:-.ds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated the spell fails and is wasted.

While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stones destruction expels the priest and slays him instantly, unless a successful saving throw vs. spell is rolled.

The magic lasts for 1d8+8 rounds, the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out or the effect is dispelled before the priest exits the stone, then he is violently expelled and suffers 4d8 points of damage.

The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; passwall expels the priest without damage.

Magical Vestment

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

This spell enchants the casters’ vestment providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th leveL. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used – this protection is not cumulative with any other AC protection.

The material components are the vestment to be enchanted and the priest’s holy symbol, which are not expended.

Locate Object

Sphere: Divination
Range: 60 yards +10 yd/level
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range – e.g., 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the item sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located bv this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crvstal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.