AD&D 2nd Edition

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Tag Archives: Necromancy


Resurrection

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None

The priest employing this spell is able to restore life and complete strength to any living creature, including elves, he bestows the resurrection spell upon. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.

The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead.

The material components of the spell are the priest’s religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature’s remains are available.

Restoration

Sphere: Necromantic
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, the life energy level of the recipient creature is raised by one. This reverses any previous life energy level drain of the creature by a force or monster. Thus, if a 10th level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is effective only if the spell is cast within one day of the recipient’s loss of life energy, per experience level of the priest casting it. A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.

The reverse, energy drain , draws away one life energy level (see such undead as spectre, wight, and vampire, in the Monstrous Compendium). The energy drain requires the victim to be touched. Casting this form of the spell does not age the caster.

Reincarnate

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

With this spell, the priest can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person appears in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be very different indeed. The new incarnation is determined on the following table or by DM choice. If a player character race is indicated, the character must be created. At the DM’s option, certain special (expensive) incenses can be used that may increase the chance for a character to return as a specific race or species. A wish spell can restore a reincarnated character to its original form and status.

D100 Roll      Incarnation
01-03 Badger
04-08 Bear, black
09-12 Bear, brown
13-16 Boar, wild
17-19 Centaur
20-23 Dryad
24-28 Eagle
29-31 Elf
32-34 Faun/satyr
35-36 Fox
37-40 Gnome
41-44 Hawk
45-58 Human
59-61 Lynx
62-64 Owl
65-68 Pixie
69-70 Raccoon
71-75 Stag
76-80 Wolf
81-85 Wolverine
86-00 DM’s choice

If an unusual creature form is indicated, the DM can (at his option only) use the guidelines for new player character races to allow the character to earn experience and advance in levels, although this may not be in the same class as before. If the reincarnated character returns as a creature eligible to be the same class as he was previously (i.e., a human fighter returns as an elf), the reincarnated character has half his previous levels and hit points. If the character returns as a new character class, his hit points are half his previous total, but he must begin again at 1st level. If the character returns as a creature unable to have a class, he has half the hit points and saving throws of his previous incarnation.

Regenerate

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, and organs grow back. The process of regeneration requires but one round if the severed member(s) is (are) present and touching the creature, 2d4 turns otherwise. The creature must be living to receive the benefits of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell.

The reverse, wither, causes the member or organ touched to shrivel and cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.

The material components of this spell are a prayer device and holy water (or unholy water for the reverse).

Heal

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

The reverse, harm, infects the victim with a disease and causes loss of all but 1d4 hit points, if a successful touch is inflicted. For creatures that are not affected by the heal (or harm) spell, see the cure light wounds spell.

Raise Dead

Sphere: Necromantic
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 person
Saving Throw: Special

When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the OM’s option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).

Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution. Furthermore, the raised person is weak and helpless in any event, and he needs a minimum of one full day of rest in bed for each day or fraction he was dead. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic.

Note that a character’s starting Constitution is an absolute limit to the number of times the character can be revived by this means.

The somatic component of the spell is a pointed finger.

The reverse of the spell, slay living, grants the victim a saving throw vs. death magic, and if successful, the victim sustains damage equal only to that of a cause serious wounds spell – i.e., 2d8 +1 points. Failure means the victim dies instantly.

Cure Critical Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hand upon a creature and heals 3d8 +3 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

The reversed spell, cause critical wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 3d8 +3 points of damage. Caused wounds heal via the same methods as do wounds of other sorts.

Cure Serious Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8 +1 points of wound or other injury damage to the creature’s body. This healing cannot affect non corporeal, nonliving, or extra planar creatures.

Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, 2d8 +1 points of damage are inflicted.

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

Feign Death

Sphere: Necromantic
Range: Touch
Components: V
Duration: 1 turn +1 round/level
Casting Time: 1/2
Area of Effect: Person touched
Saving Throw: None

By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death- being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.

Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.