AD&D 2nd Edition

Everything I have for Second Edition

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Weather Summoning

Sphere: Weather
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

By this spell, the caster calls forth weather appropriate to the climate and season of the area he is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc., can be called for. In autumn, hot or cold weather, fog, sleet, etc., could be summoned. Winter enables great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the caster. It might last but a single turn, in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about one square mile to 100 square miles. Note that several casters can act in concert to greatly affect weather, controlling winds, and working jointly to summon very extreme weather conditions.

Within four turns after the spell is cast, the trend of the weather to come is apparent e.g., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather arrives 1d12 +5 turns after the spell is cast. Note that the new weather condition cannot be changed by the caster once it has been summoned. Once the weather is fully summoned, it cannot be dispelled. If the summoning is successfully dispelled before it has been completed, the weather slowly reverts to its original condition.

Wall of Thorns

Sphere: Plant, Creation
Range: 80 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 9
Area of Effect: One 10-foot cube/level
Saving Throw: None

The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage, plus an additional amount of damage equal to the creature’s AC. Negative ACs subtract from the base 8 points of damage, but no adjustment is made for Dexterity. Any creature within the area of effect of the spell when it is cast crashes into the wall of thorns, and must break through to move. The damage is based on each 10-foot thickness of the barrier.

If the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so (see wall of fire spell). In this case, the cool side of the wall is that closest to the caster of the thorn wall.

The nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he desires. The spell lasts for one turn for each level of experience of the caster, covers one 10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster could create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a 10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort of shape that suited his needs. The caster can also create a wall of five-foot thickness, which inflicts half damage but can be doubled in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command.

Turn Wood

Sphere: Plant
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 120-foot-wide path, 20 feet long/level
Saving Throw: None

When this spell is cast, waves of force roll forth from the caster, moving in the direction he faces, and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect. Wooden objects above three inches in diameter that are fixed firmly are not affected, but loose objects (movable mantles, siege towers, etc.) move back. Objects under three inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted in order to prevent this forced movement, it splinters. Even magical items with wooden sections are turned, although an anti-magic shell blocks the effects. A successful dispel magic spell ends the effect. Otherwise, the turn wood spell lasts for one round for each experience level of the caster.

The waves of force continue to sweep down the set path for the spell’s duration, pushing back wooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is 20 feet per level of the caster, thus a 14th-level caster casts a turn wood spell with an area of effect 120 feet wide by 280 feet long, and the spell lasts for 14 rounds. Note that after casting the spell, the path is set and the caster can then do other things or go elsewhere without affecting the spell’s power.

Transport Via Plants

Sphere: Plant
Range: Touch
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to enter any large plant (human-sized or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance, separating the two. The entry plant must be alive. The destination plant need not be familiar to the caster, but it also must be alive. If the caster is uncertain of the destination plant, he need merely determine direction and distance, and the transport via plants spell moves him as close as possible to the desired location. There is a basic 20% chance, reduced by 1% per level of experience of the caster, that the transport delivers the caster to a similar species of p1ant from 1 to 100 miles away from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the caster must come forth from the entrance plant within 24 hours. Note that this spell does not function with plantlike creatures e.g., shambling mounds, treants, etc. The destruction of an occupied plant slays the caster (see the plant door spell).

Speak With Monsters

Sphere: Divination
Range: 30 yards
Components: V, S
Duration: 2 round level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

When cast, the speak with monsters spell enables the priest to converse with any type of creature that has any form of communicative ability (including empathic, tactile, pheromonic, etc.). That is, the monster understands, in its own language or equivalent, the intent of what is said to it by the priest and vice versa. The creature thus spoken to is checked by your DM in order to determine reaction. All creatures of the same type as that chosen by the priest can likewise understand if they are within range. The priest can speak to different types of creatures during the spell duration, out he must speak separately to each type. The spell lasts for two rounds per caster level.

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.

Conjure Fire Elemental

Sphere: Elemental (Fire)
Range: 80 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 6 rounds
Area of Effect: Special
Saving Throw: None

Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to four salamanders appear, 4% likely that an efreeti appears, and 2% likely that a huge fire elemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the fire elemental (or other creatures summoned) or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking opponents of the caster. The fire elemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss fire elemental), or similar magic.

Conjure Animals

Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The conjure animals spell enables the priest to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if the creature conjured is determined randomly, or his level, if a specific animal type is requested. The DM selects the type of animal that appears if it is randomly called. Thus, a priest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 With 1 Hit Die each. Count every +1 hit Point added to a creature’s Hit Dice as 1/4 of a Hit Die. Thus a creature with 4 +3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animals remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster’s verbal commands. Conjured animals unfailingly attack the priest’s opponents, but resist being used for any other purpose; they do not like it, become noticeably more difficult to control, and may refuse any action, break free, or turn on the caster, depending on the nature of the creature and the details of the situation. The conjured animals disappear when slain.

Blade Barrier

Sphere: Guardian, Creation
Range: 30 yards
Components: V, S
Duration: 3 rounds/level
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a ‘””aJl of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature that attempts to pass through the blade barrier suffers 8d8 points of damage in doing so. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover any area from as small as five feet square to as large as 60 feet square.

Animate Object

(Alteration)

Sphere: Creation, Summoning
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 1 cubic foot/level
Saving Throw: None

This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever – wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone’s possession grants that person a saving throw to prevent the spell’s effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage.

The frequency of attack of animated objects depends on th(sir method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet – a large statue, two rugs, three chairs, or a dozen average crocks.