Introduction:
We've added a number of spells from the D&D BASIC rules for those playing the AD&D system. We consider these as standard spells. There are also a number of original creations here including some inspired by Oriental Adventures. For details on Spell-like Powers, please scroll down to the end of this page.
New Priest Spells:
*Striking (3rd) Enchantment (Modified from the D&D Expert Rulebook.)
Sphere: Combat
Range: 30 feet Components: V, S
Duration: 1 turn Casting Time: 4
Area of Effect: One Weapon Saving Throw: None
This spell allows any one weapon to inflict an additional 1d6 +1 points of damage per attack. The weapon will inflict this extra damage as long as the spell lasts. There is no bonus to the attack roll. If cast on a normal weapon creatures affected only by magical weapons may be hit as if the weapon were enchanted. Creatures hit only by +3 or better weapons are unaffected.
*Sticks to Snakes (4th) Alteration (Modified from the D&D Expert Rulebook.)
Sphere: Plant, Animal
Range: 120 foot radius Components: V, M
Duration: 6 turns Casting Time: 1 round
Area of Effect: 2d6 sticks Saving Throw: None
This spell turns 2d6 sticks into snakes. The snakes may be poisonous (50% chance) and will cause an additional 4d4 points of damage. They obey the caster's commands but will turn back into (broken) sticks when slain or when the duration ends (unbroken).
[Snakes: MV: 9 AC: 6 HD: 1 Hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 (+ 50% chance of poison for 4d4 damage) xp: 15.]
New Wizard Spells:
*Lesser Telekinesis (3rd) Alteration
Range: 30 feet Components: V, S
Duration: Special Casting time: 2
Area of Effect: 1 Object Saving Throw: Neg.
This spell is identical to the 5th level Spell Telekinesis except that the wizard may only move objects of 5 pounds or less at a rate of 10 feet per round. Objects such as ropes or levers cannot be manipulated and objects cannot be hurled with force to cause damage.
*Displacement (3rd) Illusion
Range: Caster Components: V, S, M
Duration: 1 hour + 1 turn per level Casting Time: 1 round
Area of Effect: Caster Saving Throw: NA
This spell mimics the effects of a Cloak of Displacement, creating an illusion that places the character two feet away from where they actually are. First attacks that are made upon a character with this protection automatically miss. The material component for this spell is any part of a Displacer Beast's hide or lesser components augmented by diamond dust.
*Animate Simple Constructs (3rd) Alteration/Conjuration
Range: 10 feet + 10 feet per level Components: V, S, M
Duration 1d4 rounds + 1 round per level Casting Time: 1 round
Area of Effect: 2d6 constructs Saving Throw: None
By means of this spell the wizard may animate simply constructed puppets, usually made of sticks and straw, being 3-4 feet tall, that will fight or perform other tasks as instructed by the caster. The constructs must have a humanoid shape in order for the spell to work. The animations have the following statistics: MV: 6 AC: 8 HD: 1-1 hp: 5 THACO: 20 Attacks: 1 Damage: By small weapon or 1d3 (clawed appendages) xp: 7
*Dancing Daggers (4th) Alteration/Conjuration
Range: Caster Components: V, S, M
Duration: 1 round + 1 round per level Casting Time: 1 round
Area of Effect: 50-foot radius centred on caster. Saving Throw: None
This spell causes 2d3+1 non-magical daggers to animate and randomly attack all creatures in sight within the area of effect. Each dagger will immediately seek the nearest target away from the caster and attack until that creature no longer moves. The caster cannot control who is attacked but can mentally cause the daggers to hold off combat for as long as the spell duration. Between each attack the daggers spin and twirl appearing to “dance”- the spell has temporarily enchanted them with a malicious lesser spirit. The daggers always remain within 50 feet of the caster even if he or she moves. Repeated blows to the daggers cancel the enchantment.
[Animated Daggers- MV: Fl 12 (C) AC: 3 HD: ½ Hp: 5 THACO: 20 Attacks: 1 Damage: 1d4 xp: 10 All daggers used in this spell must be non-magical and highly polished for the enchantment to take effect.]
*Deadly Daggers (5th) Alteration/Conjuration
Range: Caster Components V, S, M
Duration: 1 turn + 1 round per level Casting time: 1 round
Area of Effect: 80-foot radius + 20’ per level Saving Throw: None
This spell functions exactly as Dancing Daggers except that 1d4 +3 daggers are affected and if no targets are within sight the daggers will disperse down corridors and out into the wilderness, up to the maximum range, to search for targets.
Spell-like Powers:
*Suggested Spell-like powers: The following spell list is offered to DMs wishing to bestow Spell-Like powers upon their PCs or NPCs. Some of these spells may be appropriate as permanent abilities while others may function from one to three times per day:
Detect Magic, Strength, Fly, Infravision, Tongues, Polymorph Self, Gaseous Form, Telekinesis, Regeneration, Cure Light Wounds, Cure Disease, Inspire Fear, Spell Immunity (vs. Charm or Sleep), Poison Immunity, Free Action, True Seeing, Magic Resistance, Spells in Armour
*'Bardic' Spell-Like Powers: In truly exceptional circumstances, the DM may rule that especially enchanted or studious characters can gain spell casting progression ability at the same rate as a bard. Depending on the situation, the spells learnt can be either wizard or priest. It is recommended that PCs with this ability require double the amount of experience per level than they would normally require. NPC villains are more likely to have this ability.
*Magical items that allow individuals, including non-magic using individuals, to emulate certain spells.
*Ritual Magic. Any character, NPC or monster can attempt to cast spells, or invoke temporary spell-like effects, of ANY spell via the use of elaborate ceremony and substantial material expense. The individual need not be a spellcaster. Spells are not memorised but must be read off a carefully prepared script that always requires a substantial material component. The chance of spell failure is the same as when reading scrolls of a higher level than the caster (5% per level difference between the character's level and the level at which the spell could be cast. DMG p.145). Casting times can range between a few hours to a few days (or longer!) depending on the spell. The cost of such magic varies but typically starts with material costs of 300gp for 1st level spells and doubles every level thereafter ie. 300gp, 600gp, 1200gp etc. Furthermore, a level of physical sacrifice is often demanded depending on the type and level of spell being attempted. [Snipped from the Version 2.6 main text]
For further details on Ritual Magic specific to priest and wizard spellcasters, that allow them to cast spells without having memorised them, see the main page entries for those classes.
Cantrips and Minor Prayers:
In AD&D Version 2.6 both Mages and Priests can cast minor spells that are not included as 1st level spells:
*All wizards may cast cantrip spells that do not require prior memorisation. The number of cantrips is 10 per day + the language bonus + 1 per level. Typically Flame Dart is conjured that does 1d2 damage, requires a THACO roll and has the range of a dagger. The spells Read Magic and Detect Magic are considered cantrips. At 9th level a wizard may cast an unlimited number of cantrips per day.
*Typical cantrip spells include: fire finger, blue light, smoke puff, untie, clean, dry, dampen, warm, chill, shine, dust, dusty, yawn, smile, frown, blink, spinning coin, spice, salt, sour, shadow puppetry.
*[Optional] Spell casting priests may invoke minor healing prayers (cantrips). The number of prayers is 5 per day + the priest's wisdom bonus score + one per two levels. A 4th level priest with 15 Wisdom (+1) can cast 8 minor prayers - typically Minor Healing which restores 1d2hp per round, in this case up to a maximum of 8 rounds. (DM option) Some priests can use Minor Healing prayers whilst in combat to heal damage upon themselves, but not others, to sustain the priest's health. When healing in this manner the rate is one hit point per round.
Note: Rangers and Paladins cannot cast minor prayers and only receive their standard range of spells through meditation.
Simple Ad Hoc Rules for Alchemists
Characters or NPCs that have proficiency in Alchemy (2 slots/Int-2) may, with the proper equipment and materials, produce various chemically driven devices or magical potions, that are weaker than what may be produced by wizards. They may create things such as smoke bombs, explosive grenades (with extreme difficulty), Greek Fire, potions, or various types of oils.
PCs or NPCs that devote a third proficiency slot to Alchemy, requiring a better than basic laboratory, may advance in levels needing half the experience of a Rogue. In this event the experience can only be gained via research and experimentation and not through adventuring, where the DM should only allocate meager amounts of experience. For each level the Alchemist adds 1d2 hit points where constitution bonuses apply for what are essentially 0-level individuals. Such Alchemists can attempt to create dusts that mimic spell effects such as Invisibility or Levitation, and they are quite adept when it comes to Ritual Magic (although the costs for engaging in these activities is high). Some Alchemists may also be able to create wards against Undead in the same way as Scholar Wizards.
At second level the Alchemist will gain the ability to conjure up cantrips, being the same as their bonus for languages and one extra cantrip per two levels, although these may vary according to the DM. Alchemists may also be aided by supernatural forces, or beings, that arbitrarily enhance their abilities. An Alchemist reaching 3rd level may attempt to learn 1st level Wizard-type spells. They need to roll against their intelligence score each level to see if they have gained the insight into this sort of casting. Failure means they will only be able to use cantrips until a new experience level is reached. Some of the Wizard-type spells will be almost identical to those commonly encountered while other damage inducing spells will be of a lesser nature. For instance an Alchemist may cast the spell Thorny Dart: acting as a magic missile, but does 1d3 damage and 1d2 when removed, spell components are thorns that enlarge and fly out at targets, and only one missile may ever be conjured per casting. If in league with supernatural forces, like the Witch or Warlock are, they may be able to cast a limited number of priestly spells and have 'unholy' powers such as extra Hit Dice, 'Iron skin', ESP, Detect Good/Evil etc. For the spellcasting Alchemist, only 1st to 2nd level spells may be memorised. Other higher level spells can only be performed via Ritual Magic. However, all Alchemists gaining spell casting ability may Read Scrolls just a Wizard.
Nevertheless, the rules for Alchemist progression vary in as much as they are largely self taught, so that variations of all sorts will be encountered - with no established model that can be applied to those that are encountered.
[Note: Almost all Alchemists also have the herbalism proficiency.]
[Also Note: It is assumed that a properly trained Wizard will be familiar with Alchemical research and have a much better understanding of magic than any Alchemist, without expending a proficiency slot upon the skill. If a Wizard spends proficiency slots on Alchemy the DM should grant them an enhanced ability to produce magic items at an earlier level than indicated in the DMG, although THACO Dragon encourages the bending of such rules as a standard.]