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.)
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 Component: 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.
*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 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.
*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.
*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.
*[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.
*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.
Note: Rangers and Paladins cannot cast minor prayers and only receive their standard range of spells through meditation.