AD&D 2nd Edition » New SpellsGabriel's Horn Spell Level: 9 School: Evocation Range: 40 yds. Components: V, S, M Duration: 2 rounds Casting Time: 10 Area of Effect: 100ft. Hemisphere Saving Throw: Half Damage When cast a large bronze horn appears in front of the caster and sounds loudly by itself. On the first round the horn appears and sheds light equivalent to sun light. The mere sight of the horn causes all evil creatures of level/hit dice 5 to flee in fear. All undead that see or hear the horn are immediately annihilated. The second round the horn sounds and can be heard for up to one mile. Upon hearing the horn all evil creatures of hit dice/level 5+ suffer 20D6 points of damage (non-elemental) but can save vs. spell with a -3 penalty for half damage. All Good creatures/characters that see the horn become immune to disease, fear spells, charm spells, Ray of Enfeeblement, hold spells, Fumble, Magic Jar, Feeblemind, Confusion and Hypnotism. Upon hearing the horn all good creatures/characters will gain the benefit of a Heal spell, Protection from Evil spell, and Protection from Negative Material Plane spell. Any Good creatures/characters that have died with in 1 turn before the spells casting will be brought back to life with all the benefits of seeing and hearing the horn. After casting the spell the magic user will fall into a coma-like state for 1D4 turns. |