AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Verbal


Dismissal

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd
Area of Effect: 1 creature
Saving Throw: Neg.

By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster’s level is compared to the creature’s level or Hit Dice. If the wizard’s level is higher, the difference is subtracted from the creature’s die roll for its saving throw vs. spell. If the creature’s level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own. The material components is any item that is distasteful to the subject creature.

Demishadow Monsters

Range: 30 yards
Components: V, S
Duration: 1 rd/level
Casting Time: 5
Area of Effect: 20 ft cube
Saving Throw: Special

This spell is similar to the 4th level spell shadow monsters, except that the monsters created are effectively 40% of normal hit points. If the saving throw is made, their damage potential is only 40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real creatures, although victims may be deluded into believing this to be so.

Contact Other Plane

Range: 0
Components: V
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. (The DM answers all questions with “yes”, “no”, “maybe”, “never”, “irrelevant”, etc.) Any questions asked are answered by the power during the spell’s duration. The character con contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the effects. The accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on. If insanity occurs, it strikes as soon as the first questions is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the PLANESCAPE Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question. On rare occasions, this divination may be blocked by the action of certain lesser or greater powers.

Plane Chance of Insanity*    Chance of Knowledge    Chance of Veracity**
Elemental Plane 20% 55% (90%) 62% (75%)
Inner Plane 25% 60% 65%
Astral Plane 30% 65% 67%
Outer Plane, Int 19      35% 70% 70%
Outer Plane, Int 20 40% 75% 73%
Outer Plane, Int 21 45% 80% 75%
Outer Plane, Int 22 50% 85% 78%
Outer Plane, Int 23 55% 90% 81%
Outer Plane, Int 24 60% 95% 85%
Outer Plane, Int 25 65% 98% 90%

* For every point of Intelligence of 15, the wizard reduces the chance of insanity by 5%.

** If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer “unknown”. Percentages in parentheses are for questions that pertain to the appropriate elemental plane.

Optional Rule
The DM may allow a specific Outer Plane to be contacted (see the PLANESCAPE Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted-each difference in moral or ethical example, an 18t level lawful good caster could contact Mount Celestia (a lawful good plane) on the “Intelligence 20” line, or Elysium ( a neutral good plane) on the “Intelligence 19” line.

Conjure Elemental

Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell-assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice. It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be conjured only once per day. The conjured elemental must be controlled by the wizard-the spellcaster must concentrate on the elemental doing his commands-or it turn on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken. There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round. An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell’s duration expires. Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water. The material component of the spell (besides the quantity of the element at hand) is a small amount of one of the following:

Type Component
Air Elemental burning incense
Earth elemental soft clay
Fire Elemental sulphur and phosphorus
Water Elemental      water and sand

Special protection from uncontrolled elementals is available by means of a protection from evil spell.

Cone of Cold

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard’s hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage. Its material component is a crystal or glass cone of very small size.

Cloudkill

Range: 10 yds
Components: V, S
Duration: 1 rd/level
Casting Time: 5
Area of Effect: 40 x 20 x 20 ft cloud
Saving Throw: None

This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures with up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding one’s breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in 2 rounds. As the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings, thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate liquids, nor can it be cast under water.

Chaos

Range: 5 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 5
Area of Effect: Up to 40 ft cube
Saving Throw: Special

This spell is similar to the 4th level confusion spell, but only the following beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no magic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice than the caster’s level. The spell causes disorientation and severs perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by the spell. Affected creatures react as follows:

D10 Roll      Action
1 Wander away (unless prevented) for duration of spell
2-6 Stand confused for one round (then roll again)
7-9 Attack nearest creature for one round (then roll again)
10 Act normally for one round (then roll again)

The spell lasts one round for each level of the caster. Those affected are checked by the DM for actions each round for the duration of the spell, or until the “wander away for the duration of the spell” result occurs. Wandering creatures move as far from the caster as possible using their most typical mode of movement (characters walk, fish, swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The material component for this spell is a small disc of bronze and a small rod of iron.

Bigby’s Interposing Hand

Range: 10 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

The Bigby’s interposing had spell creates a man-sized to gargantuan-sized magical hand that appears between the spellcaster and his chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the oppone3nt tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent. The size of the hand is determined by the wizard, and it can be from human size (5 feet) all the way up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health and has an Armor Class of 0. Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The material component of the spell is a soft glove.

Avoidance

Range: 10 yards
Components: V, S, M
Duration: Permanent until dispelled
Casting Time: 5
Area of Effect: Up to 3 ft cube
Saving Throw: Special

By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affect object is repulsed (unable to come close than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches). The material component for the spell is a magnetized needle. The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell. The reverse of this spell, attraction, uses the same material components and sets up a natural attractions between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger. It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.

Animate Dead

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

This spell creates the lowest of the undead monsters-skeletons or zombies-usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:

  1. Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every 2 levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9th level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.
  2. Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard’s level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.
  3. Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these.

This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won’t be). It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The casting of this spell is not a good act, and only evil wizards use it frequently.