AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Verbal


Wind Walk

This spell enables the priest, and possibly one or two other persons, to alter the substance of his body to a cloud-like vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every 8 levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they a re 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired , each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM’s discretion. No spellcasting is possible in vaporous form.

The material components of this spell are fire and holy water.

Transmute Metal to Wood

Sphere: Elemental (Earth)
Range: 80 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 metal object
Saving Throw: Special

The transmute metal to wood spell enables the caster to change an object from metal to wood. The volume of metal cannot exceed a maximum weight of 10 pounds per experience level of the priest. Magical objects made of metal are 90% resistant to the spell, and those on the person of a creature receive the creature’s saving throw as well. Artifacts and relics cannot be transmuted. Note that only a wish spell or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a metal door changed to wood would be forevermore a wooden door.

Symbol

Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.

The priest casting this spell inscribes a glowing symbol in the air or upon any surface, according to his desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving throw vs. Spell or suffer the effect. The symbol glows for one turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster:

Hopelessness: Creatures seeing it must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell . Its effects last for 3d4 turns.

Pain: Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.

Persuasion: Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.

The material components of this spell are mercury and phosphorus (see 8th-level wizard spell, symbol).

Sunray

Sphere: Sun
Range: 10 yards/level
Components: V, S, M
Duration: 1 + 1d4 rounds
Casting Time: 4
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: Special

With this spell, the caster can evoke a dazzling beam of light each round in which no action other than movement is performed. The sunray is like a ray of natural sunlight . All creatures in the 10-foot-diameter area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds, those using infraviskon at the time for 2d4 rounds. Creatures to whom sunlight is harmful or unnatural suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of its perimeter, lose any infravision capabilities for 1d4 +1 rounds.

Undead caught within the sunray’s area of effect receive 8d6 points of damage, one-half if a saving throw vs. spell is successful. Those undead 20 feet to either side of the sun ray’s area of effect receive 3d6 points of damage, no damage if a save is successful. In addition, the ray may result in the total destruction of those undead specifically affected by sunlight, if their saving throws are failed. The ultraviolet light generated by the spell inflicts damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is allowed.

The material components are an aster seed and a piece of aventurine feldspar (sunstone).

Succor

Sphere: Summoning
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None

By casting this spell, the priest creates a powerful magic in some specially prepared object – a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the priest who created its magic. Once the item is enchanted, the priest 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 (up to the maximum encumbrance limit for the character) are instantly transported to the sanctuary of the priest, just as if the individual were capable of speaking a word of recall spell. No other creatures can be affected.

The reversed application of the spell causes the priest to be transported to the immediate vicinity of the possessor of the item when it is broken and the command word said. The priest has a general idea of the location and situation of the item’s possessor, and can choose not to be affected by this summons. This decision is made at the instant when the transportation is to take place, but if he chooses not to go, then the opportunity is gone forever and the spell is wasted.

The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more costly items can transport the subject from one plane of existence to another, if the DM allows. Note that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.

Resurrection

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None

The priest employing this spell is able to restore life and complete strength to any living creature, including elves, he bestows the resurrection spell upon. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.

The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead.

The material components of the spell are the priest’s religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature’s remains are available.

Restoration

Sphere: Necromantic
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, the life energy level of the recipient creature is raised by one. This reverses any previous life energy level drain of the creature by a force or monster. Thus, if a 10th level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is effective only if the spell is cast within one day of the recipient’s loss of life energy, per experience level of the priest casting it. A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.

The reverse, energy drain , draws away one life energy level (see such undead as spectre, wight, and vampire, in the Monstrous Compendium). The energy drain requires the victim to be touched. Casting this form of the spell does not age the caster.

Reincarnate

Sphere: Necromantic
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: None

With this spell, the priest can bring back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person appears in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be very different indeed. The new incarnation is determined on the following table or by DM choice. If a player character race is indicated, the character must be created. At the DM’s option, certain special (expensive) incenses can be used that may increase the chance for a character to return as a specific race or species. A wish spell can restore a reincarnated character to its original form and status.

D100 Roll      Incarnation
01-03 Badger
04-08 Bear, black
09-12 Bear, brown
13-16 Boar, wild
17-19 Centaur
20-23 Dryad
24-28 Eagle
29-31 Elf
32-34 Faun/satyr
35-36 Fox
37-40 Gnome
41-44 Hawk
45-58 Human
59-61 Lynx
62-64 Owl
65-68 Pixie
69-70 Raccoon
71-75 Stag
76-80 Wolf
81-85 Wolverine
86-00 DM’s choice

If an unusual creature form is indicated, the DM can (at his option only) use the guidelines for new player character races to allow the character to earn experience and advance in levels, although this may not be in the same class as before. If the reincarnated character returns as a creature eligible to be the same class as he was previously (i.e., a human fighter returns as an elf), the reincarnated character has half his previous levels and hit points. If the character returns as a new character class, his hit points are half his previous total, but he must begin again at 1st level. If the character returns as a creature unable to have a class, he has half the hit points and saving throws of his previous incarnation.

Regenerate

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, and organs grow back. The process of regeneration requires but one round if the severed member(s) is (are) present and touching the creature, 2d4 turns otherwise. The creature must be living to receive the benefits of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell.

The reverse, wither, causes the member or organ touched to shrivel and cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.

The material components of this spell are a prayer device and holy water (or unholy water for the reverse).

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.