AD&D 2nd Edition

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Holy Word

Sphere: Combat
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None

Uttering a holy word spell creates magic of tremendous power. It drives off evil creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane. Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table:

Effects of Holy Word
Creature’s Hit Dice or Level    General Move      Attack Dice    Spells
Less than 4 Kills
4 to 7+ Paralyzes 1d4 turns
8 to 11 + Slows 2d4 rounds -50% -4*
12 or more Deafens 1d4 rounds    -25% -2 50% chance of failure

* Slowed creatures attack only on even-numbered rounds until the effect wears off.

Affected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar.

The reverse, unholy word, operates exactly the same way but affects creatures of good alignment.

Word of Recall

Sphere: Summoning
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None

The word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10′ X 10′. The priest can be transported any distance, from above or below ground. Transportation by the word of recall spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level. Thus, a 15th-level priest could transport his person and an additional 375 pounds weight. This extra matter can be equipment, treasure, or even living material, such as an other person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields (e.g., magnetic, gravitational) or magical forces can, at the DM’s option, make the use of this spell hazardous or impossible.

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.

Faerie Fire

Sphere: Weather
Range: 80 yards
Component: V, M
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 10 sq. feet/level within a 40-foot radius
Saving Throw: None

This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark, 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.

The material component is a small piece of foxfire.

Command

Sphere: Charm
Range: 30 yards
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving throw: None

This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; hence, a command of “Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with intelligence of 13 (high) or more, or those with six or more hit dice (or experience levels) are entitled to a saving throw versus spell, adjusted for wisdom. (Creatures with 13 or higher intelligence and six hit dice/levels get only one saving throw!)

Wish

Range: Unlimited
Components: V
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

The wish spell is a more potent version of a limited wish. If it is used to alter reality with respect to damage sustained by a party, to bring a dead creature to life, or to escape from a difficult situation by lifting the spellcaster (and his party) from one place to another, it will not cause the wizard nay disability. Other forms of wishes, however, cause the spellcaster to weaken (-3 on Strength) and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and his body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried out. Casting a wish spell ages the caster five years. Discretionary power of the DM is necessary in order to maintain game balance. For example, wishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a future period in which the creature is no longer alive, effectively putting the wishing character out of the campaign.

Time Stop

Range: 0
Components: V
Duration: Special
Casting Time: 9
Area of Effect: 15 ft radius
Saving Throw: None

Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for 1d3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures, except for those of demigod and greater status or unique creatures, are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. If the wizard leave the area, the spell is immediately negated. When the spell duration ceases, the wizard is again operating in normal time. Note: It is recommended that the DM use a stopwatch or silently count to time this spell. If the caster is unable to complete the intended action before the spell duration expires, he will probably be caught in an embarrassing situation. The use of a teleport spell before the expiration of the time stop spell is permissible.

Prismatic Sphere

Range: 0
Components: V
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10 ft radius
Saving Throw: Special

This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. the sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe. Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on. Furthermore, a rod of cancellation or a Mordenkainen’s disjunction spell will destroy a prismatic sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active-i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.

Prismatic Sphere 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

Power Word, Kill

Range: 5 yards/2 levels
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 10 ft radius
Saving Throw: None

When a power word, kill spell is uttered, one or more creatures of any type within the spell range and area of effect are slain. The power word kills either one creature with up to 60 hit points, or multiple creatures with 10 or fewer hit points each, t a maximum of 120 hit points total. The option to attack a single creature or multiple creatures must be stated along with the spell range and center of the area of effect. The current hit points of the creatures are used.

Mordenkainen’s Disjunction

Range: 0
Components: V
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30 ft radius
Saving Throw: Special

When this spell is cast, all magic and magical items within the radius of the spell, except those on the person of or being touched by the spellcaster, are disjoined. That is, spells being cast are separated into their individual components (usually spoiling the effect as a dispel magic spell does), and permanent and enchanted magical items must successfully save (vs. spell if actually cast on a creature, or vs. a dispel magic spell otherwise) or be turned into normal items. Even artifacts and relics are subject to Mordenkainen’s disjunction, though there is only a 1% chance per caster experience level of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods, miscellaneous magical items, artifacts and relics, arms and armor, swords, and miscellaneous weapons within 30 feet of the spellcaster can possibly lose all their magical properties when the Mordenkainen’s disjunction spell is cast. The caster also has a 1% chance per level of destroying an antimagic shell. If the shell survives the disjunction, no items within it are disjoined. Note: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting wizard must roll a successful saving throw vs. spell with a -4 penalty or permanently lose all spellcasting abilities.