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AD&D 2Espell Macros

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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.

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!

Spell Name by Author!
Your Macro Here!

Level 1

Armor By Gargamond
&{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=[[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.}}
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.}}
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.}}
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.}}
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.}}
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.}}

Level 2

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.}}
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

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.}}

Level 4

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

Level 6

Level 7

Level 8

Level 9

Priest 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!

Spell Name by Author!
Your Macro Here!

Level 1

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}}
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.}}

Level 2

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 bums, but emits no light in the normal visible spectrum, nor does it create smoke. Objects set ablaze by the dark fire bum 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.}}

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.}}

Level 4

Level 5

Level 6

Level 7

Additional Resources

Advanced_Dungeons_and_Dragons
ADnD_2nd_Edition_Character_sheet