AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Somatic


Cure Light Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extra planar origin.

The reversed spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest’s hand strikes the opponent and causes such a wound.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal – or can be cured – just as any normal injury.

Create Water

Sphere: Elemental (Water)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Up to 27 cubic feet
Saving Throw: None

When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster (e.g., a 2nd-level priest creates up to eight gallons of water, a 3rd-level up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation, otherwise its magic fades, leaving normal water that can be used, spilled, evaporated, etc. Reversing the spell, destroy water, obliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).

The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 1/2 pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.

Animal Friendship

Sphere: Animal
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 animal
Saving throw: Neg.

By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., intelligence 1–4) that he desires friendship. If the animal does not roll a successful saving throw versus spell immediately when the spell is begun, it stands quietly while the pastor finishes the spell. Thereafter, it follows the caster about. The spell functions only if the customer actually wishes to be the animals friend. If the caster has ulterior motives, the animal always senses them (e.g., the caster intends to eat the animal, send it ahead to set off traps, etc.).

The caster can teach the befriended animal three specific tricks or tasks for each point of intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.

The caster can use this spell to attract up to 2 hit dice of animals per experience level he possesses. This is also the maximum total hit dice of the animals that can be attracted and trained at one time: no more than twice the casters experience level. Only unaligned the animals can be attracted, befriended, and trained.

The material components of this spell are the caster’s holy symbol and a piece of food the animal likes.

Bless

Sphere: All
Range: 60 yards
Components: V, S, M
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving throw: None

Upon uttering the bless spell the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).

A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to 1 pound per caster level and the effect lasts until the item is used or the spell duration ends.

Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.

This spell can be reversed by the priest to a curse spell upon enemy creatures that lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.

Combine

Sphere: All
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: The circle of priests
Saving throw: None

Using the spell, 3-5 priests combined their abilities so that one of them cast spells and turns undead at an enhanced level. The highest level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casks the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. Level increase affects turning undead and spell details that vary with the casters level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.

The encircling priests must concentrate on maintaining the combine effect. They lose all armor class bonuses for shield and dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, the spell is ruined just as if the caster was disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

Weird

Range: 30 yards
Components: V, S
Duration: Concentration
Casting Time: 9
Area of Effect: 20 foot radius
Saving Throw: Special

This spell confronts those affected by it with phantasmal images of their most feared enemies, forcing an imaginary combat that seem real, but actually occurs in the blink of an eye. When this spell is cast, the wizard must be able to converse with the victims to bring the spell into being. During the casting, the wizard must call out to the creatures to be affected, informing one or all that their final fate, indeed their doom, is now upon them. The force of the magic is such that even if the creatures make their saving throws vs. spell, fear will paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost Strength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their nemeses, the opponents most feared and inimical to them. Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature’s phantasmal nemesis from the weird spell is slain, the creature emerges with no damage, no loss of items seemingly used in combat, and no loss of spells likewise seemingly expended. The creatures also gains any experience for defeating the weird, if applicable. Although each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond 10 rounds, those who saved against the spell can take action. If the caster is disturbed, the weird spell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis immediately.

Temporal Stasis

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard places the recipient creature into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of the spell (temporal reinstatement) is uttered. Note that the reverse requi8res only a single word and no somatic or material components. The material component of a temporal stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp.

Succor

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 to 4 days
Area of Effect: 1 individual
Saving Throw: None

By casting this spell, the wizard creates a powerful magic in some specially prepared object-a statuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the abode of the wizard who created it. Once the item is enchanted, the wizard must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying are instantly transported to the abode of the wizard. No other creatures can be affected. The reversed application of the spell transports the wizard to the immediate vicinity of the possessor of the enchanted item, when it is broken and the command word spoken. The wizard will have a general idea of the location and situation of the item possessor, but has no choice whether or not to go (making this a rare casting indeed!) The material components used include gemstones totaling not less than 5,000 gp value (whether they are faceted gems or not is immaterial). The components can be enchanted only once per month (usually on a night of a clear, full moon). At that time, the object is set for the type of succor and its final destination (either the location of the spellcasting of an area well known to the wizard).

Shape Change

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

With this spell, a wizard is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like). The spellcaster becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. For example, a wizard is in combat and assumes the form of a will o’wisp. Then this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar with. A wizard adopting another form also adopts its vulnerabilities. For example, a wizard who becomes a spectre is powerless in daylight, and is subject to being turned, controlled or destroyed by opposing clerics. Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification. The material component is a jade circlet worth no less than 5,000 gp, which shatters at the end of the spell’s duration. In the meantime, the circles is left in the wake of the shape change, and premature shattering ends the spell immediately.

Monster Summoning VII

Range: Special
Components: V, S, M
Duration: 8 rds + 1 rd/level
Casting Time: 9
Area of Effect: 90 yd radius
Saving Throw: None

This spell is much like the 3rd level spell monster summoning I, except that this spell summons one or two 7th level monsters that appear one round after the spell is cast, or one 8th level monster that appears two rounds after the spell is cast.