AD&D 2nd Edition

Everything I have for Second Edition

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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.

Holy Word

Sphere: Combat
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None

Uttering a holy word spell creates magic of tremendous power. It drives off evil creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane. Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table:

Effects of Holy Word
Creature’s Hit Dice or Level    General Move      Attack Dice    Spells
Less than 4 Kills
4 to 7+ Paralyzes 1d4 turns
8 to 11 + Slows 2d4 rounds -50% -4*
12 or more Deafens 1d4 rounds    -25% -2 50% chance of failure

* Slowed creatures attack only on even-numbered rounds until the effect wears off.

Affected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar.

The reverse, unholy word, operates exactly the same way but affects creatures of good alignment.

Gate

Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Casting a gate spell has two effects: it causes an interdimensional connection between the plane of existence the priest is in and the plane in which dwells a specific being of great power. The result of this connection is that the sought-after being can step through the gate or portal from its plane to that of the priest. Uttering the spell attracts the attention of the dweller on the other p1Jane. When casting the spell, the priest must name the entity he desires to make use of the gate and to come to his aid.

There is a 100% chance that something steps through the gate. The actions of the being that comes through depend on many factors, including the alignment of the priest, the nature of those accompanying him, and who or what opposes or threatens the priest. Your DM will decide the exact result of the spell, based on the creature called, the desires of the caster and the needs of the moment. The being gated in either returns immediately or remains to take action. Casting this spell ages the priest five years.

Fire Storm

Sphere: Elemental (Fire)
Range: 160 yards
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: 20-foot cube / level, minimum 16 10-foot cubes
Saving Throw: 1/2

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster’s level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10′ x 10′ cubes per level of the caster – e.g., a 13th-level caster can cast a fire storm measuring 130′ x 20′ x 10′. The height of the storm is 10 or 20 feet; the balance of its area must be in length and width.

The reverse spell, fire quench, smothers twice the area of effect of a fire storm with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a a 5% chance per experience level of the caster of being extinguished. If cast only against a flametongue sword, the sword must roll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the possession of a creature first receives the creature’s saving throw, and if this is successful, the second saving throw is automatically successful.

Creeping Doom

Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 4 rounds/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpet-like mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards (e.g. , at 100 yards, its number has shrunk by 100). There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.

Conjure Earth Elemental

Sphere: Elemental (Earth), Summoning
Range: 40 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

A caster who performs a conjure earth elemental spell summons an earth elemental to do his bidding. The elemental is 60% likely to have 12 Hit Dice, 35% likely to have 16 Hit Dice, and 5% likely have 21 to to 24 Hit Dice (20 + 1d4). Furthermore, the caster needs but to command it, and it does as desired, for the elemental regards the caster as a friend to be obeyed. The elemental remains until destroyed, dispelled, sent away by dismissal or a holy word spell (see the conjure fire elemental spell), or the spell duration expires.

Changestaff

Sphere: Plant, Creation
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: The caster’s staff
Saving Throw: None

By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size (about 24 feet tall ). When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels, until the caster commands the staff to return to its true form, or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours and the staff-treant is at full strength.

To cast a changestaff spell, the caster must have either his holy symbol or leaves (ash, oak, or yew) of the same sort as the staff.

The staff for the changestaff spell must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew tree struck by lightning no more than 24 hours before the limb is cut. The limb must then be cured by sun drying and special smoke for 28 days. Then it must be shaped, carved, and polished for another 28 days. The caster cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with woodland scenes, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the caster’s grove while he casts a speak with plant spell, calling upon the staff to assist in time of need. The item is then charged with a magic that will last for many changes from staff to treant and back again.

Astral Spell

Sphere: Astral
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1/2 hour
Area of Effect: Special
Saving Throw: None

By means of the astral spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane. As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell (however, a second body cannot be formed on the Prime Material plane; see following).

As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster’s body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.

The spell lasts until the priest desires to end it, or until it is terminated by some outside means (such as a dispel magic spell or destruction of the priest’s body on the Prime Material plane [which kills the priest]). The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest’s desire. The ultimate destination arrived at is subject to the desire of the priest.

Word of Recall

Sphere: Summoning
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None

The word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10′ X 10′. The priest can be transported any distance, from above or below ground. Transportation by the word of recall spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level. Thus, a 15th-level priest could transport his person and an additional 375 pounds weight. This extra matter can be equipment, treasure, or even living material, such as an other person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields (e.g., magnetic, gravitational) or magical forces can, at the DM’s option, make the use of this spell hazardous or impossible.