Thursday, March 20, 2014

2nd Edition AD&D Wizard Spells - Level 5

More vintage D&D spell here on Throwback Thursday. Enjoy the poorly edited goodness of it all. All homebrew.

Card (alteration)

Level: 5
Range: touch
Component: VSM
Duration: Indefinite
Casting Time: 1 turn
Area of Effect: 2 cu. ft/level
Save: Special

This spell acts much as an Item spell does.  It will act as an item spell with an unlimited duration.  In addition to this, it can also create a card (about the size of a tarot card) from an item.  The card will contain it's picture.  When the caster tosses the card on the ground, or orders it to revert, the caster will regain the suspended item.

Explosion (evocation/alteration)

Level: 5
Components: V,S,M
Range: 6"
Casting Time: 2 seg
Duration: instantaneous
Save: 1/2
Area of Effect: 5'/lev(max)

An explosion spell causes a suddenly expanding outward force.  This force causes the effect of an explosion.  If centered in an object, the spell will destroy the object.  This includes walls and magic item.  However, this spell can not center on a moving object.

When the explosion does occur, the spell will do damage in the specified radius.  For every 5' the caster reduced the radius, the spell will cause one extra hit point per die.  The spell will do 1 hit point per level of the caster.

Force Materialization (conjuration/summoning)

Level: 5
Range: 20 yards
Components: VSM
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature of object
Saving Throw: Negation

By using this spell, the caster attempts to force an object or creature on the ethereal plane to materialize onto the prime material plane.  If caught, the creature or object would be stuck on the prime material plane.  If the creature can naturally move between planes, then they will be stuck for one round per level of the caster of eighth level.  If they make a successful save, the summoner has failed.

The material components are a piece of phase spider web, and a diamond worth at least 100 gp.

Phantom Storm (conjuration/summoning)

Level: 5
Range: Centers on Caster
Components: VSM
Duration: See Below
Casting Time: See Below
Area of Effect: 100 yds/level
Save: None

This spell creates a dark and moody storm over the land.  Each of these effects take a round to cast.  The wind sky will appear to darken.  The wind will then begin to rise to 15 miles/hour, gusting to 30.  Animals will become skittish, and must save vs. fear, and must and zero level humans.  Next, fires and light spells will begin to extinguish in the area of the spell (even continual light).  Finally, it will darken to near night.  At this point, the spell will sustain itself for 1 round/level of the caster.  After the duration is up, the effects will begin to reverse themselves.  It will lighten a little, fires and light spells will relight, animals will calm down, the wind will die, and the sky will clear.

If the caster chooses to show himself, he will appear bright, and stand out.  The effects of the storm will seem not to touch him.

The material component is a black lacquered rod, which will act as a light source for the caster.

Soul Snare (conjuration/summoning)

Level: 5
Range: 10 yards
Components: VSM
Duration: Indefinite
Casting Time: 5
Area of Effect: 1 Life Force
Saving Throw: Full

When a being dies, it's spirit does not depart immediately.  Instead, it lingers for about two rounds before drifting off into astral space.  While the spirit lingers about the body, the caster uses this spell in an attempt to capture the free spirit inside a gem.  The gem must meet the specifications laid out in the Trap the Soul spell.
When cast, the entity gets a save vs. a spell.  I any name is known, the save is at a -2.  If the true name is known, then the save is at -6.  If the soul makes it's save, then it remains free.  Note that if the soul lingers, the caster may make multiple attempts.  If cast in anticipation of a victim's demise, the spell lasts for 2 segments/level.  Once the soul is caught, it is trapped forever.  If forged into a weapon, it may be used to create an intelligent weapon.  It may be used to create an amulet of life protection with as many charges as the victim has levels.  If broken near an uninhabited body, the soul will travel and inhabit that body.

Summoning Lock (invocation)

Level: 5
Range: Special
Components: VSM
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Save: N/A

This spell allows a caster to make permanent any object conjured between by a first to third level spell.  It must be a physical object.  A phantom steed cannot be made permanent.  Any creature made permanent must be fed and cared for as a normal creature.  A dispel magic will cause the creatures or things to return back to nothingness.

The material component is a silver lock.