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Difference between revisions of "AD&D 2Espell Macros"

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| [https://docs.google.com/document/d/1wEsoXHbgIrn1DN3DoEbf15GacXPKvWlXhM8Rn9VmnjE/edit?usp=sharing Raw formatted 3rd level wizard spells]
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Revision as of 13:18, 25 April 2017

Contents

Spell Macros for AD&D 2nd Edition

This is a compilation of spell macros written for use with the Dungeons and Dragons - Advanced 2nd Edition (simple sheet) character sheet found in the roll20 sheet library.
To add your own macros to this wiki page please edit the appropriate spell level heading. Feel free to view other macro entries while in edit mode to see how to add the appropriate code so that your macro displays consistently. Also please feel free to post to the current [2E Macros to Share] forum thread when you've added a macro here so that others can receive a notification of the update.

Do Not Edit Macros Submitted by Other Users!!!
If you have a variation of an existing macro please just add it as an additional example.


Casting Level Limiters
According to the principles set forth in "DM's Option: High Level Campaigns" spell errata, DMs may find it wise to apply one of the following casting level limiters to your spell's damage, duration, range, etc. in order to maintain the balance of the spellcasting classes at higher levels. The basic principle is the same for both Priest and Wizard spells and is executed as follows:

For spell levels 1-3, casting levels are limited to level 10 thusly:

[[0+({10,?{CASTING LEVEL? Class:@{selected|class} Level:@{selected|level}|1}}kl1)*1]]

For spell levels 4-6, casting levels are limited to level 20 thusly:

[[0+({20,?{CASTING LEVEL? Class:@{selected|class} Level:@{selected|level}|1}}kl1)*1]]

For spell levels 7-9, casting levels are limited to level 30 thusly:

[[0+({30,?{CASTING LEVEL? Class:@{selected|class} Level:@{selected|level}|1}}kl1)*1]]

The following examples utilize the limiters for the 3rd level Fireball Spell's range...

{{range=[[30+({10,?{CASTING LEVEL? Class:@{selected|class} Level:@{selected|level}|1}}kl1)*30]] Feet}}

...and damage, with a few minor modifications to facilitate in-line dice rolls.

{{damage=[[[[({10,?{CASTING LEVEL? Class:@{selected|class} Level:@{selected|level}|1}}kl1)]]D6]] Fire Damage}}

Wizard Spells

To add a new spell macro:
Edit this heading, copy the code immediately following these instructions, paste it under the listing for the appropriate spell level, and change the Spell Name, Author (we really do want to give you credit for the contribution!), and paste your macro code between the nowiki tags! For copyright purposes do not paste the complete spell description here, but rather a reference to where the spell can be found for clarification.

Spell Name by Author! (Source)
Your Macro Here!

Level 1

AD&D 2nd edition Roll20 1st level wizard spells by Howart & Surok
Raw formatted 1st level wizard spells
Armor by Gargamond
/w gm &{template:2Espell}{{title=@{selected|token_name} CASTS ARMOR AS A LEVEL [[?{CASTING LEVEL?Class:@{selected|class} Level:@{selected|level}|1}]] CASTER}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[1]] Round}}{{range=Touch}}{{duration=Lasts until the target takes [[8+({10,?{CASTING LEVEL?Class:@{selected|class} Level:@{selected|level}|1}}kl1)]] points of damage}}{{aoe=Creature Touched}}{{save=None}}{{effects=Bestows an AC of [[6]] No effect on armored targets or creatures with AC [[6]] or better. It is not cumulative with the shield spell, but it does stack with Dexterity, and physical shields. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.}}
Burning Hands by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Burning Hands}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=The caster}}{{save=Half Damage}}{{effects=A jet of flames bursts forth from the caster's fingertips. The flames fan out to [[5]] feet and span in a [[120]] degree arc. They cause [[1d3+{20,(ceil((@{selected|level})))}kl1)]] points of damage or half if a successful Save vs. Spell is made.}}
Charm Person by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Charm Person}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}{{components=V, S}}{{time=[[1]]}}{{range=[[120]] yards}}{{duration=Time based}}{{aoe=[[1]] person}}{{save=Negate}}{{effects=The person being targets must make a Save vs. Spell adjusted for Wisdom or become charmed by the spellcaster. A further bonus of +[[1]] for each point of damage the target has received is add to the Saving Throw if hurt by the caster's group. If the target fails, they consider the caster a trusted friend and ally that is to be heeded and protected. The target is allowed another Saving Throw on a periodic basis based on their Intelligence. If two or more charms effects hit the target simultaneously, it is up to the DM to decide what happens. It is important to note that the subject will have a full memory of the events that take place while they were charmed. [[3]] or less: [[3]] months [[4]]-[[6]]: [[2]] months [[7]]-[[9]]: [[1]] month [[10]]-[[12]]: [[3]] weeks [[13]]-[[14]]: [[2]] weeks [[15]]-[[16]]: [[1]] week [[17]]: [[3]] days [[18]]: [[2]] days [[19]] or more: [[1]] day}}
Chill Touch by Elena S.
&{template:2Espell}}{{title=@{selected|token_name} casts Chill Touch}}{{splevel=Level 1 Wizard}}{{school=Necromancy}}{{components=V, S}}{{time=[[1]] Segment}}{{range=[[0]]}}{{duration=[[@{selected|level}+3]] Rounds}}{{aoe=Creatures Touched}}{{save=Negates}}{{damage=[[1]] STR plus [[d4]]}}{{damagetype=Necrotic}}{{effects=The caster's hand is enveloped by a cold blue glow which attacks the life force of any living creature which the wizard successfully touches. Affected creatures must Save vs. Spell to avoid the effects. Creatures not rated for Strength suffer a [[0-1]] penalty to their attack rolls for each successful touch. Lost Strength returns at the rate of [[1]] point per hour. Undead touched by the caster suffer no damage or Strength loss but instead must Save vs. Spell or flee for [[d4+@{selected|level}]] rounds.}}
Chromatic Orb by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Chromatic Orb at @{target|token_name}}}{{splevel=Level 1 Wizard}}{{school=Alteration, Evocation}}{{components=V, S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=[[1]] creature}}{{save=Negates}}{{effects=?{Orb Colour?|White, **White** causes [[d4]] points of damage and has the *Light* spell effect on the target. It lasts [[1]] round.|Red, **Red** causes [[d6]] points of damage and has the *Heat* effect which makes the target suffer a loss of [[0-1]] to Strength and Dexterity (or AC and to hit in the case of creatures). It lasts [[1]] round.|Orange, **Orange** causes [[d8]] points of damage and has the *Fire* effect which ignites all combustibles within [[3]] feet of the victim.|Yellow, **Yellow** causes [[d10]] points of damage and has the *Blindness* effect as per the spell. It lasts [[@{selected|level}]] rounds.|Green, **Green** causes [[d12]] points of damage and has the *Stinking Cloud* effect which the target must Save vs. Spell or be reeling until they leave the area of effect. It is [[5]] feet in diameter.|Turquoise, **Turquoise** causes [[2d4]] points of damage and has the *Magnetism* effect which only affects those employing iron arms or armour. The effect magically magnetises for [[3d4]] rounds. Anything iron made coming within [[3]] feet of the magnetised arms and armour will stick to them. A successful *Dispel Magic* will end this effect.|Blue, **Blue** causes [[2d8]] points of damage and paralyses the target for [[2d8+4]] rounds or half as many on a successful Save vs. Paralysation.|Violet, **Violet** has the *Petrification* effect and will turn the target to stone unless they Save vs. Petrification. If successful; the target will instead be slowed for [[2d4]] rounds as per the spell.|Black, **Black** has the *Death* effect and will outright kill the target unless they Save vs. Death Magic. If successful; the target will instead be paralysed for [[1d4+1]] rounds.} A 4-inch sphere that can be hurled at a chosen target appears in the caster's hand. It can be hurled up to 30 yards away. The caster gets a +[[3]] against those within 10 yards, a +[[2]] against those withing 10-20 yards and a +[[1]] against those within 20-30 yards. It will have the effect that the caster chooses.}}
Color Spray by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Color Spray}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{range=[[0]]}}{{components=V, S, M}}{{duration=Instantaneous}}{{time=[[1]] segment}}{{aoe=[[5]]x[[20]]x[[20]] ft wedge}}{{save=Special}}{{effects=Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Up to [[1d6]] creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for [[2d4]] rounds; those with Hit Dice or levels up to 2 greater than the wizard's level are blinded for [[1d4]] round(s); those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned for [[1]] round.}}
Corpse Visage by Tyrone (The Complete Wizard's Handbook)
&{template:2Espell}{{title=@{selected|token_name} casts Corpse Visage}}{{splevel=Level 1 Wizard}}{{school=Illusion, Necromancy}}{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[@{selected|level}]] rounds}}{{aoe=Creature touched}}{{save=Negates}}{{effects=The effect of this illusion is so startling that the party of the caster is a part of can add a +[[2]] modifier to their surprise roll. Creatures of low Intelligence or higher and have [[1]] Hit Dice or less (Includes 1st level or lower characters or NPCs) must Save vs. Spell or flee in terror for [[1d4]] rounds. This spell does not distinguish between friend and foe so all are subject to its effects. Unwilling victims are allowed a Saving Throw vs. Spell.}}
Detect Undead by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Detect Undead}}{{splevel=Level 1 Wizard}}{{school=Necromancy}}{{components=V, S, M}}{{time=1 round}}{{range=0}}{{duration=[[3]] Turns}}{{aoe=[[10]] x [[@{selected|level}*10+60]] ft. line}}{{save=None}}{{effects=Enables the caster to detect all undead creatures within the spell's range in the direction the caster is facing. Scanning a direction requires one round and the caster must be motionless. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone 1 yard of wood or loose earth or a thin coating of metal. The spell does not indicate the type of undead detected only that undead are present.The material component for this spell is a bit of earth from a grave.}}
Enlarge by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Enlarge}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[15*@{selected|level}]] feet}}{{duration=[[5*@{selected|level}]] Rounds}}{{aoe=1 creature or object}}{{save=Negates}}{{effects=This spell causes instant growth of a creature (and all of their gear) or object that does not exceed 10 cubic feet in volume per caster level. Caster must have line of sight on the target. Target grows up to 10% per level of the wizard, affecting height, width and weight. Unwilling victims are entitled to a saving throw vs. spell to resist the effect. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials--the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell--a huge sword +1 is still only +1. A creature's HP, AC, and attack rolls do not change, but damage rolls increase proportionately with size.}}
Identify by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Identify}}{{splevel=Level 1 Wizard}}{{school=Divination}}{{components=V, S, M}}{{time=[[8]] hours to prepare items}}{{range=[[0]]}}{{duration=[[1*@{selected|level}]] rounds}}{{aoe=[[1*@{selected|level}]] items}}{{save=None}}{{effects=The caster must spend [[8]] hours prior to the casting cleansing the items. Handling the items may bring about consequences however. There is a [[90, 10*@{selected|level}]]% chance of learning a piece of information about an item. Any roll exceeding [[96]]% is a false reading. If a reading is failed, then the caster must gain a new level of experience before attempting the *Identify* again. Some items will resist such Divination and as result will not be identified. After the casting of this spell is finished, the caster loses [[8]] points of Constitution and must rest [[8]] hours to recover the lost points. If the casters Constitution drops below [[1]], he falls unconscious and will not regain consciousness for [[24]] hours.}}
Light by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Light}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{components=V, M}}{{time=[[1]] segment}}{{range=[[60]] yards}}{{duration=[[@{selected|level}]] turns}}{{aoe=[[20]] ft radius}}{{save=Special}}{{effects=This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. The spell is centered on a point selected by the caster (must have a line of sight to the target). If cast on a creature, successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (only temporarily if the darkness effect is continual). May be used to blind a creature if targeted on the eyes. Blinded creatures suffer a [[0-4]] penalty to AC, attack rolls, and Saves for the spells duration. The caster can end the spell at any time by uttering a single word.}}
Magic Missile by Gargamond and Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[({10,@{selected|level}}kl1)*10+60]] ft}}{{duration=Instant}}{{aoe=Targeted Creature(s)}}{{save=None}}{{damage=[[1D4+1]], [[1D4+1]], [[1D4+1]], [[1D4+1]], and [[1D4+1]]}}{{damagetype=Force}}{{effects=Fires [[ceil(({9, @{selected|level}}kl1)/2)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}}
Magic Missile Alternate by Aqua Alex
&{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[60+(@{selected|MageLevel}*10)]] yds/ft}}{{duration=Instant}}{{aoe=Targeted Creature(s) in a 10' cube}}{{save=None}}{{damage= Missile 1: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>1) ]] Missile 2: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>3) ]] Missile 3: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>5) ]] Missile 4: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>7) ]] Missile 5: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>9) ]] }}{{damagetype=Force}}{{effects=Fires [[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}}
Magic Missile Alternate by Mark W.
&{template:2Espell} {{title=@{selected|token_name} casts Magic Missile}} {{splevel=Wizard level 1}} {{school=Invocation/Evocation}}{{components=V, S, }}{{time=[[1]] segment}}{{range=[[({30,@{SELECTED|level}}kl1*30)+180]] feet}}{{duration=Instant}}{{aoe=target creature or creatures }} {{save=No save}}{{effects=fires 1 to 5 missiles of arcane energy at one or more targets as designated by the caster before the spell is cast. Each missile does 1d4+1 points of damage.}}{{damage= ?{What is the level of the caster?| level 1 and level 2, **Magic Missile** Target takes [[[[1d4+1]] HP of arcane damage.| Level 3 and level 4, **Magic Missile** Target takes [[2d4+2]] HP of arcane damage.| Level 5 and level 6, **Magic Missile** Target takes [[3d4+3]] HP of arcane damage.| Level 7 and level 8, **Magic Missile** Target takes [[4d4+4]] HP of arcane damage.| Level 9+, **Magic Missile** Target takes [[5d4+5]] HP of arcane damage.}}}
Patternweave by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Patternweave}}{{splevel=Level 1 Wizard}}{{school=Divination}}{{components=V, S, M}}{{time=[[3]] Segments}}{{range=[[30]] ft}}{{duration=[[1]] Round}}{{aoe=[[10]] ft sq.}}{{save=Negates}}{{effects="Patternweave allows the caster to make sense of apparent chaos. The wizard must study a group of random elements for one round, after which the DM rolls a save vs. spell for the wizard. If the Save is successful the caster sees in his mind the pattern these objects form. The caster can then attempt to reassemble the parts into their original form. This requires another save vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The wizard can make only a reasonable copy of the item. He can use this spell to restore works of art but they will be worth only a small percentage of their original value.}}
Phantasmal Force by Elena S.
/w gm &{template:2Espell}{{title=@{selected|token_name} casts Phantasmal Force}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[(6+@{selected|level})*10]] yards}}{{duration=Special}}{{aoe=[[(4+@{selected|level})*100]] sq. ft.}}{{save=Special}}{{effects=This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual only and affects all believing creatures (undead are immune) that view it. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent (unless the spellcaster causes the illusion to react appropriately) or until the wizard ceases concentration upon the spell. Creatures that disbelieve the illusion see it for what it is and can add +4 to associates' saves if this knowledge can be communicated effectively. The illusionary effect can be moved by the caster within the limits of the area of effect.}}
Protection from Evil/Good by Gargamond
&{template:2Espell}{{title=@{selected|token_name} casts Protection from Evil on @{target|token_name}}}{{splevel=Level 1 Wizard}}{{school=Abjuration (Reversible)}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[@{selected|level}*2]] Rounds}}{{aoe=Creature Touched}}{{save=None}}{{effects=When this spell is cast, it creates a magical barrier around the recipient at a distance of [[1]] foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -[[2]] penalties to attack rolls; any saving throws caused by such attacks are made with +[[2]] bonuses. Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}
Reduce (reverse of Enlarge) by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Reduce}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[15*@{selected|level}]] feet}}{{duration=[[5*@{selected|level}]] Rounds}}{{aoe=1 creature or object}}{{save=Negates}}{{effects=This spell negates the enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch--the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.}}
Sleep by Gargamond
&{template:2Espell}{{title=@{selected|token_name} casts Sleep}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|level}}kl1)]] Rounds}}{{time=1}}{{aoe=[[30]] ft Cube}}{{save=None}}{{effects=Up to [[2D4]] Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}
Spider Climb by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Spider Climb}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[3+@{selected|level}]] rounds}}{{aoe=Creature Touched}}{{save=Negates}}{{effects=A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a save vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells with material components. Sufficient force can pull the recipient free (save per DM's discretion). The caster can end the spell effect with a word.}}
Spook by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Spook}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S}}{{time=[[1]]}}{{range=[[30]]ft.}}{{duration=Until the creature makes a successful save}}{{aoe=[[1]] creature}}{{save=Negate}}{{effects=The chosen creature must make a Saving Throw vs. Spell or flee from the caster at maximum speed as far as they can. They receive a [[0-{6,(floor((@{selected|level})/2))}kl1)]] penalty to their Saving Throw}}

Level 2

AD&D 2nd edition Roll20 2nd level wizard spells by Howart & Surok
Raw formatted 2nd level wizard spells
Flaming Sphere by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Flaming Sphere}}{{splevel=Level 2 Wizard}}{{school=Invocation}}{{components=V, S, M}}{{time=[[2]] segments}}{{range=[[30]] ft.}}{{duration=[[@{selected|level}]] Rounds}}{{aoe=[[3]]ft. radius}}{{save=Negates}}{{damage=[[2d4]] }}{{damagetype=Fire}}{{effects=Creates a burning globe of fire. This sphere rolls wherever the wizard points, at a rate of 30 ft/round. It rolls over barriers less than 4 feet tall. Flammable substances are set afire by contact with the sphere. Creatures struck by the sphere must save vs. spell or suffer damage as above. Those within 5 ft of the sphere must also save vs spell or suffer [[1d4]] points of heat damage. A successful saving throw means no damage is suffered. The sphere moves only if the spellcaster actively directs it. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.}}
Melf's Acid Arrow by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Melf's Acid Arrow}}{{splevel=Level 2 Wizard}}{{school=Conjuration}}{{components=V, S, M}}{{time=[[2]]}}{{range=[[180]] yards}}{{duration=}}{{aoe=[[1]] creature}}{{save=None}}{{effects=Upon casting this spell, the caster makes an attack roll against the target as if he were a Fighter of the same level. There are no attack or damage bonuses but the arrow causes [[2d4]] points of acid damage. Saving Throws for items may occur. The acid lasts for an additional [[(floor((@{selected|level}/3)))]] rounds causing another [[2d4]] acid damage each round.}}
Levitate by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Levitate}}{{splevel=Level 2 Wizard}}{{school=Alteration}}{{components=V, S, M}}{{time=[[2]]}}{{range=[[20*@{selected|level}]] yards}}{{duration=[[@{selected|level}]] turns}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{effects=The caster chooses one object or creature that weighs no more than [[100*@{selected|level}]] pounds to levitate. The chosen creature, if unwilling, or object, if it is being held, may make a Save vs. Spell to avoid the effects. Once something has been levitated, there is no concentration required except for when changing heights, which can be done at a rate of [[2]] feet per round. A levitating creature using a missile weapon will find it increasingly harder to attack. The first attack has a [[0-1]] and it increases each round from there up to a maximum of [[0-5]]. A full round can be spent to stabilise, setting the penalty back to [[0-1]]. It is impossible to cock a medium or heavy crossbow due to lack of leverage.}}
Shatter by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Shatter}}{{splevel=Level 2 Wizard}}{{school=Alteration}}{{components=V, S, M}}{{time=[[2]] segments}}{{range=[[30+(@{selected|level}*10)]] yards}}{{duration=Instantaneous}}{{aoe=3-ft. radius}}{{save=Negates}}{{effects=The shatter spell is a sound-based attack that affects non-magical objects of crystal, glass, ceramic, or porcelain. All such objects within a 3-ft radius of the center of the spell are smashed into dozens of pieces by the spell. Objects weighing more than [[@{selected|level}]] pounds are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to [[10*@{selected|level}]] pounds. Crystalline creatures suffer [[[[{6, @{selected|level}}kl1]]d6]] Damage (save vs. spell for half)}}

Level 3

AD&D 2nd edition Roll20 3rd level wizard spells by Howart & Surok
Raw formatted 3rd level wizard spells
Gust of Wind by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Gust of Wind}}{{splevel=Level 3 Wizard}}{{school=Alteration}}{{components=V, S, M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=[[1]] round}}{{aoe=[[10]] feet x [[10*@{selected|level}]] yards}}{{save=None}}{{effects=The force of the spell is sufficient to extinguish candles, torches and similar unprotected flames. It cause protected flames - such as lanterns - to dance wildly by has a [[5*({100, @{selected|level}}kl1)]]% chance of extinguish such a light. Small flying creatures are knocked back [[1d6*10]] yards, man-sized creatures are held in place and larger than man-sized creature move at [[50]]% movement rate for one round. Any light object will be blown over, vapours dispersed, gaseous and unsecured levitating creatures will be forced away.}}
Hold Person by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Hold Person}}{{splevel=Level 3 Wizard}}{{school=Enchantment/Charm}}{{components=V, S, M}}{{time=[[3]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|level}]] rounds}}{{aoe=[[1d4]] persons in a [[20]] foot cube}}{{save=Negates}}{{effects=This spell will hold humans, demihumans and humanoid creatures. The spell is centered on a point chosen by the caster and it affects all persons within the area of effect. If three or four persons are caught, they all get unmodified Saving Throws while if only two persons are caught, they suffer a [[0-1]] and if only one person is caught, they suffer a [[0-3]] to their Saving Throws. Wisdom adjustments can contribute to Saving Throws.}}
Invisible Mail by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Invisible Mail}}{{splevel=Level 3 Wizard}}{{school=Abjuration, Evocation}}{{components=V, S, M}}{{time=[[2]] segments}}{{range=0}}{{duration=Special}}{{aoe=Caster}}{{save=None}}{{effects=A variation of the armor spell, this spell enables the caster to cover his body with an invisible suit of plate mail to temporarily raise his AC to 3. Its effects are not cumulative with other armor or magical protection (a character cannot improve his AC better than 3 through use of this spell), but Dexterity bonuses still apply. Invisible mail absorbs [[@{selected|level}]] HP of damage that would normally hit AC 3; however, it offers no protection against magical weapons or attacks. When it has absorbed it's maximum amount of damage, the invisible mail disappears. It does not hinder movement, nor does it add weight or encumbrance, and does not interfere with spell casting.}}
Lightning Bolt by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Lightning Bolt}}{{school=Evocation}}{{splevel=Level 3 Wizard}}{{components= V, S, M}}{{time=[[3]] segments}}{{range=[[(4+@{selected|level})*10]] yards}}{{duration=Instantaneous}}{{aoe=Special}}{{save=Half}}{{damage=[[[[{10, @{selected|level}}kl1]]d6]]}}{{damagetype=Lightning}}{{effects=Upon casting this spell, the wizard releases a powerful stroke of electrical energy damaging each creature within its area of effect (Save vs. spell for half). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard. It may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point. Objects struck must save vs Lightning or be destroyed. If the damage caused to an interposing barrier shatters or breaks through it, the bolt continues. The bolt can breach up to [[{12, @{selected|level}}kl1]] inches of wood or [[{6, (@{selected|level}/2)}kl1]] inches of stone. The lightning bolt's area of effect is chosen by the spellcaster: either [[10]] x [[40]] feet, or [[5]] x [[80]] feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.}}
Lightning Bolt by GARGAMOND
/w gm &{template:2Espell}{{title=@{selected|token_name} CASTS LIGHTNING BOLT AS A LEVEL ?{CASTING LEVEL?Class:@{selected|class} Level:@{selected|level}|1} CASTER}}{{splevel=Level 3 WIZARD}}}{{school=EVOCATION}}{{range=[[(([[(({10,(?{CASTING LEVEL?Class:@{selected|class} Level:@{selected|level}|1})}kl1))]]*30)+120)]] FEET}}{{components=V, S, M}}{{duration=INSTANT}}{{time=[[3]]}}{{aoe=?{AREA OF EFFECT?|[[5]]'X[[80]]' LONG BOLT|[[10]]'X[[40]]' FORKED BOLT}}}{{save=1/2 DAMAGE}}{{damage=[[[[(({10,(?{CASTING LEVEL?Class:@{selected|class} Level:@{selected|level}|1})}kl1))]]D6]] ELECTRICAL DAMAGE}}{{effects=Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts damage to each creature within its area of effect. The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard. A bolt can breach [[1]] inch of wood or [[0.5]] inches of stone per caster level, up to a maximum of [[1]] foot of wood or [[6]] inches of stone. The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made). The material components of the spell are a bit of fur and an amber, crystal, or glass rod.}}
Wraithform by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Wraithform}}{{splevel=Level 3 Wizard}}{{school=Alteration, Illusion}}{{components=S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2*@{selected|level}]] rounds}}{{aoe=The caster}}{{save=None}}{{effects=This spell causes the caster to become insubstantial, including all their gear. As a result, they can only be affected weapons of +[[1]] or better while under the effects of this spell. Undead of most sorts will ignore the caster as they believe him to be a Wraith or Spectre. Liches or Special Undead however may Save vs. Spell at a [[0-4]] penalty to recognise the spell. While under the effects of this spell, the caster can pass through small holes or narrow openings, even mere cracks with all he wears or holds in his hands. No form of attack is possible by the caster unless it is against those on the Ethereal Plane where all attacks are normal. A successful *Dispel Magic* will bring the caster back into their normal form.}}

Level 4

Improved Invisibility by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Improved Invisibility}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=[[@{selected|constitution}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{effects=This spell works like the *Invisibility* spell but it allows for the recipient to attack and remain unseen. There, however, will be a telltale trace that may allow an observant opponent to attack the invisible creature. The trace is only noticeable if a creature is looking specifically for it however. Attacks made against the invisible creature suffering a [[0-4]] to hit and the invisible creature gains a +[[4]] bonus against Saving Throws. Beings with high Hit Dice that might normally notice invisible opponents can roll a Save vs. Spell as if they were [[2]] Hit Dice lower.}}
Thunderstaff by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Thunderstaff}}{{splevel=Level 4 Wizard}}{{school=Invocation/Evocation}}{{sphere=}}{{components=V, S, M}}{{time=[[4]] segments}}{{range=0 ft}}{{duration=Instant}}{{aoe=Cone 40' long, 20' wide}}{{save=None}}{{effects=Produces a thundering cone of force. Affected creatures must save or be stunned for [[1d3]] rounds and are deafened for [[1d3+1]] rounds. Additionally, those who fail the save are hurled [[4d4+4]] feet by the wave of force, suffering 1 point of damage per two feet thrown. If the save is successful, the victim is not stunned, but is still deafened and is only hurled half of the distance. Giant sized creatures who fail their save are only thrown [[2d4+2]] feet and deafened, Those who save are not affected. The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of [[4d4+4]] feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.}}

Level 5

Shadow Magic by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Shadow Magic}}{{splevel=Level 5 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S}}{{time=[[5]]}}{{range=[[50+10*@{selected|level}]] yards}}{{duration=Instantaneous}}{{aoe=Depends on the chosen spell}}{{save=[[20]]% of spell damage or half of spell damage}}{{effects=This spell allows the caster to create a quasi-real evocation spell of 3rd level or lower. The chosen creature, or creatures if the spell is an Area of Effect spell, must make two separate Saving Throws. One for the *Shadow Magic* spell and then one for the quasi-real spell but only if it would normally permit a save so a *Magic Missile* spell would not permit the second save. If the creature(s) make the first save, then they only receive [[20]]% of the damage from the spell (fractions below [[.4]] are rounded down and above [[.4]] are rounded up) and do not need to check for the second. If they fail the first but succeed the second, they take half damage. If both are failed, then full damage is received.}}

Level 6

Level 7

Level 8

Level 9

Priest Spells

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Spell Name by Author! (Source)
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Level 1

Anti-Vermin Barrier by Aqua Alex (Tome of Magic)
&{template:2Espell}{{title=@{selected|token_name} casts Anti-Vermin Barrier}}{{splevel=Level 1 Priest}}{{school=Abjuration}}{{sphere=Wards}}{{components=V, S, M}}{{time=[[1]] segments}}{{range=[[30]] yds/ft}}{{duration=[[@{selected|level}]] hours}}{{aoe=[[@{selected|level}*10]] ft cube}}{{save=None}}{{effects=With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms and similar vermin of less than 1HD. (Including summoned versions.) Creatures already within the area are not forced to leave, but if they do leave they can not return.}}
Bless by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Bless}}{{splevel=Level 1 Priest}}{{school=Conjuration/Summoning}}{{sphere=All}}{{range=[[60]] yards}}{{components=V, S, M }}{{duration=[[6]] rounds}}{{time=[[1]] round}}{{aoe=[[50]] ft. cube}}{{save=None}}{{effects=Friendly creatures, not engaged in melee combat, in the area of effect gain +[[1]] to morale, saving throws vs fear effects, and attack rolls. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster. Alternately a single item may be blessed, allowing it to strike as a +1 magical weapon. The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.}}
Cure Light Wounds by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Cure Light Wounds on @{target|token_name}}}{{school=Necromancy}}{{sphere=Healing}}{{splevel=Level 1 Priest}}{{components=V,S}}{{time=5 Segments}}{{range=Touch}}{{duration=Instant}}{{aoe=Creature Touched}}{{save=Spell}}{{healing=[[1D8+(?{Do you receive a bonus to your healing spells?|0})]] HP}}
Entangle by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Entangle}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Plant}}{{components=V, S, M}}{{time=[[4]]}}{{range=[[80]] yards}}{{duration=[[1]] turn or [[10]] rounds}}{{aoe=[[40]]foot cube}}{{save=Reduced movement}}{{effects=This spell causes grass, weeds, bushes and even trees to wrap, twist and entwine about creatures in the Area of Effect. Any creature caught within must make a Saving Throw vs. Spell or be held fast. A successful save allows a creature to move at [[10]] feet per round until out of the area. Exceptionally large or strong creatures may suffer little or no distress depending on how strong the entangling plants are.}}
Faerie Fire by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Faerie Fire}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Weather}}{{components=V, M}}{{time=[[4]]}}{{range=[[80]] yards}}{{duration=[[4*@{selected|level}]] rounds}}{{aoe=[[10*@{selected|level}]] square feet within a [[40]] foot radius}}{{save=None}}{{effects=Any creature caught within the Area of Effect is now visible out to [[80]] yards in the dark and [[40]] yards if the viewer is near a bright light source. The creature is outline in blue, green or violet which is up to the caster. Creatures under the effects are easier to strike, giving a +[[2]] to opponents in darkness which includes moonlit nights and a +[[1]] bonus in twilight or better. This spell can render invisible creatures visible as it outlines them, however, it will not outline noncorporeal, ethereal or gaseous creatures. The light is not bright enough to effect undead or dark dwelling creatures.}}
Magical Stone by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Magical Stone}}{{splevel=Level 1 Priest}}{{school=Enchantment}}{{sphere=Combat}}{{components=V, S, M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[3]] turns or until used}}{{aoe=[[3]] pebbles}}{{save=None}}{{effects=This spell temporarily enchants [[3]] small pebbles. While enchantment, these pebbles act as a +[[1]] weapon for determining what they can hit but they do not get the normal bonuses magical weapons do. Each pebbles deals [[1d4]] damage and [[2d4]] damage against undead.}}
Protection from Evil/Good by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Protection from Evil on @{target|token_name}}}{{splevel=Level 1 Priest}}{{school=Abjuration (Reversible)}}{{sphere=Protection}}{{components=V, S, M}}{{time=[[4]] segments}}{{range=Touch}}{{duration=[[@{selected|level}*2]] Rounds}}{{aoe=Creature Touched}}{{save=None}}{{effects=When this spell is cast, it creates a magical barrier around the recipient at a distance of [[1]] foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -[[2]] penalties to attack rolls; any saving throws caused by such attacks are made with +[[2]] bonuses. Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}
Strength of Stone by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Strength of Stone}}{{splevel=Level 1 Priest}}{{school=Invocation/Evocation}}{{sphere=Elemental Earth}}{{components=V, S, M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[3+@{selected|level}]] rounds}}{{aoe=[[1]] creature}}{{save=None}}{{effects=The recipient of this spell gains [[1d4]] Strength points or to a minimum of [[16]], whichever is higher. Each [[10]]% of Exceptional Strength counts as [[1]] point. The Priest and recipient must be in contact with solid stone or earth. The spell ends once the duration ends or the recipient loses contact with the ground.}}

Level 2

Aid by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Aid}}{{splevel=Level 2 Priest}}{{school=Necromancy, Conjuration}}{{sphere=Necromantic}}{{components=V, S, M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[1+@{selected|level}]] rounds}}{{aoe=[[1]] creature}}{{save=None}}{{effects=The recipient gains the benefits of the *Bless* spell as well as an additional [[1d8]] hitpoints. The bonus hitpoints are lost first before the actual hitpoints and they cannot be regained through curative magics.}}
Cure Moderate Wounds by Tyrone (Player's Option: Spells & Magic)
&{template:2Espell}{{title=@{selected|token_name} casts Cure Moderate Wounds on @{target|token_name}}}{{splevel=Level 2 Priest}}{{school=Necromancy}}{{sphere=Healing}}{{components=V, S}}{{time=[[5]]}}{{range=Touch}}{{duration=Instantaneous}}{{aoe=Creature touched}}{{save=None}}{{effects=By laying their hands on the wounded target, the Priest heals [[1d10+1]] hitpoints of damage.}}
Dark Fire by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Dark Fire}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere= Travelers}}{{range=Touch}}{{components=S, M}}{{time=[[2]] segments}}{{duration=[[@{selected|level}+1]] hours}}{{aoe=Special}}{{save=None}}{{effects=The darkfire spell provides a small, lightless campfire when cast on a bronze brazier. This fire puts out heat and burns, but emits no light in the normal visible spectrum, nor does it create smoke. Objects set ablaze by the dark fire burn normally, emitting both smoke and light. The area of effect is equal to the size of the brazier, to a maximum diameter [[@{selected|level}]] ft. A bronze brazier is required to cast this spell into.}}
Hold Person by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Hold Person}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Charm}}{{components=V, S, M}}{{time=[[5]] segments}}{{range=[[120]] yards}}{{duration=[[2*@{selected|level}]] rounds}}{{aoe=[[1d4]] persons within a [[20]] ft. cube }}{{save=Negates}}{{effects=Holds affected humanoid creatures of man size or smaller rigidly immobile until dispelled or the duration expires (does not affect Undead). The spell affects persons targeted by the caster within the area of effect. If only two persons are being targeted, each rolls their saving throw with a -1 penalty; if only 1 target is selected, the saving throw is made with a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Held creatures cannot move or speak, but can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The caster can end the spell any time.}}
Lighten Load by Elena S.
&{template:2Espell}{{title=Lighten Load}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Travelers}}{{components=V, S, M}}{{time=[[2]] segments}}{{range=[[30]] yards}}{{duration=[[@{selected|level}]] hours}}{{aoe=[[10]] ft Cube}}{{save=None}}{{effects=This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell. This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items. An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features.}}
Produce Flame by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Produce Flame}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Elemental Fire}}{{components=V, S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=[[@{selected|level}]] rounds}}{{aoe=[[3]] foot diameter from center of impact}}{{save=None}}{{effects=This causes a flame to spring forth into the Priest's hand and it can be thrown at a target meaning the Priest must make an attack roll. A successful hit does [[1d4+1]] points of damage, setting fire to anything that is combustible. Any fire on a creature takes [[1]] round to extinguish and until it is, they will suffer additional damage as determined by the DM. A miss is resolved as a grenade-like missile. If the spell is still going once the Priest throws a flame, then another will spring forth into their hand. The Priest can hurl a maximum of [[@{selected|level}]] flame(s) but can only every throw [[1]] per round.}}
Spiritual Hammer by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Spiritual Hammer}}{{splevel=Level 2 Priest}}{{school=Invocation}}{{sphere=Combat}}{{components=V, S, M}}{{time=[[5]]}}{{range=[[10*@{selected|level}]] yards}}{{duration=[[3+@{selected|level}]] rounds}}{{aoe=[[1]] war hammer}}{{save=None}}{{effects=This spell calls into being a field of force shaped like a hammer. The hammer works off of the Priest's THAC0 without any Strength bonuses they may have. The hammer deals [[1d4+1+{3,(ceil((@{selected|level})/6))}kl1)]] to man-size or smaller creatures and [[1d4+{3,(ceil((@{selected|level})/6))}kl1)]] damage to larger opponents and this conjured hammer is considered a magical weapon, operating as a +[[{3,(ceil((@{selected|level})/6))}kl1)]] weapon. The hammer will only strike in the same direction that the caster is facing. The hammer can be dispelled by enemies that have Magic Resistance. If the hammer strikes at a creature with Magic Resistance, the resistance is rolled for the first time. If the resistance is successful, then the hammer is lost while failure means the hammer can affect the creature.}}

Level 3

Break Camp by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Break Camp}}{{splevel=Level 3 Priest}}{{school=Conjuration/Summoning}}{{sphere=Travellers}}{{components=V, S, M}}{{time=[[5]] segments}}{{range=[[0]]}}{{duration=Special}}{{aoe=[[50]] ft radius}}{{save=None}}{{effects=Break Camp causes a batallion of invisible servants to strike a campsite in an area of 50-foot radius or less. The servants extinguish fires, dispose of debris, and pack gear for a up to [[@{selected|level}*3]] people. The entire process takes [[4d4]] rounds to complete. When completed, all traces of the campsite are eliminated.}}
Create Campsite by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Create Campsite}}{{splevel=Level 3 Priest}}{{school=Conjuration/Summoning (Reversible)}}{{sphere=Travelers}}{{components=V, S, M}}{{time=[[3]] segments}}{{range=[[0]]}}{{duration=Special}}{{aoe=[[50]] ft radius}}{{save=None}}{{effects=With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for up to [[@{selected|level}*3]] people. The caster indicates the desired area for the campsite and the number of persons the campsite is to accommodate. The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is skillfully prepared and blends with the surroundings(-50% chance to be noticed). Campfires, loud noises, and other activities can negate this. The entire process takes [[4d4]] rounds to complete. The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (within 50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.}}
Prayer by Tyrone
&{template:2Espell}{{title=@{selected|token_name} casts Prayer}}{{splevel=Level 3 Priest}}{{school=Conjuration/Summoning}}{{sphere=Combat}}{{components=V, S, M}}{{time= }}{{range=[[6]]}}{{duration=[[@{selected|level}]] rounds}}{{aoe=[[60]] foot radius}}{{save=None}}{{effects=This spell gives the Priest's allies a +[[1]] bonus to their attack, damage and Saving Throw rolls while the enemies suffer a -[[1]]. Unlike the *Chant* spell, once this spell is cast, the Priest is free to do other things that he may wish to do. Cumulative *Prayer* spells give a further +[[1]] and -[[1]] to allies and enemies respectively, but the Priest must be of the same Ethos.}}
Repair Injury by Tyrone (Player's Option: Spells & Magic)
&{template:2Espell}{{title=@{selected|token_name} casts Repair Injury}}{{splevel=Level 3 Priest}}{{school=Necromancy}}{{sphere=Healing}}{{components=V, S}}{{time=[[1]] turn or [[10]] rounds}}{{range=Touch}}{{duration=Instantaneous}}{{aoe=Creature touched}}{{save=None}}{{effects=By means of this spell, the touched creature regains [[1d10+1]] hitpoints. *If using critical hit or critical strike rules, then this spell, on top of the healing, can be used to knit a broken bone, alleviate the swelling and pain of a sprain or twist or repair soft-tissue damage such as an injured eye/ear or repair a severed tendon. This spell can also heal wounds falling into the crushed, shatter or destroyed categories, but can only heal such wounds to the broken category which means it heals [[20d6]] (20d6) as if it were lost hitpoints. Only one *Repair Injury* can be used on any given wound.*}}

Level 4

Level 5

Level 6

Level 7

Additional Resources

Advanced_Dungeons_and_Dragons
ADnD_2nd_Edition_Character_sheet

Copyrights

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