AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: No Material Requirement


Vampiric Touch

Range: 0
Components: V, S
Duration: One touch1 rd/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for ever two caster levels, to a maximum drain of 6d6 points for a 12th level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.

Spectral Force

Range: 60 yds + 1 yd/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 40 ft cube + 10 ft cube/level
Saving Throw: Special

The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantasmal force spell. The spell lasts for 3 rounds after concentration ceases.

Phantom Steed

Range: Touch
Components: V, S
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48.

It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to 10 pounds per caster level. These mounts gain certain powers according to the level of the wizard who created them:

8th level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th level: The ability to pass over water as if it were firm, dry ground.
12th level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.
14th level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.

Note that a mount’s abilities include those of lower levels; thus, a 12th level mount has the 8th, 10th, and 12th level abilities.

Item

Range: Touch
Components: V, S
Duration: 4 hrs/level
Casting Time: 3
Area of Effect: 2 cu ft/level
Saving Throw: Special

By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its not-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing it onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.

Feign Death

Range: Touch
Components: V, S
Duration: 1 hr + 1 turn/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell 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 and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by a feign death spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.

Explosive Runes

Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1- ft radius
Saving Throw: None or 1/2

By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect – 5% chance per level of magic use experience of the reader; thieves have only a 5% chance, but trap detection by spell or magical device always finds these runes. When read, the explosive runes detonate, delivering 6d4 +6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell, explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the DMG).

Dispel Magic

Range: 120 yds
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30 ft cube
Saving Throw: None

When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:

First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects.

Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.

Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).

Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.

A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

Summary of Dispel Magic Effects
Source of Effect Resists As Result of Dispel
Caster None Dispel automatic
Other caster/innate ability     Level/HD of other caster Effect negated
Wand 6th level *
Staff 8th level *
Potion 12th level Potion destroyed
Other magic 12th, unless special *
Artifact DM discretion DM discretion
*Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.  

Delude

Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 30 ft radius
Saving Throw: Neg.

By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30 foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.

Blink

Range: 0
Components: V, S
Duration: 1 rd/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of the spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink – the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1=right ahead, 2=right, 3=right behind, 4=behind, 5=left behind, 6=left, 7=left ahead, 8=ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.

During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks the last in the round).

The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the 2 rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).

Wizard Lock

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 30 sq. ft./level
Saving Throw: None

A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful dispel magic or knock spell, or by a wizard 4 or more levels higher than the one casting the spell. Note that the last 2 methods do not remove the wizard lock; they only negate it for a brief duration – about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the hold portal spell).