Advanced Dungeons and Dragons Spells
Second level wizard spells
Acid Water
Alteration
Components: V,S,M
Range: 20 yards
Casting Time: 2
Duration: 1 round/level
Saving Throw: None
Area of Effect: One gallon/level
This spell turns water into an acidic substance. If a creature touches
this stuff, it takes 2d4 points of damage. If the acid is drunk, it will
take 4d4 points of damage. The wizard can do anything in or to the substance
without taking any damage.
Ahrvar's Instant Offensiveness
Enchantment/Charm
Components: V,S
Range: 120 yards
Casting Time: 1
Duration: 2 rounds/level
Saving Throw: Neg.
Area of Effect: One person
This spell affects any single intelligent being it is cast upon. By
intelligent being, it is meant any creature with a rudimentary form
of spoken language. This includes humans, demi-humans, humanoids, intelligent
monsters, etc. The victim receives a saving throw vs. spell to avoid
the effect, with the appropriate adjustments due to Wisdom. If the victim
fails his save, the
victim's speech immediately becomes offensive to all who can understand
the language the victim is using. The victim, however, only hears what
he thinks he is saying, and may become extremely curious as to why everybody
is mad at him. The words of the victim become SO offensive, in fact,
they act as a low-power Taunt spell, with those hearing and comprehending
the victim's speech making a save vs. magic at +4, or else be consumed
with a mindless desire to bash the victim's head in. Each person within
hearing of the victim will hear whatever would be considered most offensive
by them. The wizard is the only one able to hear what is actually spoken
by the victim, and is thereby immune to the taunt effect. The components
of this spell are the command word, and a subtle pointing motion by
the wizard, at the target.
Ahshay's Mystic Mutable Aura
Illusion/Phantasm
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 day/level
Saving Throw: Special
Area of Effect: One object or person
This spell creates a magic aura around an object similar to the one
from Nystul's Magic Aura. However, it hides not the magic property,
but the alignment of the target. The wizard can specify which alignment
he wants the object to radiate as well as the strength of the radiation.
The higher the level of the wizard the more radical alignment he could
place on the object or person. Note that this aura does not change the
alignment (if present) of a person or object. This spell foils such
spells as Detect Good/Evil, a paladins Detect Evil ability and the spell
Know Alignment. It does not change the effect of the Protection from
Good/Evil spells. Note that the priest version of True Sight or a Gem
of seeing will see through this spell. If the object or person acts
in a different way than is indicated by the aura, other people will
get a disbelieve check. A wizard with the True Sight spell will now
get a true reading from a Detect Evil. The material component of this
spell is a sheet of thin silk in an appropriate colour to the alignment
being cast. It is consumed completely.
Alkira's Fanfare
Illusion/Phantasm
Components: V, S, M
Range: 0
Casting Time: Special
Duration: 6 hours per level
Saving Throw: Special
Area of Effect: Creature touched
When cast upon the target, the spell seems to have no immediate effect.
When a simple condition is met (no ands/ors), a fanfare of no more than
40 beats is suddenly heard around the target. This fanfare can be as
simple as a single trumpet blast, or as complex as an orchestral arrangement,
depending on the components. The spell then "resets", and
the next time the condition is met, the music will play, resetting to
the duration of the spell. The condition must be a simple one, and when
the condition is met, the fanfare plays. The condition must be a simple
"true or false" condition, andmust deal with the target, such
as "passes through door", "falls down", or "draws
weapon". Subjective conditions, such as "when a good blow
has been given", won't work since the spell cannot determine the
relative value. This spell may be layered, but the conditions must all
be different, reusing a condition dispels the previous casting. Other
magic may not be used as a trigger, so this spell cannot be triggered
directly by a spell (i.e. "hit with fireball" won't work,
but "catches fire" will). The material components are a cylinder
made of wax, a needle, and a copy of the music, in the caster's race'
standard musical notation. All are destroyed in the casting. This copy
of the music is the key to the complexity of the fanfare. Up to 100
instruments may play at once, but the caster must use a separate sheet
for each instrument. The caster states which instrument plays each part
as the spell is cast. If the sheet music is not available, the caster
may hum or whistle the fanfare when casting, but the fanfare is then
limited to one instrument, which replays the caster's notes. The more
complex the fanfare, the longer the casting time. The base casting time
is 2, plus 1 for each instrument that will sound. Thus, a single instrument
will have a casting time of 3, while a full 100 piece arrangement will
require 102 (about 10 rounds). If the target is unwilling, then they
may attempt a savings throw. If the throw is successful, the fanfare
sounds once around the wizard, and the magic dissipates. Once cast,
the sound will definitely be heard by those within hearing range.
Author: Coyd
D. Watters.
Alpha's
Moonlight
Evocation
Components: V,S,M
Range: 5 yards/level
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10-foot/level radius circle
This spell creates an area of soft blue-grey light, apparently coming
downwards from above. This light effectively washes out all colour,
but clear vision is certainly possible within the area of effect. Vision
is also possible out to 10 yards beyond the spell's radius, but such
vision is dim and shadowy at best. The moonlight does not interfere
in any way with infravision, but the nature of the light is such that
creatures adversely affected by bright light suffer only half the normal
penalties when within the Moonlight and none when within its shadowy
fringes. The Moonlight spell may be centered on the wizard, in which
case it moves with him. Otherwise, the spell must be cast on an area
and is stationary. The material component of this spell is a moonstone
that has been exposed to actual moonlight for a full night.
Alpha's
Rainbow beam
Evocation
Components: V,S,M
Range: 10 feet + 5 feet/level
Casting Time: 2
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: One creature
This spell draws upon the power of the quasi-elemental plane of radiance
and brings forth a beam of pure light. The colour of the light making
up the beam is normally randomly determined by a roll of a 1d8. However,
the wizard has a chance equal to 5% per level of being able to select
the colour of the beam (the wizard may not select a multi-hued beam.
Such occurs only as the result of an aberration in the magic). The colours
of the beams are as follows:
| Roll |
Colour of Beam |
Roll |
Colour of Beam |
| 1 |
red (cold) |
5 |
blue (electrical) |
| 2 |
orange (heat) |
6 |
indigo (holy water) |
| 3 |
yellow (acid) |
7 |
violet (force) |
| 4 |
green (poison) |
8 |
multi-hued beam - roll twice ignoring eights |
The beam does a base of 2d6, plus an additional hit point of damage for
each level of the wizard (e.g. a seventh-level wizard would inflict 2d6+7
points of damage). Any creature resistant to the attack form indicated
by the colour of the beam takes no damage, while a creature vulnerable
to the specific attack form (such as heat vs. a yeti) will suffer double
damage. A saving throw indicates that the beam has missed and the intended
victim is unaffected. Note that the beam may hit a target other than the
one intended. Once the beam hits a solid object, it stops, even if that
object is transparent. Any creature suffering damage from the spell must
make item saving throws if appropriate. The material component of the
spell is a small clear gem or crystal prism worth at least 50 GP.
Alpha's Spark Shower
Evocation
Components: V,S,M
Range: 0
Casting Time: 2
Duration: 1 round
Saving Throw: ˝
Area of Effect: 20 feet long, 5 feet at base, 10 feet at end wedge shape
The wizard extends his arms and speaks the spell, and a sheet of sizzling
purple sparks shoots forth from the wizard's hands. These sparks cause
1d4 points of electrical damage per three levels of the wizard, rounded
up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.)
or wearing partially metal armour (ring, scale, chain) save at -2 and
suffer +1 point of damage per die. Those wearing full metal armour (splint,
banded, plate, etc.) save at -4 and suffer double damage. The material
component is a bit of fur, glass, and copper.
Alpha's Star Gaze
Evocation
Components: V
Range: 60 yards
Casting Time: 2
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature/2 levels
This spell causes a blazing white sheet of light to issue from the wizard's
eyes. This sheet will envelop a number of creatures based on the wizard's
level. Those who fail a save vs. petrification will be blinded for a
full turn. Those who do save are merely dazzled (-2 to hit and +2 to
AC) for 1 round, having looked away just in time. Dark dependent creatures
such as drow and gray dwarves save at a -4 vs. this spell, and the duration
of its effects are doubled.
Alpha's Starblades
Conjuration
Components: V,S,M
Range: 10 feet + 10 feet/level
Casting Time: 2
Duration: 1 round/2 levels
Saving Throw: None
Area of Effect: One creature/3 levels maximum
This spell creates one magical star-shaped bladed weapon for each three
levels of the wizard, up to a maximum of seven. The wizard may then
throw these as weapons, out to the spell's maximum range. They are treated
as Slashing weapons with respect to effectiveness vs. armour, and the
wizard's to hit rolls with them are at +3, in addition to any bonus
for high Dexterity. Each Starblade that strikes causes 2d4 points of
damage, +2 vs. creatures with powers drawing on the negative material
plane or plane of shadow. The material component is a small silver star.
Ambient Light
Alteration
Range: 60 yards
Components: VS
Duration: 1 turn/level
Time: 2
Effect: 20-yard radius globe
Saving Throw: None
This spell is in many ways similar to the first-level spell Light (q.v.).
With an Ambient Light spell, while there is a centre for its sphere
of effect, there is no point of light at this centre - the intensity
of the light is consistent throughout the entire globe. The light is
even behind objects or walls, in a closed chest, in fact, everywhere
in the area of effect. Therefore, absolutely no shadows exist. The spell
has a number of interesting effects because of this; for example,
if cast in a hallway, the light would extend through a door or wall
into an adjacent room (or even into secret tunnels below the hall) up
to the full area of effect. Just beyond the 20-yard radius globe, reflected
light from the actual area of effect lights up 5 feet further. This
is much dimmer than the globe, is very shadowy (if there is something
to cast one), and fades off into complete darkness (assuming, of course,
the area would be dark without this spell). One obvious advantage of
the spell is to make hiding in shadows impossible within the area of
effect.
Anaemia
Alteration, Necromancy
Components: V, S
Range: 0
Casting Time: 7
Duration: Permanent
Saving Throw: Negates
Area of Effect: Creature touched (up to 1 HD per level)
By means of this spell a wizard can cause the target creature to lose
the majority of its blood, putting on the borderline of having bled
to death. The creature immediately begins to feel incredibly cold and,
if warm-blooded, lose three points of Dexterity due to shivering and
general lack of energy. If cold-blooded, it will go catatonic as its
body temperature sinks to room temperature (60F or 16C or less); the
time this takes should be logically assigned by the DM given the prevailing
conditions (windy, underground, etc.).
In addition, the long term effects are that the target creature will
suffer the loss of one point of Strength and Constitution for up to
a full week after recovery (any Strength 18 score will drop to 17).
Recovery will begin with the commencement of eating high iron, high
protein foods. Recovery itself will take at least a week. Thus the effects
of the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing and slashing damage
taken will be at 1˝ times the value, this being due to the fact that
these attacks cause the victim to lose more of what they don't have,
blood.
There is a minor difference between the necromantic and transmuter versions
of this spell. Transmuters require a vampire tooth that they must touch
to the spell's target. This tooth will only work for as many tries (not
necessarily successful castings or attacks) as the level of the wizard
when he acquired the tooth. Necromancers do not need a material component
for this spell. Only necromancer specialists can learn the necromancer
version.
Author: Al Singleton.
Annoyance
Illusion
Components: V,S,M
Range: 5 feet/level
Casting Time: 2
Duration: 1 round/level
Saving Throw: Special
Area of Effect: One creature
This is a more powerful version of the first-level spell Minor
Annoyance, in that it creates the illusion of a bumblebee flying
into the victim's ear. The victim only gets one saving throw; if successful,
the annoyance lasts for only one round. The spell's effects start at
the beginning of the next round, just like Minor
Annoyance. The material component of this spell is a dead insect.
If an actual dead bumblebee is used, the victim's saving throw is made
at -2.
Anti "Anti Magic" Magic Shell
Evocation
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 day per level
Saving Throw: Special
Area of Effect: Creature or item touched
By means of this spell, an invisible shell of magic is created around
a creature or item. The shell is easily detected or dispelled. In fact,
it is there to be dispelled. If an item entreated with this spell is
the recipient of a dispel magic, passes through a dispel magic zone,
passes through an anti magic shell, etc., the anti "anti magic"
magic shell is destroyed immediately. The item inside the shell, in
essence, got a free saving throw. Any further attempts to dispel the
item are treated normally.
The spell will create one shell per 3 levels of casting ability, and
up to 5 shells may be placed on any one item or creature, but only from
the same casting. I.e., Melvin the mage, who is 6th-level and has 2
spells to cast, can place one shell on each of 4 items, or 2 shells
on each of 2 items, but not 4 shells on one item.
A shell placed on a magical creature protects that creature but not
its possessions. In the event of an item or creature with multiple shells
caught inside an anti magic shell, dispel magic zone or similar; each
shell is stripped off at the very beginning of each round. Unwilling
creatures or intelligent items are allowed a saving throw versus spell
to negate the shell. The material component is a down feather inside
as many small silk pouches as the caster can cast shells. A pouch disappears
for each shell destroyed.
Author: Rapheal Goots.
Anvil Fall
Alteration
Components: V
Range: 10 yards/level
Casting Time: 1
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Special
When this spell is cast, the creature(s) or object(s) affected immediately
assume the mass of solid lead. A falling or flying object or creature
affected starts to plummet, and damage taken from falling is doubled,
i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of
100 feet. The Anvil Fall affects one or more objects or creatures in
a 10-foot cube, as long as the maximum original weight of the creatures
or objects does not exceed a combined total of 200 pounds plus 200 pounds
per level of the wizard.
A Feather Fall cast upon a creature or object under the influence of
an Anvil Fall will only negate the latter, and the creature then receives
only normal falling damage. An additional Feather Fall would then be
needed to achieve the normal effect of that spell, and two such spells
could probably not be cast in time by a single wizard.
Like a Feather Fall, an Anvil Fall works only upon free-falling, flying,
or propelled objects, and cannot affect a sword blow or a charging creature.
Arcane Bolt
Necromancy
Components: S,M
Range: 60 feet
Casting Time: 1
Duration: Instntaneous
Saving Throw: None
Area of Effect: One creature
This spell causes a bolt of magical energy fly from the hands of the
wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level.
The material component for this spell is a drop of poison.
Autopsy
Divination, Necromancy
Components: V, M
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One corpse touched per level
With this spell a wizard can determine the cause of death of a corpse.
No language restrictions apply, this is not a communication with the
deceased. At higher levels, the spellcaster can learn more of the target's
actions immediately prior to death.
| Wizard's Level |
Maximum Time Dead |
Maximum Time Frame Allowable |
| up to 5 |
1 week |
1/10 round |
| 6-7 |
1 month |
1 round |
| 8-10 |
1 year |
1 turn |
| 11-13 |
10 years |
1/2 hour |
| 14-17 |
1000 years |
1 hour |
| 18+ |
any age |
1 hour |
The maximum time frame allowable is the amount of time that the caster
may learn about from the corpse. One question every two levels, starting
at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.).
The questions must be answered analytically, locations, actions of others;
questions about intent, feelings of participants, etc. are not allowed.
To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard
must touch the corpse for the duration of the spell and concentrate deeply.
Any interruption will waste the spell and spell charge.
Author:
Al Singleton
(Isaac Winthrop).
Azalldam's Fabricated Boat
Conjuration/Summoning
Components: V,S,M
Range: 0
Casting Time: 2
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special
This spell is similar to Azalldam's Fabricated
Bridge except it shapes a boat from the conjured shadows instead
of a bridge. The wizard may create a boat of 50 square feet per level
(up to a maximum of 1000 square feet). The boat will support 100 pounds
per level of the wizard; any additional weight will cause the boat to
capsize. The spell will last 1 turn for each level of the wizard, or
until the wizard ends it. Similar to the Fabricated
Bridge spell, the boat may not be disbelieved, but may be dispelled.
The material component for this spell is a small wooden carving of a
boat; this carving is not consumed when the spell is cast.
Boiling Globe
Evocation
Range: 5 yards per level
Components: VSM (a piece of volcanic rock)
Duration: Special
Time: 2
Effect: 20-foot radius
Saving Throw: 1/2
This spell forces a 20-foot diameter circular area of water into an
extreme boil. All creatures in the area of effect take 1d4 points of
damage per level of the caster (maximum of 12d4 points). A saving throw
indicates half damage. The water in the globe will drop to a tolerable
level on the next round, and then slowly cool down to normal water temperature.
Creatures not affected by heat or fire are immune to the effects. Ice
will instantly boil under the effects of this spell, as well. The globe
can be created anywhere within range of the caster.
Author: Steve Bartell <stevebar@wordperfect.com>
Breath Weapon
Evocation, Wild Magic
Range: caster
AOE: cone, 2ft/ level long, 1/2ft wide at caster, 1ft/lvl wide at end
Duration: instantaneous unless specified
Casting Time: 2
ST: 1/2 damage or as specified
Components: VS
Damage: 1d 8+2/lvl (not to exceed 1d8+26), or as specified
This spell was designed to replicate the breath weapon capabilities
of powerful creatures. With each casting of this spell, there
is a different effect, rolled randomly. Creatures especially vulnerable
to such attacks sufer double damage. Creatures especially immune to
such effects take half damage.