AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Verbal


Protection From Evil

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by protecting creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it had been charmed by a vampire) or to invade and take over its mind (as by a ghost magic jar attack) is blocked by this spell. Note that the protection does not prevent the vampires charm itself, nor end it, but it does prevent the vampire from exercising control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extra planar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, corn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good; the second and third benefits remain unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

Pass Without Trace

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, the recipient can move through any type of terrain – mud, snow dust, etc. – and leave neither footprints nor scent. The are that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by the spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result is the trackers picking up the trail at a point where the spell has worn off.

The material component of this spell is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.

Magical Stone

Sphere: Combat
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage, 2d4 points against undead. The magic in each stone lasts for but one-half hour or until used.

The material components are the priest’s holy symbol and three small pebbles, unworked by tools or magic of any type.

Locate Animals or Plants

Sphere: Divination (Animal, Plant)
Range: 100 yards + 20 yd./level
Components: V, S, M
Duration: 1 round/ level
Casting Time: 1 round
Area of Effect: 20-foot-wide path 100 yards long + 20 yards long/level
Saving Throw: None

The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell’s duration, the caster can face in only one direction; i.e., only a 20-foot-wide path can be known. The spell lasts one round per level of experience of the caster, while the length of the path is 100yards plus 20 yards per level of experience. (At the DM’s option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)

The material component is the caster’s holy symbol.

While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common=50%, uncommon=30%, rare=15%, and very rare=5%. Must herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.

Light

Sphere: Sun
Range: 120 yards
Components: V, S
Duration: 1 hour +1 turn/level
Casting Time: 4
Area of Effect: 20-foot-radius globe
Saving Throw: Special

This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative-multiple castings do not provide a brighter light.

The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.

Invisibility to Undead

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 6 rounds
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special

This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.

The material component is the priest’s holy symbol.

Faerie Fire

Sphere: Weather
Range: 80 yards
Component: V, M
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 10 sq. feet/level within a 40-foot radius
Saving Throw: None

This spell enables the caster to outline one or more objects or creatures with a pale glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark, 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.

The material component is a small piece of foxfire.

Entangle

Sphere: Plant
Range: 80 yards
Components: V, S, M
Duration: 1 turn
Casting Time: 4
Area of Effect: 40-foot cube
Saving Throw: 1/2

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM’s option, based on the strength of the entangling plants.

The material component is the caster’s holy symbol.

Endure Cold/Endure Heat

Sphere: Protection
Range: Touch
Components: V, S
Duration: 1 1/2 hours/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30° F. or as high as 130° F.(depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (e.g., an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.

Detect Snares & Pits

Sphere: Divination
Range: 0
Components: V, S, M
Duration: 4 rounds level
Casting Time: 4
Area of Effect: 10-foot path, 40 feet long
Saving Throw: None

Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a 10-foot-wide by 40-foot long path. Such hazards include simple pits, deadfalls, snares of wilderness creatures (e.g., trapdoor spiders, giant sundews, ant lions, etc. ), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.) . The spell is directional-the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards-quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor does it detect snares or deadfalls that have been rendered safe or inactive.

The caster must have his holy symbol to complete the spell.