Advanced Dungeons and Dragons 2nd edition: Wizard class: Spells: School of Rhabdomancy fourth-level spells
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Level 4 Rhabdomancy

Detect Ensorcellment (Rhabdomancy)
Level: 4
Range: Special
Components: V, S
Duration: 1 turn
Casting Time: 4
Area of Effect: One creature or object per round
Saving Throw: Special
Through this spell, a rhabdomancer can not only determine if a person or object is charmed or cursed, but also may gain some insight into the origin of such ensorcellment.
The creature (or object) is allowed a saving throw vs. spell modified by the difference in levels between the caster of the enchantment or curse and the rhabdomancer (thus a minotaur under the influence of a 7th-level evil wizard’s charm monster would save at -2 if this spell is cast by a 9th-level rhabdomancer). If the saving throw is successful, then the caster only learns of the presence, if any, of ensorcellment but nothing more.
A failed saving throw reveals the exact nature of the spell, including effects, duration, and sphere of origin. In addition, the rhabdomancer has a 5% chance per level of further discerning the identity of the ensorcellment’s caster. The information discovered would be that of race, class, relative magical strength, and alignment.
A Dowsing skill check may also be rolled then and, if successful, the location and (common, not true) name of that spellcaster is also learned. Should a creature or object be under more than one magical effect, a Dowsing skill check is necessary to pierce each such spell. A failed roll means that nothing more can be learned after the first charm or curse has been discovered.

Tap Menhir (Rhabdomancy, Evocation)
Level: 4
Range: Special
Components: V, S, M
Duration: 1 day per level
Casting Time: 1-3 rounds
Area of Effect: Caster
Saving Throw: Special
This is the first of the spells developed by rhabdomancers to allow them to use their dowsing rod to tap into an existing supply of magical energy. Rural traveling mages enjoy the benefits of this particular spell in regions that harbor rings of stone or monoliths. Such formations are often known to contain latent arcane power.
Upon casting this spell, the rhabdomancer has a time period of one day per level to find a suitable menhir, with his dowsing rod leading him in the proper direction. Once at such a site (the spell must be cast again should it reach its duration), the mage can use his rod as a channel between his person and the menhir. Due to the unnatural energies drawn from the menhir to coarse through the caster, a System Shock Survival roll is required. A failed roll means that the caster could not contain the arcane energy and suffers a loss of half his current hit point total. But should the rhabdomancer be successful, the tapped energy grants him several benefits.
First, the instant regaining of 1d4 spell points per caster level to his normal maximum. Next, the caster gains 1d4 points of Strength and recovers a number of hit points equal to double that amount. Finally, the mage makes all saving throws at a +1 bonus. The additional Strength and saving throw bonus lasts for a number of days equal to half the caster’s level.
No benefits are gained if this spell is intoned again before the benefits of the first casting have expired.
Not all menhirs contain the reservoir of magic necessary for the successful use of this spell. Some may even have a limited pool to draw from and may be drained after only a few castings.

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