Thursday, March 6, 2014

2nd Edition AD&D Wizard Spells - Level 3

For Throwback Thursday, here are some more 2nd edition AD&D spells from my hard drive. I make no promises on the editing. All homebrew. Enjoy.

Flame Bolt (evocation)

Level:3
Component:V,S,M
Range:4" + 1"/level
Casting Time: 3 seg
Duration:instantaneous
Save: 1/2
Area of Effect:special

The flame bolt is a fusion between a fireball and a lightning bolt.  It takes the destructiveness of a fireball and mixes it with the control of a lightning bolt.  When cast, a bolt of fire erupts from the casters hand and flies forth in the direction he points it.  The bolt may catch one creature full on, then do half damage on the second hit, half again damage on the third hit, and so on.  All saves made half the damage taken.  The spell may be rebouned off a wall or any hard nonflammable surface.  The spell causes 1d4 points of damage per level of the caster.  The spell makes little noise.

Geyser (evocation)

Level:3
Component: V,S,M
Range: 2" + 1/4"/level
Casting Time: 3 seg
Duration: instantaneous
Save: full
Area of Effect: special

They geyser spell has the ability to produce a powerful stream of water from the caster's hands.  To any fire-base para-elemantal creature, this spell will do 1d4 hit points of damage per level of the caster.
The geyser spell will also produce one gallon of magic water per level of the caster.  Magic water will stay good indefinitely while in a container.  However, if this water is spilled, it will instantly evaportate.  Magic water in an open container will evaporate at one gallon per round.  This makes making soup out of magic water impossible.  Magic water will not freeze.  Magic water weighs half of what ordinary water does.  Magic water effects magic fire as ordinary water will an ordinary fire.
The material component of this spell is any amount of water.

Improved Magic Missile (evocation)

Level:3
Component: V,S
Range: 9" + 1 1/2"/level
Casting Time: 1 seg
Duration: special
Save: none
Area of Effect: see below

This spell acts like the first level magic user spell magic missile in all respects except the damage done is 2d4+2 hp and the area is one or more creatures in a 15' area.

Laser (evocation)

Level: 3
Component: V,S,M
Range: 5" + 1/4"/level
Casting Time: 3 seg
Duration: instantaneous
Save: none
Area of Effect: One Creature

When the caster completes this spell, he causes an intense beam of light to come from his finger.  If the caster rolls to hit, as regular combat, the magic user has hit the target with his laser.  The laser beam has a +3 chance to hit.  It is not considered to only hit creatures that can be hit by +3 weapons.
The laser does 8d per level of the caster.  The laser may affect one, and only one creature.  A mirror will reflect a laser.  A metal mirror may reflect 1/2 the hit dice, a silver mirror may reflect 3/4 the hit dice, but only if the mirrors are clean.  The material component of the spell is a glass rod with a 100 gp ruby mounted in the center.

Meld (alteration)

Level: 3
Components: V,S,M
Range: touch
Casting Time: 1 turn
Duration: 1 turn/level
Save: full
Area of Effect: see below

A meld allows a magic-user to cause any hard object to become softer.  The magic-user may affect one material of his choice, and may meld one pound per level.  For mildly hard objects, such as gold and lead, the material will become the consistency of soup and drain wherever convenient.  Harder metals, such as copper and bronze, will become as a thick yogurt.  Hard objects, such as steel, will become as pliable as putty.  Very hard metals, such as adamantine, will become as soft at tempered steel.  Fortunately, the magic-user may allow a material to be harder if he wishes.  The purpose of this spell is to make the creation of specialized and difficultly crafted items faster to obtain while not sacrificing quality.  This spell is invaluable in the forging of an adamantine alloy sword.

Protection from Silence (abjuration)

Level: 3
Range: Touch
Components: SM
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 person
Save: N/A

This spell will protect the recipient from any silence spell.  While others are unable to speak, the recipient may speak, or cast spells, as normal.  It in no way cancels a silence spell.