AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Flame Blade

Sphere: Elemental (Fire)
Range: 0
Components: V, S, M
Duration: 4 rounds +1 round/2 levels
Casting Time: 4
Area of Effect: 3′ long, sword-like blade
Saving Throw: None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., ld4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harrned by it. This spell does not function underwater.

In addition to the caster’s holy symbol, the spell requires a leaf of sumac as a material component.

Fire Trap

Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Permanent until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: 1/2

Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way as soon as the offending party opens the item, the trap discharges.

As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of five-foot radius from the spell’s center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster; half that total amount for creatures successfully saving. (Underwater, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.

The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a keyword).

To place this spell, the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect. Attunement to another individual requires a hair or similar object from the individual. The material components are holly berries.

Barkskin

Sphere: Protection, Plant
Range: Touch
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the Priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so.on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forrns except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.

In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component of the spell.

Augury

Sphere: Divining
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indicationn of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme: The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell, e.g., 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.

For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 s.p. and a sheild +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight) the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).

Aid

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

The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, suffers 2 points of damage (8 – 2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.

Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.

The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest’s holy symbol.

Shillelagh

Sphere: Combat, Plant
Range: Touch
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 2
Area of Effect: 1 normal oaken club
Saving Throw: None

This spell enables the caster to change his own oaken cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man-sized, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.

The material components of this spell are a shamrock leaf and the caster’s holy symbol.

Sanctuary

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds +1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed , the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell. the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example. or to bless, perform an augury. chant. cast a light in the area (not upon an opponent!), and so on.

The components of the spell include the priest’s holy symbol and a small silver mirror.

Protection From Evil

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by protecting creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it had been charmed by a vampire) or to invade and take over its mind (as by a ghost magic jar attack) is blocked by this spell. Note that the protection does not prevent the vampires charm itself, nor end it, but it does prevent the vampire from exercising control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extra planar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, corn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good; the second and third benefits remain unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

Pass Without Trace

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

When this spell is cast, the recipient can move through any type of terrain – mud, snow dust, etc. – and leave neither footprints nor scent. The are that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by the spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result is the trackers picking up the trail at a point where the spell has worn off.

The material component of this spell is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.

Magical Stone

Sphere: Combat
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage, 2d4 points against undead. The magic in each stone lasts for but one-half hour or until used.

The material components are the priest’s holy symbol and three small pebbles, unworked by tools or magic of any type.