AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: No Material Requirement


Prismatic Wall

Range: 10 yds
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 4 ft/level wide x 2 ft/level high
Saving Throw: Special

This spell enables the wizard to conjure a vertical, opaque wall-a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors. Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color. The wall’s maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.

Prismatic Wall Effects
Color Order    Effect of Color Spell Negated By
Red 1st Stops nonmagical missiles-inflicts 20 points of damage, save for half cone of cold
Orange    2nd Stops magical missiles-inflicts 40 points of damage, save for half gust of wind
Yellow 3rd Stops poisons, gases, and petrification-inflicts 80 points of damage, save for half disintegrate
Green 4th Stops breath weapons-save vs. poison or die; survivors suffer 20 points of damage    passwall
Blue 5th Stops location/detection and mental attacks-save vs. petrification or turn to stone magic missile
Indigo 6th Stops magical spells-save vs. wand or go insane continual light
Violet 7th Force field protection-save vs. spell or be sent to another plane dispel magic

Screen

Range: 0
Components: V, S
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: 30 ft cube/level
Saving Throw: Special

This spell combines several elements to create a powerful protection from scrying and direct observation. when the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifty man or unit should be visible. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion.

Power Word, Blind

Range: 5 yds/level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 ft radius
Saving Throw: None

When a power word, blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. if 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.

Otto’s Irresistible Dance

Range: Touch
Components: V
Duration: 1d4+1 rounds
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When an Otto’s irresistible dance spell is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must be touched, as if melee combat were taking place and the spellcaster were striking to do damage.

Permanency

Range: Special
Components: V, S
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:

comprehend languages
detect evil
detect invisibility
Detect magic
infravision
protection from cantrips
protection from evil
protection from normal missiles
read magic
tongues
unseen servant

The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard’s Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:

enlarge
fear
gust of wind
invisibility
magic mouth
prismatic sphere
stinking cloud
wall of fire
wall of force
web

Additionally, the following spells can be cast upon objects or areas only and rendered permanent:

alarm
audible glamer
dancing lights
solid fog
wall of fire
distance distortion
teleport

These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated. The permanency spell is also used in the fabrication of magical items (see the 6th level spell enchant an item). At the DM’s option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.

Mind Blank

Range: 30 yards
Components: V, S
Duration: 1 day
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When the very powerful mind blank spell is cast, the creature is totally protected form all devices and spells that detect, influence, or read emotions or thoughts. This protects against augury, charm, command, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the spell’s barrier.

Maze

Range: 5 yds/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon the utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.)

Intelligence of Mazed Creature    Time Trapped in Maze
under 3 2d4 turns
3-5 1d4 turns
6-8 5d4 rounds
9-11 4d4 rounds
12-14 3d4 rounds
15-17 2d4 rounds
18+ 1d4 rounds

Note that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.

Mass Charm

Range: 5 yds/level
Components: V
Duration: Special
Casting Time: 8
Area of Effect: 30 ft cube
Saving Throw: Neg.

A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30 foot cube. Note that the creatures’ saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.

Vanish

Range: Touch 
Components: V 
Duration: Special 
Casting Time: 2
Area of Effect: 1 object 
Saving Throw: None

When the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than 50 pounds per caster level. Thus, a 14th level caster can vanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The maximum volume of material that can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. An object that exceeds either limitation is unaffected and the spell fails. If desired, a vanished object can be placed deep within the Ethereal Plane. In this case, the point from which the object vanished remains faintly magical until the item is retrieved. A successful dispel magic spell cast on the point will bring the vanished item back from the Ethereal Plane. Note that creatures and magical forces cannot be made to vanish. There is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance that a creature from the Ethereal Plane is able to gain access to the Prime Material Plane through the vanished item’s connection.

Teleport Without Error

Range: Touch 
Components: V 
Duration: Instantaneous 
Casting Time: 1
Area of Effect: Special 
Saving Throw: None

This spell is similar to the teleport spell. The caster is able to transport himself, along with the material weight noted for a teleport spell, to any known location in his home plane with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, “studied carefully.” This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster’s knowledge of the area to which transportation is desired used to determine the chance of error. (For an exception, see the 9th level wizard spell succor.) The caster can do nothing else in the round that he appears from a teleport.