AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Verbal


Quest

Sphere: Charm
Range: 60 yards
Components: V, S, M
Duration: Until fulfilled
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg.

The quest spell enables the priest to require the affected creature to perform a service and return to the priest with proof that the deed was accomplished. The quest can, for example, require that the creature locate and return some important or valuable object, rescue a notable person, release some creature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not properly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw rolls for each day of such action. This penalty is not removed until the quest is properly pursued or the priest cancels it. (There are certain circumstances that will temporarily suspend a quest, and others that will discharge or cancel it; your DM will give you appropriate information as the need to know arises.)

If cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person quested agrees to the task, even if the agreement is gained by force or trickery, no saving throw is allowed. If a quest is just and deserved, a creature of the priest’s religion cannot avoid it, and any creature of the priest’s alignment saves with a -4 penalty to the saving throw, in any case. A quest cannot be dispelled but can be removed by a priest of the same religion or of higher level than the caster. Some artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an unjust or undeserved quest grants bonuses to its saving throws, or might even automatically fail!

The material component of this spell is the priest’s holy symbol.

Plane Shift

Sphere: Astral
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched (special)
Saving Throw: Neg.

When the phone shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.

The material component of this spell is a small, forked metal rod – the exact size and metal type dictating to which plane of existence (including sub-planes and alternate dimensions) the pell sends the affected creatures. (Your DM will determine specifics regarding how and what planes are reached.)

An unwilling victim must be touched (successful attack roll) in order to be sent; in addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving a random distance from an intended destination is common.

The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.

Pass Plant

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By using this spell, the caster is able to enter a tree and move from inside it to inside another tree of the same type that lies in approximately the direction desired by the spell user and is within the range shown in the following table.

Type of Tree    Range of Area of Effect
Oak 600 yards
Ash 540 yards
Yew 480 yards
Elm 420 yards
Linden 360 yards
deciduous 300 yards
coniferous 240 yards
other 180 yards

The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.

Moonbeam

Sphere: Sun
Range: 60 yards +10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: None

By means of this spell, the caster is able to cause a beam of soft, pale light to strike downward from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague. The spell caster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (while in the beam), unless your DM rules otherwise.

The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).

Magic Font

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

The spell causes a holy water font to serve as a scrying device. The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a crystal ball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour; thus, the duration of the magic font spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.

The priest’s holy symbol and the font and its trappings are not consumed by the spell.

Insect Plague

Sphere: Combat
Range: 120 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 turn
Area of Effect: 180′ diameter, 60′ high cloud
Saving Throw: None

When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud. (In an environment free of normal insects, the spell fails.) The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects, regardless of Armor Class. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above.

Heavy smoke drives off insects within its bounds. Fire also drives insects away; a wall of fire in a ring shapee keeps a subsequently cast insect plague outside its confines, but a fireball simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse.

The insects swarm in an area that centers around a summoning point determined by the spellcaster; the point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by a dispel magic spell.

The material components of this spell are a few grains of sugar, some kernels of grain, and a smear of fat.

Flame Strike

Sphere: Combat
Range: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5-foot radius by 30-foot-high column
Saving Throw: 1/2

When the priest calls down a flame strike spell, a vertical column of fire roars downward in the exact location called for by the caster. Any creature within the area of effect of a flame strike must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.

The material component of this spell is a pinch of sulphur.

Dispel Evil

Sphere: Protection, Summoning
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Neg.

The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. (Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers.) An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell . Note that this spel1 lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it attack with a -7 penalty to their attack rolls when engaging the spellcaster.

The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good.

The material components for this spell are the priest’s religious object and holy (or unholy) water.

Cure Critical Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hand upon a creature and heals 3d8 +3 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

The reversed spell, cause critical wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 3d8 +3 points of damage. Caused wounds heal via the same methods as do wounds of other sorts.

Control Winds

Sphere: Weather
Range: 0
Components: V, S
Duration: 1 turn level
Casting Time: 8
Area of Effect: 40-foot/level radius
Saving Throw: None

By means of a control winds spell, the caster is able to alter wind force in the area of effect. For every three levels of experience, the caster can increase or decrease wind force by one level of strength. Wind strengths are as follows:

Wind Force Miles Per Hour
Light Breeze 2-7
Moderate Breeze    8-18
Strong Breeze 19-31
Gale 32-54
Storm 55-72
Hurricane 73-176

Winds in excess of 19 miles per hour drive small flying creatures (those eagle-sized and under) from the skies, severely affect missile accuracy, and make sailing difficult. Winds in excess of 32 miles per hour drive even man-sized flying creatures from the skies and cause minor ship damage. Winds in excess of 55 miles per hour drive all flying creatures from the skies, uproot trees of small size, knock down wooden structures, tear off roofs, etc., and endanger ships. Winds in excess of 73 miles per hour are of hurricane force.

An “eye” of 40-foot radius, in which the wind is calm, exists around the caster. Note that while the spell can be used in underground places, the eye shrinks one foot for every foot of confinement, if the spell is cast in an area smaller than the area of effect. (For example, if the area of effect is a 360-foot radius, and the space only allows a 350-foot area, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in radius would eliminate the eye and subject the spell caster to the effects of the wind.)

Once the spell is cast, the wind force increases (or decreases) by 3 miles per hour per round until the maximum (or minimum) speed is attained. The caster, with one round of complete concentration, can stabilize the wind at its current strength, or set it to increase or decrease, although the rate of the change cannot be altered. The spell remains in force for one turn for each level of experience of the caster. When the spell is exhausted, the force of the wind wanes (or waxes) at the same rate, until it reaches the level it was at before the spell took effect. Another caster can use a control winds spell to counter the effects of a like spell up to the limits of his own ability.