Thursday, February 20, 2014

2nd Edition AD&D Wizard Spells - Level 1

For throwback Thursday, I've pulled out some 2nd Edition AD&D wizard spells that come from my early writing days. I don't remember why I wrote any of them, but here they are in all their unedited glory.

Delayed Rapping (Illusion/Phantasm)

Level: 1
Range: 10 yds
Components: S
Duration: 1 round/level
Casting Time: 1
Area of Effect: Audio
Save: None

This spell causes a rapping, or knocking, to come from anywhere the caster desires (within range). After a set period of time, the knocking will begin. It will last up to 1 segment/level. The volume will be as loud as the caster desires.

Jade's Husband Finding Spell (divination)

Level: 1
Range: sight
Component: V,S,M
Duration: special
Casting Time: 1 turn
Area of Effect: special
Save: none

This isn't so much a "husband" finding spell as a "spouse" finding spell. It allows the caster to identify the best spouse for someone by sight. The spell can be performed for the caster, or, more commonly, for a different individual. When the spell is cast, the caster can then tell the best spouse in the spell's range for a given recipient. However, the caster must actually find and see this person. This could take a long time, so along with the spell, the caster must specify a range. So you must say, "The best husband in one hundred miles here." Of course, a 200 mile diameter circle is very big, but infinitely smaller than an entire planet.

This spell lasts until the spouse is found.

There are a few problems with the spell that should be noted. The spell does not differentiate between married and unmarried people, races, or age. In addition, once the caster spots the person, he must still convince them to marry the other person. If the match does not come off, the caster must redo the spell, specifically excluding the previous find. Finally, the spell finds the best person in an area. If there is only one other person in an area, then that person will be it.

When the spell is cast, it locks on a single person. If that person is merely moving through, the lock will change to the next best person in the area when the original person passes beyond range.

The caster can search for as many people as he has spell levels.So a sixth level caster can search for up to six mates at once. The spell needs a quaint tea ceremony, a bit of the recipient's hair burned in a candle, and a burned love poem.

A variation of this spell allows the recipient to do their own searching.However, if the recipient does their own searching, even the caster, then they must save vs. spell or be charmed by their perfect person once they find him.

Note: Any spell which protects from detection will block this spell.

Open Lock (alteration)

Level: 1
Components: V
Range: 6"
Casting Time: 1 seg
Duration: special
Save: none
Area of Effect: 5'/level

This is a much weaker form of the knock spell. It does no have the capability of opening a wizard locked door. However, it will open a simple locking mechanism (but not a vault) and allow the caster to traverse a door with hold portal on it. The door will stay open for 1 rnd/level.

Phantom Cloak (conjuration/summoning)

Level: 1
Range: Touch
Components: VSM
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 person
Save: None

This spell allows the caster to hide in shadows as a like level thief. When cast, the mage produces a cloak of blackness which he dons, or puts on someone else.The material component is a swatch of black cloth.

Phantom Shoes (conjuration/summoning)

Level: 1
Range: Touch
Components: VSM
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 person
Save: None

This spell produces boots of blackness for the recipient. They allow the mover to move silently as a like level thief. It will not mask other sounds that the recipient makes. The material component is a swatch of black cloth.

Phantom Torch (conjuration/phantasm)

Level: 1
Range: See Below
Components: VSM
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 10'r
Saving Throw: N/A

This spell causes a magic torch to come into being. It may be carried, to positioned relative to the caster. It will shed light as an ordinary torch, but give off no smoke. It will not suffocate (even underwater). It will light flammable objects on fire. The caster may direct the torch to go anywhere in the area of effect.

The spell component is a burning torch, which is consumed in the casting of the spell.

Summon Plant (conjuration/summoning)

Level: 1
Range: 30 yards
Components: VSM
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: 10 yards square
Save: No

This spell conjures up a plant based on the casters level. A caster may always choose a lower form of plant. The material component is a piece of the appropriate plant, preferably green. The older the plant sample, the more difficult the conjuration.

Level:
1 small plant
3 shrubbery
6 tree or giant small plant
9 beanstalk, minor monstrous plant, or large tree
12 major monstrous plant or giant beanstalk
15 legendary plant