AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Somatic


Cure Serious Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8 +1 points of wound or other injury damage to the creature’s body. This healing cannot affect non corporeal, nonliving, or extra planar creatures.

Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first. If the touch is successful, 2d8 +1 points of damage are inflicted.

Control Temperature, 10′ Radius

Sphere: Weather
Range: 0
Components: V, S, M
Duration: 4 turns + 1 turn/level
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, the temperature surrounding the caster can be altered by 10 degrees Fahrenheit, either upward or downward, per level of experience of the spellcaster. Thus, a 1Oth-level caster could raise or lower the surrounding temperature from 1 to 100 degrees. The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions.

The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave.

The spell also provides protection from intense normal and magical attacks. If the extreme of temperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy chill of a white dragon), the spell reduces the damage caused by 5 points for every level of the caster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack, the spell immediately collapses.

The material component for this spell is a strip of willow bark (to lower temperatures) or raspberry leaves (to raise temperatures).

Cloak of Bravery

Sphere: Charm
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Neg.

The cloak of bravery spell can be cast upon any willing creature. The protected individual gains a bonus to his saving throw against any form of fear encountered (but not awe an ability of some Lesser and Greater Powers). When cast, the spell can affect one to four creatures (caster’s choice). If only one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so forth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works only once and then the spell ends, whether or not the creature’s saving throw is successful. The spell ends after eight hours if no saving throw is required before then.

The reverse of this spell, cloak of fear, empowers a single creature touched to radiate a personal aura of fear, at wilt out to a three-foot radius. All other characters and creatures within this aura must roll successful saving throws vs. spell or run away in panic for 2d8 rounds. Affected individuals may or may not drop items, at the OM’s option.

The spell has no effect upon undead of any sort. The effect can be used but once, and the spell expires after eight hours if not brought down earlier. Members of the recipient’s party are not immune to the effects of the spell.

The material component for the cloak of bravery spell is the feather of an eagle or hawk. The reverse requires the tail feathers of a vulture or chicken.

Call Woodland Beings

Sphere: Summoning
Range: 100 yards level
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Neg.

By means of this spell, the caster is able to summon certain woodland creatures to his location. Naturally, this spell works only outdoors, but not necessarily only in wooded areas. The caster begins the incantation and continues uninterrupted until some called creature appears or two turns have elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spellcaster.) Only one type of the following sorts of beings can be summoned by the spell. They come only if they are within the range of the call.

The caster can call three times, for a different type each time. Once a call is successful, no other type can be called without another casting of the spell. (Your DM will consult his outdoor map or base the probability of any such creature being within spell range upon the nature of the area the caster is in at the time of spellcasting.)

The creature(s) called by the spell are entitled to a saving throw vs. spell (with a -4 penalty) to avoid the summons. Any woodland beings answering the call are favorably disposed to the spellcaster and give whatever aid they are capable of. However, if the caller or members of the caller’s party are of evil alignment, the creatures are entitled to another saving throw vs. spell (this time with a +4 bonus) when they come within 10 yards of the caster or another evil character with him. These beings immediately seek to escape if their saving throws are successful. In any event, if the caster requests that the summoned creatures engage in combat on his behalf, they are required to roll a loyalty reaction check based on the caster’s Charisma and whatever dealings he has had with them.

This spell works with respect to neutral or good woodland creatures, as determined by the DM. Thus the DM can freely add to o alter the list as he sees fit.

If the caster personally knows a certain individual woodland being, that being can be summoned at double the normal range. If this is done, then no other woodland creatures are affected.

The material components of this spell are a pine cone and eight holly berries.

If a percentage chance is given, druids and other nature-based priests add 1% per caster level, These chances can be used if no other campaign information on the area is available.

Creature — Type of Woodlands —
Type Called Light    Moderate/Sylvan    Dense/Virgin
2d8 brownies 30% 20% 10%
1d4 centaurs 5% 30% 5%
1d4 dryads 1% 25% 15%
1d8 pixies 10% 20% 10%
1d4 satyrs 1% 30% 10%
1d6 spntes 0% 5% 25%
1 treant 5% 25%
1 unicorn 15% 20%

Animal Summoning I

Sphere: Animal, Summoning
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals – e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM must determine the chance of a summoned animal type being within the range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Abjure

Sphere: Summoning
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

This spell can send an extraplanar creature back to its own plane of existence. The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, then that must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured: the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled back to its own plane. The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature’s plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature.

The spell requires the priest’s holy symbol, holy water, and some material inimical to the creature.

Water Walk

Sphere: Elemental (Water)
Range: Touch
Components: V, S, M
Duration: 1 turn +1 turn/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient’s feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and two inches deep are left in the mud or snow. The recipient’s rate of movement remains normal. If cast underwater, the recipient is borne toward the surface.

For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. The material components for this spell are a piece of cork and the priest’s holy symbol.

Water Breathing

Sphere: Elemental (Water, Air)
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell – i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of 1/2 hour per character.

The reverse, air breathing, enables waterbreathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

Tree

Sphere: Plant
Range: 0
Components: V, S, M
Duration: 6 turns + 1 turn/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with but a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spell casting). Note that all clothing and gear worn or carried change with the caster.

The material components of this spell are the priest’s holy symbol and a twig from a tree.

Summon Insects

Sphere: Animal
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

The summon insects spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell’s range, and attacks any single creature the caster points to.

The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim’s concentration is ruined and the spell is lost.

The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate to maintain the swarm; it dissipates if he moves or is disturbed.

It is possible, in underground situations, that the caster might summon 1d4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function under water.

The materials needed for this spell are the caster’s holy symbol, a flower petal, and a bit of mud or wet clay.