AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: No Material Requirement


Whispering Wind

Range: 1 mi/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: 2 ft radius
Saving Throw: None

By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

The wizard can prepare the spell to bear a message up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.

Spectral Hand

Range: 30 yds + 5 yds/level
Components: V, S
Duration: 2 rds/level
Casting Time: 2
Area of Effect: 1 opponent
Saving Throw: None

This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.

Ray of Enfeeblement

Range: 10 yds + 5 yds/level
Components: V, S
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a ray of enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to damage. Other creatures suffer a penalty of -2 on attack rolls. Furthermore, they have a -1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.

Protection From Cantrips

Range: Touch
Components: V, S
Duration: 5 hrs + 1 hr/level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None

By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.

Misdirection

Range: 30 yds
Components: V, S
Duration: 8 hours
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: None

By means of this spell, the wizard misdirects the information from a detection spell (detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares & pits, etc.). while the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection-spell fails his saving throw vs. spell, the misdirection takes place.

Mirror Image

Range: 0
Components: V, S
Duration: 3 rds/level
Casting Time: 2
Area of Effect: 6 ft radius
Saving Throw: None

When a mirror image spell is invoked, the spellcaster causes from 2 to 8 exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of 8 images. At the end of the spell duration, all surviving images wink out.

Know Alignment

Range: 10 yds
Components: V, S
Duration: 1 rd/level
Casting Time: 1 round
Area of Effect: 1 creature or object per 2 rds
Saving Throw: Neg.

A know alignment spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for 2 full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours – even from a know alignment spell.

Knock

Range: 60 yds
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 10 sq. ft/level
Saving Throw: None

The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds – although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4 ft x 7 ft door). Each spell can undo up to 2 means of preventing egress through a portal. Thus, if a door is locked, barred, and held, or triple locked, opening it requires 2 knock spells. In all cases, the location of the door or item must be known – the spell cannot be used against a wall in hopes of discovering a secret door. The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. it does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to 2 functions. It cannot affect a portcullis.

Forget

Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 1-4 creatures in a 20-ft cube
Saving Throw: Neg.

By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every 3 levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if 3 or 4 are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.

Fog Cloud

Range: 10 yards
Components: V, S
Duration: 4 rds + 1 rd/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

The fog cloud spell can be cast in one of two ways, at the caster’s option; as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th level wizard spell cloudkill. As a fog bank, this spell creates a fog of any size and shape up to a maximum 20 foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet. As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation. The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.