AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Somatic


Summon Shadow

Range: 10 yards
Components: V, S, M
Duration: 1 rd + 1 rd/level
Casting Time: 5
Area of Effect: 10 ft cube
Saving Throw: None

When this spell is cast, the wizard conjures up one shadow (see the MONSTROUS MANUAL) for every 3 levels of experience he has attained. These monsters are under the control of the spellcaster and attack his enemies on command. The shadows remain until slain, turned, or the spell duration expires. The material component for this spell is a bit of smoky quartz.

Stone Shape

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd
Area of Effect: 1 cu ft/level
Saving Throw: None

By means of this spell, the wizard can form an existing piece of stone into a shape that suite his purposes. For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This spell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While the caster can thus create stone doors and coffers, the fineness of detail is not great. If the construction involves small moving parts, there is a 30% chance they do not function. The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.

Shadow Magic

Range: 50 yds + 10 yds/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

The shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast a quasi-real wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail their saving throws vs. spell. Thus, a creature failing to save against a shadow magic fireball must roll another saving throw. If the latter roll is successful, the creature suffers half the normal fireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the first saving throw was successful, the shadow magic nature is detected and only 20% of the rolled damage is received (rounding down below fractions below 0.4 and rounding up fractions of 0.4 and above).

Shadow Door

Range: 10 yds
Components: S
Duration: 1 rd/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this “door” and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or entering an empty 10 foot x 10 foot room if they open the “door”. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high Hit Dice monsters might also notice the wizard (see the invisibility spell), but only if making an active attempt to do so.

Sending

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

By means of this spell, the caster can contact a single creature with whom he is familiar and whose name and appearance are known. If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence). The wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the sending is received, the subject creature is not obligated to act upon it in any manner. The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of fine copper wire.

Seeming

Range: 10 ft radius
Components: V, S
Duration: 12 hrs
Casting Time: 5
Area of Effect: 1 person/2 levels
Saving Throw: None

This spell enables the caster to alter the appearance of one person for every two levels of experience he has attained. The change includes clothing and equipment. The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All those affected must resemble the same general type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect fails for an individual if the illusion chosen by the caster cannot be accomplished within the spell parameters (for example, a halfling could not be made to look like a centaur, but he might be made to look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the effect. Affected persons resume their normal appearances if slain. The spell is not precise enough to duplicate the appearance of a specific individual.

Passwall

Range: 30 yards
Components: V, S, M
Duration: 1 hr + 1 turn/level
Casting Time: 5
Area of Effect: 5 x 8 x 10 ft
Saving Throw: None

A passwall spell enable the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through. The spell causes a 5 foot wide x 8 foot high x 10 foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage. The material component of this spell is a pinch of sesame seeds.

Mordenkainen’s Faithful Hound

Range: 10 yds
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

By means of this spell, the wizard summons up a phantom watchdog that only he can see. He may then command it to perform as guardian of a passage, room, door, or similar space or portal. The phantom watchdog immediately commences a loud barking if any creature larger than a cat approaches the place it guards. As the faithful hound is able to detect invisible creatures and ward against the approach of ethereal creature, it is an excellent guardian. It does not react to illusions that are not at least quasi-real. If the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if it were a 10 Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all types, even those normally subject only to magical weapons of +3 or greater. Creatures without backs (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can be dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it is activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than 30 yards distant from the area that the watchdog guards, the spell ends. The material components of this spell are a tiny solver whistle, a piece of bond, and a thread.

Monster Summoning III

Range: Special
Components: V, S, M
Duration: 4 rds + 1 rd/level
Casting Time: 5
Area of Effect: 50 yd radius
Saving Throw: None

This spell is much like the 3rd level spell monster summoning I, except that this spell summons 1d4 3rd level monsters. 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 vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard. The material components of this spell are a tiny bag and a small candle.

Major Creation

Range: 10 yds
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

Like the minor creation spell, the major creation spell enables the wizard to pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature-soft goods, rope, wood, etc. The wizard can also create mineral objects-stone, crystal, metal, etc. The item created cannot exceed 1 cubic foot per level of the spellcaster in volume. The duration of the created item varies with its relative hardness and rarity:

Vegetable matter    2 hours/level
Stone or crystal 1 hour/level
Precious metals 2 turns/level
Gems 1 turn/level
Mithral* 2 rounds/level
Adamantite 1 round/level
*Includes similar rare metals.

Attempting to use any of these as material components in a spell will cause the spell to fail. The spellcaster must have at least a tiny piece of matter of the same type as the item he plans to create-a bit of twisted hemp to create rope, a chip of stone to create a boulder, and so on.