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Neal Pass Erickson has designed some custom spells for 2nd Edition AD&D. The source of information on this page is from https://regalgoblins.com/spells.php and could become out of date as new spells are added & removed.

This page uses the word "Priest" since that is the terminology in the rule-books. In Arcadian Lore, Priests are unable to cast spells while Clerics are able to cast spells. The rule-books differ in that Clerics & Druids are a sub-class of Priests.

Cleric SpellsEdit

Level 1Edit

  • Purify Metals
     1  Purify Metals S M V  
     Range  AoE
     30'  1lb of metal / level
     Casting Time  Duration
     1 rnd  30 minutes
     Save  Damage
     None  
     Materials
     The metals being forged, not consumed
    Cast upon ores or metals that is being smelted or forged, this spell removes impurities during the process, paving the way for high purity metals.


    This spell negates the need for any checks during the smelting process.
     School  Source
     Alteration  2.Neal Spells
  • Water to Wine
     1  Water to Wine S M V  
     Range  AoE
     Touch  1 wineskin / Level
     Casting Time  Duration
     10  Permanent
     Save  Damage
     None  
     Materials
     Holy Symbol
    Turns one wineskin (per level) worth of water into wine. The caster may choose red or white. At level 7, the caster may pair the wines specifically with foods.
     School  Source
     Abjuration  2.Neal Spells

Level 2Edit

  • Hellish Halberd
     1  Hellish Halberd S M V  
     Range  AoE
     Touch  1 Item
     Casting Time  Duration
     1 Hour  Permanent
     Save  Damage
     None  
     Materials
     The item to be forged. Value must be at least 50,000 copper.
    This spell enchants a weapon that is being forged to be especially brutal when wielded in combat. The weapon must be of exquisite quality (minimum cost of 50,000 copper) and be in the forging process when the spell is cast. On a natural attack roll of 18, 19, or 20, roll a d10 to determine critical effects.

    1-4: Bleed - The target takes 1 damage per round until the wound is healed/bandaged.

    5-7: Stun - The target is stunned for 1 round.

    8-9: Maim- Roll for an arm or leg hit (50/50 chance). If an arm is hit, -4 to hit and half attack rate. If a leg is hit, -4 AC and half move. Lasts for 1d4 rounds.

    10: - Roll for 2 more effects. Effects can stack.
     School  Source
     Enchantment/Charm  2.Neal Spells

Level 3Edit

  • Steelskin
     3  Steelskin S M V  
     Range  AoE
     Touch  1 creature
     Casting Time  Duration
     5  special
     Save  Damage
     None  
     Materials
     Sheet of forged steel
    The subject of this spell is enchanted giving their skin steel like properties. Incoming physical damage is reduced based on the casters level and the damage type. Magical damage is ignored, so magic missiles still deal their full damage and a magical weapon that deals damage will not have damage from the magic bonus reduced. For example a +1 sword always deals at least 1 point of magic damage on a hit.


    At level 5 the caster reduces damage accordingly: Bludgeoning / Hacking is reduced by 2, Piercing is reduced by 1, Slashing is reduced by 2.


    At level 9 the caster reduces damage accordingly: Bludgeoning / Hacking is reduced by 2, Piercing is reduced by 3, Slashing is reduced by 6.


    At level 13 the caster reduces damage accordingly: Bludgeoning / Hacking is reduced by 4, Piercing is reduced by 6, Slashing is reduced by 9.


    The spell will last for 24 hours, or until its charges are expended. The spell has a number of charges equal to 1d4+(caster level/2).


    The components are a sheet of steel forged by a dwarven armor smith and blessed by a cleric, costing ~25gp. Only 4 steel coins are needed for materials, the rest of the costs are in the craftsmanship.
     School  Source
     Abjuration  2.Neal Spells & Ryan Hufschmid
  • Zweihard's Grips
     3  Zweihard's Grips S M V  
     Range  AoE
     Touch  1 weapon
     Casting Time  Duration
     Special  1 week / level
     Save  Damage
     None  
     Materials
     Blessed Leather
    This spell imbues a weapon with a greater bless spell, granting +1 to hit and saves as per the bless spell, lasting for 1 week per caster level.

    This spell does not stack with bless or aid.

    The leather used must be harvested by the cleric and be of superior quality, and must be integrated into the weapon somehow: e.g. wrapped in the handle.
     School  Source
     Enchantment/Charm  2.Neal Spell & Ryan Hufschmid

Level 4Edit

  • Van Healsing's Greater Tree
     4  Van Healsing's Greater Tree S M V  
     Range  AoE
     0  The caster
     Casting Time  Duration
     7  6 hours + 1 hours/level
     Save  Damage
     None  
     Materials
     '
    This spell is identical to the 3rd level Tree spell, with the following changes.

    The tree is immune to nonmagical weapons, the duration is in hours instead of turns, and the caster is able to assume the form of a large tree (like a great oak).

    The material components of this spell are the priest's holy symbol and a twig from a tree.
     School  Source
     Alteration  2.Neal Spells & Sean

Removed SpellsEdit

These are spells that aren't on Neal's website, thus unavailable to his players

  • Orison
     1  Orison S V  
     Range  AoE
     10 yds.  Varies
     Casting Time  Duration
     4  Special
     Save  Damage
     None  
     Materials
     '
    The most humble of priestly spells is the orison, a brief prayer or invocation of a minor nature. Typically, priests learn a number of orisons as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an orisons is not even on par with other 1st-level magic, a priest memorizes a number of individual orisons equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to orison. In other words, a 1st-level priest can memorize four orisons for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.

    Unlike cantrip, an orison must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the orison’s duration is never more than one round per level. Known orisons include the following:

    Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.

    Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.

    Clarity: For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison.

    Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.

    Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.

    Healing: By his touch, the priest may heal a creature of 1 point of damage. Magic sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.

    Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.

    Resistance to magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison’s duration. Resistance to poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison’s duration.

    Other orisons of similar power or scope may be permitted by the DM. Generally, an orison should not affect more than one creature or die roll at a time, and an orison that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive orison would be quite rare and most probably associated with an evil or chaotic priesthood.
     School  Source
     Various schools  Spells and Magic page 162
    (Spells & Magic, Level 1 Priest Spell)
  • Weighty Chest
     1  Weighty Chest S M V  
     Range  AoE
     Touch  5-foot cube
     Casting Time  Duration
     1  1 day/level
     Save  Damage
     None  
     Materials
     A lead ball
    This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell. The material component is a lead ball.
     School  Source
     Alteration  Tome of Magic Page 56
    (Tome of Magic, Level 1 Priest Spell)
  • Mindkiller
     7  Mindkiller S M V  
     Range  AoE
     240 yards  One creature
     Casting Time  Duration
     1 round  Special
     Save  Damage
     Neg.  
     Materials
     gem of at least 500 gp value (consumed in the casting)
    (This spell was replaced by Mind Tracker spell on the 2nd Printing of Tome of Magic.)

    This powerful spell puts the personality of a single human or demihuman into stasis, turning his body into a mindless automaton. The body will follow any telepathic order given to it by the casting priest. Elves and half-elves receive no innate resistance to this spell. Priest and subject need not share a common language.

    The priest can force the subject into combat, but the subject's attack rolls suffer a - 2 penalty. The priest can attempt to force the subject to cast spells or use innate magical or magiclike abilities. This is a difficult procedure for which the subject receives a normal saving throw vs. breath weapon. A successful save means that the priest has failed to cause the subject to use a magical power; a failed save means that the subject casts the spell or uses the power as directed by the priest. The spell takes effect successfully only if the caster possesses any necessary material components. The priest can make only one attempt per round to force the use of magic.

    The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject's voice. At the DM's discretion, any character who is very familiar with the subject may make an Intelligence check to notice that something is wrong with the subject (and possibly suspect that the subject's will is not his own).

    This spell does not give the caster access to the subject's thoughts or memory. However, the caster can see through the subject's eyes.

    To control the subject, the priest must be within spell range (240 yards) of the subject. If the priest is 15th level or lower, he cannot force the subject to perform particularly delicate actions, such as picking a lock. At 16th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a —20% penalty (—4 on ld20) to reflect the "remote control" nature of the action.

    The subject's personality remains in stasis until the priest releases it with a mental command. It can also be released by a limited wish, wish, or a heal spell cast for this express purpose. If the priest ceases concentration on controlling the body or if the subject moves out of range, the subject collapses into a comatose state. With its personality in stasis, the subject's body will remain alive for a number of hours equal to the subject's Constitution times five. When this time period expires, the body dies and the personality is lost. The subject can be raised or resurrected, however.

    When the body dies, the priest's control terminates. The body's death trauma is felt by the controlling priest as a wracking agony, potentially strong enough to unseat the priest's reason. If the priest has not released the victim prior to death, he must make a system shock roll at —15 to the roll. An unsuccessful check means that the priest becomes insane as if by a Mindshatter spell. Use of mindkiller is considered an evil act. Characters using this spell are subject to any and all consequences involving deviation of alignment.

    The material component is a gem of at least 500 gp value, which is consumed in the casting.
     School  Source
     Enchantment/Charm, Necromancy  Tome of Magic page 107 (1st Printing Only)
    (Tome of Magic, Level 7 Priest Spell, Removed 2nd Printing Onward)
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