AD&D 2nd Edition

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Tag Archives: Material


Glyph of Warding

Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.

The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster’s religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had theee drawers, each could be separately warded.

When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every five square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster’s total square footage. Thus a 6th-level caster could place a glyph on a 6′ x 6′ square, shape it into a rectangle 4′ x 9′, a band 2′ by 18′, or a single strip 1′ by 36′. When the spell is completed, the glyph and tracery become invisible.

The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).

Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by one-half or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill.

The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.

Flame Walk

Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: 1 round +1/level
Casting Time: 5
Area of Effect: Creature(s) touched
Saving Throw: None

By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000° F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections.

The material components of the spell are the priest’s holy symbol and at least 500 gp of powdered ruby per affected creature.

Animate Dead

Sphere: Necromantic
Range: 10 yards
Components: V, S, M
Duration: Pet manent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.

The priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.

The spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and only evil priests use it frequently.

Wyvern Watch

Sphere: Guardian
Range: 30 yards
Components: V S, M
Duration: 8 hours or until strike
Casting Time: 5
Area of Effect: 10-foot-radius sphere
Saving Throw: Neg.

This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the “wyvern”. Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and O% in darkness.

The material component is the priest’s holy symbol.

Spiritual Hammer

Sphere: Combat
Range: 10 yards/level
Components: V, S, M
Duration: 3 rounds +1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. Each round the caster can choose to attack the same target as the previous round or switch to a new target that he can see anywhere within his maximum range. The spiritual hammer’s chance to successfully hit is equal to that of the caster, without any Strength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and + 3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4 +1 vs. opponents of man size or smaller, 1d4 upon larger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is facing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any modifications to the targets AC for shield and dexterity.

As soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell that includes either the caster or the force in its area of effect has a chance to dispel the spiritual hammer. If an attacked creature has magic resistance, the resistance is checked the first time the spiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer has its normal full affect for the duration of the spell.

The material component of the spell is a normal war hammer that the priest must hurl toward opponents while uttering a plea to his deity. The hammer disappears when the spell is cast.

Slow Poison

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

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if it is cast upon the victim before the poison takes full effect. (This period, known as the onset time, is known to the DM.) While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in hopes that, during that period, a full cure can be accomplished.

The material components of the slow poison spell are the priest’s holy symbol and a bud of garlic that must be crushed and smeared on the wound (or eaten if poison was ingested).

Resist Fire/Resist Cold

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

When this spell is placed upon a creature by a priest, the creature’s body is toughened to withstand heat or cold, as chosen by the caster. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs , meteor swarms, red dragon’s breath, frostbrand swords, ice storms, wands of frost, or white dragon’s breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed , the creature sustains one-half damage and if the saving throw is successful, only one-quarter damage is sustained. Resistance to fire lasts for one round for each experience level of the priest placing the spell.

The caster needs a drop of mercury as the material component of this spell.

Goodberry

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 day +1 day/level
Casting Time: 1 round
Area of Effect: 2d4 fresh berries
Saving Throw: None

Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man-size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period.

The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.

The material component of the spell is the caster’s holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).

Hold Person

Sphere: Charm
Range: 120 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1d4 persons in a 20-foot cube
Saving Throw: Neg.

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds.

The hold person spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at but one person, the saving throw die roll suffers -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise the duration is two rounds at 1st level, four rounds at 2nd level, six rounds at 3rd level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.

Heat Metal

Sphere: Elemental (Fire)
Range: 40 yards
Components: V, S, M
Duration: 7 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving throw vs. magical fire. If this is successful, the heat metal spell does not affect it.

On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spell’s duration). During the second and sixth (next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the metal becomes searing hot, causing damage to exposed flesh, as shown below:

Metal Temperature    Damage per Round
very warm none
hot 1d4 points
searing* 2d4 points

(*) On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell or suffer one of the following disabilities: hand or foot-unusable for 2d4 days, body-disabled 1d4 days, head-unconscious 1d4 turns. This effect can be completely removed by the 5th-level priest heal spell or by normal rest.

Note also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to searing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function underwater. For every two experience levels of the caster, the metal of one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster two, etc.

The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:

Metal Temperature    Damage per Round
cold none
icy 1-2 hit points
freezing* 1d4 hit points

(*) On the final round of freezing, the afflicted creature must roll a successful saving throw vs. spell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or hands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character’s grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp.

The chill metal spell is countered by a resist cold spell, or by any great heat – proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Underwater, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.