AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Somatic


Simulacrum

Range: Touch 
Components: V, S, M 
Duration: Permanent 
Casting Time: Special
Area of Effect: 1 creature 
Saving Throw: None

By means of this spell, the wizard is able to create a duplicate of any creature. The duplicate appears to be exactly the same as the original, but there are differences: The simulacrum has only 51% to 60% (50% + 1d10%) of the hit points of the real creature, there are personality differences, there are areas of knowledge that the duplicate does not have, and a detect magic spell will instantly reveal it as a simulacrum, as will a true seeing spell. At all times the simulacrum remains under the absolute command of the wizard who created it. No special telepathic link exists, so command must be exercised in some other manner. The spell creates the form of the creature, but it is only a zombielike creation. A reincarnation spell must be used to give the duplicate a vital force, and a limited wish spell must be used to empower the duplicate with 40$ to 65% (35% + 5 to 30%) of the knowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% of that of the original creature. The duplicate creature is formed from ice or snow. The spell is cast over the rough form and some piece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby. The simulacrum has no ability to become more powerful; it cannot increase its level or abilities. If destroyed, it reverts to snow and melts into nothingness. Damage to the simulacrum can be repaired by a complex process requiring at least one day, 100 gp per hit point, and a fully equipped laboratory.

Shadow Walk

Range: Touch 
Components: V, S 
Duration: 6 turns/level 
Casting Time: 1
Area of Effect: Special 
Saving Throw: None

In order to use the shadow walk spell, the wizard must be in an area of heavy shadows. The caster and any creature he touches are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow. In this region, the wizard can move at a rate of up to 7 miles per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane. The shadow walk spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality. Any creatures touched by the wizard when shadow walk is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.

Sequester

Range: Touch 
Components: V, S, M 
Duration: 1 week + 1 day/level 
Casting Time: 7
Area of Effect: 2 ft cube/level 
Saving Throw: Special

When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. The material components of the spell are a basilisk eyelash, gum arabic, and a dram of whitewash.

Prismatic Spray

Range: 0 
Components: V, S 
Duration: Instantaneous 
Casting Time: 7
Area of Effect: 70 x 15 ft spray 
Saving Throw: Special

When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. It includes all colors of the visible spectrum; each ray has a difference power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect. Any creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:

Roll Results   Color of Ray   Order of Ray   Effect of Ray
1 = red Red 1st Inflicts 20 points of damage, save vs. spell for half.
2 = orange Orange 2nd Inflicts 40 points of damage, save vs. spell for half.
3 = yellow Yellow 3rd Inflicts 80 points of damage, save vs. spell for half.
4 = green Green 4th Save vs. poison or die; survivors suffer 20 points of poison damage.
5 = blue Blue 5th Save vs. petrification or be turned to stone.
6 = indigo Indigo 6th Save vs. wand or go insane.
7 = violet Violet 7th Save vs. spell or be sent to another plane
8 = struck by two rays, roll again twice (ignoring any 8s)   

Reverse Gravity

Range: 5 yds/level 
Components: V, S, M 
Duration: 1 rd/level 
Casting Time: 7
Area of Effect: 30 ft x 30 ft 
Saving Throw: None

This spell reverses gravity in the area of effect, causing all unattached objects and creatures within it to “fall” upward. The reverse gravity lasts as long as the caster desires or until the spell expires. If some solid object is encountered in this “fall”, the object strikes it in the same manner as it would during a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the air above the area can be affected. The material components of this spell are a lodestone and iron filings.

Mordenkainen’s Sword

Range: 30 yards 
Components: V, S, M 
Duration: 1 rd/level 
Casting Time: 7
Area of Effect: Special 
Saving Throw: None

Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force. The spellcaster is able to mentally wield this weapon (to the exclusion of all activities other than movement), causing it to move and strike as if it were being used by a fighter. The basic chance for Mordenkainen’s sword to hit is the same as the chance for a sword wielded by a fighter of half the level of the spellcaster. For example, if cast by a 14th level wizard, the weapon has the same hit probability as a sword wielded by a 7th level fighter. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it. The material component is a miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell’s completion.

Mordenkainen’s Magnificent Mansion

Range: 10 yards 
Components: V, S, M 
Duration: 1 hr/level 
Casting Time: 7 rounds
Area of Effect: 300 sq ft/level 
Saving Throw: None

By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in a area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. there is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seem excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster’s wishes.)

Monster Summoning V

Range: Special 
Components: V, S, M 
Duration: 6 rds + 1 rd/level 
Casting Time: 6
Area of Effect: 70 yard radius 
Saving Throw: None

This spell is much like the 3rd level monster summoning I spell, except that this spell summons 1d3 5th level monster. These appear within the spell’s area of effect and attack the caster’s opponents until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with the, and if they are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Mass Invisibility

Range: 10 yds/level 
Components: V, S, M 
Duration: Special 
Casting Time: 7
Area of Effect: 60 x 60 yards 
Saving Throw: None

This is a more extensive adaptation of the invisibility spell for battlefield use. It can hide creatures in a 60 yard x 60 yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving the unit become visible. The wizard can end this spell upon command. The material components of the mass invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Control Undead

Range: 60 feet 
Components:
 V, S, M 
Duration:
 1 3d4 rounds + 1 round/level 
Casting Time: 
1 round
Area of Effect:
 1d6 undead 
Saving Throw:
 Special

 This spell enables the wizard to command 1d6 undead creatures for a short period of time. Upon casting the spell, the wizard selects one point within range of the spell. Those undead nearest to this point are affected, until either undead equal in hit dice to the caster’s level or six undead are affected. Undead with three hit dice or less are automatically controlled. Those of greater hit dice are allowed a saving throw versus spell, which if successful negates the attempt to control the creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the hit dice limit of the spell.

Those creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication between the caster and the controlled undead. There is no language requirement either. Even if communication is impossible, the controlled undead do not attack the spell caster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard.

The material component for the spell is a small piece each of bone and raw meat.