AD&D 2nd Edition

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Hallucinatory Forest

Sphere: Plant
Range: 80 yards
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: 40-foot square/level
Saving Throw: None

When this spell is cast, a hallucinatory forest comes into existence. The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest. Priests attuned to the woodlands – as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants – recognize the forest for what it is. All other creatures believe it is there, and movement and order of march are affected accordingly. Touching the illusory growth neither affects the magic nor reveals its nature. The hallucinatory forest remains until it is magically dispelled by a reverse of the spell or a dispel magic spell. The area shape is either roughly rectangular or square, in general, and at least 40 feet deep, in whatever location the caster desires. The forest can be of less than maximum area if the caster wishes. One of its edges can appear up to 80 yards away from the caster.

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.

Animal Summoning I

Sphere: Animal, Summoning
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals – e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM must determine the chance of a summoned animal type being within the range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Water Breathing

Sphere: Elemental (Water, Air)
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell – i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of 1/2 hour per character.

The reverse, air breathing, enables waterbreathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

Remove Paralysis

Sphere: Protection
Range: 10 yards/level
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: 1d4 creatures in a 20′ cube
Saving Throw: None

By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that inflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be effected, or the spell fails and is wasted.

Remove Curse

Sphere: Protection
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successfuL the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools) – roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The object of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Negative Plane Protection

Sphere: Protection, Necromantic
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell affords the caster or touched creature partial protection from undead monsters with Negative Material plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Material plane, possibly offsetting the effect of the negative energy attack . A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers 2d6 points of damage from the Positive plane energy; a draining wizard or weapon receives no damage.

This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Material plane.

Hold Animal

Sphere: Animal
Range: 80 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 6
Area of Effect: 1 to 4 animals in a 40-foot cube
Saving Throw: Neg.

By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subjects to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: if only one is the subject of the spell, it has a penalty of -4 to its roll; if two are subject, each receives a penalty of -2 to its roll; if three are subject, each receives a penalty of -1 to its roll; if four are subject, each gets an unmodified saving throw.

A maximum body weight of 400 pounds (100 pounds for non mammals) per animal per caster level can be affected – e.g., an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.

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.

Dispel Magic

Sphere: Protection
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube or 1 item
Saving Throw: None

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

First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy 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 depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is lower level, then the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.

A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature’s saving throw against this effect; otherwise it is automatically rendered non-operational. An interdimensional interface (such as a bag of holding) rendered nonoperational is 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, but some of their spell-like effects may be, at the DM’s option.

Summary of Dispel 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 Effect negated
Staff 8th level Effect negated
Potion 12th level Potion destroyed
Other magical item 12th unless special *
ArtiFact DM discretion DM discretion

* Effect negated; if cast directly on item, item becomes nonoperational for ld4 rounds.

Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.