Credits
Design: It is impossible ro list all 1becreators oflhe spells cataloged in these volumes,
but credit goes to everyone who creuted a spell in a module, boxed set, accessory, hardbound
book or magazine article published in the last 20 years.
ComplJatloo: Mark Middleton
DeveJopment and Editing: Jon Pickens
Additional Development: Richard Baker Ill
Creative Director: Steve Winter
Interior lllustntlon s: Glen Michael Angus, Toren Atkinson,
Ken Frank. John Snyder, and Arnie Swekel
Graphic Design: Eileen Mecha
Typesetting: Nancy J. Kerkstra
Art Dlrcctor: S. Daniele
Acknowledgements: L. Richard Baker m, Brad Bolas, Ed Greenwood,
Bruce Heard, Miranda Homer, Julia Martin, Mark Middleton, Roger E. Moore,
John Ratcliff, Terry O'Nea l, Steven E. Schend, slade, Kei1h Strohm. Skip Williams.
And of course, James M. Ward, who smiles a lot.
w;....i. or die Cou~ 111e
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290
Richard Wehner (Order #13135537)
name; in this case tile entry would read: "Floating known as a shade. Where two spells have the same
Disk.Tenser's." name, the most general version is given first, while
Be aware that many spell names are irregular variantscast by other races or found in specialized
compound words, and that standard alphabetical campaign settings are given Later.
order follows complete words. Thus,fire shield
will appear before fireball. If you can't find a School: Each school governs a type of magic,
spel~ try loo.king for it as a compound form. according to the type of energy its spells employ
Some spells will have multiple names; or the and the special practices and methods used by its
name of a spell might have been changed, either to wizards. The basic schools arc:
avoid confusion with a better known spell with a
si.milar name or to better match the spell effect. For Sc HOOLSOF PHILOSOPHY
eJCa mplc, Intensify, which makes natural phenom- Abjuratio n : Protective, warding, or banishing
ena such as storms and earthquakes more severe, magics.
wasrenamedintensify nature to distinguish it from Alterat ion: Magicthat changes physical proper-
effects that might be intensified by other spells, ties of an object, creature, or condition.
such as intensify summoning. Renamedspells have Conjuration/S ummoning: Callsor brings objects
a short reference under the original name. or creatures from elsewhere.
Spells associated with specific campaign worlds Divination : Uncovers what is lost or hidden in
are marked with a special symbol so they can be the past, p~nt, or future .
easily recognized. Sec page 7 for a summary of Eni:hantment/Charm: Bestows magical proper-
these symbols.Also, spells that an: associated with ties on objects or influences creatures magically.
a specific monster or nonhuman race (such as 11/us ion/P hantas m : lllusion s create and alter
dragons, e.lves, and so on) will be noted; the race appearances; phantasms affect the mind.
name separated from the spell name by a dash. Inv ocat ion/Evoc ation : Channels and shapes
Generally, spell names and secondary game magical energy 10 create aneffect or object.
effects will be ltal{cized. For example, the emotion Necromancy : Magics working upon life energy,
spell has a secondary effect called hope. including the negative energy of the undead.
How To Use Thi s Book Optional Sc hools: These include two groups of
schools beyond the original eight.
Each spell in this book is organized along the
same general lines. Each is Listed by its name, THESCHOO.LS OF Emcr
schoo~and a numberof statistics that governits use Dimension : Magics that affect dimensions, or
such as Level (of power), Range,CastingTime, and access extradimensional areas.
so on. The game powersof each spell are described, Elemental Magi c: Subdivided into Air, Earth,
along with any special rules that govern its use, how Fire, and Water specialists. Arabian and oriental
the spell target can avoid or counter its effects, any cultures have similar divisions.
limitations on how the spell can be used, and any Force: Magics dealing with fields of pure cohe-
special preparations or materials tha1needed for a sive magicalenergies.
successfulcasting. The details of any reversedform S haduw : Magi cs that deal with shadow and
the spell might have are given next. Finally,a sec- darkness, including the sbadowstuff of the Demi -
tion called Notu has been appended to each speH; plane of Shadow.
this deals with the spell's recommendedrarity in the
campaign, and any special restrictionson who (or SCHOOLSOF THAUMAnJROY
what) can use it. Alchemy : Uses powders and strange reagents to
Having covered the field briefly, a more detailed achieve effects.
look is in order: Artifice: U:sesitems and devices to focus spell
energies.
Name: This is the name by which the spell is gen- Geome.try: Uses diagrams , symbols and com-
erally known. Although we have tried to ensu.re plex patterns to channel magical energy.
unique names, this has 001 always been possible. Wild Magic : Shapes dangerously uncontrolled
For example, create shade , a useful shelter from raw energies; subject to unprcdlctablcsurges.
the sun in the arabian deserts of the AL-QA DIM
setting, is very different fromcreate shade, the evil {)NIVER,SALSCHOOLOf MAGIC
spell that turns someone into a dangerous shadow A special list of spells 10 whlch any wizard has
monste r from the Plane of Shadows, a monster access.
291
292
293
294
~ ALQADIM'
A Guide to Spell Icons
t I B fRntRI0~
Setting of Kings
_. DARKSuN4'
Arabian Setting Psionic World Setting
~
DRAOONLANee-
~
Kara-Tur/The Horde
A ~
Maztica PLANt!SCAP~
Epic Romance Oriental Setting Aztec/New Other Planes'
Setting
, __,,
WorldSetting Setting
AWi'RAVENLo.,,-e
Gothic Fantasy Setting "'RaoSTEEL
Swashbuckling
fantasy Setting
~
Savage Lands' Setting
SPELUAMMBR
Fantasy Spa.ce Setting
'Althouah there i.&no 'J)Ccificaenina ror uvaae 1pcllc:ute:rs,many worlda have arcaffrom which
mark.Ispelt, panicularlysuited10 an outland"'Uvagc"w!zasdor witch-<loc1or .
,h_might come.Thi Icon
295
Eagle Form -
(AJteration)
Level: S
A
Pluma
Level: 2
(Necromancy)
Ebony Band
Range: 0 Range:0
Components: S Components: V, S, M
Casting Time: 3 Casting Time: 2
Duration: Special Duration: 1 rd.llevel
Area of Effect: The caster Area of Effect:The caster
Saving Throw: None Saving Throw: None
The caster can polymorph into the body of an This spell enhances the caster 's ability to
eagle. Although he retains his own mentality, hit deliver touch attack spells . The cas te r's hand
points, and Hit Dice, the caster cannot speak, cast shimmers with an evil-looking black aura. The
spells , or do anything else that is beyond the dweomer dec reases the opponent's effective
bounds of bis avian form. However, he can fly, Armor Class against touch-delivered spells by 2.
and his vision is exceedingly keen- perhaps 10 The ebony hand is useless without spells allow-
times the a.cuity of his human eyes. ing a touch atta ck . The wizard can channel as
Notes: Common for Mazticanp/11ma masters many touch attack spells through the ebony hand
and Eagle Knights; unknownby others. as its duration and the casler's available spells
allow. This spell can be used in combination with
the spectral hand spell.
The material componen t is five black lotus
seeds.
Notes: Restricted to necromancers; rare.
Eagle Vision (Updated from POLYHEDROJJ-Newszine.)
(Alteration)
Echoes
Level: 3 (Illusion/Phantasm)
Range:Touch (Song)
Components: V, S
Casting Time: I rd. Level: 2
Duration: 8 hrs. Range: 30 yds. + 10 yds./level
Area of Effect: Creature touched Components: V, S, M
Saving Throw: None Casting Time: 3
Duration: 2 rds./level
This 3rd-level wizard spell confers the ability Area of Effect: I creature
to see as if the recipient was wearing eyes of the Saving Throw:
eagle. This gives vision I 00 times greater than
normal at distances of I foot or more. The crea- This spell causes every sound within the crea-
ture can see objects at 2,000 feet as clearly as it ture's hearing to reverberate loudly in its mind, as
could normally see them at 20 feet. if in an echo chamber. It becomes very difficult
Notes: Uncommon for Air mages; otherwise for the creature to understand speech, to pick out
rare. one sound from another, and the like. The recipent
often tries to tiptoe in an exaggerated fashion,
Earth Elemental Guide trying to reduce the noise level that only he hears.
See elemental guide. Sometimes the creature merely collapses in a
moaning heap. No coordinaled action with other
Earthen Grasp, Maximilian's creatures is possible for the victim, who often
See Maximilian's earthen grasp. lash.es out at anyone attempting to contact him
closely. Anack rolls, saving throws, and Armor
Class have a - 2 penalty. If a saving throw vs. spell
is successfu~ the penalties are reduced to - I.
The victim's auditory nerves receive a great
hammering. Creatures with keen hearing (such as
cats, bats, predators in general , rabbits, and so
297
298
Level: 9
Range: 0
Components: V
Casting Tune: I rd.
Duration: \ br./\evel
Arca of Effect:The caster
SavingThrow: None
299
Level: 4 ~
Range: Touch ~
Components: V.S, M
Casting Time: 4
Duration: I turn + I turn/level
Area of Effect: Creature touched
Saving Throw: Neg.
300
must either be resea rched and dis tilled as a of \ 6 Hit Dice of the appropriatetype appears. Toe
potion or bargained for with the genies. caster then statesthe service be wishes completed.
Note s: Common in arabian settings; very rare The service must be one that is within the powers
elsewhere, but most likely in the bands of Ele- of the elemental, canbecompletedin one day/level
mental mages. of experienceof the wu jen or less, and can be done
within the naturalelement of the elemental.Water
Elemental Guide elementals do not perform services that take them
(Conjuratlon/S ummonlng) to land, and fire elementals must remain in their
(Province: Flame, Sand, Sea, Wind) fiery realms,for example.
ff the creature makes a successful saving
Level: 2 throw vs. spell it disappears instantly, returning
Range: 2 yds. to its own plane. l'fthe saving throw is fa1led,the
Components: V, S, M elemental attempts to fulfill the mission. The
Casting Time: 2 wu jen need not supervise the actions of the ele-
Duration: I tum/level menta l, agreeing to meet ii at some predeter-
Arca of Effect: 30-ft. radius mined place when the mission is completed.
Saving Throw: None 1ypical services include fire elementals forging
a blade in the heat of a volcano, water elemen-
Each elemental form of this spell is distinct , tals recovering items from the bottom of the
and must be learned and memorized separately. ocean, earth elementals producing rare ores
This spell is much like an elemental form of from the ocntet of the earth , or air elementals
the spell unseen serva nt. Jt conjures a tiny fire carrying the wu Jen to some location. When the
sprite, dust devil, pet rock, or a friendly puddle, mission is completed and the meeting kept, the
which serves the caster exactly as an unseen ser- elemental instantly returns to its own plane. Ele-
vant does . The caster must conjure the gulde mentals resent being summoned and forced to
from a small amount of the element : a candle perform services and may attempt to exact
flame, a handful of dust, a vial of water, etc. It revenge at some later date.
can serve as a native guide to its own elemental The material component for this spell is a large
plane, allowing the caster to move while on the quantity of the appropriate element and a written
plane without gelling lost. document stating the exact nature of the service
The guide is destroyed if dispelled, sent more to be done.
than 30 feet from the caster, or if it takes more Notes: Common in oriental settings; very rare
than 6 points of damage from a breath weapon, elsewhere.
area effect spell, or similar attack.
The spell require s a golden bell and mallet, Elemental Transmogrification
which are not consumed in the casting. (Alteration)
Not es: Common in arabian settings; uncom- (Province: Flame, Sand, Sl!ll,Wind)
mon for Elemental mages; rare for others.
Level: 8
Elemental Servant Range: 20 yds.
(Conj uration/ Summon ing, Components: V, S
Enchantment/Charm) Casting Time: 2 rds.
(Air, Fire, Stone, Water) Duration: Instantaneous
Area of Effect: IO ft.+ 5 ft./level diam. circle
Level: 7 Saving Throw: Neg.
Range: 0
Components: V.S, M This powerful spell covers an area 10 feet in
Casting Time: I turn diameter, with 5 feet being added to the circle's
Duration: Special diameter for every level of the caster.
Area of Effect: I elemental This spe ll affects those items that are com-
Saving Throw: Neg. posed of an elemental material. Elemental mate-
rials are those with strong ties to one of the four
This spell allows the wujen to summon any one elements. Metals, gems, and glass all have ties to
of the four types of elementals--air, fire, stone, or the element of sand and would be affected. How-
water-and compel it to perform a service for the ever, such things as cloth, living creatures , and
wu jen. Midway through the casting, an elemental paper have no reaJ ties to an elemental province
301
302
303
304
Elonia's Bane
Reversedform, see Elonia's glamer.
Elonia's Glamer
(llluslon/Pbantasm)
RevenJble
Level: 2
Range: Touch
Components: V, S, M
Casting Time: 3 Components: V, S
Duration: 1hr. + 2 tums/Jevel Casting Time: I
Area of Effect: Creature touched Duration: I ird
Saving Throw: Neg. Area of Effect: 20-fl . radius
Saving Throw: None
With this spell, the caster enhances the recipi-
ent's personal beauty. The recipient's eyes become The wizard can select any melee strikes in the
brighter , the hair and skin become more richly area of effect and make them miss. Both weap-
colored and lustrous, teeth become whiter, etc. ons and natu ral att ac ks (c laws, teeth , etc .),
The recipient is surrounded by a subtle glow in including touch-delive red spells, appear to be
dim Ught and is covered with minute sparkles in knocked as ide by an unseen force . The spell
bright light. These effects raise the recipient 's takes effect either in the round of casting, or in
Charisma (or Appearance/Comeliness) score by the following round, as the caster decides at the
two points (l 9 maximum ). The effect is com- instant of casting.
pletely illusory and can be disbelieved. The mate- The caster can affect one creature per level.
rial component is a pinch of ruby dusr. The spell has no effect on any creature with more
The reverse ofthi s spell, Elo11iasbane, casts a Hit Dice or Jevels than the caster has experience
lackluster pall over the recipient that reduces levels. Creatures immune to most magic, such as
Charisma by two points (minimum 2). The mater- goler11s, and those of demigod status or better are
ial component for this version is a pinch of chalk. not affected . All oftbese count against the wiz-
Notes : Rare or very rare spell. (Updated from ard's limit if targeted.
DRAGON Magazine.) The reverse of this spell, doomstrike, has the
same range, area of effec t, and limitati ons as
Elude Blow elude blow. 'but all melee strikes selected in the
(Abj urati on) area receive a +4 bonus to attack rolls.
(Force) Notes: Uncommon for abju rers and Foree
Reversible mages; otherwise rare.
30S
Embattlement,Algartb's
See Algarth 's embattlement.
Emotion
(Enchantment/Charm)
(Song)
Level: 4
Range: IOyds./leve l
Components: V.S
Casting Time: 4
Duration : Special
Area of Effect: 20-ft. cube
Saving Throw : Neg .
306
307
Empathic Perception,Rary's
See Rary's empalhlc perception.
Empathic Seizure
(Enchantment/C harm)
(Mentalism)
Level: I
Range: 30 yds.
Components: V, S
Casting Time: 1
Duration: Special
Area of Effect: I creature
Saving Throw: Neg.
308
309
Richard Wehner (Order #13135537)
Richard Wehner (Order #13135537)
EnchantedBlade r
failure , regardless of modifications. Once th e Enchanted Blade
spell is finished, the wizard can begin to pla ce (Evocation)
the desired spell upon the item. The spell be
plans to place mu st be cast within 24 hours or Level : 2
thepreparatory spell fades, and the item must be Range : Touch
enchanted again . Components : V.S, M
Eac!b spell subsequently cast upon an object Casting Ti.me: l tum
bearing an enchant an item spe ll requires 2d4 Duration : Special
hours per spell level of the magi c being cast . Area of Effect: Creature touched
Again, during casti ng the item must be touc hed Saving Throw: None
by the wiz.ard, and during the rest periods it must
be always within I foot of his person. This proce- When cast, this spe ll causes a sword blade of
dure holds true for any additional spe lls placed crackling electrical energy to appear in the recip-
upon the item, and each successive spell must be ient's bands. It is the size of a normal long sword,
begun wi thin 24 hours of the last, even if the but is virtually weightless .
prior spe ll failed. Electrical sparks flash up and down the length
No magic placed on an item is permanent of the glowing blade . The enchanted blade can be
unless a permanency spell is used as a finishing used In two ways- in normal melee comba t, or to
touch . This always runs a 5% risk of draining I fire a bolt of crackling energy from its tip up to a
point of Co nstitut ion from the wiza rd casting range of 30 feet. An attock roll must be made in
the spell . Also, while it is possible to tell when either case . Eithe r method can be used at any
the basic spell (enchant an item) succeeds, it is point coa combat (the wielder decides) .
not possible to teJI if successive castings actu- The spell has an absolute duration of l tum.
ally work, for each must make the sam e so rt of However , it ca n disappear earlier. The sword
savi ng throw as tl1eitem itself made . Naturally, ca n infli ct damage up to the caste r 's level in
an item th at is charged - a rod, s taff , wand, s ix- s ided dice to a max imu m of I 0d6 before
Javelin of lightning, ring of wishes, etc.-cannot disappearing.
be made permanent . Magica l devices cannot be Before rolling the attack, the wiel der states
used to enchant an item or cast magic upon an how many dJce will be used. If the hit is suc-
object so prepared, but scrolls can be used for cessful , that amount of damage is infli cted, and
this purpose . that many dice are subtracted from the swo rd 's
The materials needed for this spell vary remaining potential. However, the defender , if
according to both the nature of the item being hit, is allowed a saving throw vs . death. If this
enchanted and the magic to be cas t upon it. For save is successful, the damage is reduced by
example , a cloak of displacement might require half . If a 7th-level wu jen cas ts the spe ll , one
the hide s of one or more displacer beasts, a attack can be made doing 7d6 of damage or sev -
sword meant to slay dragons coul d require the eral attacks can be made whose total damage
blood and some ot her part of i.be type(s ) of equals 7d6.
dragon(s) it wiU be effective against, and a ring The enchanted blade is magical energy and
of shooting stars might requfre pieces of mete- thus can be used to bit creatures that can be bit
orites and the horn ofk.i-rin. These specifics , as only by magical weapons . However, the magi-
well as othe r information pertaining to thi s cal b onus to hit suc h c reature s is only + I for
spell, are decided by the DM and must be dis- every 4 levels of the caste r 's experience (+I at
covered or researched in play. levels 1-4 , +2 at levels 5-8, and so on) . This
Notes: Common spe ll (PHB). bonus is only used to determine if the creature
can be st ru ck by the weapon ; it does not
Enchanted Armame nts improve the chance to bit or the damage caused
Athastan Dragon King magi c; ~ by a successfu l hit
psioni c component renders the The material components for the spe ll are a
by wizards.
spell 1111casrab/e small wooden sword and a siJver rod.
Notes: Common in orien tal settings ; virtually
unknown elsewhere.
3 11
312
Enchanted Weapon
(Enchantment)
(Alchemy, Artlflce)
Level: 4
Range: Touch
Components: V, S, M
Casting Time: I tum
Duration: 5 rds./level Encompassing Vision,
Area of Effect: Weapon(s) touched Mordenkainen 's
Saving Throw: None See Mordenkainens encompassing vision.
313
314
315
Level: 8
Range:Touch
Components: V, S, M Level: 3
Enh ance Blood Ability
(Alteration, Evocation) I I
------
Casting Time: I hr. Range: Touch
Duration: Special Components: V, S, M
Area of Effect: I person Casting Time: 2
Saving Throw: None Duration: 3 rds. + I rd./level
Area of Effect: Creature touched
By means of an enhance spell, the wizard can Saving Throw: Nooe
permanently increase one ability score of his
choice . The caster cannot cas t this spell upon Thisspell enables a creatureto tap the essenceof
himself, and casting it upon another individual is its bloodline directly to temporarily increase the
so fatiguing that he must rest in bed for a full powerof one blood ability. The caster must know
week (or lose one point of Strength permanently). th.c bloodline derivation, blood ability, and ability
On those rare occasions when a wizard does power (minor or major) to be affected. When the
cast this spell, he names the abibty score to be spellis cast, the chosen blood ability imp.rovesone
modified (S trength, Dexterity, Cons titution, power-mino r to major-for the duration of the
Intelligence, Wisdom, or Charisma). He adds one spell. Blood abilities of maximum Levelgain no
point to the desired ability score. The subject benefit from the spell and blood abilities that have
gains all of lbe appropriate bonuses and special only one level of power cannot be enhanced.
abilities associated wiLhthe new score. At the end of the spell 's duration, the blood
Following I.hecasting of this spell, however,the ability returns to normal. The recipient then may
wizard loses Id4 Constitutionpoints. Thus,if a wiz. not use the previously enhanced blood ability for
ard uses this spell and rolls a 3. the wizard himself one tum (he has stretched i.tbeyond its limits}.
loses 3 Constitutionpoints. This loss is permanent The mate ri al components are two simila r
No abiliiy score can be increased above 22 by objects--one large and one small-re presenting
this spell . If a warrior's Strength is modified to the bloodline derivation of the targeL (See the
18, then percentile dice are rolled to determine animal affini ty blood abil ity description in the
excep1ionalStrength. BJ:RntRlGHT ruleboo k for a list of totems .) The
No ability score can be increased above 22 by wizard breaks the smaller of the two totems dur-
this spell. If a warrior 's Strength is modified to ing the casting of the spell.
18, then percentile dice are rolled to determi ne Notes : Common in the BIRTHRIGHT setting ;
exceptional Strength. virrually unknown elsewhere.
316
317
Level: 3
~ empathicseizure.empatl,iccontrol,and empathic
llr1k. While this spell is in effect, saving throws
against any of the caster's empathic spells suffer a
Range: IO yds. -4 penalty. In addition, the caster is completely
Components: V, S, M protected against empathic shock damage.The
Casting Time: 3 enhanced empathy spell also allows the caster to
Duration: I d4 rds. + I rd./level engagein other activities such as combat or spell-
Area of Effect: I spelljammer helmsman casting while maintaining his empathlc spells.
Saving Throw: None Notes: Common for mentalists; uncommon
for enchanters and necromancers; otherwise rare.
This spell can be cast only upon an individual (Updated from POLYHEDRONNewszine.)
using a major or minorspelljamminghelm, This
spell will raise the ship rating (SR, a measure of Enhanced Olfacdon
speed) of the spelljamming ship by 1- 2 points for (Alteration)
the duration of the spell. Only one enhancerating (Alchemy)
spell can be used at a time. A helmsman cannot
cast it on himself. The spellcaster must be able to Level: 2
see the helmsman upon whom the spell is to be Range:0
cast. The spellnot work if thehelmsmanis hidden. Components: V, S, M
The material component of this spell is a small Casting Time: 2
ivory arrow, which is pointed upward as the spell Duration; S rds./level
is cast. Area of Effect: The caster
The reverse of this spell, decrease ra1fng, Saving Throw: None
reduces the SR of the spelljamming helm and its
user by J- 2 points for the duration of the spell. This spell dramatically i.ncreases the caster's
The helmsman is allowed a saving throwvs. spell sensitivity to odors, giving him a sense of smell
to avoid the effect equal to that of the keenest bloodho und. This
The material component is the same , but the gives the caster a +2 bonus on surprise checks. In
ivory arrow is broken as the spell is completed. addition, while the spell is in effect the caster can
Notes: Common for spellcasters from a spell- track by scent (adjudicated by the OM).
jamming culture; otherwise rare.
Enhanced Empathy
(Enchantment/Charm)
(Mel!talism)
Level: 7
Range:10 yds./level
Components: V, S
Casting Time: 7
Duration: 5 rdsl level
Area of Effect: The caster
Saving Throw: Special
318
Enlarge
(Alterati on)
(Dime.nswn)
Reversible
Level: 1
Range: 5 ydsJlevel
Components: V, S, M
Casting Time; 1
Duration: 5 rds./lcvel
Area of Effect: 1 creature or object
SavingThrow:Neg.
319
320
Level: 6
Range: IO yds.
Components: V, S, M
Casting T'une: I tum
Duration: Special
Area of Effect: Special
Saving Throw: Neg.
321
Level: 2 Entomb
Range:10ydsllevel (Alteratio n)
Components : V, S, M (Province: Sand)
CasHngTime : l turn
Duration : I tum/level Level: 3
Area of Effect: I sleeping creature Range: 30 yds .
SavingThrow:Special Components: V, M
Casting Time : 3
This speU send s the caste r into a deep slee p, Duration: 1 turn + I rd.nevel
but it also allows the caster's own mind to enter Area of Effect: 30-ft. cube
the dream of another. The caster can observe the Saving Throw: Neg.
dreams of the speU's target, much as an audience
obse rves a play. The spellcaster remains unde- This spell captu re s creature s in irs area of
tected by the dreamer unless a saving throw vs . effect by raising a block of solid stone out of the
spell is successful (Wisdom modifie rs apply) . earth to engulf them . The block must be raised
The cas ter can , however, purposefully reveal from natural earth, sand,rock or similar material,
himself to converse with the dreamer or intera ct though it can burst through natural vegetation .
with the other elements of the dream . ln th.is case, Each target creature must make a successful sav-
the dreamer perceives the spelJcaster as a part of ing throw vs . ~ell or be swallowed by the rock.
the dream, again unless he makes a successful Ca ptur ed creatures can sti ll breathe and speak,
saving throw. The spe llcaster has no contro l over but , they canno t break free or move unless they
any aspect of the dream except his own actions . can pass through solid stone . Creatures that make
When he detects the intrusion , the dreamer can their saving throws are not enfolded by the rising
attempt to eject the spellcaster from the dream. stone and a re instead flung out of the area of
The contest is a matter of wi 11, and the spe llcaster effect.
must roll a saving throw vs . spell . As long as the This spell is popular among dao slavetakers .
spe llcaster succeeds , he can remain in the dream ; B ecause it requires no soma tic component , it can
if he fails, he awakes and cannot return to the be used to preserve the secrecy of a slaving mis-
dream without casting another enter dream spe ll. sion.
The dreamer can try to force the speJlcaster out The material co mponent is a cube of stone
of the dream once each round. scored with lines on each side .
The enter dream spell has two main uses. Like Notes: Commo n in arabian setti ngs; very rare
the 5th-level dream spell , it allows the spellcaster elsewhere.
to deliver a message to the dreamer. Unless the
322
Eruement
Reversed fomr, see memory.
Level: S
Range:Touch
~
Components: V, S, M
ErdJuClaw Casting Time: 2 turns
Duration: I day
~
(Altention )
Area of Effect: I egg
Level: I Saving Throw : None
Range: Touch
Components: V.S, M Thi! spell causes an old erdlu egg filled with
castingTime: 1 sand to become a fresh erdlu egg, with contents
Duration: 5 rds./level fit to eat. On any other world, the duration would
Area of Effect: I creature be too short to do any practi cal good, but on
Saving Throw : Non.e Athas, the disappearance oftbe egg's water will
not come about until after it has already been
When this spell is cast on a humanoid being, sweated out of the recipient's body. Elf nomads
its fmgernaHs grow into talons, precisely like the developed this spell as a means of creating an
claws of the erdJu bird. Once in this state, they do emergency food supply. Oncethe created food is
damage as Atbasian hand razors(SIM: I d6+ I; L: eaten , the shell disappears , so a new shell is
Id4+ I). The claws do no damage 10 ~atures that required for each casting . Thus, possession of
can be struck only by magical weapons. ln gen- this spell doubles the number of erdlu eggs any
eral , th is spell is memorized by a wizard as a tribe bas.
weapon of last rcson, if an enemy actually closes The material component is the old erdlu egg.
for mclee. There arc unconfirmed rumors that the Notea: Uncommon In the DARK SUN setting ;
spell is us ed in the process of enchanting real virtually unknownelsewhere.
hand razors.
323
Level : 3
I stopped by 2 feet of rock, 2 inches of any metal
other than lead, or a thin sheet oflead foil.
Range : 5 yds./leveJ The wizard employing the speJIis able to probe
Components: V, S, M the surface thoughts of one creature per round, get-
Casting Time : 3 ting simpl e instinctual thoughts from lower order
Duration : I to 3 rds . creatures . Probes can continue on the same crea-
Area of Effect: I or 2 creatures within 20 ft. ture from round to round or can move on to other
Saving Throw: Special creatures. The caster can use the spell to help deter-
mine if a creaturelurks behind a door, for example ,
This enchantment allows the caster to cause a but the ESP does not always reveal what sort of
number of magical quills (resembling porcupine creature it is. If used as part of a program of inter-
quills) to fly from bis hands and unerringly strike rogation , an intelligent and wary subject receives
a chosen target. The quills rea ch their target eve n an initial saving throw. Wisdom modifiers always
in a melee, and they seek chinks in armor and apply, with a poss.ible additionaJ bonus up to +4 al
gaps in clothing when they strike. the DM 's option . lf successful , the crea ture suc-
A wizard can conju re 2d4 quills, plus I quill cessfully resists and the spell reveals no additional
for every two levels above Stb ; thus a 7th- level information. If the savingthrow is failed, the caster
caster can create 2d4 + I quills . The quills can be can leam additional infonnation, according to the
directed at no more than two opponents, who DM's ruling . The creature's Wisdom adjustment
must be within 20 feet of each other. applies, as may additional bonuses up to +4, based
Each quill inllicts I point of damage on the initial on the sensitivity of the infonnation sought.
round . In the second round, a saving throw vs. spelJ The material component of this spe ll is a cop-
is alJowed. Success ends the damage; failure means per piece .
damage equal lo that of the first round is taken. Notes: Common spell (PHB) .
324
325
326
327
328
329
330
331
332
Exterminate
(Necromancy)
Level: I
Range: 5 yds.
Components: V, S, M
CastingTime: I
Duration: Instantaneous
Area of Effect: I cu. ft./level
SavingThrow: Nooe
Eye of Artifice
See seven-eyes.
Eye of Mystra
(AJteratfon, Invocation)
Level: 9
Range: IOft.Jlevel
Components:V.S
Casting Time: 9
Duration: l rd
Area of Effect: I being or item
SavingThrow: None
333
334
An individual protected by this spell suffers no with ability scores function at half effectiveness;
penalties to vision or atta c k rolls due to glare others inflict on ly one-half damagewith physical
from the sun or from spells such as bli11dness or a anacks. Movement is at ooe-half normal rate. The
darkness spell cast to blind. It does not allow nor- subject remains stricken for one Cl,ICllper level of
mal vision in areas of magical darkness nor docs the caster, after which all abilities retum at the
it counter 1he effects of dim lighting or natural rate of one point per tum of complete rest or one
darkness. point per hour of moderate activ ity. The effects
Notes : Restricted to Dragon Knights of Krynn cannot be negated by a cure disease or heal speJl,
(in the DRAOONl-AN CE setting) and those trained but a remove curse or successful dispel magic
by them ; common. spell is effective. Creatu res other than humans ,
demihumans , and humanoids save with +2
Eyebite bonuses versus this attack.
(Enchantm ent/Charm, Illusion/Phantasm) Sleep: The wizard can cause any individ ual
(Menlo/ism) to fall into a comatose s lumber by means of a
gaze and a si ng le word, unless the subject suc-
Level: 6 cessf ull y rolls its saving throw vs. spell. Crea-
Range: 20 yds. tures n ormally subject to a 1st-level sleep spell
Components: V, S save with a - 2 penalty . An affected creature
Casting Tune : 6 mu st be shaken or otherwise sh ocke d back to
Duration : I rd)3 levels consciousness.
Area ofEffeet: l creature ln all cases, the gaze attack has a speed factor
Saving Throw : Special of 1. T his spell does not affect undead of any
type. or el(lend beyond the plane occupied by 1he
An eyebite spell enables the caster to merely cas ter. Note that the caster is subjec t to the effects
meet the gaze of a creature and speak a single of his reflected gaze and is allowed any applica-
word to cause an effect. This gaze attack is in ble saving throw. rn the case of a reflected cham1
addition to any other attacks allowed to the wiz- gaze, the caster is paralyzed until it wears off or
ard. The wizard selects one of four possible gaze is countered.
attacks at the time the spell is c.-ist.and this attack Notes: Commo n spell (PHB).
cannot be changed . For example, a I 2th- level
caster who chose/ear would have four opponuni- Eyefire
ties to make gaze attacks causing fear , one for (Evoca tion)
each round of the spell's duration . Any gaze
attack is negated by a successful saving throw vs. Level: 5
spell, with Wisdom adjustments . The four effects Range:O
of the spell are as follows: Components: V, S
Charm: The wizard can charm a single person Casting Time: 5
or monster by gaze and by uttering a single word. Duration : I rd./3 levels
Tbe effect is to make the charmed subject Area of Effect: I crearure/round witbfo
absolutely loyal and docile to the caster, even to 20 fi. + 5 f\Jlevel
the point of personal danger . It is otherwise the Saving 'Throw:
same as a charm monster spell. All creatures
other than humans, demihumans, and humanoids This dram atic spell causes the caster's eyes to
save with +2 bonuses . glow a fearsome, br ight eme rald green. The
Fear: The wizard can cause fear by gaze and round of casting, the caster's entire cou ntenance
by speaking a sing le word . The subject Oees in takes on such a frightening a spec t thal every
blind terror for I d4 round s. After this, the crea- creature with less than 4 Hit Dice or levels must
ture refu ses to face rhe caster and cowers or pass an immediate morale check or run away in
bolls for the nearest cover if subsequently con- terror.
fronted by the caster (50% chance of eithe r). The next round , the wizard can discharge
The latter effect lasts one tum per caster level. twin bolts of crackling green energy al an oppo-
This attack can be negated by spells that counte r nent, who must be within th e a.rea of effect (65
fear. feet at 9th level , 70 feet at 10th, etc.). The attack
Sicken: This power enables the caster to merely causes ld8 poin ts of damage per lev e l of th e
gaze, speak, a word, and cause sudden pain and caster (save vs. spell for half damage), to a max-
fever to sweep over the subject's body, Creatures imum of 15d8. In subsequent round s, the caster
335
r
Eyes of the Undead
(Necromancy)
,e
Level: 4
Range: 30 yds.
Co mponents: V.S, M
Cas ting Time: 4
Dura tion: 1 hr./level
Area of Effect: I undead creature
Saving Throw : Neg.
336
337
Th e ninja casts lhis spell on him se lf or on or piece of jewe lry worth more than 25,000 gp
another. willing subject. The spell alters the sub- cannot be enchanted by the/acer spell.
jec t 's features slightly, making them unremark - The spell was developed by a Khinasi wizard-
able- neither handsome nor ugly. The gaze of merchant ofCe rilia (of the BIRTHRJ.mrr sening).
any witness slides right off the features of a crea- The material component is a jeweler's polish-
ture affected by this spell. ing cloth, which must be rubbed across the gem
Someone who is keenly and alertly looking at or jewelry to be enchanted.
the faces of everyone he sees, such as a dedicated Not es : Common in the BtRTHRlGHT sett ing;
guard scanning a crowd to find someone who has otherwise virtually unknown.
just disappeared into it.,gets a saving throw vs.
spell to avoid its effects. If the observer makes his Faerie Sword - Elf
saving throw,be seesthe actual features instead of (Invocation/Evoc ation)
the nondescriptface. Immunity to the spell lasts the
length of the spell duration, but the spell itself is Level: 7
not dispelledand will work on people who have not Range: 0
made their saving throws. The person who success- Components: V.S, M
fully saves against this spell has no idea lhat a spell Casting Time: 6
is in effect; be does not see the false features fade Duration: I rd./2 levels
away and feels no hint of magic. Area oFEffect: Special
This spell's success depends on the creature's Saving Throw: None
main taining a menta l attitude of dullness and
boredom. When a crea ture deliber at ely does This spell crearcsa slender,shimmeringsword in
something interesting while wearing this spell- the caster's hands. The sword gives a single-class
if he attacks someone, saves a life, or robs a mer- mage a +4 to hit, and can hit crearures that can be
chant- the spell ends and every witness can see hit only by magicalweapons. The sword inflicts4d4
bis true features. This spell can be canceled by a points of damage against man-sized or smaller
dispelmagicspell opponents,and Sd4 pointsagainst largercreatures.
Notes: Restricted to ninja and those trained by A caster who successfully attacks can elect to
them; common. inflict either damage or a random magical effect
upon the target. If the caster elects 10 inflict a
Fae.et magical effect, roll d l00, add the caster's level,
(Alteration)
Level: S
I I and refer to the table.
338
339
340
34 1
76-80
=IIDltoaay'::',:W-"
.......... --r.
from ,ood lfthe wmn1 Is ovil).
61-75 .\pml'Mllt tlldlrfol(owagmml
day. 'lbispvesno
blackcat
SpidM-dlmb,onceporday.
mflucace.
wmp. lwnllmallmyablo10 fly
26-40 ~...mce~day.or
oitber. day (
(e.s,.1210 ~
ollaAcle
41-50 Mlm-bt,ap.oacef:.day .
of
81-95 u,,.. .,.,,.,,.,. onceper day for 51~ .t,eakwltA"""""" aay nomnag-
3 tunia + 1 lUtD per level lcaJlyfe). dne tiat perday.
96-00 Familiarcan decectone type of Tbit pea DO apecialinftueace .
metal.mineral. wpllbte or odw 66-70 ._,."""""'1,g. oaoepor'Mlek.
aubl$ancewitbin 30 feet.tbroo 71-80 &.,yddectJo,, ( wand) 30-bJI
times per day, for I tun per UN . mdiaa. oncepordlyfbr I tum.
At DM'soption. familiar SD1Y clu,, 81-85 IM.at tnlp6 (as wand)twiceper
play anobsossiveiaterat iDthe day f'or I tam. ualib wad. cu't
IIUbllw:o. md mayaeckand col- find ICICl'ddoors.
leer it at inopportunetimes. ~ 1a1cw,cnc:e railed to High
(l2+ld2).
'lllbleO 96-00 Familiarpim a normal voiceand
dlOO Special...., canapeataay llll8UIPit blows.
01-10 Blur, twiceper day.
11- 20 a.an.Ml/: onceper day.Mustllill 'IWIIIIV
be~...,.., tnimal loiln, but
canc:bmgecololfplltlem,tUbde
body ....... (blldtClltoliameee
,:a..:;.,,.
01- 10 apeU.
Jl-20 """'Ollblol.lHDperllevela;
21- 25
~s-==:.:
or IDIDX).at a (*25%).
342
81-85 Glibna.f(upolion),oocepcr
WIiek. for I roundper leYel.lf ani-
malcm not mve ap,ecb. reroll.
86-95 lnlcltipnce railed to Bxcep-
lioall (14 + ld2).
~ Poly,norpltto a specific human
or demilwmaaform.oncoper
day for up to 2 tunll/lcM,I. DM
decidesCIUCI detailsof appear-
anc,c. Hit points amtJntelliaenoc
ll'O retained, but OUblrform ii
typical of race; enbancedanimal
.... arclost in this form<
will be wiard'I IUl'prile boaua).
'l'lllleV
dlN Speclll ........
01- 10 CJuu,,i aabnal, l HD par 2 lev-
els.onceper week. Can be any
animal of any Cius.
ft()ftll)lgi,:,..11)
Charm luts 2 tuma/lcvcL
11- 20Dlmen.rlondoor.oaceperweek.
Up to 200 lbs. in the familiar\
grasporjawscanbetaun. Fang Fist -AJhoon
21- 35 HoldOIUlffOI (of ane biolopeal (Alteration, Necromancy)
class), once perday.
36-45 onceper day. ,
,,,,,,,,,.,_ l1rri.flbiJlly. Level: 2
4<>-SS $1011akin. oaccper month. Range : O
S~70 ~ a1U111t1U (ofume fam. Components : V, S
ily),onceperWNk;limitedto ld6
IDimlls of3 HD orlelaeecb(a CastingTime: 2
oatcouklPfflffllQII cbc,,abs, but Duration: I rd./level
notd&en). Area of Effect The caster 's arm
7l-7S ~ ODCepsday; CID mtWe Saving Throw : None
2Sb.10~allocm
maniplo:w:n,aya,ecc.Can'I This spe ll temporarily tran sforms one of the
apoadallpowerin oneJOUDd. caster's arms , from e lbow to fingertips, into a
Pemuuioll (a potion).onceper snakelike , flexible body ending in a fanged, bit-
day for l round per loYcl.Oivee
ing mouth . It is retractable, from a minimum of 1
+srtllCtionroll (bue Clmisma
1I) aadonenggatto,t . If animal foot in length to a maximum of 15 feet, and can
does ao1 blVCspeecb,reron . lash out wi th lightning speed, to surprise foes
81-90 Intelligenceniled to Genius (16 who think they're out of reach.
+ ld2); allOpa a +2 bonus vs. This "snake-arm" strikes with a bonus of + I to
mindadlcb. all attack rolls, and bites for ld8+4 points of dam-
91--00 Poly,,to,plttoapecificanimalof age. lt can't be combined with poison effects, and
tamily(e.a,,cat to leopard),once the caste r can use only verba l-component spells
perweekforupto 1 tum perIIMl. while it's in existence . Th e arm is AC 4, and will
ReceiwsnewAC.moYe, and
turn back to the caster's real arm if dealt more than
-- routine. RecaiDs bitpoiml. 12 points of damage in a single round (the caster
--rolls. IIIYCl,aadmealal
abililiel.FarmCIIIIIOt ~ 10 taJc:esall damage suffered by the ann in the normal
timaabuic animalweiabt- way).The caster can also return the arm to normal
at will; however, this endsthe spell.
The snake-arm 's jaws can grip and hold items
such as wandsand ropes. By curling its lips over
Fang,AJustrial's the teeth, it can grasp quite firmly withou t sin.k-
See Alustrial's fang. ing its teeth into fragile objec ts. The snake -arm
has thesame strength as the caste r's real arm .
Notes: Restricted to Alhoon ; common.
343
344
Fascinate
(Illusio n/Phanta sm)
Level: 2
Range: 30 yds.
Farseer
Components: V.S
(AJteration)
(Artifice) Casting Time: 2
Duration: Special
Level: I Area of Effect: 1 creature
.Range:Special Saving Throw: Neg.
Components: V, S, M
By means of this spell the illusionistattempts to
Casting Time: I
captivate the subject creature's attention and gain
Duration: 4 rds. + l rdJlevel
its love, friendship, and/or obedience. The spell
Area of Effect: Field of vision
creates an illusionaround the spc1Jcaste r so that he
Saving Throw: None
becomes.in the eyes of the subject. a trusted and/or
This spell enobles the wizard to see anything in desiredcompanion. Unless a saving throw vs. spell
plain view as if ii were closer. The range of tltis is successful, the subject will follow the illusionist
spell is limitedonly by the caster's line of sight, and whereverhe goes, if possiblewithout undue risk to
the subject is seen as if roughly IOtimes closer. life and safety. Creaturesof animal intelligencecan
The spell requires is a miniature tube of Iron be affected, but non-intelligent creatures are not
set with two quartz crystals. the whole worth not subject to afascina1espell.
345
346
347
A
the effects. Magic-using beings are very vulnera-
Featherweaving - Pluma ble to tbjs spell ; thu s, tlieir saving throws are
(Alteration) made with the followingadjustments:
Saving Throw
Level: I Spell Use ofTarget Adjustm ent
Rangc:O Priest +I
Components: S, M Wiza.rd (human) -4
Casting Time: Special Combination or nonhuman -2
348
Feign Death
(Necromanc y)
Level: 3
Range: Touch
Components: V, S
Casting Time: I
Duration: I hr. + I tum/level
Area of Effect Creature touched
Saving Throw: None
Feign Destruction
(Alteration, lllusl on/Pbantiu m)
Level: 4
Range:O
Components: V.S, M
Casting Time: I
Duration: Instantaneous
Area of Effect:The caster
Saving Throw: None
349
350
the 4th-level wizard spell remove cur se) . Thjs The caster also gains the vulnerabilitie s of the
powercan be used only thriceperday by any speU- form, as detennmed by the type of fiend rolled.
caster,evenif more than onefellb/ade spell is cast After the spell expires, the caster returns to his
The magics used evoking this blade are potent or her original form. Any damage suffered while
and extremely evil. Spellcasters of good or neu- infiendform remains when the caster takes his
tral alignment are at risk if they employ this spell. original form. A caster slam in fiend. form must
The materia l components of this spell are a save vs. death magic or be slain in normal form
drop of the caster's blood, a piece (any size) of as well. In that event , the caster reform s as a
cold-wrought iron, and a drop of unholy water. manes in the Abyss and is not restornble by any
Notes: Very rare, usually found in the hands of means. Even if the saving throw is successful, the
eviJ wizards. Known to be in The Glandar's Gr/- caster immediately reverts to normal form with 0
moire. hit points and ties in a coma for 3d IO hours.
The material component ofthefi e11dform spell
Fieodform is a crystal statuette of a fiend (of any type) worth
(Alteration) at least 3,000 gp. The statuette shatters when the
spell ends; it is left behind when the spell is cast
Level: 5 to focus energy required for the spell. (fit is pre-
Range: 0 maturely shattered the spell ends immediately.
Components: V, S, M Notes: Rare; usually found in the hands of evil
Casting Time: I rd. NPC spellcaste:rs.
Duration: ld4 + I tw-os/2levels
Area of Effect: The caster Fiery Backla sh, Gamelon's
Saving Throw: None See Gamelon's fiery backlash.
Only wizards of evil alignment can learn this Fiery Constrictor , Forest's
spell, which grants its caster the form and abili- See Forest's fiery constrictor.
ties of a randomly selected creature from the
Lower Planes . When cast, roll dl00 on the Fiery Cube, Darsson 's
following table to determine the form that the See Darsson's fiery cube.
wizard takes. (If the OM does not have access to
the PLANES CAPE MONSTROU S COMP ENDI UM , Fiery Eyes
Appendix I, roll randomly for a fiend listed in the (AJteration)
MONSTRO US MAN UAL Tome.) (Fire)
351
352
353
355
356
358
359
360
361
362
363
364
365
peter and touch the center of the effec t. Artune- through holy men (usually moralists) . The wiz-
ment to another individua l requjres a hair or sim- ard can make the candle bimsel fin a week,
ilar object from that person. after investi ng I 00 gp LOthe raw matedals, if
Notes: Common spell (PHB) . available .
Notes: Common in arabian settings; unknown
Fire Tt utb elsewhere .
{Divinati on)
(Province: Flame) Fire Wake
(Abjuration, Evocation)
Level: l (Fire)
Range : 5 yds.
Compone nts : V, S, M Level: 4
Casting Time : I turn Range : IO yds ./level
Duration : l0 rds . Components : V.M
Area of Effect: I creature Casting Time : 4
Saving Throw : None Duration: ln.stantaneous
Area of Effect: I creature
By mean s of thi s spell , the cas.ter and those Saving Throw: Neg.
accompanying him can determine whether some-
one speaks the truth or knowingly lies. A special This enchantment creates superheated air
candle serves as the material component of this directly behind the target creature . The heated
spell (see below). Its flame is fed by the veracity ar ea is the height and width of the ta rget and
of the target individual's words-whether they're causes the target's nonmetal and nonmagical pos-
spoken aloud or given in sign language. sessions to make a saving throw vs. magical fire
When casting the spell, the wizard lights the or burst into flames . The effect causes the target
candle in the presen ce of lhe target (no farther to suffer Id6 points of damage, plus an additional
than 5 yards away) . The wizard himself must point of damage for every level of the caster. For
questio n the target. The candle remains lit as long ex.ample, an 8th-level wizard would inflict ld6 +8
the target answers truthfully . An intentional half- points of damage with this spell The damage is
truth or slight deception causes the flame to gut- halved iflhe target makes a successfu l saving
ter. An outright lie extinguishes the flame, ending throw VS. spell .
the spell. No te s: Rare for Fire mages ; otherwi se very
Otherwise the spell lasts IO rounds , or for 10 rare. (Upda.ted from POLYHEDRONNewszine .)
questions, whichever comes first . At the end of
that period, the flame narcs brightly , then goes Fire Wings - Wu Jen
out. Truth is subjective to the target. Lfthe target (Alterati on) ~
truly believes something, then the candle regis- (Fire)
te r s it as truth . " I don ' t know" or a si m ila r
response has no effect on the candle if the target Level: 3
is truly ignorant . Range : 0
Theflre truth spell allows no saving throw, but Components : V, S, M
it can be rendered useless by other magics , such Casting Time: 1 rd.
as a philter of glibness or the spell undetectable Duratioo : I turn
lie ( reve rse of the priest spell dete ct lie ) or its Area of Effect: The caster
equivalent. Saving Throw: None
The fire tmth spell is used most often in busi-
ness and matters of state, wh ere veracity is This spe ll transforms the wu je n 's anns into
important , and the target creature is (supposedly) phoeoix 1ike wings of brilliant fire. The caster
4
wllling and interested in telling the truth . When and all he carries suffe r no damage from thi s
signing a contrac t, for example , that targe t is flame, but all within 3 feet suffer 1- 2 points of
often asked to verbally attest to his honesty. ("Do damage each round unless immune to fire .
you swear that the infonnation here is true ? Do Since the caster's arms are transformed, he can-
you plan to uphold this contract ?" ) not bold items in his hands or ca st spe lls while
The candle required for this spell is made of using thefle,y wings. Rings and bracers can still
a rare form of desert bee 's wax . Jt costs 300 gp be worn , fitting around the pinions of feathery
ready -made , and is usually available only flames. The wings give the caster the ability to fly
366
at a rate of24 (MC: B). They cast ilJurninationas a their saving throws each suffer fuUdamage from
light spe ll to a radius of 60 feet. Although the the blast. Those who roll s'Uccessful saving
wings are ill-suited to combat, the wu jen can use throws manage to dodge, fall flat, or roll aside.
them to batter opponent$. However, he docs so each receiving half damage (the OM rolls the
using his nonproficiency penalty when determin- damage and each affected creature suffers either
ing if he hits . A success ful attack infli cts 2d6 full damage or half damage [round fractions
points of damage (no saving throwallowed). down), depending on whether the creature saved
The wings can be snuffed out if the wu jen is or not).
hit by a large quantity of water, freezing cold, or a The material component of this spell is a liny
wind of hurricane or greater force. ball of bat guano and sulphur.
The mater ial componen t is the feather of a Notes: Common speJJ(PHB).
bird. which must be burned upon casting. The
spell also requires a golden amulet shaped like a Fireball, Fallion's Fabulous
phoenix (value of at leasi 50 gp) , whic h is See Fallion's fabulous fireball.
reusable.
Notes: Common in oriental settings; otherwise Firebrand
very rare. (Evocation)
(Fire)
Fireball Reversib le
(Evocatio n)
{Fire) Level: 4
Range:Touch
Level: 3 Components: V, S, M
Range: \ 0 yds. + IO ydsJlevel Casting Time: 4
Components: V.S, M Duration: 2 rds. + I rdJ leveJ
Casting Time: 3 Area of Effect Special
Duration: Instantaneous Saving Throw: None
Area of Effect: 20-ft. radius
Saving Throw : By means of this spell, which involves a pinch
of sulphur aod a spark of normal flame, lhe caster
A fireball is an explosive burst of fiame which creates an everburningjlame that blazes until the
detonates with a low roar and delivers damage spell dura tion expi res without consuming Lhe
proportional to the level of the wizard who cast object or location it is cast upon. tnsread, the con-
it- I d6 points of damage for each level of expe- flagration sucks air into itSelfa11dsomehow feeds
rience of the spcllcaster (up to a maximum of upon the ether and spell energy for its burning.
I Od6). The burst of the fireball creates little pres- The spelJ must be cast on an object or particu-
sure and generally conforms to the shape of the lar physical spot and cannot be subsequently
area in which it occurs. The firebaJJ fills an area transfem:d to anolher. ll can be ended at any time
equal to its normal sphe rical volume (rough ly by the deliberate will of the caster, but does not
33,000 cubic feet, that is, thirty-three 10 x JO x require continued concentration on the caster 's
JO-foot cubes). Besides causing damage to crea- part for its existence . The maximum spread of
tures, the fireball ignites aU combustible materi- Oames created by meansof a firebrand spelJis a
als within its burst radius , and the heat of the volume the size of the ca ster' s fist times the
fireball melts soft metals such as gold, copper, caster's level
silver, etc. Exposed items require saving throws This spell is usually used to make a sword into
vs. magical fire to determine if they are affected, a flaming-bladed weapon. The spell adds ld4+ 1
but items in the possession of a creature that roils points of fiery damage to lhat of the weapon and
a successful saving throw are unaffected by the chances of causing further combustion, but does
fireball. not make any weapon aflometongue or give it
The wizard points his finger and speaks the any magical pluses. When cast upon a stick or
range (distance and height) at which the fireball pole, it can also be used to create a torch that
is to burst. A streak flashes from che poin ting remains alight underwater and despite gust of
digit and,unless it impacts upon a material body wind spells and the like.
or solid barrier prior to attaining the prescribed The spell cao also give a caster or fellow crea-
range, blossoms into the fireball (an early impact ture touched by the caster a nonpainfuJ, noainju-
results in an early detonation). Creatures failing ri ous fl ameha nd or limb equal in effect to a
367
368
369
370
Level: 2
Range: 0
Components: V.S, M
Casting Time: 3 turns
A
Duration: Special
A.reaofEffect: iOOyds./levc\
Saving Throw: None
371
FistandantiluJ's Firequench
(Abjuration , Alteration)
Level: 4
Range: JOyds./level
Components: V, S, M
Cas1jngTime: 2
Duration: 4 rds.
Area ofEtfect: 40-ft. radius sphere
Saving Throw: Special
372
373
374
Flameproof
(Abjuration)
(Fire)
Level: 6
Range: Touch
Components: V.S, M
Casting Time: 6
Duration: I tum/level
Area of Effect: I object or creature
Saving Throw: None
375
Flaming Fist, Daldm 's This specialized fire spell can be used both as
See Daltims flaming list an attack and as a guardian trap. In either case, it
affects one creature only, its flames appearing in
Flaming Sphere a roaring spiral around the victim for one round.
(Evocation) Tbejlamesrrike inflicts ldl2 points of damage,
(Fire) plus I point per level of lhe caster, and is a men-
ace to clothing, carried items, and other exposed
Level: 2 flammable materials near to the victim (item sav-
Range: 10 yds. ing throws vs. magical fire required).
Components: V.S. M When used as a trap, Flamsterd'sflamestrike
Casting Time: 2 must be cast on a smallpiece of metal (typically a
Duration: I rd./level coin), and a series of specific triggering condi-
Arca of Effect: Sphere, 3-ft. radius tions (equivalent to those of a magic mouth spell)
Saving Throw: Neg. uttered. The trap is then "set" to activate when the
conditions are met. lt can be magically detected
A flaming sphere spelJ creates a burning globe as a trap only if the detector is specifically con-
of fire within IO yards of the caster. This sphere sidering an action that would trigger it.
rolls in whichever direction the wizard points, at The conditions involve disturbing tile coin or
a rate of 30 feet per round. It rolls over barriers piece of metal, and the dweomer can wait indefi-
less than 4 feet tall, such as furniture, low walls, nitely until the conditions are fulfilled. Condi-
etc. Flammable substances are set afire by con- tions that do not involve disturbing the coin are
tact with the sphere. Creatures in contact with the not valid and cause the spell to fail.
globe must successfully save vs. spell or suffer ff a dispel magic is cast on the coin before the
2d4 points of fire damage. Those within 5 feet of trap is trigge red, the spell is immediately dis-
the sphere's surface must also save or suffer ld4 persed without taking effect. rf several creatures
points of heat damage. A successful saving throw fuJfilJ the trap conditions, only the first to do so
means no damage is suffe red. The OM may is affected; if several do so at once, determine the
adjust the saving throws if there is I ittle or no affected creature randomly.
room to dodge the sphere. The material components are a pinch of salt-
The sphere moves as long as the spellcaste r peter, filings or a sma ll piece of any metal, a
actively directs it: otherwise , il merely stays at piece of phosphorous, and a pinch or ashes.
rest and burns. It can be extinguished by the same Notes: Rare or very rare spelJ; originally from
means as any normal fire of its size. The surface the FOROOTIEN REALMS setting.
of the sphere has a spongy, yielding consistency
and so does not cause damage except by its Flann's Finery
flame. It cannot push unwilling creatures aside or (Abjurati on)
batter down large obstacles.
The material components are a bit of tallow, a Level: 2
pinch of sulphur, and a dusting of powdered iron. Range: Touch
Notes: Common spell (PHB). Components: V,S
Casting Time: I rd.
FlamingWeapon, Avissar 's Duration: 1 day/Level
SeeAvissar's flaming weapon. Saving Throw: None
Area of Effect: Creature touched
376
s
Using Fiann finery , a wizard ( or other spel I Flash
recipient) can resis t din, !blood, sweat, and other (AJteratlon)
undesirable substances that otherwise would soil
their persons or cloLhing. Although this spell in Level: 2
no way protects an individua l from damage due Range: 0
to acid. disease , etc., it keeps him looking good. Casting Time: I
IL preserves metal items from rust and tarnish and Components: V.S
keeps clothing from tearing or wearing thin. The Duration: Special. maximum 2 rds./level
somewhat fussy wizard F]ann developed Fiann s Area of Effect: Thin beams, 90 feet long
finery 10 keep an appearance of nobility even Saving Throw: Special
while fighting or traveling. Fiann always included
this as a mandatory part of a student's spellbook By mean s of this spell, the caster can release a
to maintain standards of decorum. series of flashing, multi-colo red beams of light
Notes : Uncommon orr rare spell; originally from his fingerti ps in a dazzling disp lay.
from the MVSTARA setting. The caster generates two light beams for each
leve l of experience. These can be released as
Flare rapidly as three per round or as slowly as one per
(Evocation) round. The beams can be of any color; they are
90 feet long. They are stopped by physical
Level: l objects, vis ual illusions, and any magical force
Range: Special spel I of 4th level or greate r, such as minor globe
Components : V,S of in111tlnerobi/ity, wall of force, and similar
Casting Time: I spells.
Duration: lns1antaneous A creature is struck by a ray and dazzled
Area of Effect: Special unless the caste r deliberately avoids the eyes, or
Saving Throw: None unless the creature makes a successfu l saving
throw vs. paralyzation. Dazzled creatures receive
This spell is typical ly used for long-range sig- a penalty of - I to aHack rolls made during the
naling outdoors. It produces a streak of intense oeitt round. Only one creature can be dazzled by
light, of a colo r chosen by the caster , that shoots a sing le ray. The dazzling effec t is not cumulative
straight up into the air several hundred feet from for m ultiple beams (multiple saving throws can
the caster's index finger and remains visible for be forced), but can be exten ded by hits in later
about six seconds. IL is equal ly visible in daylight rounds. Blind or eyelesscreatures cannot be daz-
or darkness, and can be seen from as far away as zled. Multiple creatures can be dazzled, provided
12miles. they are within IO feet of each other.
A flare can be used to indicate the position of The caster can takeactions other than spe ll-
the wizard and his party, or it can be used to casting during the rouod io addition to the daz-
transmit simple messages . Since the flare :rcolor :zling effect., and can end this spell at will.
is controlled by the caster, a simple code can be Notes: Rare spell. Known to be in Myrl's Text.
devised for signaling belween an army and its
scouling parties. For instance, a red flare might Flash - Red Wizard
indicate that an enemy is near, a yellow one Red Wizardspell, see flashbursL
migh t mean that the enemy is retrea ting, a green
one "all clear," and so on. Flas h, Nystul' s
The flare is otherwise harmless and has no See Nystul's flash.
effect on creatures or objects . hs vertical ascent
is stopped by any physical barrier.
Notes: Very rare. Known to be in the Fire-Eyes
Scrolls. (Updated from DRAGON Magazine .)
377
Flashlight
(Alteration)
Level: I
Rangc: O
Componenrs: V, S, M
Casting Time : I
Duration : 3 turns/level
Area of Effect: Beam, 30 ft. + IO ft./level
Saving Throw: None
378
379
Flesh Mirage
(Necromancy)
Level: 5
Range: Touch
Components:V.S, M
Casting Time: 1 turn
Duration: l rd.llevel
Area of Effect: The caster and 1 creature
Saving Throw : Neg.
380
381
382
383
Level : 2 Level : 4
Range : 10 ydsJlevel Range : 0
Components: V.S, M Components : V
Casting Time : 2 Casting Time: 4
Duration : 3 rds . -+ I rdllevel Duration : I rd./level
Area of Effect I item Area of Effect: Special
Saving Throw : None Saving Throw : Special
This specialized magic enables a wizard to send Similar in function to the aurriof terror spell.
a blade after a target like a hawk afler a desert rot. focus fear increases the potency of the dragon 's
OnJysmall weapons with metal blades work, such panic and fear auras . 1t is usefuJ for all dragons of
as the jambiya, knife, dirk, dagger, and the blade adult age or older, and it can be used in conjunc-
crea ted by a sa11djambiyu spe ll. Otherwise, the tion with an auro of terror.
weapon can be of any type. If the caster is not By means of this spe ll , the dragon reduces the
familiar or proficient with it, attacks arc made radius of its fear aura, focusing the power of tbar
with the ~ual TiiAC0 penalty (- 5 for wizards). fear . For every 5 yards the dragon reduces its
To cast the spell, a wizard whispers an incan ta- aura, t he saving throw modifier against the
tion , holds the chosen weapon in hand, blows on dragon fear gains an additional - 1. However, a
it, then thro ws or releases it. The caster directs dragon cannol reduce its fear aura to a radi us of
t11eenchanted weapon against a specific individ- less than 15 yards in any case. An adult dragon ,
ual. Tbe weapon flies about to attack that oppo- with a normal fear radius of 20 yards and a sav-
nen t at a distance . The caster can change the ing throw modifier of +2, can reduce its fear
target as long as the spell is maintained. ln any radius to 15 yards and change the modifier to + I.
case. he must be able to see bis target ; the weapon Likewise, a great wyrm could condense its fear
cannot ny without benefit of his sight. radius to 15 yards from 50 yards, changing its
The caster can move the weapon 60 feet per usual --4 save modifier 10 - 11. A natural 20 saves
round. The weapon strikes once per round with regardless of the modifiers.
the caster's normal THAC0 (and nonp roficiency The reverse of this spe ll , extend fear. allows
penally , if applicab le). It boasts a +2 bonus to the dragon to enlarge its fear radius 10 a maxi-
attack rolls and is considered a +2 magical mum of 50 ya rds. An extended aura is weaker,
weapo n for purposes of what it can strike. (lf lhe with saving throw modifier s changing in llJl
blade wns magical before this spell wascast,add opposi Le manner from that of focus fear. The
these benefits to lts usual bonuses.) reverse can be used by dragons as young as
Damage , however, is at - 1, to a minimum of I . "young adults" (if they possess the required
While animated, lhe weapon has an Armor Class spellcasting ability ) but is useless to a great
of Oand is considered to have 12 b.itpoints . if it's wyrm.
reduced to O or fewer hit points, the spell ends, Both versions of this spell allow the dragon
but the weapon itself is nor actually damaged. such fine control of th.c fear radiu s tha t it can
The caster mustconcentrate on thejlyiflgjumbiya alter the dimensions of its fear radius on a rouod -
continuously to keep it animated. The spell e nds by-round basis. Of course, the aura can be altered
instantly if the caster dies, begins any other speU- only within the parameters of th e version
casting, fallsunconscious,or goes out of range. employed (that is, aoy rad ius betwee n tho
While the wizard is casting aflyi11gjambiya, dragon's normal radius and the limits of the
any injury to him ruins the spell. However, if the appropriate version of the spell) . To change the
weapon is already anima ted, injury alone doesn't radius while the spell is in effect, the dragon must
end co ntr ol over the weapon . If control is ever stop what it Is doing and concentrate; ii cannot
lost, tho spel l ends and the weapon simply falls to engage in other activities in lha1round. Other-
the ground . wise, lhe dragon is free to cast spells, fight , fly,
In addition to a suitable blade , this spell use its breath weapon, and so on, as the spell
requires a teardrop from the caster. requires no coocenuation . The dragon oan cancel
Notes: Ccmmon in arabian se tting s; olherwise the spe ll al any time. A dispel magic has no offecl
very rare . on eithe r version of this speU, though spells such
384
Fogbolt - Phaerimm
(Evocation)
Level: l
Range: IOyds.
Components: V.S, M
Casting Time: I
Duration: 2d4 rds.
Area ofEffect I creature
Saving Throw: Special
385
Fool's Speech*
(Alteration}
(Wild)
Level: 3
Range: Touch
Components:V, S, M
Casting Time: I turn
Duration: I ht.nevel
Area of Effect: Caster + I creature/level
Saving Throw: None
386
387
388
389
Level: I
Range: 0
Components:V,S
Casting T'une: I
Duration: lnstantaneous
Area of Effect: The caster
1
SavingThrow:
390
Level: 2 Fumble
Range: IOyds./level (Encba ntment/Cbrm )
Components:V.S, M
Casting Time: 2 Level: 4
Duration: I turn/level Range: IO yds./level
Area of Effect: I fire source Components: V.S, M
Saving Throw: Special Casting Time: 4
Duration: I rd./level
Through the use of thefrosrf,re spell, the wiz- Area ofEffect: 30-ft. cube
ard is able to change the nonnally hot radiance of Saving Throw: Special
fires to a cold radiance . Affected flames arc
ringed with blue for the duration of the spelt. Wbcn a fumble spelJ is cast, the wizard creates
Flame magic that burns for less than one round an area in which all creatures suddenly become
cannot be affected by this spelt . The dweomer clumsy and awkward. Running creatures trip and
produces one of thcee effects, as chosen by 1he fall, those reaching for an item drop it, those
caster at the instant of casting: emp loying weapons likewise awkwardly drop
Cool Flame: This creates a total absence of beat them, etc. Recovery from a fall or picking up a
radiation: the flame will continue to bum, con- fumbled object typically requires a successful
sume fuel, and give off light, but it will produce saving throw and takes one round. Note that
no heat. breakable i tems mignt suffe r damage when
Cold Flame ; This effect causes flames to bum dropped . A subject succeedi ng with his saving
cold; they will inflict frost damage on creatures throw can act freely that round, but if he is in the
that come into contact with them. For ex.ample, area at the beginning oftbe next round, another
a torch normally causes I d3 points of heat dam- saving throw is required. Alternatively, the spell
age . lf tbe cold flame effect is cast upon the can be cast at an individual creature. Failure to
torch. it will now inflict I d3 points of cold dam- save means the creature is affected for the spcll's
age to anyone struck by the torch. enti re duration ; success means the creature is
Chtll Fire-User; This spell can be cast upon a slowed (see the 3rd-level spell).
single fire-dwelling or fire-using creatute such The matedal component of this spell is a dab
as an efreet , fire elcme n1al, etc. The being is of solidified milk fat.
allowed a saving throw vs. spell. Success means Notes: Common spell (PHB).
the spell has no effect, but a failure inflicts 2d4
points of damage. Fumble-Fingen
As a rule ; the wiza.rdcan affect flame equal to Reversed form, see prestidigitation.
one torch or four candles per experience level.
For this purpose , a small campfire is equal to Fundamental Breakdown,Alamir's
three torches, a bonfire., six, and a wail of fire, See Alamir's fundamental breakdown.
eight. If fire under the effect of a frostfire spell
goes out, the effects of the spell cease immedi-
ately. While an affec ted fire bums, it cannot
ignite flammable maleriaJs.
The material components for this spell are a
piece of ivory and a pinch of soot if the cool
flame or chill fire -user version is cast. The cold
flame version requires a piece of ice and a clear
crystal of at least IO gp value.
Notes: Uncommon for Frost mages; otherwise
very rare. Known to be in The Book of Naz.
391
393
394
395
Gateway
(Alteration)
(D imtnsfon)
Level: 8
Range: IOyds,
Components: V.S, M
Casting Time: 8
Duration: I rd. + I rd./level
Area of Effect: I 0-ft. diameter disk
Saving Throw: None
397
398
A primary use of this spell is to combat the Area of Bffect: One object or creature
s
various Bigby hand spells. This spefl can lessen Saving Throw: None
the damage dealt by the Bigby 's hand spells by
I d4+ I bit points. If a Bigby s hand spell causes When cast, this spell summons an ice-blue boll
no damage, Geirdorn s gmppling grasp keeps the that streak s to its intended target like a magic
former from taking effect for one round. missile . lt inflicts t d4 points of damage on one
The material component of this spell is a glove opponent (2d4 to fire-based or fire-using foes)
or a finger bone. and causes a I-foot-thi ck patch of ice to form
Notes: Very rare spell from the FOltOOTTl!N over a 3-foot radius at its impact poiol, The spell
R EALMS setting; known to be in Galadaster's is designed to bit foes in their eyes (blinding
Orizan . them for one round) or their hands (disrupting
spellc asti ng for one round) . The target area is
Geisya Cantrip named at the time of casting. The ice dissolves
This is the oriental for m of the cantrip ~ into mist after one round.
spell, see cantrip. ..,,. This variant of the S11illoc'ssnowball spell was
created by Gemidan, Khelben~ youngest appren-
tice. Like its parent spell, it has the benefits of
Gemidan 's Icicle greater range at higher levels and can be used
(Evocation) against objecrs (triggeringtraps or placing ice on
torches to extinguish lights, etc.).
Level: l The material co mponen t for this spell is a
Range: 20 ydsJlevel piece of ivory or a smal I chunk of ice.
Components: V,S, M Notes: Known by Gemidan, Khelben, Laeral,
Casting Time: I and those trained by them; very rare.
Duration: I rd.
Gemidan 's Paralytic Missile
(Evocation)
Level: 2
Range: 40 yds. + LOydsJlevel
Components: V, S
Casting Time: I
Duration: I rd./level
Area of Effect: I creature
Saving Throw: Neg.
399
400
401
402
403
405
406
407
Glassteel
(Alteration)
(,4/chemy,Artif ace, Earth)
Level: 8
Range: Touch
Components: V.S, M
Casting Tune: 8
Duration: lnstantaneous
Area of Effect: Object touched
SavingThrow: None
408
409
410
Graft Flesh
(Alteration, Necromancy)
Level: 5
Range: 0
Components: V.S, M
Casting Time: S
Duration: Special
Area of Effect: l person
Saving Throw: None
4!1
Level: 8
tO I
a.
and f11U. Those who successfully save can reach
the nearest nongreasedsurface by the end of the
round. Those who remain in the areaare allowed
Range : O a saving throw each round until they escape the
Components : V, S area. The OM should adjust savi ng throws by
Casting Time: I rd. circumstance ; for example, a creature charging
Duration : Instantaneous down an incline thar is suddenly greased bas
Area of Effect: The caster little chance to avoid the effect, but its ability 10
Saving Throw: Neg . exit the affected area is almost assured! The
spell can also be used to create a greasy coating
Should an undead spe llcaster, such as a 1ich, on an item- a rope, ladder rung , weapon han-
fall victim 10 a vorpal weapon or otherwise lose a dle, etc. Material objects not in use arc always
limb , ii can cast this spell and graft part s from affected by this spell, while cre ature s wielding
dead bodies on to its own; the grafted limb will or employing item s receive a saving throw vs .
function normally. At the DM 's discretion, a lich spell to avoid the effec t. f f the initial saving
can even graft additional appendages to its body throw is failed, the creature immediately drops
and use them-obviously, its abilities will have to the item. A saving throw must be made each
be specifica lly adjudicated. Jn the RAv ENLOFT round the creature attempts to use the greased
setting, the sight of such a creature will certAinly item. The caster can end the effec t with a single
evoke a horror chec k. utterance ; otherwise, it lasts for three round s
Notes : Restric ted to u nd ead spellcasters; plus one round per level .
uncomm.on. The material component of lbe spell is a bit of
pork riod or butter.
Grappling Hand, Halaster 's Notes: Common spell (PHB).
See 1-lalaster's grappling hand.
412
Great bout
ocatton)
(Song)
Level:
Range :0
omponents: V.M
Casting Tim : l
Duration: In tantaneous
Area of Effect: ne 90 ft. I ng x 20 fl. wide
aving Thro : Special
413
Level: 2
t
.,I'
a. Notes: Res tricted lo ninja spellcasters and
those trained by them; common.
Range: 0
Components: V.S, M Greater Mallson
Casting Time: I rd. (Enchantment/Charm)
Duration: 3 turns
Arca of Effect: I mi./point oflntelligence Level: 4
Saving Throw: None Range: 60 ft.
Components: V
With this spell, the caster can detect all undead Casting Time: 4
within range. Range is equal to the caster's Intelli- Duration: 2 rds./level
gence score in miles. The detection is omnidirec- Area of Effect: 30-ft. radius sphere
tional. The caster need not remain stationary. The Saving Throw: None
spell indicates direction but not specific location,
distance, or the type of undead-for instance, the This spell operates exact ly like the 3rd-level
casre r might sense a small numbe r of u.ndead minor malison spell; it all ows a wiza rd to
about ten miles north, a single undead creature adversely affect all the savingthrows of his ene-
about 100 feet to his left, and so on. The undead mies. The wizard places a - 2 penalty on the sav-
receive no saving throw against this detection, nor ingthrows of all hostile creatures within the area
is the spell hindered by obstacles of any kind, save of effect. OptionaJJy,the wizard can impose a - 3
magical warding Ii.kc nondetection. penalty to saving throws against spells from one
The material component for this spell is a bit school of magic. This penalty is not cumulative
of earth from a grave. with the specialist wizard saving throw penalty;
NotH: Restricte d to undead spellcasters of the penalty is not increased to -4 .
l lth level or higher; uncommon . This speJI can Notes: Uncommon spell (ToM).
be researched only in the RAVENLOFTsetting.
414
41 5
, - --
416
Level: 2
Range: 0
Components: V.S, M
Casting Time: I tum
A tection,neither a ring of regenerationnor br-acers
of defense,will operate while this spell is in effect.
The ma1erial componems are a piece of blue
velvet and a gem ofat least 500 gp value.
Notes: Very rare spell.
417
418
419
421
422
offecr may be unnoticed even by those in the opponents on all sides of him, providing they arc
midst of it. If the change is extreme (for exam- not invisible; and mereforecannot be struck from
ple, a grassy plain covering a seething field of behind or suffer a penalty for a back attack.
volcani c mudpots), the illusion will no doubt Under normal conditions, the caster cannot be
be noticed the instant one person falls prey to surprised. Attacks cannot be directed against me
it. Each level of experience expands the dimen- magical eyes, but their vision is obscured by
sfons of tJ1ecubic area affected by IO yards; for bllndness and other magical and natural effects
example, a I 2th-level caster affects an area 120 that would hinder the wizard's normal sight.
yards x 120yards x 120yards. The material components for this spell arc
The material components of this spell are a the feather of an eagle and an eyelash from the
stone, a twig, and a bit of green plant- a leaf corpse of any creature.
or grass blade. Notes: Uncommon spell.
Notes: Common spell (PHB) .
Hand - Dragon
Halo of Eyes (Invocation/Evocation)
(Conjuration)
Level: 2
Level: 4 Range: 5 ydsJlevel
Rangc: 0 Components: V, S
Components: V, M CastingTime: 2
Casting Time: 4 Duration: 2 rds./level
Duration: I tum/level Area of Effect: Special
Area of Effect: Special Saving Throw: None
Saving Throw: None
The spell brings into being a faintly glowing
Halo of e)'es creates a halo of functional eye- area of force simi lar in size and shape to a
balls that sits atop the caster's bead, enabling the human hand. It bas four fingers and an oppos-
caster 10 sec in all directions at the same time. able thumb. The fingers of the hand are much
Additionally, these magical eyes all have infravi- more pre cise in their movements than, for
s/011to a distance of 60 feet. The caster can see example, an unseen serva nt . The Dexterity
ability score oflhe fingers is equal to the cast-
ing dragon's Intelligence, plus Id.3-1.
The hand is very weak when compared to
typical dragon strengt h. It can lift objects
weighing up to 60 pounds and can apply an
equivalent amount of force. Thus it can crush
only the mosr fragile of objects. The hand can-
not wield a weapon or throw an object.
The hand can deliver a single slapping attack
per round; its THA CO is the same as the
dragon's . The slap causes no damage, but a
successful hit will break a spelkastcr 's concen-
tration and ruin a spell
The dragon must have a direct line of sight
to the hand. As soon as the dragon's view of the
hand is blocked. the spelJ ends.
Hand is one of the few draconic spells that
might possibly be learned by a nondragon.
For dragons unable to polymorph or
shapechange into human or dcmihuman form,
the lack of small manipulating digitS is a real
problem . They can 't write , they ca n 't open
small jewelry boxes, and so on. The hand spell
solves this problem.
Notes: Common for dragons; otherwise very
rare. Knownto be in the Draconomicon.
423
424
42 5
426
427
Level : 3 Level: 5
Range : Special Range: IOyds./level
Components : V, S, M Components : V, S
Casting Time: 3 turns Casting Time : 1
Duration : I tum Duration : I rd) level
Area of Effect: I creature Area of Effect : Cube, S !\./level per side
Saving Throw : None Saving Throw: Neg.
This spell indicates approximate direction The hear mirage is a sim p le illusion spell
and distance of the subject's true love, if such a that is used to augment the desert's natural ilJu-
one exists . Some1imesthe spell glves no result, sory prope rties . When cast upon an area that is
indicating that either the subject has no true already affected by a natu r al mirage, it
love or that the time is not right for them to enhances that image and produces auditory and
meet . Jfthis tTUelove is on a different plane of olfac tory illusions as well. Anyone who fails a
existence , some indication of the plane is aU saving throw vs. spell will believe that lhe iUu-
the information that can be garnered by this sion is an actual oasis .
method (Outer plane, Astral plane , demiplane , This spell is often used to lure unwary trav-
etc .). elers to an area so that they may be ambushed.
The material components are a spool of red Because the illusion isn't dispelled until some-
thread and a glass disk . one tries to drink from the "oasis,'' bandits can
While adventuring in far-offKozakura , the bide within the affec ted area and spring upon
hedge-sorceress Maji n ltime discovered the their unwitting victims .
bet ief that an invisible thread of Fate connected Good wizards use this spell to lure foolish
those destined to marry . The theory led to the travelers away from dangerous areas or crea-
creation of this spell . tures . While not exactly the most poli te method,
No te s : Uncommon for diviners, good those wiza rds va l.uing thei r privacy find that
witches, and gyp s ie s; otherwise very rare . the heal mirage works much better than an
(Updated from DRAGON Magazine .) open meeting.
Notes: Uncommon in arabian settings; oth-
erwise very rare.
428
Level : 5
Range: Special
Components : V, S, M
CastingTime: I day+ 1-6 days
Duration: Specia l
Area of Effect : I item
Saving Throw: Neg.
429
430
431
432
433
434
435
436
,,,,,,.,, .. 1a111e
(Abjuration )
(Wild)
dllO
Level: 8 RoD Plue
01-06 Alterute Prime MaterialPlme
Range: 30 yds .
or campaignsetting
Components: V
Casting Time: 2 07- 12 PrimeMatorialPlane
'Duration: Instantaneous 13- 17 B$crea1Plaac
Area of Effect: I creature 19--21 Demiplane(Dread.
Niglllmars..
Saving Throw: Neg. Shadows)
PJw (Air.Earth,fn.
22- 25 l!lemenfal
With the utterance of a few words, this spell Water )
can hurl a creature to a random plane of exis- 26-28 Para-ElemcntalPlane(Smob,
tence and leave him there . The creatu re, if Magma.Ooze.or lco)
unwilling, is allowed a saving throw. lf success- 29-31 fQeitive Quui-Plue (LigldniQI,
ful, the spell fails. lf unsuccessful, the creature RadianM. MinaraJ1.
or Stelm)
and all items it carries are sent to a random 32-34 NeptiYCQuui-PlaM (~
plane. To determine the plane, roll on the table. Alb, Dalt.or Salt)
The caster has no control over the destina- 3S-l7 Politiw Ma1lriaJ
Plane
tion of the target creature. The conditions at the 38-40 Nepcive MaterialPline
destination migh1 kill the creature {for exam- 41-47 AtCNIPlane
ple, arriving in the Elemental Plane of Fire) or 48-52 The OUdands(Silil)
merely make life difficuh . This determinatio n 53-55 MecbaDm
is left to the OM. 56-58 Amidi&
Not es: Restricted to wild mages; common .59-61 MountQlesde
( ToM) . The original table provided with this
62-64 Bytapia
spell has bee n updated to incorporate the
65-67 Blylium
PLANSCAP6 setting.
68-70 Belltlandl
Hornung's Surge Selector* 71- 73 Alborea
(Alt erati on) 74-76 Y1prd
(W ild) 77- 79 Limbo
80-82 PMdomollhua
Level: 7 83-85 Abya
Range:0 86-88 Canieri
Components: V, S, M 89-91 GrayWMta
Casting Time: I rd. 92-94 Oebaml
Duration: Special (maximum 12 hrs.) 95-97 8Mtar
Area of Bffect : The caster 9M)O Acberon
Saving Throw: None Cllancte,a _ , IO Ille Prilu Mallrial p(IM .. telo-
JIClflld
......... lallll- -14.
By casting this spe ll, the wild mage gains
greater control over wild surges. When the
caster's spell creates a wild surge, two separate
results are determined from Table 2. The caster The great Hornung, having been blasted more
can then choose which of the two results will than once by his own wild surges, devised tltis
talce effect. This spell can be used in conjunc~ method of improving the results of wild magic
tion with N(Jha/:rreckless dweomer. and, not incidentally , his own chances of sur-
The spell's duration is a fixed number of surges vival. The result was Hornungs surge selector.
or 12 hours, whichever comes first. The wild The spell requires a brass spinner, which is
mageis able to shapeone wild surgeper five lev- reusable.
els of bis experience; thus, a I 5th-level caster Notes : Restricted to wild mages ; common
could shape three wild surges within a 12-bour (ToM).
period. At the end of 12 hours, the spell expires,
regardlessof the nwnber of surges remaining.
437
Level : 3
Range: 10 yds .nevel
Components : V, S
Casting Time : 3
Duration : Special (4 rds . JlllW.lnum)
Area ofEffect: l creature
Saving Throw : Special
438
439
440
A
mary target of the horror need not be among
them. Spells affecting an area are also immedi- Level: 2
ately altered and usurped by the caste r in t his Range: 10 fl.
manner if the caster is in the area of effect at all Compone nts: V, S, M
(any other creatures in the area escape the Casting Time : J-6 rds .
effects of the usurped spell). Again, this occurs Duration: Special
in addition to any spellcasting on the part of the Area of Effect: 1 being
horror -caster, and it does no harm to either the Saving Tltrow: Neg.
horror or its creator.
If the caster is unconscious, spells are emit- This sp ell allows the caster to beguile
ted from the caster (or horror, respectively) in anothe r individual, creating much the same
random dire ctions. A retransmitted speU that effect as a charm person spe ll. However, the
affects an area is focused at a random distance casting of hypnosis requires the caster and sub-
and direction. ject to pay attention to each other for a period
The material component of this spelJ is a of several rounds . Th.e casting time required is
small cone made of bone th.at is consumed in determined (by the DM) at the time the spe ll
the casting. begins.
Notes: Unique spell; known only to Semem- The target being is allowed a saving throw
mon, one of the Zhentarim triumvirate. Casting vs. spell to avoid the effect. However, one who
this spell is an evil act. successfully resists will not be aware that the
attempt to bypnotiz.e him bas been made unless
posses sing go dlike Intelligence (21 +). The
Howli11gHorror: MV Fl IS (A); AC S; spell can affect any creature of semi-intelli-
#AT 2; THACOalwaysbits; Oma2d4; SD gence (2) or higher.
damageinflictedheals cuter; immuneto Notes: Restricted to practitioner s of hishna
spells; spell lialc/nlballlmiuiOIL magic (the Maztica setting); common.
441
Level : 2 Level: I
Range: 30 yds. Range : 5 yds.
Components : S, M Compone nts: V.S
Casting Time : 2 Casting Time : l
Duration: Special Duration: I rd.+ I rd./level
Area of Effect : 30-ft. cube Area of Effect 30 ft. cube, ld6 creatures
Saving Throw: Neg. Saving Throw : Neg.
When this speJI is cast, the wizard creates a The gestures of the wizard, along with his
weaving, twisting pattern of subtle colors in droning incantation, cause 1d6 creatures within
the air. Thi s pattern causes any crearure look- the area to become susceptible to a sugges-
ing at it to become fascinated and stand gazing tion- a brief and reasonab le-sounding request
at it as long as the spellcaster maintains the dis- (see the 3rd-level wizard speU, suggestion).
play, plus two rounds 1hereafter. The speJI can The request must be given after the hypnotism
captivate a maximum of 24 levels, or Hit Dice, spell is cast. Until that time, the success of the
of creatu res (for example , 24 creature s with 1 spell is unknown. Note that the subsequen t
Hit Die ea ch, I 2 with 2 Hit Dice , etc .) . All suggestio n is not a spell, but simply a vocal -
creatures affec ted must be within the area of ized urging- the castermust speak a language
effect, and each is entitled to a saving throw vs. the creature understands for this spell to work.
spell. A damage-inflicting attack on an affected Creatures that successfu ll y rolJ their saving
creature frees it from the spell immediately. throws are not under hypnotic influence. Those
Th e wizard need not otter a sound, but he that are exceptionally wary or hostile save with
must ge sture appropriately while holding a + I to +3 bonuses. If the spell is cast at an indi-
glowing stick of incens e or a crys tal rod filled vidual creature that meets the caster 's gaze, the
with phosphore scent material. saving throw is made with a penalty of - 2. A
No tes: Common spell (PHB). creat ure that fails its saving throw does not
remember that the caster enspelled it.
Notes : Common spell (PHB) .
442
443
Level: 2 Level: 4
Range : Special Range: IO yds ./level
Components: V.S, M Components: V, S, M
Casting Time: l rd. Casting Time: 4
Duration: Instantaneous Duration : Special
Area of Effect: Special Area of Effect: 20 ft. radius (hail) or 40 fl
Saving Throw : Neg. radius (sleet)
Saving Throw : None
The wu jen casting this spell fires a dagger
of ice at the target. The caster makes a normal This spell can have one of two effects, at the
attack roll as if auacking with a missile caster's option: Either great hail stones pound
weapon, adjusting for the r ange from the down for one round in a 20-foot-radius area
attacker to 1he target (the knife has a long and inflict 3d IO points of damage to any crea-
range of30 yards, a medium range of20 yards, tures within the area of effect, or driving sleet
and a short range of LOyards). A successful hit falls in an 40-foor- radius area for one roun d
causes 2d4 points of damage . lf the ice knife per caster level.
misses its target., consult the rules for grenade- The sleet blinds creatures within its area for
like missiles in the DMG to determine where it the duration of the spell and causes the ground
lands. in the area t o be icy, slowing movement by
When an ice knife strikes a solid object or a 50% and making it 50% probable that a crea-
creature, the knife shatters, releasing a wave of ture trying to move in tile area slips and falls.
numbing cold. All creatures withi n a 5-foot The sleet also extinguishes torches and small
radius must make a successful saving throw vs. fires. Note that th is spell will negate a heat
paralyzation or suffer Id4 points of cold dam- metal spell.
age and become numb for I d3 rounds . Proxim- The material components fo r this speU arc a
ity to a major source of beat, such as a roaring pinch of dust and a few drops of water.
bonfire, improves a creature's saving throw by Notes : Common spell (PHB).
+2. Numbed creatures have their movement
rates reduced by half and their attack rolls suf- lcejacket, Zala 's
fer a -2 penalty. See Zala's icejacket.
An ice knife that misses or is lost cannot be
picked up by tile caste r (or anyone else) and lcelance
thrown agarn. If the knife is touched. it instantly (Alt eration)
shatters, releasing its numbing cold . If a lost (Water)
knife is not touched, it melts away in a pool of
water I round after it was originally created; Level: 3
this melting occurs regard less of the environ- Range : 10 yds./level
mental temperature. Components: V, S, M
The material components for this speU are a Casting Time : 3
drop of water from melted snow and a tiny sil- Duration: lnstantaneous
ver dagger . Area of Effect: Creates I lance
Note s: Common in orientaJ lands ; uncom- Saving Throw: Special
mon for Frost or Water mages ; otherwise rare.
This spell will function only if there is suffi-
cient ice present-usually no less than IO lbs.
though tlte remnants of an ice storm spell will
suffice. The spe ll causes the shards of ice to
reform into a long magical lance of ice that then
spirits off in lhe direction dictate d by the caster
against a particular target of the caster's choice.
The lance strikes with the caster's THACO
and a +4 bonus; it inflicts 5d6 points of dam-
444
445
446
Notes: Common in Cerilia, the BlllTHRIOHT cessful save means the creature can look away
setting; otherwise rare . This spell is castable with only a mild sense of disorie ntation. Fail-
outside the Cerilian setting. ure means the creature is subject to a sugges-
tion implanted in the script by the caster at the
Ignit e Flam e - Old E mpir e time the illusionary script spell was cast. The
(Evocation) sugge stio n cannot require more than three
(Fire) turns to carry out. The suggestion could be to
c lose the book and leave, or to forget the eitis-
Level : I tence of the book , for example. A successful
Range: 10 yds . dispel magic spell will remove the illusio11ary
Components: V, S script, but an unsuccessful attempt erases all of
Casting Time : I the writing. The hidden writings can be read by
Duration : 3 rds . or less a combination of the tru e seeing spell and
Area of Effect: Special either the read magic o r comprehend lan-
Saving Throw : Neg . guages spell, as applicable .
The material com ponent is a lead-based ink
With this spell , a wizard can create a small that requires special manufacture by an alche-
area of hot flame, typically a three-inch-square mist , at a cost of not less than 300 gp per
area. If cast on exposed flesh, this causes 1d3 usage .
points of damage per round . The victim can put No tes: Common spell (PHB).
out the flames by spending one round smother-
ing them, receivillg damage for that round but mu siona ry Wall
automatically putting out the flames . The (lll wi on/Phantum)
flames go out by themselves after three rounds.
If this spell is cast on flammable material, it Level: 4
grows into a sma ll fire , destroyillg flammable Range: 30 yds .
materials such as paper, causing exposed flasks Components: V, S, M
of oil to explode, or creating a bonfire . Affected Casting Time: 4
materials still receive saving throws vs. normal Duration: Permanent
fire; flame produ ced by the igniteflame spell is Area of Effect: Ix 10 x IO ft.
normal, not magical , rue . Saving Throw: None
Notes: Common spell. As a FORGOTTEN
REALMS Old Em pire spell , initial exposure Trus spell creates the illusion of a wall,
requires a mentor or a read Southern magi c floor , ceiling, or similar surface, which is per-
spell . manent until dispelled. It appears absolutely
real when viewed (even magically , as with the
Illus ion ary Scrip t priest spe ll true see ing or its equivalent) , but
(Illusion/Phantasm) physical objects pas s through it with out diffi-
culty. When the spell is used to hide pits, traps ,
Level : 3 or normal doors, normal dem ihuman and magi-
Range : Touch cal detection abilities work normally , and touch
Components: V, S, M or probing sea rches reveal the true nature of
Casting Tim e: Special the surface, though they do not cause the illu-
Duration : 1 day/level sion to disappear.
Area of Effect: Scri pt reader The material component is a rare dust that
Saving Throw: Special costs at least 400 gp and require s four days to
prepare .
This spell enables the wizard to write Notes: Common spell (PHB) .
instructions or other information on parch -
ment , paper , etc. The illusionary script appears lli usory Wall
to be some form of foreign or magical writing. Aka illusionary wall .
Only the person (or people) who the wizard
desires to read the writing can do so. An illu-
sionist recognizes it for illusionary script.
An unauthorized creature glancing at the
script must roll a saving throw vs. spell. A sue-
447
Level: 6 LeveJ: 1
Range : Touch Range : Touch
Components: V, S, M Components: v;S, M
Casting Time: I turn Casting Time: 3
Duration : Special Duration : I rd ./level
Area of Effect: l undead Area of Effect: Creature touched
Saving Throw : None Saving Throw: None
The wizard using this spell grants an undead This spell co nfers upon the drow or another
creature one use of a particular spell the wizard being temporary immunity to magical and nat-
has memorized . Any sort of speU can be trans- ural webs, viscid globs (such as those produced
ferred, and will take effect when released as if by a wand of viscid globs), the sticky secretions
cast by the wizard . For exam ple, a ghoul can be and natural glue-like properties of roper strands ,
invested with a lightning bolt , or a skeleton mimfo pseudopods, cave fisher filame n ts, and
448
Level: 2
Range: Touch
Components: V, S, M
Casting Time: 2
Duration: 2 rds. + 1 rd./level
Area ofEffec r: Creature touched
Saving Throw: Neg.
449
450
451
Improved Blink
(Alterati on) In thePUrEll'S OPTI ON: Co,,.bat & Tac-
(Dimension) tic8 initiative system, the wizard must ,
couat I, l. or 3 pbasetfromthe time of bia
Level: 5 blink for fut. average, or slow actions. If
Range:O tbe fighter attacks in lhe average phase,
Com ponents: V, S the wizard blinks durins the fishter' s
Casting Time: I anack, andbis llgluning bolt (a fut spell)
Duration : I rd J level would go off l phaselater.with any other
Area of Effect: The caster slowactions.
Saving Throw: Nooe
This spell is a variation of the 3rd-level wiz- Imp roved Burning Hands
ard spell blink. allowing the wizard to shift his See flame ray.
body to any point within J5 feet of bis current
location. Unlike the lower-level spell. improved lmproved Chill Touch
blink allows the wizard to choose the exact (Nec romancy) ~
time of the blink. the exact destination, and the (Shad ow) ;Q
orientation or facing of his choosing. For
...,.....
example , a wizard confronted by an enemy Level : 2
fighter could blink just before t he fighter Range : O
attacked, reappearing directly behind his foe Components : V, S
for a back attack. lf the wizard blinks away Casting Time: 2
from an attack , his enemy automatica ll y Duration: I rd ./level
misses-but creatu res with m u ltiple anacks Area of Effect : The caster
may be able to r eposition themselves for Saving Throw: Neg.
another swing if the wizard blinks to a location
within reach. Resembling the !st-level spell chill to11cl1,
A wizard intending to take any action-such this speU conjures a magical aura of negative,
as attacking , casting a spell, or using a magical blue energy that surrounds the caster's hand.
item - must decide before the round begins if The energy drains the life force of any creature
be will do so before or after he blinks. If be touched by the wizard with a successful anack
acts before he blinks , he may be struck by an roll. Lfthe creature touched fails to make a iruc-
attack before he finishes ; he can choose to pro- cessful saving throw vs . spell , it suffers ldlO
ceed with h is action, hoping that be won't be points of damage and becomes paralyzed from
h it, or be can abor t his action by taking his the extrao rdinary cold and pain.
blink for the round . On the other hand, if the The paralysis lasts one hour per point of
wizard begins his action after his blink, the ini- damage !nilicted. In addition , the creatu re
tiative modifie r of his attack or sp ell is added loses 2 poi nts of Str ength and Constitution,
to the time of his blink to determine when he both of which return at the rate of I point pe r
attacks . For example , a blinking wizard who is day. Any undead c reatu re of less Lhan 3 Hit
dueling a figh ter decides to blink first~ when Dice touched by the caster must save vs , spell
the fighter attacks-and then lighming bolt the or be destroyed .
452
453
Level: 3
Range: 10 yds.
Components : V, S, M
Casting Time: 3
Duration: Special
Area of Effect I object
Saving Throw: None
454
455
456
required, and smaJI objects do not stick to the Strength Equivalent RockHurUng
recipient's body: a recipient can easily cast Score GiantType R ange Damage
spells while sticking to a wall with feet and/or 19 HiU giant 80 yds. ld6
back. The caster can end the effect with a word 20 Stone giant 100 yds. ld8
(if this causes a fall, normal damage ap plies). 21 Frost giant 100 yds. ld8
Suff icient fo rce or impact can also tear the 22 Fire giant 120 yds. ld8
recipient free; the DM must assig n a saving 23 Cloud giant 140 yds. ldl0
throw based on the circumstances. 24 Storm giant 160 yds. ldl2
The mate rial components of this spell are a 25 Titan 200 yds. l d20
drop of bitumen (pitch) or tree gum, and a live
spide r, bo t h of which mus t be ea ten by the When the spell ends, the recipient is struck
recipienl. Unwilling reci p ients must be by intense exhaustion, and can do noth.ing
touched, mus t eat the compone nts, and mus t except rest for I d3 fuJ I tu rns. The materia l
also fail a saving throw vs. spell, to be affected. component is a strand of hair from a giant.
Notes : Restricted to drow; uncommon. Notes : Uncommon (PO:SM).
By casting this spell, the wizard can empower A more dan ge rous version of the 3rd-level
a creature with superhuman strength. Unlike the sp ell , vampiric touch, this spell inflicts I d6
2nd- level strength spell, improved strength points of da mage pe r two cas te r leve ls , to a
allows the recipient of the spell to ignore race or maximum of 9d6 at 18th level. The caste r must
class res tr ictions on his maximu m Str eng t h touch h is oppone nt with a s uccess fuJ meJee
score, poss ibly reaching scores as b.igh as 25. attack ; the sp ell lasts un til d ischarge d by a
The exact amount of strength gained varies by touch o r u n til one tur n passes. H it poi nt s
the recipi ent's class group (see table). d rained fro m the oppo nent are added to the
caster's own total, with any hit points above the
Class Strength Gain* caster's norma l maxi.mum treated as temporary
Warrior ld8+4 (max 25) bonu s bjt poi nts. Damage is subt racted fr om
Priest ld6+4 (max 23) th e bonus hit points first, an d any remaining
Rogue ld6+4 (max 23) after one day dissipate.
Wizard I d4+4 (max 21) The victim of this spe ll ca n recove r lost hit
Count caeh percenti le bracket of ei<ceptio nal strength as one points throu g h nor mal or magical healing;
point; the Strcogth gain proceeds as 18, 18/0l, 18/51, 18176. undead creatures are completely unaffected by
l819l.18/00. l9.a nd soon . the spell .
Notes: Restricted to necromancers ; uncom-
Eve n if the rec ipient is not a wa rrior , he mon. Can be researched only in the RAVENLOFT
gains all the benefit s of an except ional Strength setting and triggers a RAVENLOFTpowers check
category; for example , if a thief with a Strength o n completio n of the attemp t . Some sources
of 1.4 ga ined 7 points , he would p ossess a refer to this spell as lich touch.
Strength of 18/76 for the duration o f the spell.
In ad d iti on to the attack and da mage bonus,
increased cha nce to open doors or bend bars,
and increased carrying capacity, the sp e ll
recipient may te mporarily gain the ability to
throw bouJders as a giant of equivalent Strength
(see table).
457
459
Infravision Inscrib e
(AJteradon ) This is reported ly a 6th level spell fro m the
FORGOTTEN REALMS se tting able to transc ribe
Leve l: 3 writings more effe ctively than lower level
Range : Touch spells such as copy, d ictate , sorcerous scribe ,
Com ponents : V, S, M write, and so 011. /1 is believed lost s.ince the
Casting Time : I rd . 7ime of Troubles, although /minster may have
Durati on: 2 hrs . + 1 brllevel access to it.
Area of Effect: Creature touched
Saving Thr ow: None
460
Level: 3
Range: 30 yds.
Components: V, S, M
Casting Time: 2
Duration: Up to 4 hrs .
Area of Effect: l room or area with.in range
Saving Throw : None
461
The material component s are a small collec- effects. The recipient gains a +2 bonus to sav-
tion of the items carried by the appropriate ing throws against such attack forms, and all
audience (a gold coi n, a piece of fine fabric, a damage sustained is reduced by half (to a mini-
snuffbox , etc .). These are tossed -into a bag that mum of l point). Jftbe saving throw is su.ccess-
contains at least one live mouse. The mouse is ful, only one-quarter damage is sustained.
not destroyed, but vanishes during the spell to The material component of this spell is a !-
reappear somewhere in the room after the spell inch-square piece of rubber . Thi s must be
ends. p laced between the recipient's foot (shod or
Notes: Restricted to bards; common. unshod) and the ground . It must be touched by
the recipient and the ground at all time s or the
Instant Exit, Drawmij's spell is ineffective (in other words , this protec-
See Drawmij's instant exit. tion effectively immobilizes the protected crea-
ture). If conditions are wet, that is, the recipient
Instant Regeneration is standing in water-or in a thun derstorm-
(Necromancy) ~ the sa.ving throw bonus is reduced to + l, but
the resistance to damage is unchanged .
Level: 9 Notes: Very rare in the Shining South of the
Range : Touch FOR GOTTEN REALMSsetting; otherwise it is
Components: V, S, M unknown.
Casting Time : I rd .
Duration: Instantaneous Intensify
Area of Effect : Crea ture touched See intensify nature .
Saving Throw: None
Intensify Nature
Upon its casting , this spell allows a wu je n (Alteration )
to instantly restore a lost Limb, causing it to
regrow right before one's eyes . The spell can Level: 8
only res tore a lost limb. lt cannot cause a new Range: 0
limb to appear where none was before. The Components: V, S, M
spell causes no harm to the recipient and Casting Time : 9
restores any bit point s that may be missing Duration: I turn
because of the loss of the limb . The caster per- Area of Effect: I sq. mi.
manently loses I point of Constitution when Saving Throw: Nooe
this spell is cast. This speJl drastically multipli es the power of
The material co mponent for the spe ll is a one currently existing naturaJ phenomenon or
charm of yellow paper inked with mystical red conditio n. A light breeze can be transformed
characters. into a hurricane-strength wind, the sound of
Notes: Restricted to wu jen and like oriental ru stling leaves or running water becomes a
wizards; common . deafening rumult, a light sprinkle of rain would
turn into an unbearable downpour, and so on. If
Instant Summons, Drawmij 's the conditions are already marginal, intensify
See Drawmij's instant summons. can escalate them into damaging attacks
against aU creatures and structures within the
Insulation area of effect. For example, a thund erstorm
(Abj uradon, Alteration) could be intensified into raging sheets oflight-
ning equal to a call lightning spell, or a bliz-
Level : I zard couJd be enhanced to an ice storm over the
Range: Touch entire area. Some possibilities are shown on
Components: V, S, M the list.
Casting Time: I
Dw-ation: 2 rds ./level
Area of Effect: Creature touched
Saving Throw: None
462
Interruptable Light
(Alteration, Enchantment)
Level: 3
Range : Touch
*
spells that bring summoned creatu res to the Components: V. S, M
wizard are affected. Casting Time: I rd.
The first two conjuration/summoning spells Duration: Permanent
cast by the wizard within one turn following Area of Effect: Special (4-inch diameter spor)
the intensify summoning spell are affected. The Saving Throw: None
summoned creatures ace more powerful, having
an additional 2 hit points per Hit Die. This spell creates a round spot that radiates a
The material components are a small leather beam of bright light. The spell must be cast on
pouch and a miniature silve.r candelabra . a person or item. T he beam created is about
Note: Uncommon speU (ToM). A necroman- four inches in diameter and illuminates an a rea
tic variant exists, restricted to necromancers and in a direct line from the place it originates, to a
affecting only summoned undead . range of 60 feet. Of course , tbe light can be
463
464
465
466
Iron Kimo no
(Altera d on)
Level: 3
Range: 0
Compone n ts: V, S
Casting Time: l rd .
Duration: 2 rds./level
Area of Effect: The caster
Saving Throw: None
467
468
469
470
Level: 4
Range: 10 yds.
Componen ts : V, S, M
Casting Time: 4
Duration : ld4 rds.
Area of Effect: 1 creature or object
Saving Throw : Neg.
471
A
In areas where jack.al wizards are known to
operate, it is wise for an arabian wizard to pro Level: 5
tect himself from spell thievery. This spell Range : O
serves this purpose admirably. Compone nts: S
After the spell is cast, the wizard si mply Casting Time: 3
places a small coin (the spell's mate.rial compo Duratioru Special
nent) in his turban or other headgear. If a jackal Area of Effect: The caster
wizard attempts to lift a spe ll from the pro Saving Throw: None
tected wizard, the coin grows warm , warning
the wizard. The caster can polymorph his body into the
The first attempt to steal a spell from a wiz. body of a jaguar , although he retains his own
ard protected by the jackal ward will alway s mental capacity. He cannot speak, cast spells,
fail. The second and subsequent attempts have or otherwise exceed the limitation s of the
a 50% chanceof being foiled. feline body. He retains his original hit points
No te s: Common for spe ll casre r s from an and Hit Dice, however.
arabian setting ; otherwise very rare. The caster can move through the tree s of a
dense forest as easily as he can move along the
Jaggar 's Strengt hened Bastion ground . He gains infravision to 90 feet, and the
(Abjuration , Enc hantm ent/C harm ) ability to meld into shadows and foliage as if
(Geometry) concealed by an ambush spell.
Notes: Restricted to practi tioners of hisl111a
Level: 5 magic (the Maztica setting); common.
Range: Touch
Components: V, S, M
Casting Time : I rd . JaguarFormAnribules: AC.4; MV IS;
Durati on: 1 br./ level HD as caster; THACOas caster;#AT 3;
Area of Effect: I00 cu. fl./level 0mg 1d8/ld8/ldl0 (c:law/claw/ bitc)
Saving Throw: None ld6/ld6 (rue). Thejaguarcandouble ita
movement tide to 30 for onerouadif trav-
Prin ce Jaggar designed his stre11gthe11ed eling on the ground.LeapsareJ)Oll8ible to
bastion spe ll to fortify b.is castle in wartime. It 30 feet horizontally and IS feet straight
makes one or more inanimate objects resi stant up. Fallsof SOfeet inflict no dunago ; falls
to magic, giving them a saving throw against farther than this inflict damage only for
spells that nonnally allow none. This spell also the pomonin exceu of SOfeet.
proves effec t ive when cast on portions of a
wall, a door, or similar area. For example, Jag-
gars stre ngth ened bastion allows a saving
throw vs . knock, dig, avoida11ce,distance dis-
tortion. passwa/1, transmute rock to mud ,
glassee , move earth, stone to flesh, va11ish,
glass reel, crysta lbriu/ e, and other spells that
affect objec ts. The objects make a saving throw
vs. spell at the level of the caster of the fortify.
ing spe ll This spell can be combined with the
permanency spell .
473
Level: 3 Level : 6
Range: 0 Range : 80 yds. + IO yds .llevel
Components : S Components : V, S, M
Casting Time: l Casting Time : 6
Duration: Special Duration: Instantaneous
Area of Effect: 1 memorized spell Area of Effect: I javelin
Saving Throw: None Saving Throw :
This spell modifies one other spell that the This spell causes a jave lin to become fille d
caster has currently memorized. It allows the with deadly energy . The caster may hurl this
latter speU to be cast without one of its normal bolt at any creature within range of this spell.
components (verbal , somatic, o r material). The javelin strikes without error and inflicts
Spells that normally have only one component Id IOpoints of damage for every two levels of
can be cast by silent act of will alone if aJalar- expe r ience of the caster , to a maximum of
s
tan miraculum is used first. IOdlO. The target creature is allowed a saving
A specific component of a part icular spell throw vs. spell with a - 3 penalty; success indi-
must be chosen to be omitted when this spell is cates half damage is suffered .
cast. There is no time limir between the casting The material component of this spell is a
of the miraculum and the unleashing of the jave lin .
modified spell. However , the caste r mus t not Not es: Uncommon spell. As a FORGOTTEN
have been slain in the intervening period or the R.EALMS Old Empire spell, initial ex.posure
modified spell does not work. requires a mentor or a read Southern magi c
Notes: Very rare in lhe FOROO'TTENREALMS spell .
setting: unknown elsewhere . Optionally specific
to this setting aJone.
Level : 7
Range: 0
Component .s : V, S, M
Casting Time : 7
Duration : 24 hrs.
Area of Effect: 1 gem
Saving Throw : None
474
475
Level: 6
Range : O
Compo nents: V
Casting Time : I
Duration : I rd./level
Area of Effect : I creature
Saving Throw : None
476
477
478
(Alteration)
Level : 5
Range : Touch
Kank Shell
_._ The materia l component for th is spell is a
fist-sized shard ofkank shell .
Notes: Common in th e DARK S UN setting ;
otherwise unknown.
Kbazid's Procurement
(Divination, Summoning )
Components : V.S, M (Geometry)
Casting Time : l rd.
Level : 5
Duration: Special Range: Special
Area of Effect: Creature touched
Components: V, S, M
Saving Throw: None Cas ting Time: I turn
Duration: I rd./level
This is a defensive spell developed by mages Area of Effect : Creates J gate
of the elven kank-herding tribes , enablfog the
Saving Throw : No ne
recipient to go without armor in the terrific
heat of Athas until be actually needs it. When Thls spell allows the caster to more easily
the spell is cast. tile beneficiary 's body or torso access rare or dangerous spell components .
is transformed into the chitinous carapace of a The wizard casts this spell upon a silver mirror
kank, givi ng him the protection of plate mail whi le concentrating on a mental image of the
(AC 3) . This armor lasts until successful ly dis- material be desires. The base chan ce of success
pelled or the wearer talces cumulative damage is 50%, modified by the following factors:
totalling over 8 hlt points, plus I point per level + I% per level of the caster
+ 10% if the cas ter has seen the same type of
subs tance or object before; this bonus is not
cumulative with the following bonus
+20% if the caster has a sample of the mater-
ial or tile same type of object in his posses-
sion ; this bonus is not cumu lative with the
bonus above
+30% if the wizard knows the location of the
desired object
- 50% if the caster has never seen the same
type of material or item before .
479
480
481
9 .
-
- ~--
_ '"=--<:;~~
0-c:::>;:---
.:-
-
.:
- --
... .:- .. ~ - -_. -- -
-~-.
-:=,.,.:,,-
-
c::, ..
482
ing casting) is spoken, the spell takes effect , destroyed per attack.
expanding into a 20-foot radi.us spherical field Grasping Hand-80% chance destroyed per
centered on the midpoint of the focal object . attack, with a 40% chance of the whip being
Within this field, absolute magical silence destroyed per attack.
reigns for six rounds. The field moves with the Clenched Fist - 70% chance destroyed per
object (for example, a thrown stone), and its attack, with a 50% chance of the whip being
effects can be avoided on ly by c reature s destroyed per attack.
employing dispel magic (to end the spell Crush ing Hand - 65% chance of being
effects), vocalize, or a similar spell . destroyed per attack, with a 60% chance of the
The material components for this spell are a whip being destroyed per attack.
feather and a handful of dust, which mu st be Lesser Bigby spe lls (strangling grip, barrer-
held in the cupped palm of the caster, while the ing gauntlet, fantastic fencers , etc .) are
caster's other hand touches the focal objec t . destroyed upon contact with the whip, as would
The focal object is in no way harmed or altered be a shield spell.
by the spell.
Notes: Known to Khelben of the FORGOtTEN The whip bas no effect on nonm oving magi-
REALMS setting and a few of his apprentices. cal barriers such as a wall of force or a pris-
matic sphere.
Khe lbeo 's Warding Whip The whip has no effect on spells that do not
(Abjuration) use magical force as a solid entity - holds,
slow. reverse gravity, and so forth.
Level : 7 Th e whip cannot harm living objects , and so
Range: 10 yds . cannot be used as a weapon.
Components: S, M The whip has no effect on s pells that take
Casting Time: 7 effect instantaneously.
Duration: I rd ./level The whip can be used to parry physical
Area of Effect: Creates l force lash attacks, including those from magical weap-
Saving Throw : None ons and weapons of magical force (decastave,
spiritual hammer. etc.) This parrying has a
This specialized and rare spell creates a base 60% chance of success plus 2% per level
whiplike lash of mystical force controlled by of the whip's caster . An attack parried this
the caster . This magical whip is particularly way does no damage, but the wizard using the
effective against those speHs that take the form whip musl have initiative over bis attacker in
of pushing, striking, or crushing forces, in par- order to parry .
ticular the popular spell s created by Bigby . As noted, this spell was developed by Khel-
The wizard need not concentrate to maintain ben Arunsun, the Bla ckstaff ofWaterdeep, as a
the warding whip, but while using it cannot cast specific counter to the various Bigby spells
other spells or wield other weapons. The whip that have appeared in the Realms. Whether the
strikes or parries automatically while under the mythical Bigby of Greyhawk visited the
direction of its wielder. The whip can be used Realms or Khelben or some other ReaJmsmag e
only agains t I.hose within 30 feet of lhe wizard . visited Oerth to bring these spells from one
The effects of the whip are asfollows: world to another is not known . The Black staff
ha s apparently met the greal Bigby at some
The whip confers to the user immunity to the time in the past, though the meeting wasappar-
push spell . ently not on the best of terms. As the wizard of
The whip will immediately dissipate a shield Waterdeep once noted to his apprentice fllistar,
spell without effect to itself . "The old goat comes up with one good gim-
The whip has a 40% chance of destroying a mick, and beats it to death with a rock." Bigby's
s
Tenser floating disk per attack. T he wb.ip is response, if any, basnever been recorded .
not affected . The material component of this spell is a
The whip affects any of the Bigby s hand piece of wire and a pinch of powdered elec-
spells as follows: trum .
Interposing Hand - Destroyed, with a 20% Notes: Known to Khelben of the FoROOTIEN
chance of the whip being destroyed as well. REALMS setting.
Forceful Hafld-9 0% chance destroyed per
attack, with a 30% chance of the whip being
483
484
Know Alignment
(Divination )
Reversible
Level: 1.
Range : IOyds.
Components: V, S
Casting Time : l rel
Duration: I rd./level
Area ofEffect: I creature or object per 2 rds .
Saving Throw : Neg.
,.
ceals the alignment of an object or creawre for
24 hours--even from a know alignment spell.
KnosUra's Crypt Notes: Common spell (PHB).
(Necromancy) ,I'
Know Blood.lineDerivation
Level: 5
........
Range: 30 yds.
(Divination ) -'4lt..l
.. ----
Com ponents: V, S Level: I
Casting Time: 8 Range : 30 yds.
Duration: 1- 10 days Components: S, M
Area of Effect: 50-ft . radius Duration: Instantaneous
Saving Throw : Nooe Casting Time: 2
Area of Effec t: 1 individual
This spell causes any inhabited structure to Saving Throw : Neg .
become sealed as a crypt ln effect , all ex.its are
wizard locked . Then the interior begins to The caster of this spell can determine the
darken over a period of five round s. No light , bloodline derivatio n of an individual. The tar-
even magical , can function in the darkness , nor get individual is aUowed a saving throw vs.
can infravision . When the struct ure is dark, a spell with the following modifiers to the die
horrible musty smell of death permeates the roll (becausestrongerbloodlinesare easier to
area. lf the RAvENLOFT setting ru les are not de tect): tainted , +2; minor, +0; major , -2;
used, a saving throw vs . paralysis can be used great, -4 . Tllere is a base 50% chance (minus
to see if the effects of a fear spe ll are avoided. 5% for every level of the caster) that a tainted
Otherwise, the conditions prompt fear and hor- bloodline passes unnotice d, even if the individ-
ror checks (the DM may optiona lly call for ual fails the saving throw. 'This spell does not
madness checks as detailed in the spell, descent work on inanimate objects.
into madness). The material compo nent of this spell is a
Notes: Very rare ; usually found in the hands collectio n of trinkets representing the diffe rent
of necromancer s or undead spellcasters . It can bloodlines (Basaiii is represented by the hawk,
be success fully researche d only on the Demi- so a hawk feather or claw would be appropri-
plane of Dread. ate; scions of Reynir are anuned to the wilder -
485
486
per level of the caster, and the caster can deter- Know Intent - Savant
mine the faction of one creature within range (Divination)
every round. A crearnre trying to conceal its
faction is allowed a saving throw vs. speU to Level: 2
foil the wizard 's effons . Range: 0
On occasion , creatures with deep-rooted Components : V, S
philo sophical beliefs will be revealed by this Casting Time: 2
speU . For example , a high-level priest who Duration: I rd.
worships a power of death may be mistaken for Area of Effect: 10 ftJ level path,, 10 ft. wide
a Dustman . Saving Throw : None
Notes: Common in the PLANES CAPE setting ;
otherwi se very rare . When this spell is cast, the savant becomes
aware of the general intent of an encountered
Know History indi vidual or group. lnformation revealed is
(Divination) al ong th e lines of the following one-word
descriptions: friendly, neutral , hostile , wary,
Level: I and so on.
Range : 120 yds. Notes : R estricted to diviners , sages, and
Components : V, S, M savants ; common.
Casting Time : l rd.
Duration : Instantaneous Know Path of Magic
Area of Effec t: I creature or object (Dlvlo.ation)
Saving Throw : Special
Level: 4
This spell reveals to the wu jen the common Range: 5 yds .llevel
name , background, lineage , and deeds of any Components : V.S
item , creature , or place, should such possess Casting Time : I rd.
any notable hi story at all . It does not reveal Duration: I rd./2 levels
secret identities, presence of magic, magical Area ofEffect: l wizard
abilities, character alignment , etc . If cast on a Saving Throw : Neg.
character, it would tell of his parents, what
family he belongs to, and any famous deeds of By casting this spell , the wizard might learn
bis ancestors. When cast on an object, it reveals if the subject has organized his magical studies
the specific name of the item (if it bas one), by the ''path system " or not. The subjec t 's sav-
any notable deeds it was used in, and the name ing throw is reduced by 1 per three levels of the
of its maker . For example , a katana mig ht be caster (a natural "20" always succeeds) . lfthe
revealed as the "Cloud-Cutti n g Sword used by subje c t makes a succe ssful saving throw vs .
the great hero Akicha Tanokura at the Battle of spell, the divination fails completely .
the Fallen Bridges , having been made for him If the saving throw is failed, for each round
by the master swordsmith Lei Yung." of concentratio n, the caster has a 5% per level
When used to reveal a creature that is dis- chance to learn anothe r piece of information,
guised or polymorphed, the subject is allO',VC da for example : the number of paths studied, the
saving throw vs. spell. If this is failed the spell name of a spec ific path studied, the h ighest
operates normally . The spell has no effect on spell level completed on that path , the name of
disgui sed or polymorphed item s or places . a specific spell on the path that the caster
When used on a creature , the caste r must be knows (these will be revealed in order of level,
able to see the creature in question. When used lowest to highest, starti ng with spe lls that the
on an object , the caster must handle the item . caster doesn't know the subject bas) .
When used on a place , the caste r m ust be This spell is defeated by any device or pro-
standing within the grounds of the site. tective item that wards against scrying. The
The material component of this spell is a spell also ends if the su bject moves out of
pair of carved bones. range or if the caster 's concentratio n is broken .
Notes : Common in oriental settings ; othe r- Notes: Rare; known mostly by those follow-
wise very rare. ing lhe Path of Paths (see Appendix) .
487
488
489
Level: l
Range: 20 yds.
Components: V, S, M
Casting Tune: I
Duration : l turn
Area of Effect: Creates 1 ladder
Saving Throw : None
491
492
493
494
The stored spell takes effect when the hem is This spell allows its user to cast any cur-
removed from or tom away from an unwilling rently memorized speU of 3rd level or less in a
wearer, or when the item is destroyed or sub- casting time of I without ve rb al or material
stantially damaged (tearing a sleeve from a compone nt s, by means of a spec ifi c complex
sbfrt , for example , or slashing a tunic with a gesture . The spell to be affected is chosen , the
sword) . gesture is cast, the caster cast s the modified
hem-wearers are instantly made aware of spell, and then she di rects the effect s of the
erupting spells. These spells are under their chosen spell normally .
control eve.a if they have no spellcasting ability s
Only one Laeral gesture can be memorized
or are of another class than the caster of either by any being at a time. There is no known way
the disrobement or the spell it has sto red .. The to mak e this magic govern spells of greater
item-wearer can decide what form the spell than 3rd level.
takes (if any), its duration or in tensity (if Laeral is (correctly) said to have devised this
applicable) , and its destination or target. This spell after being attacked while bathing - and
control is by silent act of will. Even bound and necessarily parted from most all spell compo-
gagged item-wearers can direct eruptin g spells . nents-once too often .
Even if item-weare rs makefoolish decisions Notes: Known co Laeral an d some other
about spell effects , rhey cannot be directly wizards in the FORGOTTENREALMS setting .
harmed by an unleashed spell. If the item-
wearer made a fireball detonate with herself at Lae ral's Invisi ble Blade
the center, she and all worn , carried , and (Evocation)
touched items and companio ns would be com-
pletely protected by the disrobement , bm the Level : 8
fireball 's blast would have normal effects on Range: IO ydsJleve l
everything else it reached . Components : V, S, M
If the disrobement duration expires before Casting Tim e: 7
the item is rem oved or banned, the stored spell Duration; I rd ./level
is lost without taking effec t. Area of Effect: Special
Sylune once used a disrobement when cap- Saving Throw: None
tured by slave rs. They tore her gown to brand
her on one shoulder , and the resulting meteor This spell is the result ofLaeral modifying a
swarm destroyed them and their log-built spell created by one of her sisters , Alustriel 's
s
stronghold . As a resu lt , Laeral disrobem enr sword of stars . Laeral 's spe ll crea tes an invi s-
s
was ca lle d Sylune displeasure for a time by ible , silent, long-sword-shaped co nstruct of
sages who had oot learned its true nature. The force that forms at the end of the round of cast-
name may still be found in some old writings . ing and attacks a chosen target creature .
The casting of Laeral 's disrobe ment con- During casting , th e cas te r decide s if the
sumes a handful of diamond dust (crushed dia- blade will strike with her own THAC0 , inflict-
monds worth 3d4+ I x 1,000 gp) , but the ilem it ing 2d4 points of damage plus l point for each
is cast on is not harmed or con sumed by this level the caster cw:rently possesses , or if the
magic . blade will strike at THAC0 7, inflicting only
Notes: Restricted to the Seven Siste rs, their 2d4 points of damage per hjt The version cho-
appren t ices , an d select Harpers in the sen cannot be change d after the spell is cast .
FORGOTTENREALMS setting . For purposes of determining what the invisible
blade can hit, it is considered a +5 magical
Laera l 's Gesture weapon , though it does not have any at tack or
(Alteration ) damage bonus.
Ao invisible blade cannot be see n unles s or
Level: 4 until it is blooded or marked with some other
Range : O substance . Onlooker s see only a creature fight-
Components : V, S ing apparently emp ty air . Co n tact with any
Casting Time: 4 detection spell, regardless of its normal func-
Duration : Special tion , causes an in11isible blade to become
Area of Effect : I spell of3rd level or less clearly visible .
Saving Throw : None The bla de 's first blow is always made at
THAC0 5, regardless of whic h ve rsion of the
495
496
497
498
499
500
Thi s spell enables the wizard to magically Leomund 's Tiny Hut
call into being a sturdy cottage or lodge , made (Alteration )
of material that is common in the area where
the spell is cast-stone, timbe r, or (at worst) Level: 3
sod. The floor area of the lodging is 30 square Range: 0
feet per level of the spellcaster, and the surface Components: V, S, M
is level, clean, and dry. In all respects the lodg- Casting Time : 3
ing resembles a normal cottage, with a sturdy Duration: 4 hrs. + 1 hr./level
door, two or more shutlered windows , and a Area ofEffect: 15-ft. diameter sphere
small fireplace . Saving Throw : None
501
Richard Wehner (Order #13135537)
"""' Leomund's Trap r
The temperature inside the hut is 70 F, if the Lessen Gravity
exterior temperature is between 0 and 100 F. (Alteration)
An exterior temperature below 0 or above (Alchemy)
l 00 lowers or raises , respectively , the interior
temperature on a I 0 -for- I O basis. The tiny hut Level: 3
also provides protection against the elements, Range: 0
such as rain , dust , sandstorms, and the like . Components: V, S, M
The hut can withstand any wind of less than Casting Time: 1 rd.
hurricane force without being harmed, but Duration: 3 hrs.JleveJ
wind force greater than that destroys it. Area of Effect: Special
The interior of the hut is a hemisphere ; the Saving Throw: None
spellcaster can illuminate it dimly upon com-
mand, or extingu ish the light as de sired. Note 13y use of this spell, the caster can reduce
that although the force field is opaque from the gravity to one quarter of its normal pull in a
outside , it is transparent from within. Missiles, given area. A 3rd level caster can affect a IO x
weapons , and most spell effects can pass I0-foot area; an additional 10 x IOsq uare can
through the but without affecting it, although be affected for each two levels of the caster
the occupants cannot be seen from outside the above third (two squares at 5th level , three at
hut. The hut can be dispelled. 7th level, etc.) . A zone of reduced gravity 60
The material component for this spell is a feet high is created . This spell is useful primar-
small crystal bead that shatters when the spell ily in arcane researches, where a reduction of
duration expires or the hut is dispelled. gravity might enhance ce rt ain alchemical
Notes: Common or uncommon spell (PHB). processes or reagents.
Birds and other flying creatures may have
Leomund's'Irap trouble compensating for the effects of .the
(Illusion/Phantasm) spell because their wings will push them higher
(Artifice) than normal. Those using such spells as fly or
levitate cannot move faster in the area , though
Level: 2 they can carry more weight. Missiles fired
Range: Touch through the area are unaffected ; their inenia
Components : V, S, M maintains their normal speed and height. A
Casting Time: 3 rds. missile fired or thrown within the area, how-
Duration : Permanent ever, can travel much higher . Lessen gravity
Area of Effect : Object touched does not lend itself to permanency .
Saving Throw : None Consec utive castings of the spell are cumu-
lative in effect. Beings unused to lower gravity
This false trap is designed to fool a thief or are so mewhat disoriented in the spell's area of
other characte r attempting to pilfer the spe ll- effect, suffering a penalty of +2 to initiative
caste r 's goods . The wizard places the spell and -1 to attack rolls in combat. In an area
upon any small mechanism or device, such as a under the cumulative effects of two lessen
lock, binge , hasp, screw-on cap , ratchet, etc . gravity spells, penalties are +4 to initiative and
Any characte r able to detect traps, or who uses - 1 to attack ro IIs.
any spell or device enabling trap detection, is An area affected by three or more such
I 00% certain a real trap exists . Of course , the spells is basically a weightless environment
spell is ii.Iusory and nothing happens if the trap (1.5% normal gravity) , and penalties are +6 to
is sprung; its primary purpose is to frighten initiative and :...
2 to attack rolls for those unused
away thieves or make them waste precious to this effect.
time . NoTE: Further optional information on
The material component of the spell is a weightle ssness can be found on page 14 of the
piece of iron pyrite touched to the object to be Concordance of Arcane Space , in the
trapped while the object is sprinkled with a SPELLJAMMER campaign set.
special dust requiring 200 gp to prepa re. If Notes: Very rare spell from the FORGOTTEN
anotherLeomunds trap is within 50 feet when REALMS setting. Known to be in Dars s on :S
the spell is cast, the casting fails. Notes .
Notes: Common or uncommon spell (PHB).
502
Richard Wehner (Order #13135537)
LesserGeasr
Lesser Distraction - Ninja Lesser Geas
(Enchantment/Charm)
(Illugon) ~ (Mentalism, Song)
Level: l
Range: 5 ft/level Level: 4
Components: S Range: IOyds.
Casting Time: 1 rd. Compo nents : V
Duration: Instantaneous Casting Time: 4
Area ofEffect: l creature Duration : Special
Saving Throw: Neg . Area of Effect: l creature
Saving Throw : Neg.
With this speU , the ninja causes the subject
to bear a faint noise or see something indistjnct By means of this spell, the wizard places a
out of the comer of his eye. The caster must magical command upon a creature of 7 Bit
decide if the ilJusion will be auditory or visual Dice or less to carry out some service, under-
but cannot choose to further define the distrac - take a ta sk, or refrain from some action or
tion. rt will be a sound, but not a footstep or a course of activity. The caster specifies the con-
low moan. Or it will be a glimpse of some- ditions of tile lesser geas when he casts the
thing , but not of a person. spell; the subject creature must be intelligent ,
The subject must make a successful saving conscious, able to understand the caster, and
throw vs . spell at a penalty of -4 or believe the not under the influence of any spells or effects
sight or sound to originate from a direction of that affect or control its mind.
the spe llcaster 's choice. The spellcaster cannot The lesser geas cannot compel a creature to
choose distance. The subject can be made to kill itself orperform acts that will result in cer-
believe that he heard a sound behind him, but tain death, although the wizard can use the
not tlhat it was something moving 30 feet spell to coerce the subject into almost any non-
behind him. He can be made to think that he de structive course of action. The subject is
saw motion off to llis right, but not that it was entitled to a saving throw vs. spell to avoid a
so mething moving at the top of a wall 50 feet lesser geas , but suffers a - 2 penalty on its sav-
from him. ing throw if the wiz.ard is of high er level or Hit
The su bject is f ree to act as he chooses on Di ce, or a-4 penalty if the wizard is more than
the illusion. He may ignore ir or may be moved twice th.e creature's level or Hit Dice .
by duty or curiosity to investigate. The wizard must be careful in the wording
Because the illusion is qui c k and not of his lesser geas since the casting and fulfill-
detailed, the subject has a -4 penalty to his sav- ment are tricky. The subject should be given a
ing throw . If he fails the saving th r ow, he tangible , acruevable goal, with clear courses of
believes the sight or sound to be real but does action available to him. "C limb that moun-
not know what made it. If be makesthe saving tain!" or "Tear that mountain down rock by
throw, be assumes that he was "seeing things" rock!" are legitimate geases, but a geas such as
or "hearing things" and does not act on the dis- " B ecome a mountain!" is jus t not specific
traction. Even if he makeshis saving throw, he enough. to work.
does not know that he was the target of a spell. Similar to the 6th-level spell geas, the lesser
This speU is used by ninja attempting an geas compel s the subject to obey the wizard's
escape or infiltratio n. It is designed to encour- command . If the geased creature fails to follow
age a guard to leave his post for a momenl the wizard's instructions , it will grow sick -
Notes: Restricted to ninja spellcasters and each week that pas ses, the creature loses one
those trained by them; common. point from each ability score , l hit point per
Hit Die, and suffers a cumulative - I penalty to
attack rolls and saving throws . These penalties
cannot reduce an abBity score to less than 3,
reduce a creature to less than 1 hit point per Hit
Die , or reduce its attacks and saving thr ows
more than 4 point s. The lesser geas can be
countered by a remove curse spell, a limited
wish, or a wish.
Notes : Uncommon spe ll (PO:SM).
503
Richard Wehner (Order #13135537)
Richard Wehner (Order #13135537)
LethalHatchling- Neogir
Lesser Sign of Sealing Lesser Spelldream
(Abjuration } (Invocation , Illusion/Phanta sm)
(Geometry)
Level: 4
Level: 2 Range: Touch
Range:0 Components: V, S
Components: S, M Casting Time: I tum
Casiing Time: I tum Duration: I tum/level
Duration: Special Area ofEffeot: l creature
Area of Effect: I portal Saving Throw: Special
Saving Throw:
This spell is only effective upon sleeping
By using this spell, the caster creates a mag- beings. lt allows the caster to remove any spells
ical ward that bas two major effects. First, it of 4 th level or less already in effect on the
affects a doorway or itern that opens (a chest, recipient (such as charm person or change
for instance) as if it were a hold po rtal speJI, self). The spell effects are unraveled slowly,
keeping it securely locked and closed. Second, without doing harm to the caster of the spell-
if the protected doorway is forced open by any dream or the recipient, and without triggering
means, magical or physical. the sign is not only any spelltraps or defensive effects. This occurs
destroyed, but also strikes the offending crea- during an enforced slumber, which can be bro-
ture for Ld8points of damage+ I point of dam- ken by any physical attack on the recipient
age per level of the caster. The duration of this (such an event will jolt the recipienl into
spell is either one day per level of the caster or instant alertness). This enforced slumber is
until discharged, whichever happens first. The accompanied by dreams , and the caster of this
exact form of energy is chosen by the caster spell can choose one image per level to feature
upon creating- the lesser sign; acid, cold, fire, in these dreams (typically, the caster shapes a
electricity, or sonic disruption are popular sequence of images showing the recipient how
choices. they came to be enspelled, or why the caster
The sign is not hidden or concealed in any has chosen to remove those spells).
way and is usually quite prominent on the item While a spelldream is unfolding in the recip-
or portal it protects . The caster cannot specify ient 's mind, the target creature cannot be con-
particular creatures or conditions for the lesser tacted or influenced by any other being. Thus, a
signs operation; it functions against any crea- wizard can pass information to a recipient who
ture that attempts to pass it (except for extra- is under magical thought surveillance without
planar creatures of 6 HD or more and wizards risk of the jnformation being detected.
of rugher level than the caster-they can When the spell is cast, the recipient is
merely ignore it as if it was not there). allowed a saving throw vs. spell with a -4
The lesser sign of sealing cannot be dis- penalty. A successful saving throw negates the
pelled by spelJs of lower spell levels such as spell, and the in tended recipient instantly
knock, but the caster can remove it any time he awakens.
chooses, thus ending the spell, or it can be N otes: Common for Dream mages; otherwise
defeated by an erase spell cast by a wizard of very rare. (Updated from DJUGONMagazine. )
equal or higher level than the original caster.
The material component for a lesser sign of Lethal Hatchling - Neogi
sealing can be a pinch of either powdered dia- (Ne croman cy)
mond (cold), ruby (fire), emerald (acid), pearl
(sonic disruption}, or sapphi re (electricity), Level: 5
depending on the type of energy the wizard Range: l O yds.
wishes the sign to employ. The value of the Components: V,S
gemstone powder must be at least 100 gold Casting Time: l rd.
pieces. Duration: Special
Notes: Uncommon spell (PO:SM). Area of Effect: l creature
Saving Throw: Neg .
505
Richard Wehner (Order #13135537)
""":: Leviathan- Elf
r
fires outward from the caster toward a target Levitate
creature. The creatu re is allowe d a saving (Alterati on)
throw vs. death magic. A successf ul saving (Force)
throw negates the spell. Failure indicates a Level: 2
most gruesome fate : The egg ente r s the crea-
Range : 20 yds ./level
ture's body and begins to grow . Fo r the nex_t
Components : V, S, M
four rounds, the creature is allowed ano th er
Casting Time: 2
saving throw vs . death magic each round at a
Duration : I tum/level
- 2 cumulative penalty (that is, - 2 for the first
Area of Effect: l creature or object
save after the egg en te rs the body, -4 for the
Saving Throw: Neg.
second, etc.) . Each faile d saving lhrow cause
the loss of 25% of the creatu r e's original hit When a levitate spell is cast, the wizard can
point total. If the creature makes a successful place it upo n his person, an object, or a single
saving throw during t hi s time, t h e s p ell is creature , subject to a maximumweight limit of
halted, the egg's growth stops, and th en it dete- l 00 pounds per level of experience (for example,
riorates . If the creature dies, a newborn n eogi a 3rd-level wizatdcan levitate a maximumof300
erupts out of its body. pounds). lfthe spell is cast upon the wizard, he
Some neogi wizards have been known to can m ove vertical ly up or down at a movement
cast this spell to replace neogi lost in ear li er rate of 2 pe r round. If cast upon an object or
combats. This is a rare occurrence , however ; another creature, the wizard can levitate it at the
more commonly a slave is sacrificed instead . same speed, according to his command. This
Notes: Restricte d to neogi; uncommo n. spell does not empower horiwntal movement, but
the recipient could push along the face of a cliff,
Leviathan - EH for example, to move laterally. The spellcaster
(E lven :Wgb Magic) can cance l the speU as desired. If the subject of
the spell is unwilling, or the object is in the pos-
Level: 8 session of a creature, a saving throw vs. spell is
Range : IOyds./level allowed to determine iftb.e levitate spell affects it.
Components: V, S, M Once cast, the spell requires no concentra-
Casting Time: l turn tion, except when changing height A levitating
Duration: Special creature attempting to use a missile weapon
Area of Effect: I creature finds himself increasingly unstable ; the first
Saving Throw: None attack has an attack roll pena lty of -1 , the sec-
ond -2, the third -3, etc., up to a maximum of
This spell summons gigantic sea creatures to - 5. A full round spent stabi lizing allows the
aid elven ships and fleets at sea. Whe n c ast, creature to begin again at - t. Lack of leverage
roll I di Oand refer to the chart to determine the makes it impossible to cock a heavy crossbow.
type and numbe r of creatures that arrive. The The material component of this spell is
creatures will arrive in 1- 10 turns and fight for either a small leather loop or a piece of golden
as long as needed, even to the death . wire bent into a cup shape with a long shank on
one end.
Die Roll Ty pe Notes: Common spell (PHB).
1- 5 l d8 Commo n Whales
6-8 ld2 Giant Whales
9-0 I Leviathan (Necromancy)
Lich Armor
1
$
a,
I
The material components of this spell are a Level: 4
small carving of a whale and a gold ring. Range:0
Notes: Restricted to elves able to cast elven Components: V, S
High Magic . Used for the defense of the elven Casting Time: 4
homeland (for example, Evermeet Island). Duration: 2 rds ./level
Area of Effect: The caster
Saving Throw: None
own Life essence , which appears as a black everyone touched, its effects cannot be volun -
shroud of shadow that mystically flows around tarily suppressed.
his body. It guards the caster against both mag- The material component s of this spell are a
ical and nonmagical weapons and attacks , scrap of rotting meat or fish.
without hindering move ment or interfering Notes: This standard form of tbe spell origi-
with spellcasting . The spell protects the caste r nated in the FOROOTIEN REALMS setting . It is
as well as plate armor (base AC 3), with a +3 uncommon for necromancers; otherwise very
bonus to saving throws against magical attacks, rare . It is known to be in the I icb Kyristan 's
and is cumulative with spells and protective tome, Studies in Death.
devices that add to a base AC.
Al the end of the spell , lhe caster mus t Lichdom
attempt a saving throw vs. spell or temporarily Lost knowledge . This achieving this state
lose a portion of the life energy used to create requires a long, involv ed, highly dangerou s,
the Lich armor. Failure inflicts 2d6 poi nts of and evil series of magical experiments. No one
damage . Hit points lost in this fashion can be spell creates this state. See appendix section
restored only through magical healing. for more information.
Not es: Uncommon fo r nec roma ncers and
undead spellcasters ; otherwise very rare. Origi- Life Bolt
nally from the RAVENLOFTsetting . (Alteration, Necromancy)
507
Richard Wehner (Order #13135537)
"': Life Extension
r
Life Extension Life Force Exchange
Athasian Dragon-King magic; ,._ tl j,,, (Necro mancy)
psionic component renders the ~ Reversible
spell uncastable by wizards.
Level: 9
Life Field Range: 60 yds.
(Alteration, Necromancy) Components: V, S
Reversible Casting Time: 9
Duration: Special
Level: 5 Area of Effect: 2 creatures
Range: O Saving Throw: Neg.
Components: V.S
Casting Time: 2 This spell permanently switches the life
Duration : 1 rdJ 3 levels forces of rwo creatu re s (one of which may be
Area ofEJfect: The caster the caster). Both subjects must be within range
Saving Throw: None at the spell is completed, or it fails automati-
cally. When employed correcdy , both creatures
Stavros of the Sku lls' final spell created for are surrounded by a radiant green au ra and
the Lords ofWaterde ;ep is his most potent cre- must save vs. spell at -6 to avoid the effects
ation. By marshaling their own life forces , wiz- (obvio usly, wi11ing subjects may forego the
ards can surround their bodies and bandhe ld saving throw to consciously accept the effect).
items or weapons with a shining blue radiance The spell functions properly onJy if both
known as a life field . Once summoned , the subjects fai l their saving throws . ff only one
spell remains in effect without concentration. fails the save, then the one who made the sav-
allowing Lhe mage to attack or cast further ing throw is automatically stunned (reeling and
spells . If the caster attacks uudead with a unable to take action) for I round. Meanwhile ,
weapon covered in a lifefie ld, weapon damage the ot her (the one who failed the save) is
is doubled in addition to the caster 's level in stunned for ld4 rounds.
points of dam age (that is , a 7th-level mage's 1nthe event of a successful transfer, both life
quarterstaff wrapped in a life field deals 2d6+7 forces retain all of their original mental abili-
points of damage to undead) . Missile weapo ns ties and behavioral patterns , although their
act normally since they move beyond the field's ph ysica l abilities are limited (or possibly
range. If undead simply come into contact with enhance d) by their new forms. For instance , a
a lifefield (that is, not one used joi ntly with an decrepit nec romancer uses this spe U t o
attack , or a band-to-hand attack against some- exchange bodies with a hale young warrior in
one with an active life field), they mUS1make a the prime of his health. While the wizard gains
saving tluow or take damage equa l to the a young and vigorous body (and all of the ben-
caster's level due to living energy counte ract- efits that go with it) , the unfortunate youth
ing their undead state. finds himself trapped in the withering shell of
While this spell does not affect living crea- a dyin g old man . Creatures unaccustomed to
tures (damage dealt is normal) , further research being shifted in this way are stunned for a min-
has uncovered the reverse of this spell, death imum of l round after the transfer.
field, which is now in use by a numbe r of evil The effects of this spell are permanent and
mages including Stavros. All the effects visited can be reversed only by a full wish or by the
upon undead are now usable on living targets; reverse of the spell lf one of the bodies is slain
the deaihfleld is a shimmering, dark purpl e before reve rsa l can take place , the life force
field of energy. The Watch-Wizards of Water- inhabiting that body depans . That spirit and its
deep have been instructed to arrest anyone seen new body are dead, just as if the spir it was in
using this version of the spell. the body that actually belonged to it in the first
Notes: Known to Stavros of the Skulls and place. The life force originally belonging to the
the Watch-Wizards and Guild of Waterdeep in slain body is now irreversibly trapped in its
the FoROa:rnl"N REALMS setting; uncommon. new form. Short of expending two wishes (one
to re sto re the slain body , and the second to
tran sfe r the life force), the only way to now
restore the subject to bis or her rightful body is
by cloni ng the original body and cas ting the
reversed form of this spell. 7 days. Unless the subject 's Life force is
T he reversed fo rm, revoke life force reunited with the body during that time , the
exchange.undoes the effect of the spell. body dies , and the life force is permanently
Not es: Uncommon for necromancers; other- trapped within the physical object or new body.
wise very rare. While in the physicaJ receptacle . the crea-
ture can perform any action permitted by the
L ife Force Transfer new form. 1n an item such as a ring or a sword,
(Nec.romanc y) the subject can communicate with the user
(Artificer) when the receptacle is held or worn properly .
Reversibl e The extent of communication depends on the
subject's Intelligence (see table).
Level: 8
Range: l O ft. Int Co mmunica tion
Components: V, S, M 3-1 l None
Casting Time: Special (8 rds .) 12-13 Semi-Empathy
Duration: Special 14- 16 Empathy
Area of Effect: I creature 17+ Telepathy
Saving Throw: Neg.
Individuals of low or average Intelligence
Upon comple tion of this long and highly- cannot communicate, and those of above-aver-
versatile incantation, the caster permanently age InteHigence can communicate using a
transfers a creature's life force (even his or her primitive form of empathy (usually limited to a
own) into a specially fabricated item, a magical throb or tingle ofvaryiog intensity). At I.bedis-
receptacle , or the body of another individual. cretion of the DM, the life force might animate
Once the ttansfer bas been completed, the sub- a specially prepared statue or golem , perhaps
ject's body falJs into a cataleptic sta te, and eve n enabling the recipient to em ploy any
remains in a death-like trance or coma for 2 to memorized spells.
509
Richard Wehner (Order #13135537)
"": LifeForoeTransfer- Necromancer
if
Life force transfer is sometimes the fma1step rare inks and either an expertly-crafted item or
in the manufacture of a powerful magical item a living human, demihuman, or humanoid
or minor artifact (usual ly a sword). ln this (preferably young and healthy) to house the
process, a creature's life force is transferred into subjec t 's Ufe force . The exact nature of any
a magical item (an unwilling subject is allowed physical receptacle should be decided by the
a saving throw vs. death magic at -4), which is DM, but it must be of quality suitable for
finally sealed with a permanency spell. enchantm ent . The garnet is co nsumed in the
1n such an enchantment , the subject's body casting. This spell cannot be dispelled nor-
is frequently destroyed afterward by the caster, mally (even in i ts " pending" state). rf the
forever trapping the life force in the item receptacle was not sealed with a permanency,
(unless the permanency is frrst reversed and a then the subject's life force can be driven out
new body prepared using a clone or wish spell, with dispel evil or similar exorcising magic (io
or by similar means). If the item is destroyed the event of a permanent magical receptacle,
while the subject's life force is in it, the crea- the item's permanency must be first overcome
ture can regain its body by making a system with dispel magic).
shock roll if it lies within 1 mile per level of ln rare cases, to be adjudicated by the DM,
the caster; otherwise , the subject's life force the Ii fe force of the victim does not depart from
dissipates , and the creature dies. the body, but coexists in his or her body with
Sometimes, a wizard may employ this spell that of the intruder. Such a life force may be
as a final measure to protect his or her own able to take control of the su r vivor-use the
life. In this version , the entire incantation and control rules for the magic jar spell to deter-
receptacle are prepared and cast beforehand, mine this . As before, the intrud ing life force
but only the final syllable of the spell is left can be ejected onJy by casting dispel evil or
unfinished. The wizard can pronounce this similar exorcising magics (or afa/1 wish). Oth-
short (casting time I) syllable at any later time, erwise, at the discretion of the DM , the life
casting his or her life force into the recepta- force of the intruder might merge with that of
cle-providing that it lies within range. Obvi- the victim. diluting the recipient's personality ,
ously, this strategy only works if the receptacle alignment, and possibly sanity, as well.
is kept close to the wizard at all times . Further- The reverse of this spell , revoke life force
more, the wizard usually must leave behind transfer, requires the original scroll (the one
clues or encrypted instructions so that allies used in the life force transfer spell to be
may later reverse the spell and restore the wiz- revoked), the construct, and the body of the
ard to his or her n.ormal state . While the spell is recipient. Providing that the spell is cast before
in its unfinished state , the wizard cannot learn the body physically dies (within 2- 7 days of
a new 8th-level spell to replace it. Aside from the original separation) , the reversal process
this limitation, howeve r, the caster remain s requires a system shock roll in order to be suc-
unaffected by the pending spell. cessful. lf failed (or if the body bas al ready
Less scrupulous wizards may use this spell to perished), the newly released life force dissi-
permanent ly transfer a creature 's life force pates, and the subject dies.
(often their own) into th e body of.a younger Notes: Uncommon for necromancers and
individual , thereby extending their own exis- artificers; otherwise very rare .
tence . The victim is entitled to a saving throw
vs. death magic with a -4 penalty to resist the Life Force Transfer - Necromancer
effects. ff failed, the victim's life force departs, (Nec romancy)
and the transferred life force takes permanent
possession of the victim 's body. If the saving Level : 4
throw is successful , the spell fails without any ill Range : Touch
effects to either the victim or creature (though it Components: V, S, M
may be recast at a later date) . Thus , an ancient Casting Time: 4
necromancer may transfer his or her life force Duration: lnstantaneous
into the body of a vigorous younger person, Area of Effect Creature touched
thereby gaining all of the victim's physical Saving Throw: None
attributes, manual skills, and extended life span.
The material component is a massive, blood This spell a llows the caster to transfer some
red garnet (worth 5,000 gp or more) . The spell of his life-force to another creature. When cast,
aJso requires a scroll inscribed with special the spell transfers l hit point per level of the
caster to the target creatur e, plus an additional not permitted, b11t physica l contact must be
ld4 hit points. The hit points are ad ded to the maintained throughout the casting (the subject
creature's curren t hi t po int total an d deducted bas to be wiJling or unable to struggle away).
from the speUcaster's . Thus, a 7th-level necro- The material component necessary for a life
mancer can transfe r 8 to 11 hi t poin ts from sounding is an unblemished silver weight on a
himself to another creature. 1-foot length of silver chain. The weight must
The caster can tr ansfer only as many hit be rep laced with a fresh silver weight after
points as he currently bas; if he transfers more, every casting.
his curre nt hit point tot al plus 1d4 hit points Note s: Restricted to cbronomancers; com-
are transferred to the target, while that amount mon.
is subtracted from the caster's total (and the
caster begins to die) . The creature cannot gain Life Steal - Savant
more hi t points than its ful l norma l total; extra (Nec romancy)
hit points are mere ly lost. The necromancer's
hit point losses can be regained by norma l Level: S
healing ormagic. Range;Touch
After the transfer , is complete, the necro- Components : V
mancer loses four points of Constitution tem- Casting Time: I
porarily ; each point can be recove red by six Duration: Special
turn s of rest. lf the caster's Constitution drops Area of Effect : I CJreature
below 3, unconscious n ess results and full Con- Saving Throw: Neg.
stitution is no t regained for 24 hours. The
material component of this spell is a glass tube This spell allows the savant to leech up to I
filled with the caster's blood, whic h disap pears hit point per level from a living (that is, not a
when the speJI is cast. construc t or undead ) human or humanoid and
Notes : Restricted to necromancers; uncom- bestow it upon himself or another within a time
mon . limit of three rounds. The leeched hit points
can inc re ase the recipient's hit points beyond
Life Sounding his normal maximum, and last up to one hour .
(Chronomancy) Any dam age suffered is first subtracted from
these additional hit points.
Level : 2 Notes: Restricted to savants; common.
R.ange:Touch
Componen ts: V, S, M Life Tether
Casti ng Time: 2 (Chronomancy)
Duration : Instantaneous
Area. of Effect: Creature touched Leve l: 3
Saving Throw: None Range: Spec ial
Components : S, M
When life sounding is cas t , the chrono- Casting Time: 3
mancer establishes a temporary link to the sub- Duration: 5 rds./level
ject's lifeline. A magica l pulse is sent along the Area of Effect : I creature
line in both directions , reflec t ing back when - Saving Throw: Neg .
ever it reaches the points of the recipient's birth
and death . When this spell is cast on an intelligent crea-
Using the echo princip le, the cbronomancer ture, it fastens a magical tether to the creature's
acquires a general idea of the length of the life- Lifeline.The creature must be close enough for
line in each d irect ion. lf the subject's age is the cbro nomancer to recognize it by sight, and
known or can be guessed, it is th en a si mp le it can save vs. spell to avoid the effect. This
matter of calculating the ratios to discover with sets the range at 60 yards . Items such as eyes of
fair accuracy bow much Life the person has left. the eagle wo u ld extend rhis range, but the
After 6th level, the chronomancer acquires psionic power clairvoyance or any type of scry-
an innate feeling for the spell 's mystical echo ing device would not.
and can instantly know the su bject's age, as l fthe chronomancer slips to the Demiplane
well as how muc h li [e iLbas left, without hav- of Time , he appears next to the creature's life-
ing to make any calculations . A saving throw is line. The tethe r is seen as a thin white cord
Level: 9 Level : 9
Range: Touch Range: Touch
Components: V, S, M Components: V.S, M
Casting Time: 9 Casting Time: I tum
Duration: Special Duratfon : Permanent
Area of Effect: Up to 1 gallon Area of Effec t: 2d4 creatures
Saving Throw: None Saving Throw: Neg.
Th is spell transforms any liquid into a Using this macabre spell, a wizard can cause
sweet-smelling serum that heals wounds and two (or more) Lifeforms to join together to form
cures blindness, disease, poisoning , rotting a new one. The subjects can be of any type,
(inc luding "mwnmy rot"), magical feeblemind- plant or animal, but must be alive. After casting
edness, and fungal growth (suc h as the trans- this spell, a wizard can cast no other spells for
formation of flesh into g reen slime). Even 24 hours.
life-threatening wounds are healed; lost limbs The subjects are placed in cages made with
and organs regenerate instantly when the precious metals, each cage worth no less than
miracufous life water is applied. A seve red 2,500 gp. To cast the spell, lbe cas te r must
head cannot be restored, however. touch each subject through the casting time of
As wondrous as the serum is, it cannot bring the spell. If two creatu res are involved, they
a slain creature back to life, nor it can it restore can be touched with the hands ; ifa third or
a magically transformed creature to its original even fourth creature is involved, touching them
form. with the feet is possible. No more than four
One gallon of the serum ent irely cures one creatures can be affected by a single applica-
man-sized being of all t he ailments listed tion of this spell. During casting, the wizard
above, restori n g a ll lost ltit points in the must concentra te on the desired final form of
process. An typical water skin filled with life the combination creature (if the caster doesnot
water ca n cure one condition, or restore 3d8 have a specific form in mind, the spell fails).
points of physical dam age. Immersing even a At the end of the casting, each subject
partial body in life water can restore the com- involved makes a saving throw vs. spell; if any
plete form , provi ded the body is not dead. (Any is successful, the spell fai Is. If the spell fails ,
leftover body parts are worthless .) the caster must make a successful saving throw
The serum is a topical treatmen t . As it is vs. spell, or suffer a magical backlash, taking
used, it is absorbed by the recipie nt and disap - on characteristics of the subjects for the next
pears . A pool created by this spell can be com - 2d4 days. The exact nature of the change is left
pletely absorbed by several heatings. to Lhe OM but should not be beneficial to the
Any liquid can serve as the material compo- caster.
512
Richard Wehner (Order #13135537)
Lifedrain- Pbammm r
RoU Lifeblend Result ponents for this spell include one candle for
01- 50 Success : The resulting creature eac h componen t creature; these are placed
looks like the caster. wants it to together and lit at the beginning of the casting,
look, and has more-or-less the abil- so their waxes can blend together as they melt.
ities desired . A ruby worth at least 5,000 gp must be placed
51-60 Bonding : Toe target creatures are between the candles , so the blended wax can
not melded together , but are bonded cover it; it represents the heart of the composite
at some point on their bodies (for beast. The ruby, candles , and cages are aUcon-
example, a dog and a cat bonded sumed during casting.
might appear to be a dog and a cat Notes: Very rare spell. Known to be in the
that share one set oflegs) . tome Kyristan s Mysteries .
61- 70 Imperfect Melding : The creatures
are melded together , but not i:n the Lifedrain - Phaerimm
desired fashion; they might be (Alteration)
melded in a centaur-Like fashion, or
in any othe.r way. Level: 8
71-80 Pseudo-Lycanthropy: The creatures Range:0
are blended together, but only one Components : V, S, M
is dominant at any given time . Peri- Casting Time : l rd.
odically, the creature changes com- Duration: Special
pletely from the form of one Area of Effect: 70-ft . radius sphere
subject creature to the form of Saving Throw: None
another .
81- 90 Dominance : One creature is clearly Use of this migh ty spell is thought to have
dominant in the mix, but has a few created much of the lifelessness at the heart of
characteristics of the other crea- the vast desert of Anaaroch . This spelJ affects
ture(s) involved in the spell. only water in geographical form (lakes, rivers ,
91-95 Death : The creature looks exactly oceans), or in meteorologi c al form (rain ,
as desired, but has something snow). It does not affect water contained in liv-
wrong internally and cannot l ive. ing things .
96-99 Vengeful: The creature is exactly as A lifedrain spell destroys wate r within its
desired, but has a hatred for iIs area of effect- and prevents water from exist-
creator. ing there as well. Water cannot fall into , form
00 Disaster! At the last moment , one with in, condense within, or flow into the spher-
of the subjects pulled away, and the icaJ area of effect of this spell . (Daring wizards
caster is pulled into the spell sometimes use this spell to lay bare the bottom
instead, becoming a part of the of a lake or pond, to recover a lost item, or to
composite creature (no saving reach a sunken chest or trapdoor .)
throw). Roll again on this table to Living creatures find conditions within the
find the results . area of effect to be very, very dry uncomfort-
ably so; for each tum that one spends perform-
If all subjects fail their saving throws, the ing any sort of activity except simple rest, that
spell is at least partially successful. Roll per- creature loses l hit point due to dehydration .
centile dice and consult the table for the result. (Tales are told of Phaerimm drying off wet
1f the spell succeeds in any way except slaves and items by conveying them from a
death , the OM creates a new monster , with bath throu gh a lifedrain sphere. ) Plants cannot
input from the player of the spellcaster who grow with in a lifedrain field and desert-like
performed the lifeblend spell. Guidelines for conditions soon occur.
monsters are in the MO NSTROUS MA NUAL acces- A lifedrain spell cannot be affected by dispel
sory. In general terms, the monster should have magic or water magics : only a limited wish or
a mixture of characteristics of it s component more powerful spelJcart destroy it. Otherwise, it
beings. Possible examples of this spelJ inc lude lasts for J year per level of the caster (but if the
owlbears , bulettes, pecytons, and manticores. caster should die, even on another plane or world,
The creature c rea t ed has a 25% cha n ce of it ends earlie r, at the moment of the caste r 's
being infertile. death). Casting a lifedrain permanently drains I
Besides the cages needed, the material com- hit point from the total possessed by the caster.
513
Richard Wehner (Order #13135537)
"""1:
Lifeforce Gwudian, Zala 's
r
The material components of this speU are a assaults (such as the death spell). He's also vul-
piece of bone and a fire of any sort and size. nerable to poison . He still can be polymorphed.
The bone is placed in the flames during cast- If a part of his body is severed, it still functions
ing, and both are consumed in a flash by the independently (as long as the spell is in effect),
spell. The spell 's area of effect forms centered allowing the recipient to reattach it. (This is
on the caster. similar to a troll's ability.)
Notes:Known to pbaerimm (common) and a The vessel or crystal holding the "sha dow of
few wizards of the FORGOTTEN REALMS setting the heart" must be within sight of the wizard as
(very rare). he's casting the spell. Thereafter, the vessel can
be any distance from the recipient 's body, with-
Lif eforce Guardian, Zala's out harm to the recipient. The crystal or glass
See Zala's lifeforce guardian. is never more than 10 nit point s in Strength,
and considered AC LO(for it to be otherwise
Lifeproof would violate the energies of the spell and
(Nec romancy) therefore void it). Destroying the contai ner
Reversible kills the recipient. Only a full wish or similar
enchantment can raise him from this grisly
Level: 7 death.
Range : Touch The reverse: of this spell , revoke lifeproof,
Components: V, S, M brings a body and its "shadow of the heart "
Casting Time : 3 turns back together again. Other than a limited wish
Duration : Special or wish, this jg the only way to do so. The
Area of Effect: I creature recipient must make a system shock roll, and if
Saving Throw : Neg . this fails , he dlies. If the recipient 's bit points
total O or fewer when revoke lifeproof is cast,
This powerful incantation enables the caster the recipient dies a noanal death.
to safely remove an intangible but vital part of Wizards often cast lifeproof on themselves
the recipient's life, transporting it through solid as protection against an attack. Some cast it on
objects ifneed be. The caster places that part - others, ensuring that a recipient returns from a
called the "s hadow of the heart"-in a closed quest or mission to reclaim that part of his life
glass container or a crystal. Once inside, the that the wizardlholds.
"shadow" becomes clearly visible as a translu- The spell 's material component, a glass con-
ce.nt imageof the recipient's heart. No apparent tainer or crystal, must be transparent.It also
change occun in the recipient himself, must be at least l foot in diameter to contain
although detect magic reveals a strong necro- the "shadow of the heart."
mantic spell in operation , centering on bis N ot es: Common for spellcasters from an
actual, still-beating heart. arabian setting; otherwise very rare.
As long as the "shadow of the heart' ' remains
safely within the container, the recipient's body Life surge - Gbul
can endure any amount of physical damage. (Necroman cy) ~
When reduced to Oor fewer hit points, the
character doesn't fall unconscious or die; he Level:4 ~
just keeps on going. Saving throws, attacks, Range:T ouch.
and Hit Dice remain the same. "Negative " bit Components: V, S
points are healed normaUy, as if the character Casting Time: 2 rds.
has an endless supply. Duration : 1 rd./level
For every 10 points of damage below 0, th.e Area of Effect: lndividual touched
recipient of this spell suffers a - I penalty to Saving Throw : None
Charisma. With sufficient loss, the character
looks as horrid as the undead, but is otherwise Ghul lords are more than ready to lend a
unaffected . Charisma returns to its normal helping hand to their comrades, but often the
value when the character is healed to a positive band becomes a monkey's paw. Gbul lord
level ofh.it points (that is, 1 or more). spe lls can have adverse effects on a subject
Although the recipient is effectively immune despite their beneficial intentions .
to magical and natural attacks that cause dam- Lifesurge is one such spell, though a ghuJ
age, h.e's still vulnerable to other types of lord can cast thi s spell only upoo a willing
Light
(Alteration)
Level: 1
Range: 60 yds.
Components : V, M
Casting Time: I
Duration: 1 tum/level
Area of Effect: 20-ft. radius globe
Saving Throw: Spedal
A
This spell is identical to the
common light spell, except creator (who is only 50 feet from the wall, and
that it is 2nd level. so is caught in hls own lightning bolt!) .
The DM migltt allow reflecting bolts. Whe n
Light Step, Drawmij's this type of lightning bolt strikes a solid sur-
See D rawmij's light step. face, the bolt reflects from the surface at an
angle equal to the angle of incidence (like light
Lightburst, Nystul 's off a mirro r). A creature c rossed more than
See Nystul's lightburst. once by the bolt must roll a saving throw for
every time it is crossed, but it still suffers either
Lightning Bolt full damage (if one saving tltrow is missed) or
(Evoca tion) half damage (if all saving throws are made).
The material components of the spell are a
Level: 3 bit of fur and an amber, crystal, or glass rod.
Range: 40 yds. + l O yds ./level Notes: Common spell (PH.B).
Casting Time : 3
Components: V,S, M Lightning Bug
Duration : Instantaneo us {Al teration , E vocation}
Area of Effect: Special
Saving Throw: Level: I
Range: 15 yds. + IO yds./level
Upon casting this spell, the wizard releases a Components: V, S
powerful stroke of electrical energy that inflicts Casting Time: I
1d6 points of damage per level of the spellcaster Dura tion: Instantaneous
(maximum damage per level of 1Od6) to each Area of Effect: 1 creature or target
cr eature within its area of effect. A successful Saving Throw: None
saving throw vs. spell reduces this damage to
half (round fractions down). The bolt begins at a Anothe r of Gemidan's spell variants that
range and height decided by the caster an d merges magic missile with shocking grasp, this
streaks outward in a direct line from the casting spell al lows a spellcaster to generate a missile
wizar d (fo r exam ple, if a 40-foot bolt was of electrical ene rgy and cast it unerringly at a
started at 180 feet from the wizard, tbe far end targe t. Wben it hits the target (or an elect rical
of the bolt would reach 220 feet (180 + 40). The con ductor that touches an oppone nt's body),
lightning bolt may set _fire to combustibles, sun- the lightning bug discharges I d6 points of
der wooden doors, splinte r up to a ltalf-foot damage, plus 1 point per level of the wizard, to
thickness of stone , and melt metals with a low a maximum of ld6 + JO (for example, an 11th-
melting point (lead, gold, copper, silver, bronze). level mage would generate an electrical missile
Saving tltrows must be rolled for objects that o f ld6 + 10 points of damage) .
withstand the full force of a stroke (see the fire- N otes : Known to the Watch-Wiza rds and
ball spell). If the damage caused to an interpos- Guild of Waterdeep and a few wizards (Gemi-
ing barrier shatters or breaks through it (i.e., the dan, Khelben, Laeral) in the FORGOTTEN
saving throw fails), the bolt continues . A boll REALMS setting; common.
Level: 5 Level: 5
Range: 60 yds. Range : 60 yds. + 10 yds./level
Components: V.S, M Compo nents : V, S, M
Casting Time: 5 Casting Time: 5
Duration: Special Duration : Instantaneous
Area of Effect: 20 sq. f\./level Area of Effect: Special
Saving Throw: Special Saving Throw:
This spell creates a cracklin.g, shimme ring , A wizard casting this spell unleashes a dis-
vertical plane of electrical force. The lightning cha rge of electrical energy that inflicts I d6
curtai11reacts to nearby metal objects; anyone points of damage per level of the caste r (to a
wearing or car rying such an item will be maximum of 6d6). A successful saving throw
"s parked" by the wall if she approaches to vs. spell reduces this damage to half (round
within 5 feet of the curtain. A "spark" inflicts fractions down). The discharge appears in a
I d8 points of damage. shape or arc whose precise location and direc-
Those passing through the l(gluniltg curtain tion is as visualized by the caster (it is instanta-
suffer 2d8 points of damage, plus 1 point per neous, so the caster can't move or "redirect" it
experience level of the caster. For those wear- to strike a moving or unforeseen_foe). If solid
ing metal armor or carrying at least 4 pounds barriers, such as stone walls, prevent the lash
of conductive objects (swords, iron spikes, from fully forming as desired. it rebounds
etc.), the damage is 3d8 points, plus I point per "within itselr ' {hence its name), affecting only
level of the caster. the area in which it was directed to form (crea-
No saving throw is allowed for creatures tures in this area must save twice; to suffer only
passing through the curtain. Touching the light- half damage, both throws must succeed) .
ning curtain with a metal object bas the same The lash can set co mbu stib le materials
effect as walking through it The wizard who aflame, sunder wooden door s (blasting away
creates the lightning curtain is immune to its one inch of thickness per level of the caster, to
effects. a maximum of one foot), splinter stone up to
The lightning curtain is fairly transparent, six inches thick (a half inch per caste.r level ),
allowing persons on opposjte sides of it to see and melt metals with low melting points (such
each other. Its glow is sufficient to illuminate as bronze , copper, gold, lead, and silver). Item
the area on either side of it up to a distance of sav ing throws must be made to determine if
LOfeet. Spells and missiles can. be cast through stone shatters , metal melts, or other objects
the curtain, but missiles must successfully save struck by the la.sh are affected. If a barrier shat-
vs. electricity or be destroyed. The lightning ters (its saving throw fails), the lash can con-
curtain does not hinder any spells except for tinue into the area beyond the barrier withfull
electrical attacks, which it absorbs. effects-if it was cast to do so.
The lightning curtain will persist for as long This spell is often used to melt locks , ruin
as the wizard conc entrate s upon it , or for 2 armor, or seal metal doors shut without harm-
rounds plus I round per level iif concentration ing nearby valuables . Such precision in casting
is not maintained. requires practice.
The material components a piece of amber, a Notes : Very rare spell, originally from the
bit of fur, and a square of fine velvet. FORGOITBN REALMS setting. (Up dated from
Notes : Very rare spell. Known to be in The POLYHEDRON Newszine.)
Book of Naz. (Updated from DRIIGON Magazine.)
Level: 5 Level: 8
Range: 0 Range: IO ft./level
Components: V, S, M Components : V.S, M
Casting Time: 5 Casting Time: 8
Duration: 1 turn Duration : 8 rds. (or I rd.)
Area of Effect: I being Area of Effect: Special
Saving Throw : None Saving Throw :
This spell protects the caster or a touched This spell surrounds the caster with a bright
recipient, and all worn or carried material , white , crackling, chest-high ring of lightning .
against all effects of energy discharges. All The ring moves with the caster, who can cast
such attacks are reflected straigh t back at their other spells without harming the ring's function-
sources for full normal effect. Magical or nat- ing afte r the round in which the ring is estab-
ural lightning and other raw energy discharges lished. While encircled by the ring, the caster is
are protected against. Magic missiles are also immune to damage from all lightning attacks.
reflected . Fire is not protected against. Twice per round, the ring can emit a lightning
The material com ponents of the spell are a bolt that streaks straight outward in a directio n
drop of quicksilver and a shard of metal of any chosen by the caster. (The bolt rebounds at an
size. angle chosen by the DM if it strikes something
Notes : Known to the Seven Sisters and some so lid and nonliving. ) Such bolts cause 8d6
other wizards in the FORGOTTEN REALMS set- points of damage to all creatures in their path .
ting, rare ; virtually unknown elsewhere. Creatures wllo are struck are allowed a saving
throw vs. spell for baJf damage .
520
Richard Wehner (Order #13135537)
Liquid Earth r
ifby a faerie fire spell. Duration: Special
The cloak contains damaging electrical poten- Area of Effect: Special
tial of ld6 per level of the caster. The caster can Saving Throw: Special
discharge bolts oflighmiog at the rate of one bolt
per round, up to the po tential of the lightning- The limited wish is a very potent but difficult
cloak For example , a 12th- level wizardcancast spell.It will fulfill literally, but only partially or for
two 6--dice bolts, four 3-dice bolts, a 9-dice bolt a limited duration, the utterance of the spellcaster.
and three 1-die bolts , or any combination that Thus, the actuality of the past , present , or future
adds to 12 dice. The bolts crackl e outward to a might be altered (but possibly only for the wizard
distanceof 40 feet, and each will strike one crea- unless the wording of the spell is most carefully
ture. A saving throw vs. spell is allowed against stated) in some limited manner. The use of a lim-
each bolt for half damage . Bolts of 3d6 or more ited wishwill not substantially change major reali-
require saving throws for exposed items if the tar- or experience merely
ties, nor will it bring ,;a,'elllth
get creature fails its saving throw. The maximum by asking.The spellcan, for example, restore some
potential for the cloak is 18d6. hit points (or all hit points for a limited duration)
Anyone who touches a liglrtningcloakedwiz- lost by th.e wi2ard. It can reduce opponent hit prob-
ard is shocked fo r 1d6 points of damage; if a abilities or damage, increase duration of some
metal object (such as a metal weapon) is the magicaleffect, causea creatureto be fuvorably dis-
touching agent, a full 6 points of damage is sus- posed to the spellcaster, mimic a spell of 7th level
tained. No saving throws are allowed against or less, and so on (see also the 9th-level wislt
these shocks, but each d.ischarges Ld6 of the spell). Gree dy desires usually end in disaster for
cloak 's potential . the wisher. Casting time is based on the time spent
The lighmingcloak protects the wizard from preparing the wording for the spell (clever players
the effects of electrical attacks . These attacks, decide wha t they want to say before using the
after any magic resistance and saving throws spell). Normally, the casting time is one round
have been resolved, are absorbe d without harm (moStofit being takenup by deciding what to say).
to the wizard, up to a maximum of 2 points per Casting this spell ages the caster one year per I00
level (for example , 24 points for a 12th level years of regular life span (human- 1 year, half-
mage ). If the lightningc/oak absorbs m ore than linglhalf-elf- 2, dwartJgnome-4 , elf-5) .
its capacity of electrical damage, it discharges Notes: Common spell (PHB).
aU of its remaining bolt capac ity directly into
the caster (no saving throw). The caster must Liquid Earth
make a successful system shock check or lose (Alteration)
consciousness for 1d4 rounds.
The spell ends when all its bolts have bee n
used or if it absorbs mo re than its m ax.imum
(Provinu : Sand)
Level: 5
~
capacity of electrical damage . Otherwise, cloak Range:O
lasts one mm plus one roun d for each level of Com ponents: V.M
the wizard. Casting Time: 5
The material components for th.is spell Duration: l hr. + I hr./level
include powdered ambe r and rose quartz {l 00 Area of Effect: 15-foot radius hemisphere
gp total value), and a bit of phosphorous . Also, Saving Throw: None
a finely woven cloak of no less than 500 gp
value must be worn; this can be re-used for Th is spell creates a hemisphere of airy earth.
subsequent castings of the spe ll. in which normal stone is magically tr ans -
Notes: Very rare spell. Know n to be in The form ed into a thickfog. Within this bubble ,
Book of Naz. (Updated from DRAOONMagazine.) crea tur es not native to the plane of elemental
Ea r th can move through its eanh, stone, and
L imited Wish clay as if passing through water. The spell also
(Conjuration/Summoning , Invocation/ enables those within its area to brea the nor-
Evocation) mally. The spell provides no light, however .
T he material compone n t is a bent tube of
Level : 7 nickel costing LOO gp.
Range : Unlimited Notes : Common fo r spellcasters from an
Components: V arabian setting; otherwise very rare .
Casting Time : Special
Level: l Level : 4
Range: 90 yds. + 10 yds./level Range : 0
Components: V.S Com ponent s: V, S, M
Casting Time: 2 Casting Time : 4
Duration: l rd./level Duration : 1 tum/level
Area of Effect: 1 creatur e Area of Effect: 50 yds./level
Saving Throw: None Saving Throw : None
With this spell, a necromancer estab lishes a This spell is similar to the 2nd-level locate
sensory like between himself and any living object spell. Instead of finding an inanimat e
creature within range. 1f the caster knows a object, however , it allows the wizard to find a
specific creature or person within range, then creature. The wizard casts the spell, slowly turns,
the spell oan taJceeffecton that specificcrea- and is abJeto sensethe directionof thepersonor
ture. Otherwise, the Jiving link will be estab- creature , provided the subject is within the area .
lished with any sapient creature within range , The wizard learns how far away the cre ature is
determined randomly . and in what direction it is moving(if at all) .
Like the Ist-level spe ll corpse link. the liv- Th is spell can locate a ge nera l species of
ing link spell allows the caster to gather sen- creature (a hor se or umbe r hulk, for instance)
sory information from the vicinity of th.e target or c an be used to find a spec ifi c individual.
creature (s ight , sound, smell, tas te, or touch). The wizard must have physically seen the indi-
For every four levels of experience past the 1st, vidual or the type of creature at least once from
the n.ecromancer can co llect informatio n fro m :a distance of no more than IO yards.
an additional sense (up to two senses at 5th Unlike locate object, this spell is not block ed
level, three at 9th , four at 13th, and all five at by lead . It is blocked, however, by running
17th level). water (such as a river or stream ). Objects can-
The creature linked by this spell experiences not be found with this spell.
nothing to indicate that its senses have teen The material component is a bit of a blood-
tapped, and it remains in control of its o wn hound 's fur.
actions, entirely unaware of the magical co n- Notes: Uncommon spell (ToM).
nection to the necromancer. In other words, the
caste r cannot force the subject to look at some- Locate Object
thing (listen at a keyhole , taste a glass of wine, (Divination )
pick up an object, and so on). This spell merely Reve.rslbl e
enables the caster to directly experience the
wo rld through another creature's perceptions. Level: 2
For instance, looking through another crea- Range :0
ture's eyes gives the wizard a ll of its visual Components: V.S, M
capab ilitie s, such as infravision if the creature Casting Time: 2
has that ability . Duration : I rd./ level
While the spell is in effect , the living link Area ofEffect: 20 yds ./lcvel
overrides the wizard's own sensory percep- Saving Throw: None
tions. Thus, a wizard seei ng th roug h another
creature's eyes is unable to see through his This speUaids in locating a known or famiJfar
own. The spell can be ended at will with no object. The wizard casts the spell , slowly turns,
risk to the caste r. and senses when he is facing in the direction of
Notes: Uncommon for necroman ce rs and the object to be located, provided th e object is
diviners ; otherwise very rare . within range (that is, 60 yards for 3rd-level wiz-
ards, 80 yards for 4th, 100 yard s for 5th, etc .).
The spell can locate such objects as apparel ,
jewelry, furniture , tools , weapons, or even a lad-
der or stairway . Note that attempting to find a
sp ecific item , s uch as jewelry or a crown,
requires an accurate mental image; if the image
~
(Divination) precise ly locates any and all physical remains
of individual s in the area o f effect, regardless
Level: 2 of sex, species , and undead status . This spell
Range : Special does not impart any knowledge regar d ing the
Compo nent s: V, S, M identity (or undead nature ) of the remains; only
Casting Time: I turn the current locations of corpses within the area
Duration : 1 rd. of effect are learned.
Area of Effect: Special If a per sona l item or small fragment of the
Saving Throw: None deceased individual is available at th e time of
casting, the spell can be used to locate the remains
This spell can be cast only within J00 yards of of that specific individual. In that case, the spell
the surface of a crystal shell. The caster of a locate does not register the presence of any remains
portal spell can find the nearest portal ithrough the except those of the desired individual.
ccystal shell either into or out of the Flow {phlo- Both the general and specific versions of the
giston). The spell indicates direction and distance spell have no effect if cast on a Living creature
(either in miles or in travel time, should th.e wizard of any type.
know the particulars of his own ship). The material component for this spell is
In general, from any point on a crystal shell, either a small piece of bone from a human
a portal suitable for a normal-sized ship can be cadave r (for the general version) or else an arti-
fou nd within 2- 20 days travel. At the DM 's cle of clothing, personal possession , or strand
option, there ma y be more portals available, of hair (for the spe cific versfon). This spell is
fewer, or none at all. popular in regions with strict burial customs.
The material component of thi s spell is a Notes: Common for necro man cers, witch-
conch shell. doctors, and Savage rnages; otherwise very rare.
Notes: Common for spellcasters from a
spelljamrning culture; otherwise ve.ry rare . Lock
Reversedform, see knock_
Locate Remains
(Divi nation, Nec.romancy) Long Reach, Doblark 's
See Duhlark's long reach.
Level: I
Range:O Lorloveim 's Creeping Shadow
Components : V, S, M (Illusion)
Casting Time: 1 rd. (Shadow)
Duration: l tum + 5 rds./level
Area of Effect: path, 10 ft. wide x Level: 3
30 ft. + 5 ft./level long Range: 0
Saving Throw: None Components: V, S, M
Casting Time: 7
This spell attunes the caster to th.e physical Duration: I rd ./level
remains of dead beings in the area of effect. Area of Effect: The caster 's shadow
Locate remains will thus easily detect the pres- Saving Throw: None
526
Richard Wehner (Order #13135537)
Lullaby,-
' .
The wizard casting a lower water spell Lubricit y
causes water or similar fluid in the area of (Alteration)
effect to sink away. The water can be lowered (Alchemy)
up to 2 feet for every experience level of the
wizard, to a minimum depth of I inch. The Level: 3
water is lowered within a square area whose Range: 30 yds.
sides are 10 feet long per caster level. Thus, a Components: V, S, M
12th-level wizard affects a volume of 24 feet x Casting Time: 3
120 feet x 120 feet, a 13th-level caster a vol- Duration: I rd./level
ume of26 feet x 130 feet x 130 feet, and so on. Area of Effect: Special
In extremely large and deep bodies o(water, Saving Throw: Special
such as deep ocean, the spell creates a
whirlpool that sweeps ships and similar craft This spell has three basic applications: it can
downward, putting them at risk and rendering be cast on an individual creature, on a single
them unable to leave by normal movement for object of 12 cubic feet volume or less, or on a
the duration of the spell. When cast on water 20-foot square patch of floor.
elementals and other water-based creatures, In its personal application, lubricity acts as oil
this spell acts as a slow spell: The creature of slipperiness. It does not hinder the recipient's
moves at half speed and makes half the number ability to move, but it renders him immune to any
of attacks each round. It has no effect on other kind of grappling, grasping, or constriction attack
creatures. and allows him to instantly free himself from any
The material component of this spell is a kind of entangling ropes, bonds, or webs.
small vial of dust. When applied to an object, the item becomes
Its reverse, raise water, causes water or simi- impossible to pick up, carry, or handle. If cast on
lar fluids to return to their highest natural level: an object held by a creature, the creature is allowed
spring flood, high tide, etc. This can make a saving throw vs. spell to negate the effect.
fords impassable, float grounded ships, and If cast on a floor or similar surface, lubricity
may even sweep away bridges, at the DM 's makes a 20-foot square extremely slick. Any crea-
option. It negates lower water and vice versa. ture standing in or moving into the area has a 95%
The material component of the raise water chance to slip and fall. A fallen creature can
spell is a small vial of water. regain its footing with a successful saving throw
Notes: Common spell (PHB). vs. spell, or it can choose to crawl or roll out of the
area at the rate of 10 feet per round. Note that
Loyalty - Paramand er creatures on the ground may suffer defensive
(Enchantment/Charm) penalties (see Combat in thePHB or DMG).
The material component is a pinch of pow-
Level: 4 dered graphite.
Range: 40 yds. Notes: Rare spell. (Updated from POLYHEDRON
Components: V, S Newszine).
Casting Time: 1 rd.
Duration: 1 rd./level Lucubration , Mordenkainen 's
Area of Effect: 10 ft./level radius See Mordenkainen 's lucubration.
Saving Throw: None
Lullaby
All creatures of I Hit Die or less , or below (Enchantment/Charm)
1st level, within the area of effect of this spell (Song)
become immediately loyal to the paramander Reversible
for the duration of the spell. They obey com-
mands (if understood) and will fight to the Level: 7
death alongside the paramander. Creatures of Range:0
more than I Hit Die or above 0 level remain Components: V, M
unaffected by the spell. Extension, dilation, Components: V (singing), M
permanency, and similar effects have no effect Casting Time: 1, speoial
on the spell. Duration: Special
Notes: Restricted to paramanders (rare pal- Area of Effect: 120-ft. radius
adins that use wizard spells); common. Saving Throw: Special
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Richard Wehner (Order #13135537)
""':, Lysander's Bladestorm
,'
r
Lullaby is a special spell-like tune that is damage , but there's no general protection
effective only when played on an instrument by against the beheading effect other than a pro-
a character proficient in both singing and the tection from normal missiles spell or a brooch
instrument used. It immediately puts all living of shielding, both of which deflect shards
humanoids within the area of effect to sleep ; di rected at the protected creature. The shards
elves go into a state of reverie instead. Crea- attack once per round until they hit a target,
tures with 6 or more Hit Dice or levels are enti- then shatter, leaving only bits of murky water
tled to a saving throw vs. spell to avoid the behind.
enchantment entirely. The DM should select an Notes: Very rare spell, useful primarily on the
appropriate tune for the spell (Brahm s Lullaby, plane of Acheron in the PLANESCAPE setting.
for example) . The effect occurs as soon as the
tune is started, although if the caster is inter- Lysander 's Kaleidoscope
rupted before 5 rounds have passed, those (Alteration )
affected will awaken in I d4 rounds.
The spell lasts until countered , although Level: 3
affected creatures do not age or need special Range: 20 yds.
attention. Of course , they can be slain automat- C.omponents: V, S, M
ically , but loud noise , slapping, and even Casting Time: 3
wounds will not waken them . The only known Duration: 1 tum/level
way to bring a creature out of this spell's effect Area of Effect: I creature
is through a limited wish, wish. or arise spell Saving Throw: Neg.
(the reverse of the lullaby spell).
This spell can be cast but once per month ; This spell transforms the target creature 's
otherwise the caster will suffer some mis- eyes into bulbous, prismlike compound ones ,
chance or physical ill. like those of insects or rust dragons. Anywhere
The reverse of the spell , aris e, is also cast but on the layer of Acheron called Ocanthus ,
through the playing of a musical instrument , this fractures the creature's vision into a thou -
although it requires a full turn to take effect. sand overlapping images and prismat ic light ,
The DM should select an appropriate rousing causing dizziness and nausea. The creature suf-
tune for this spell (such as the final movements fers a -4 penalty to all melee attack rolls, can-
ofTchaikovsky's 1812 Overture ). The arise not make missile or long-range spell attacks,
spell will counter lullaby, sleep, slumber. and and loses 5 points of Dexterity for the duration
similar spells of 6th level or less. of the spell. Cure blindness spells have no
No te s: Very rare spell. (Updated from effect on the condition. Dispel magic works
P OL YHEDRON Newszine .) The spell was origi- normally , though a system shock roll is
nally introduced as a 5th level spell in a sce- required for the transformation to avoid bleed-
nario built around an NPC' s use of the effect. ing from the eyes. If the system shock roll
fails, the subject suffers Id 10 points of damage
Lysander's Bladestorm and suffers permanent blindness , curable only
(Conj uration/ Summoning) through a cure blindness or regeneration spell.
On Ocanthus , the strange oily black eyes
Level: 7 allow the affected creature to see and avoid
Components : V, S each and every razor shard nearby. Otherwise,
Range: 10 yds ./level the creature's vision is normal.
Casting Time: 7 Notes: Very rare spell , useful primarily in
Duration: 1 rd ./level Ocanthus on the plane of Acheron in the
Area of Effect: 10 yd./level radius PLANESCAPE setting.
Saving Throw:
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MageTunnel
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.
- -~
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- ..
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Magic Mirror
(Dfvlnatfo n, Enchantme nt)
(Artifice)
Level: 4
Range : Touch
Components: V.S, M Magic Missile
Casting Time: I hr. (Evocatio n)
Duration : I rd./level (Force)
Area of Effec1: Special
Saving Throw: None Level : I
Range: 60 yds. + I Oyds./level
By means of this spell, the wizard changes a Components: V, S
normal mirr or into a scrying device simi lar to a Casting Time : 1
crystal ball. The details of the use of such a Duration : Instantaneous
sc r ying device are found in t he DM G (in Arca of Effect: 1-5 targets i.n a 10-ft. cube
Appendix 3: Magical Item Descriptions, under Saving Throw : None
the description for the crystal ball).
The following spells can be cast through a Use of the magic missile spell creates up to
magic mirror : comprehend languages, read five missi les of magical energy that dart forth
magic, tongues. and infravision . The following from t he w izard's finge rtip and unerr ingl y
spell s have a 5% chance per level of the caste r strike their target . This in cludes enemy crea-
of oper ating c orrectly : detect magic, detec t tures in a melee . The target creature must be
good or evil, and message. The base chan ces seen or otherw ise detected to be hit, however,
for the subjec t to detect any crystal ball-l ike so near -total concealment, such as that offered
sp ell are listed in the DMG (again, under tbe by arrow slits, can ren der the speU ineffective .
description for the crystal ball). Likewise, the caster must be able to identify
The mirro r used must be of finely wrought the targe t. He cannot direct a magic missile to
and highly polishe d silver and cost not less than " Strike the commander of the legion," unless
J ,000 gp. This mirror is not harmed by cas ting he can single out the commander from the rest
the spell , but the other material components - of the sol diers. Specific parts ofa creature can-
the eye of a hawk, an eagle, or even a roe , and not be sing led out. Inan ima te objects (locks ,
nHric acid, copper, and zinc-are used up. etc.) ca nnot be damaged by the spell, and any
Notes: Common spell (PHB). attemp t to d o so wa stes the mi ssi les to no
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Level: 4
A Spell s remain in the staff unt il cast or di s-
pelled, or up to I hour per level of the cas ter.
After this time, al l stored spell s fa.de away .
(Note that on low magic worlds , M4 or less, the
Range: O staff will not function , though it will function
Components : V, S, M normally if taken to a higher magic world
CastingTim: I rd. before the duration expires .)
Duration : I turn Only wizards who know the magic staff spell
Area of Effect: 5 ft./ level radius can cast spells from anothe r wizard 's magic
Saving Throw : None staff This applies to wiza rds who have never
learned or could not norma lly cast the spell s
Tbis potent spell combines the effects of a stored in the staff . It is common for the s taff 's
minor globe of invulnerabilit y with some owner to impl ant a command word that mus t
unique features of its own . The spell cance ls be used by anyone wishing to employ the sta ff.
out all magic effects within the area of effect, The material component for this spell is a
includi ng spells directed at the caster , the use staff cut from an ash tree . For each spell level
or effects of magical items, and abilities. the wizard intends to imbue into the staff, it
The magic resistance spe ll can be broken by must be inlaid with rubies worth at least 1,000
a successful dispel magic, but it is treated as gp.
16th level for purposes of dispelling . Notes: Uncommon spell (ToM).
The material component fo r the spe ll is a
small , clay image of Qotal , which is crumbled Magic Tailor,Ode en's
as the spell is cast. See Odeen's magic tailor.
Notes: Restricted to practitio ners of pluma
magic (the Maztica setting); common. Magical Doom , XuJt's
See Xult 'smagic al doom.
Magic Resistance Undone
A MY ST ARA s ett ing sp ell, aka pierce magic
resistance .
Magic Staff
(Enchantm ent/Charm)
(Artifi ce)
Level: 5
Range : Touch
Components: V.S, M
Casting Time: Special
Duration : Special
Area of Effect: The wizard 's staff
Saving Throw : Nooe
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towns from using Legacies . Like the minor creation spell, the major cre-
The speJI requires at least a week's worth of ation spe U enab les the wizard to pull wisps of
undepleted cinnabryL This must be touched to materiaJ from the Demip lane of Shadow to cre-
the recipient's head at the end of casting, but is ate an item of nonliving, vegetable nature--
not consumed in the casting. The caster touches soft goods, rope, wood, etc. The wizard ca n
the target creature while reciting the spe ll 's also create mineral o bjects -s tone, crys tal ,
verbal component to activate the spell. metal, etc . The item created cannot exceed 1
Notes : found in the R..EoSTEEL setting, com- cub ic foot per level of th e spellcas ter in vol-
mon; otherwise virtually unknown. ume. The duration of the created item varies
with its relative hardness and rarity :
Major Cloak
(Illusion/Phantasm ) Vegetable matter 2 hrs./level
Stone or crystal I hrJlevel
Level: 9 Precious metals 2 turns/level
Range: 0 Gems I tum/level
Components: V, S, M Mithral 2 rds./level
Casting Time: I Adamantite I rd./level
Duration: Special
Area of Effect: I land mass, 5,000 sq. mi. tncludcssimilar rare metals.
Saving Throw: None
Attempting to use any of these as mat erial
This spell was used by the Lrda to cloak the com ponents in a spell. causes the speU to fail.
island Anaiatha. It causes a land mass that is The spe llcaste r must have at least a tiny pie ce
surro unded by water to become invisible to all of metter of the same type as the item he plans
except the species that normally inhabit it. The to create-a bit of twisted hemp to create rope,
island cannot be detected by sight or by scry- a chip of stone to create a boulder, and so on.
ing . Furthe rmore, tile illusio n affects al l who Notes: Common spell (PHB).
come within one mile of its coastline, causing
them to take a route around the island while Major Delousing , Nimodes'
mak.ing them believe t hat t hey are taking a See Nimodes' major delousing.
direct route through the "waters " where the
island is actoalJy located. Major Domination
There is one drawback to this spell; it does (Ench1Ultment/Cbarm)
not p revent the cloak fro m radiating inten se (Mentalism)
magic, and those who scry the seas for magi c
maybe able to detect it. Because wizards of the Level: 7
Mischta cannot reach 18th level, they have not Range : IO yds./level
been able to use this spell to hid.e Selasia. Components: V, S
The required materia l componen ts have not Casting Time: 7
been recorded, and the lrda have not revealed Duration : Special
them, but it is certain that there are one or more Area of Effect : I creature
exotic components required. Saving Throw : Neg.
Notes: Known in the DRAOONLANCE setting;
very rare. This spell resemb les the 5th-level spell dom-
ination, bul the telepathic link between caster
Major Creation and subject is even strongCL When this spell is
(Illuslon/Phanusm ) cast, the subject receives a savi ng th row vs.
(Sh aduw) speU at a -2 penalty . Wisdom adjus t ments
app ly, but natural resis tance to charm spe lls
Level: 5 doesn't A creature making its saving throw is
Range: IO yds. slowed for Ld4 rounds.
Components: V.S, M The caster ca n try to dominate a different
Casting Tune : l turn creature each round subject to two limitations:
Duration: Special The wizard can control only one creature at a
Area of Effect : Special time, and the wizard can try to dominate a spe-
Saving Throw: None cific creature only once in a sing le casting of
539
MaJadweomer
(Alterati on)
Reversible
Level: 3
Range: IO yds .
Casting Time : 3
Components: V,S, M
Duration : I rd.lleve l
Arca of Effcc c: I creature
Saving Throw : Neg .
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Level: 7
Range: 0
Components: V, S, M
Cssting Time: I rd. The basic parameters of the spell follow:
Duration: 2 rd./level E ve.rything in the area of effect is perceived
Area of Effect: 90 ft. radius simultaneously; the wizard need not look up
Saving Throw: None or down to see objects out of his normal field
of vision wllile concentrating.
Man ors mind vision is essentially a more Using the ability granted by the spell in orde.r
powerful version of Manors mindsight. It is lo see outside the caster's normal fie ld of
subject to the same restrictions and bonuses in vision requi res concent ration. A caster con-
terms of movement, combat, and concentra- centrating on "seeing" cannot move, cast
tion, as the mindsight spell, and bas the same spells, or engage in any stTenuous activities
area. Jt has three main differences: while doing so. lf the caster's concentration is
The mind vision spell allows the wizard to broken, the spell is not ruined and the caster
view any area as if it was brightly lit. can resume viewing after the interruption is
Divinations of 4th level or less can be cast to resolved.
combine with mind vision at any time. No actual sensory organs are needed for the
Any illusions created by 4th level spells or mind vision spell- the caster being blinded or
less will be apparent as such, and the true blindfolded does not hinder its use. Tbe mind
form of any item or objec t polymorpbed or vision spell can be used in conjunction with
altered by a 4th level spell or less (or an darksense, infravision, 11/travision,and other
equivalent , such as a potion of polymorph sight-enhancing speJJs of 4th level or less; the
self. or a wand of illusion) can be easily deter- enhanced perceptions have the area of effect
mined. Invisible objects and creatures can be of the mind vision spell.
seen. The mind vision spell can be combined with
Tile caster' s enhanced perceptions operate in other divinations of 4th level or less: detect
his normal field of vision without concentra- invisible, detect evil, detect magic. etc. Tbe
tion to a distance of90 feet. area of effect of the enhanced perceptions is
the area of the mind vision spell .
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once per round . A single successful open doors hang stationary or, if already attacking a crea-
roll is required ; each failed attempt inflicts l ture , continue until the caster resumes control
point of damage upon rhe victim . Once free of over them.
the talons , the individual can leave the area The jaws are constructs of force and can
unhindered . penetrate any nonmagical armor . The jaws
The talon s are AC 0, and each must be dealt automatically hit their target each round . Bac.h
55 points damage to shatter it. Spells that affect jaw bites for Ld4 points of damage pe r round.
stone can be used against the talons (stone to Magical armor of any sort (not bracers or
fl esh and rock to mud both affect the talons for rings) provides some protection from the jaw s.
l d4+ 2 rounds , lowering theiT effective AC to 7, Their damage is reduced by I point per jaw for
and making them suffer double damage from each magical pllls of the armor worn (leather
all attack s), and a pa ss wa/1 spell destroys aJI armor +2 reduces the damage by 2 points pe_r
talon s in a pathway equal in extent to its usual jaw ). A target creature that makes a successfol
area of effect (even talons that have not mani- saving tnrow vs . ~'J)elltakes half damage from
fosted) . Spell s sucn as move eanh, which phys- each jaw , with a minimum of I point of dam-
icall y affect terrain , do not work against tne age being inflicted per jaw .
talons . Dispel magic spell s shorten the duration The material component of this speU is at
of talons by one round per spell , but have no least two teeth. The teeth can be of any size,
apparent immediate effect - they do not cause can be from any sort of creatures, and are con-
talon s to open , pause, or fade away. A dispel sumed by the spell.
magic cast in an area does not prevent this spell Notes: Very rare in the FORGOTTEN REALM S
from functioning if no talons have yet mani- setting ; virtually unknown elsewhere .
fested, but doe s shorten the spell duration as
noted. Map , Muirara 's
The material component of this spell is a See Muirara 's map .
piece of xom flesh, bone, talon, or hide .
N ot es: Known to Manshoon , a powerful March
wizard in the F ORGOTTEN R EALMS setting . (AJteration)
544
Level: 2
I This spell is used by drow wizards who wish
to conceal their identities for a short encounter
Range : Touch or momentary sighting. It works only on living
Components: V, S flesh, and only on a caster with a faoe (although
Duration: 2 turns/level all faces, if the caste r has more than one , are
Casting Time : 4 affected) .
Area of Effect: l creature The masque mask tr ansforms th e surface
Saving Throw: Neg. appearance of the caster 's facial features into a
shift ing blur, studded with eyes . The cas ter 's
This spell is cast on blooded characte rs to ow n eyes-however many currently have
hide the derivation and strength of their blood sight-will appear in their customary locations
lines from others. Bloodlines, becau.se of their and with their usual appearance (that is, a mage
divine nature, are somewhat resista nt to being blind in one eye will only disp lay the "good"
hidden ; the subject therefore must roll a saving eye; and one with more than two eyes will
545
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Richard Wehner (Order #13135537)
Richard Wehner (Order #13135537)
"': MassContagion
r
A mass charm spell affects either persons or Mass Domination
monsters just as a charm person or charm mon- (Enc hantment/Charm)
ster spell. The mass charm spell , however , (Mentalism)
affects a number of creatures whose combined
levels of experience or Hit Dice does oot Level: 9
exceed twice the level of ex peri ence of the Range : 60 yds.
spellcaster. All affected creatures must be Components: V.S
within the spell range aod within a 30-foot Casting Time: 9
cube . Note that the creatures' saving throws are Duration: Special
unaffected by the number of recipients (see the Area of Effect: 30-ft. cube
charm person and charm monster spells), but Saving Throw : Special
all target creatures are subje ct to a penalty of
- 2 on their saving lhrows because of the effi- This powerful dominorio11spell affects any
ciency and power of this spell. The Wisdom nonmindless creature. The spell controls up to
bonus against charm spells does apply. 2 Hit Dice or levels of creature per caster level.
Notes: Common spell (PHB). The creatures arc allowed a savi ng throw vs .
spell, but at a -4 penalty. Language or species
Mass Contagion is no barrier to the caster's control.
(Necromancy)
,Q
,# The caster can, at will, exercise an empa;hic
link (as the 3rd-level spell, but without empathic
Level: 5 --. shock damage) or dominatiorr (as the 5th-level
Range: 30 yds. spell) over any creature that is in thrall to Lhis
C<>mponents:V, S spell , provided both of them are on the same
Casting Time: 5 plane . The caster can.not perform other actions
Duration: Specia l while exercising one of these effects.
Area ofEtfect: 10-ft. radius Except wben exercising an empathic link or
Saving Throw: Neg. the 5th-level domination, the caster retains bis
full movement, combat, and spellcasting capa-
This spe ll wracks the subjects with disease bilities . As with the major domination spell,
and weakness . Up to one creature per caste r the dominated creatures gain periodic saving
level can be affected, but all must be within a throws based on the most favorable of Intelli-
10-foot radius. Creatu res affiicted with mass gence , Hit Dice, or level to shake off the spelJ's
contagion must make a successful saving throw effects . ln addition, extremely distasteful or
vs. spell or be immediately st r .icken with se lf-de structive orders immediately grant a
painful symptoms, including boils, blotches , new saving throw at a+ l to +4 bonus to break
lesions , and shak ing fits. Strength, Dexterity , the caster's control.
and Charisma are reduced by 2 points, and all Once establishe d, the link remains in place
attack rolls have a - 2 penalty. no matter how far apart the caster and subject
The effect persists until the afflicted creature are, but orders cannot be tTansmitted to sub-
receives a cure disea se spell or spends Id3 jects on a different plane . The caster can
weeks of complete bed rest to recover from tbe release individual creatures from mass domina-
cQntagion. Those ignoring the -condition for tion with a single command.
more than a day or two may be subject to worse Domjoating many creatu res at once can be
atl.lictions (and possibly death) at the DM's dis- fatiguing to the caster. For every 4 Hit Dice (or
cretio n. levels) per caster level dominated through mul-
Notes : Uncommon in tbe RAVENLOFT set- tiple castings of this speU, the caster's Constitu-
ting; otherwise very rare. tion score is temporarily reduced by I point. For
example, an I 8th-level caster dominating 75 Hit
Dice of creatures suffers a 5-point reduction to
his Constitution score (75 + 18= 4. 16; rounded
up to 5). The spell ends when the caster is
destroyed, the creatures free themselves, or the
caster voluntarily releases them.
Notes: Uncommon for mentalists; otherwise
very rare. (Upda ted from POLYHEDRON
Newszine.)
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Richard Wehner (Order #13135537)
Mawof Chaos,F
553
Richard Wehner (Order #13135537)
""'\ Muimilian's Earthen Grasp
r
Maximilian 's Earthen Grasp MaximiUian 's Stony Grasp
(Alteration) (Alteration)
(Earth) (Earth)
Level: 2 Level: 3
Range: IO yds. + JO yds./Jevel Range: 20 yds. + IO yds./level
Components: V, S, M Components: V.S, M
Casting Time: 2 Casting Time: 3
Duration: 3 rds. + 1 rd./level Duration: 5 rds. + 1 rd./Jevel
Area of Effect: I creature Area of Effect: 1 creature
Saving Throw: Special Saving Throw: Special
This spell causes an arm made of compacted This spe ll must be cast on stony ground,
soil to rise from the ground. The spell must be such as a manmade stone floor, a natural cav-
cast on open turf, such as a grassy field or a ern floor, or a boulde r-strewn field. It is not
dirt floor. possible to cast the spell on a stone wall or
The earthen arm and hand (which are about ceiling. The spell causes an arm made of stone
the same size as a normal human limb) arise (about the same size as a normal human limb)
from the ground beneath one creature targeted to rise from the gro und beneath any cre ature
by the caster. The hand attem pts to grasp the targe ted by the caster. The stony hand attempts
creature's leg. The creature must attempt a sav- to grasp the leg of the target creature, which is
ing throw vs. spell; if successful, the hand .allowed a saving throw to avoid the effect; if
sinks into the ground. Each round thereafter the save is successful, the hand disappears.
(until the spell ends or the creature moves out Each rou nd there after, the hand has a 5%
of spell range), the hand has a 5% chance per chance per level of the caster of reappearing
level of the caster of reappearing beneath the and attacking.
target creature, at which time another saving Creatures gras p ed by the hand suffer a
throw is required. movement rate of 0, AC penalty of - 2, an d
If a saving throw is missed, the earthen limb attack penalty of - 2. Grasped characters lose
firmly grasps and holds the creature in place. A any Dexteri ty bonuses. The hand causes no
creature held by the hand suffers a movement damage to the creature grasped.
rate of 0, Armor Class penalty of -2, and attack The stony limb has AC 2 and hit points equal
penalty of -2. All Dexte rity combat bonuses to triple the caster's maximum hit points. The
are negated. The hand causes no physical dam- maximum number of hit po ints a stony hand
age to the victim. Creatures of great size and can have is 60.
strength may be able to pull free at the discre- The material component is a miniature hand
tion of the DM. sculpted from stone, which crumbles to dust
The arm can be attacked by any creature, when the conjured hand is destroyed or the
including the one seized by the arm. The arm spell expires.
has AC 5 and hit poin ts equal to double the Notes : Uncommon spell (ToM).
caster's maxi mum hit points. For example , a
caster who normally has 15 hit points can cre- Maximum Damage - Elf
ate an earthen hand with 30 hit points. The (En chantment/Charm)
maximum number of hit points that an earthen
hand can have is 40. When the arm's hit points Level: 5
are reduced to zero or when the spell duration Range: 0
ends, the hand crumbles. Components: V, S, M
The material component is a miniature hand Casting Time: 3
sculpted from clay, which crumbles to dust Duration: I rd.
when the spell is cast. Area of Effect: Special
Notes: Uncommon spell (ToM). Saving Throw: None
554
Richard Wehner (Order #13135537)
Melf's Acid Arrow r
enc hanted infl ict max imum d amage on their tion of the Red Curse. The amount of time comes
next round of use only. Magical weapons are to the caster's mind as if suddenly remembered.
unaffected by this spell. Notes: Common in the REDSTEELsetting;
The spell requires a silver rod worth at least virtually unknown elsewhere.
I 00 gp, which must be touched to the weapons
in order for the spell to be effective. Mechanical Disruption
Notes : Restricted to elves; uncommon. (Alteration ) ~
(Artific e) ~
Maze
(Conjuration /Summoning) Level: 4
(Dimensi on, Geometry, Shadow) Range: S yds./level
Components: V, S
Level: 8 Casting Time: 4
Range: 5 yds./level Duration: 1 rd./level above 5th+ ld4 rds.
Components: V, S Area of Effect: I mechanical
Casting Time: 3 Saving Throw: Neg.
Duration: Special
Area of Effect: 1 creature When this spell is cast upon a mechanical
Saving Throw: None creatio n, the creation will be unable to perform
any action and will remain immobile for the
An extradimensio naJ space is brought into duratio n of the spell (at 7th level, 3 to 6
being upon the utterance of a maze spell. The rounds). There is no known way to reduce the
subject vanishes into the shifting labyrinth of duration of this spell, and clockwork mages
force planes for a period of time that is depen- aren't at all amused to discover someone who
dent upon its Inte lli gence. (No te: Minotaurs knows how to cast it. Mechanicians have been
are not affected by this spell.) known to pay handsomely for any knowledge
of this spell in order to unravel its secrets.
lntelligenc e or Time Trapped In no case should this spell be installed into
Mazed Creature In Maze a mechanical. When placed in the vessel of a
under 3 2d4 turns mechanical, this spell will always cause the
3-5 ld4 turns mechanical to cease working, and 20% of the
6-8 Sd4 rounds time it will also cause the mechanical to col-
9- 11 4d4 rounds lapse into a useless pile of broken parts.
12-14 3d4 rounds Mechanical or clockwork monsters receive a
15-17 2d4 rounds saving throw vs. death magic to avoid the
18+ ld4 rounds effects of this spell.
Notes: Uncommon for spellcasters from an
Note that te/eport and dimension door spells arabian setting; otherwise very rare.
will not help a character escape a maze spell,
although a plane shift spell will. Melee Manager, Articus 's
Notes: Common spell (PHB). See Articus 's melee manager.
Measure Cinnabryl
(Divination ) .._ ~ _ _
Level:2 ~
Range: l 0 ft.
Compone nts: V, S, M
Casting Time: 2
Duration: Instantaneous
Area of Effect: l item of cinnabryl
Saving Throw: None
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Richard Wehner (Order #13135537)
""it
Melt Metal
r
Melt Metal gives the wu je n limited knowledge of memo -
(Evocation) ries already possessed by the subject, but only
(Fire) for the purpose of fitting the new memory into
the flow of events so that it seems to fit logi-
Level: 4 cally in the subject's mind. The new memory
Range: Touch can be used to supplant a memory already in
Components: V, S, M the mind of the subject ( chang ing the outcome
Casting Time: I rd. of an encounter or th e orders the subject may
Duration: 1 rd./level have received) or can be wedged into "blank
Area of Effect: I cubic inch/level space" (describing an encounter during a jour-
Saving Throw: None ney that was otherwise forgettable).
The memory has no magical properties (it is
Using this spell, the wu jen can gently touch not a suggestion spell), but can be used to pro-
a normal metal item, causing a charge of fiery mote friendliness, hostility, or change the sub-
magical energy to pass from his fingertip to the ject's mission. Obviously, the wujen must take
metal. This creates suc h heat that the metal pains to create logical memories-occurrences
begins to melt and flow at the rate of one cubic must mesh with the personality of the subject
inch per round. Bars and locks can be easily or be logically explained. Telling an intelligent
cut free with this spell. During the spell, the wu evil monster he likes a traditional foe of his
jen must concentrate on focusing the energy race simply because the foe was nice is not suf-
and can take no other action. The spell affects ficient. Telling him he likes the character
only normal metallic items. because the character spared his life is much
The material component for this spell is a more acceptable. If the DM rules the implanted
gem worth at least 20 ch'ien (100 gp). memory is out of cha ra cter, the s ubje ct is
Notes: Common in oriental settings; other- allowed a secon d saving throw at the end of the
wise very rare. spell, with a +4 bonus to the die roll.
The reverse of this spell, erasement, allows
Memory the wu jen to remove any memo ry from the
(Enchantment/Charm) mind of the subject. The limitations on th e
(Mentalism) amount of memory remove d are identical to
Reversible that given above. The time of the erased mem-
ory is a blank to the subject; he has no idea of
Level: 3 what transpired. Dispel magic, remember, or a
Range : l Oyds. similar spell removes an implanted memory or
Components: V, S, M restores a memory that has been erased.
Casting Time : Special The material components for this spell are a
Duration: Permanent sheet o f white paper, a brush, and a pot of ink.
Area of Effect: l creature Notes : Common in oriental settings; other-
Saving Throw: Neg. wise very rare.
This spell allows the wu jen to plant a ficti- Memory Alteration, Rary's
tious memory in the mind of another. The spell See Rary's memory alteration.
can be cast on any intelligent creature able to
understand the speech of the wu jen. The crea-
ture is allowed a saving throw vs. spell to avoid
the effect. However , if the subjec t is uncon-
scious or asleep, the savin g throw is made at a
- 2 penalty. Upon casting the spell (which takes
only a few moments), the wu jen continues the
casting by describing the memory implanted.
Memories of events up to I turn in length
per level of the caster can be implanted. Thus a
12th-level wu jen could construct the memo-
ries of an event that lasted two hours. The exact
casting time of the spell is the time required by
the wu jen to describe the memory. The spell
558
559
Richard Wehner (Order #13135537)
""', MentalTransport
r
Mental Transport Merald's Murderous Mist
(Alteration) (Evocation)
(Menta l ism) (Alchemy)
Level: 3 Level: 4
Range: 10 yds./level Range: 0
Components: V, S Components: V, S, M
Casting Time: 3 Casting Time: 4
Duration: I rd./level Duration: 2 rds.
Area of Effect: l or more objects Area of Effect: 20-ft. radius
Saving Throw: None Saving Throw: Neg.
This spell imparts a limited form of tele- A billowing cloud of misty vapors is created
kinesis. By focusing his mental energies, the by th e use of this spell. It radiates outward
caster can levitate and move one or several from the caster to fill a 20-foot radius spherical
small objects within the area of effect. The area above and below the caster's ground level,
total weight of the objects cannot exceed more penetrating all obstructions that are not air-
than 5 pounds plus I pound per level (a 5th- tight. At the end of the round of casting, the
level caster can move 10 pounds of material). magic takes effect, and the mist changes in hue
The caster can move the objects up to 20 feet from blue-gray to green, becoming poisonous.
per round; too slowly to inflict damage. All All breathing creatures within the area of effect
items transported together must remain within not possessing a (magica l) separa te air sup-
5 feet of each other. If the caster' concentration ply-except the caster, who is immune to the
is broken, the items fall, but the spell itself effects of his or her own murderous mist-
lasts for the given duration. must immediately save vs. spell. Those who
The mental tronsport spell is too weak to wrest successfully save are unharmed. Those who do
anitem from an actively resisting creature. not suffer 2d4 points of damage from the
Notes: Uncommon for mentalists; otherwise vapor, which is corrosive to flesh but does not
rare. (Updated from POLYHEDRONNewszine.) affect clothing or items. Creatures that can't
move out of the area of effect within the round
take a further 1d4 points of damage on the fol-
lowing round as the vapors begin to combine
with the air and disappear. Tiny creatures, such
as those making up an insect swarm or creep-
ing doom are killed by the mist on contact.
The globe of murderous mist is a magically
bound, stationary, precise area unaffected by
natural or magical winds. Dispel magic or part
water will cause it to disappear before expira-
tion of the spell, and various magic or items
(such as rope trick or a portable hole) will pro-
tect an individual by providing escape from the
mist, but it is otherwise unaffected by natural
or magical forces.
Not es : Uncommon or rare spell from the
FORGOTTEN R EALMS setting. Known to be in
Sabirine :S-Specular.
560
561
Richard Wehner (Order #13135537)
Richard Wehner (Order #13135537)
Mimic BloodAbility F
Metamorpho se Liquid s of I-foot diameter spring from the outstretched
(Alteration) hand of the wizard and streak in a straight line
(Alchemy, Water) to the distance demanded by the spellcaster, up
to the maximum range. Any creat ure in the
Level: I straight-line path of these miss iles rece ives the
Range:Touch full effect, without benefit of a saving throw.
Components: V, S, M The meteor missiles leave a fiery trail of
Casting Time: 1 rd. sparks, and each bursts as a fireball.
Duration: Instantaneous The large spheres (2-foot diameter) inflict
Area of Effect: cube/level I 0d4 points of damage, bursting in a diamond
Saving Throw: Special or box. pattern. Each has a 30-foot diame ter
area of effect, and each sphere is 20 feet apart
This spell transmutes one type of liquid into along the sides of the pattern , creating overlap-
an equal amount of a different, nonmagical ping areas of effect and exposing the center to
fluid (water, wine , blood, oil, apple cider, etc.). all four blasts.
The caster must touch the fluid itself (not sim- The smaller spheres ()-foot diameter) each
ply its container) for the spell to take effect. have a 15-foot diameter area of effect, and each
Magical liquids (such as potions) receive a inflicts 5d4 points of damage. They burst in a
saving throw vs. disintegration with a +3 bonus pattern of a box within a diamond or vice
to avoid the spell's effect. Fluids can be trans- versa, with each of the outer sides 20 feet long.
muted only into nonmagical liquids; it is not Note that the center has four areas of overlap-
' possible to change a magical liquid into another ping effect, and there are numerous peripheral
type of magical liquid. Poisons can be rendered areas that have two overlapping areas of effect.
harmless through use of this spell, but the spell A saving throw for each area of effect will indi-
has no effect on poisons already consumed. cate whethe r full damage or half damage is
Living creatures are unaffected by the spell, sustained by creatures within each area, except
ex.eluding those from the Elemental Plane of as already stated with regard to the missil es
Water. Such creatures are allowed a saving impacting.
throw vs. spell. Failure results in ld4 points of Notes: Common spell (PHB).
damage per level of the caster, while success
indicates half damage. Only one creature can Mien, Sidhelien
be affected by a single casting of this spell, See Sidhelien mien.
regardless of the creature's size.
The material component is a drop of the liq- Mild Admonishment, Nybor 's
uid that the caster intends to create, which must See Nybor's mild admonishment.
be placed on the wizard's tongue and con-
sumed. Creating poisons through use of this Mimic Blood Ability
spell is especially dangerous.
Notes: Uncommon spell (ToM).
(Enchantment ) ~--l----
Level: 4
Meteor Swarm Range: 20 yds.
(Evocatio n) Components: V.S
(Fire) Duration: I rd./level
Casting Time: 6
Level: 9 Area of Effect: l creature
Range: 40 yds. + IO yds./level Saving Throw: None
Components: V, S
Casting Time: 9 This powerful spell allows the caster or other
Duration : Instantaneous blooded characte r to mimic a scion's blood
Area of Effect: Special ability. The caster must have witnessed the use
Saving Throw: of the chosen blood abil ity within one day per
level of experience or have personal knowledge
A meteor swarm is a very powerful and of the blood ability (for ex.ample, has seen it
spectacular spell that is similar to the fireball used several times in recent months, has a per-
spell in many aspects. When it is cast , either sonal friend or colleague with the ability, etc.).
four spheres of2-foot diameter or eight spheres The recipient of the spell must be a blooded
563
Components: V, S
t
.~ tJ
mimic the fear ability; a character with a Casting Time: 2
bloodline strength of only 8 could imitate an Duration: I turn + 4 rds./level
ability of a great bloodline. Area of Effect: l undead creature
Both the recipient of the spell and a posses- Saving Throw: Neg.
sor of the blood ability to be imitated must be
within 20 yards of the wiza rd at the time of This is a powerful spell in the hands of a
casting. As part of the spell, the caster states vampire wizard. The caster can cause an
the name and power (minor, major, or great) of undead creature to lose some of its vulnerabili-
the blood ability in a loud, clear voice . ties in exchange for losing some of its powers.
The recipient gains the use of the blood abil- In effect, the creature simulates a mortal for a
ity for the duration of the spell. The character short time.
whose ability was mimicked retains full use of The caster chooses how many vulnerabilities
the ability; the character is unaffected by the and powers to cancel, but not which ones. He
spell. can choose a maximum of one vulnerability
When the spell ends, the recipient com- per two levels of experience.
pletely loses the blood ability , but any effects The vulnerabilities and powers are ta ken
caused by the characte r 's use of the ability from the given list, in order. If a particular type
remain. For example, if the recipient mimicked ofundead creature does not have the listed vul-
the regeneration ability and healed several nerability or power, slcip to the next entry. In all
points of damage , those points would remain cases, one vulnerability is sacrificed for one
healed. However , if a character mimicked powe r. The least valuable vulnerabilities are
divine aura to influence an unblooded charac- sacrificed first, but the most valuable powers
ter , the influence on that character would end go with them. In general, and undead creature
when the spell duration expired. Note that desiring to masque rade as human will try to
spells such as enhance blood ability and blood exchange as many vulnerabilities and powers
drain can affect the mimicked ability for the as possible .
duration of this spell. Notes : Restricted to undead spellcasters;
Notes: Common on Cerilia , the BmTHRJGHT uncommon. Originally from the R AVENL0FT
setting; unknown elsewhere . setting .
564
565
Richard Wehner (Order #13135537)
"": Mind Mantle-Alboon
r
throw at a -2 penalty to avoid the effects.
A creature who fails the saving throw suffers
a -2 penalty to any saving throw vs. spell for
these categories of magic: spells of 1st through
5th level that affect the mind directly, and all
spells of the illusion/phantasm and enchant-
ment / charm schools that affect the mind
directly. For example, phantasmal force is a
mind-affecting spell; phantom steed is not.
The saving throw penalty is cumulative with
penalties of other types. Affected creatures suf-
fer the penalty as long as they remain in the fog
and for 2d6 rounds thereafter. The fog itself
remains for 3 full turns after it has been cast.
If optional schools or specialties are used,
this spell affects the school of mentalism and
any other specialties as decided by the OM.
Notes: Uncommon spell (ToM).
Level: 2
Range: Touch
Components: V, S
Casting Time: 2
Duration: 1 tum/level
Area of Effect: Creature touched
Saving Throw: None
566
Richard Wehner (Order #13135537)
Mindspinr
Mind Scan, Rary's dream are experienced as the dreamer moves over
See Rary 's mind scan . physical terrain. The terrain moves along at a rate
of one mile per hour, with a maximum range that
Mind Shield, Rary's depends on the level of the dream and tbe subjects
See Rary 's min d shield . Intelligence . The first level maximum is 20 miles
times the character's Intelligence. The second level
Mind Vision, Manor's maximum is one mile times the subject's Intelli-
See Mano r's mind vision . gence. The third level extends to a maximwn of 20
feet times the ubject'sIntelligence. The dreamer is
Mindsight, Manor's always a central figure of the dream; all of the
See Manor 's mindsigbt. effects of each level of the dream disappear if the
dreamer is awakened . Dreamwraiths and
Mindspin dreamshadows are common in all levels of the
(IUusion/Phantasm) dream; the subject is constantly faced with deter-
mining what is reality and what is illusion.
Level: 7 First Level : The first level of the dream
Ran ge: Special alters a character 's perceptions of space, time,
Components : V, S and the reality of the immediate area . What is
Casting Time : 3 hrs. seen as a lush forest may in reality be a barren
Dur ation : Special field . A character may actually travel many
Area of E ffect: I individual miles , yet only perceive himself as having
Saving Throw : Neg. moved a short distance. Time is equally dis-
torted . Travel s~eming to last only for a few
The mindsp in pell i olates the innermost minutes may actually have taken several days .
nightmare s, fears , and anxieties of the subject Second Level : The second level of the dream
and from them creates startJingly viv id iUu- distort a character 's perception of reality even
ions. The spell require both the caster and the further, for he can no longer distinguish which of
subje ct to rem ain undi sturbed for three hours his companionsare real and which are illusions.
while the caster sifts through the subject 's mind Third Level : The third level is the core of the
to create tbe illusions. Any di turbance negates dream , as a character's perceptions of himself
the proc ess. If the subject make s a successful become distorted. In addition to the effects of
aving thr ow vs. pell , the spell is broken (but a the prev ious two levels , a character uses the
charmed subject receive no saving throw ). For attack and saving throw tables of another class :
the purpo ses of dispelling , the mindspin speJI Priest use rogue tables
is treated as if cast by a 2 l st-level wizard. Warriors use wizard tables
The individual within the dreamexperiences it Wizards use warrior tables
as three separate level of reality.Parts of the Rogues use priest tables .
Milultlpb,:Print' TanlJIIUlldead
Typeof Lewi
UadeadorBD
Skeleton or l HD
Zombie
l 2 3 4 5
' 7
M3 14+
20
Ghoul or2 HD 20 19
Shadowor 3-4 HD - 20 19 13
Wight 20 19 16 10
Gbastor S HD 20 19 16 13 7
Wraith or 6 HD 20 19 16 13 10 4
Mummyor7HD 20 19 16 13 10 7 T
Spectre or 8 HD 20 19 16 13 10 7 4 T
Vampire or 9 HD 20 19 16 13 10 7 4 T T
Ghost or IO HD 20 19 16 13 10 7 4 T T D
Lich or 11+ HD 19 16 13 10 7 T T T D D
Special 16 13 10 7 T T T D D D
567
568
Richard Wehner (Order #13135537)
Minor SpeUTurning r
This spell allows a wizard to adversely affect This spell compels up to 12 levels or Hit Dice
all the saving throws of his enemies. Opponents of demihuman or humanoid creatures (or up to 6
under the influence of this spell (the caster's levels or Hit Dice of monstrous creatures) ,
known enemies in the area of effect at the within the area of effect to embark on some
instant the spell is cast) make all subsequent errand or mission specified by the caster. The
saving throws at a penalty of -1. lowest-level creatures in the area of effect are
Alternatively, the wizard can select any one affected first. The caster must be able to ver-
school of magic and cause his enemies to make bally communicate with the creatures for the
all saving throws against magic from that school spell to work .
at -2. This penalty is not cumulative with a sav- This spell cannot compel creatures to under-
ing throw penalty for specialists; that is, the take nonsensical or foolhardy missions on the
penalty is not increased to - 3. caster's behalf, so the caster must be careful to
Notes: Uncommon spell (ToM). A specialist phrase the minor quest in such a way that the
wizard barred from enchantment/charm spells subjects believe they are acting in their own
can research a version of this spell that affects behalf. For example , she might suggest that they
his own school, according to the general rules return to town for supplies, break out their
for spell research. rations and enjoy a long, leisurely lunch, or head
off on the trail of an enemy who "jus t passed
Minor Paradox this way." The intended subjects receive a saving
(Chronomancy) throw vs. spell to resist the spell; this is automat-
ically successful if the caster's mission poses a
Level: 3 direct threat to their safety or well-being.
Range: 0 The minor quest spell lasts 6 hours or until the
Components: V, S affected creatures complete their task. There is a
Casting Time: 1 rd. 20% chance, plus 1% per level of caster, that the
Duration: Instantaneous quested being or beings forget their encounter
Area of Effect: The caster with the caster after the spell has ended .
Saving Throw: None The material component is a small tin cup.
Notes: Restricted to witches; common.
When this spell is cast, the chronomancer can
take back an action performed within the last five Minor Shadow Summoning
rounds or insert an additional action if timing Lost spell, reputed equivalent to summon
permits. The caster could take back something shadow but cast at a lower level.
said or decide not to kiss the king's daughter . He
could not insert another attack into a combat Minor Spell Turning
round, but could insert one into the round before (Abj uration)
combat. The number of rounds back that the
caster can affect is equal to twice his level. lf an Level: 4
action is taken back that would have prevented Range: 0
combat (insulting the goblin king) or another Components: V, S, M
major event, the caster and Dungeon Master must Casting Time: 4
work out a reasonable course of events that would Duration : 3 rds ./level
make up for the lost time. Area of Effect: The caster
Notes : Restricted to chronoma ncers ; com- Saving Throw: None
mon.
This spell is similar to the 7th-level spell turn-
Minor Que st - Witch ing, which causes spells cast against the wizard to
(Enchantment/Charm) rebound upon the original caster. This includes
spells cast from scrolls and innate spell-like abili-
Level: I ties, but excludes the following: area effects that
Range: 20 yds. are not centered directly upon the protected wiz-
Components: V, S, M ard, spell effects delivered by touch, and spell
Casting Time: I effects from devices such as wands, staves, and so
Duration: Maximum 6 hrs. forth. Thus, a light spell cast to blind the protected
Area of Effect: 50-ft. sphere wizard could be turned back upon and possibly
Saving Throw: Neg. blind the caster, while the same spell would be
569
Richard Wehner (Order #13135537)
""::: Minute Form
r
unaffected if cast to light an area in which the pro- The sp ell enables the caster to make an ar ea
tected wizard werestanding. appear to be something other than it is-a setting
One to four (ld4) spell levels can be turned. he has personally seen. The spell remains as long
The exact number is secretly rolle d by the DM as the caster maintains a minimal conce ntration
the player never knows how effective the spell upon it. Even after this, the spell persists for a total
is. Unlike the 7th-level version of this spell, of one hour plus one addit iona l turn for each
minor spell turning is not capable of partially experience level of the caste r. (Note: Minimal
turning a spell. For example, if a wizard has concentration can be main tained during normal
three levels of spell turning, he can turn three conversation but not while spellcasting, in melee,
1st-level spells, one I st and one 2nd, or one 3rd- or if harmed by an attack.) If the caster actually
level spell. He can in no way turn spells of 4t h uses a small bit of anyt hing connected with the
level or above. If the caster is the target of a place to create this spell, it takes on a quasi reality.
higher level spell than he is capable of turning, ln its basic form, forceful contact is necessary
the minor spell h1rning is n egated and the caster to have any hope of discovering the magic, short
receives the full brunt of the attack. of a detection device or spell. ln its more com-
lf the protected wizard and a spell casting plex form, where a material com ponent is used,
attacker both have spell turning effects operat- detection is possible only by some magical
ing, a resonating field is created means, whether device, item, or spell. Either
form of mirage arcana is subject to the dispel
Resonating Field Table magic spell.
dlOO As with all powerful illusions, the mind of the
Roll Effect believer urges appropriate effects upon the
01-70 Spell drains away without effect viewer's body. Under the influence of the spell,
71-80 Spell affects both equally at full the viewer could possibly walk across a bed of
damage hot coals thinking it was a shallow stream of
81-97 Both turning effects are rendered water that was cooling his feet (and thus suffer
nonfunctional for ld4 turns no damage), di ne upon im a ginary food and
98-00 Both casters are sucked through a actually be satisfied, or rest comfortably upon a
rift into the Positive Material plane bed of sharp stones, thinking it a featherbed.
Gravity is not affected by the spell, however, so
The material component of this spell is a an envisioned br idge spanni ng a deep chasm
smoothly polished silver coin. does not support the believer. Those who wit-
Notes: Uncommon spell (ToM). ness the event see it as a sudden disappearance
of the individual. They do not connect it with an
Minute Form illusion unless they are otherwise aware of some
Reversed form, see giant size. magic at work.
Notes : Common spell (PHB).
Minute Meteors, Melf's
See Melf's minute meteors. Mirage Arcane
Aka mirage arcana.
Miraculum, Jalartan's
See Jalartan's miraculum. Mirage Wall
(Illusion/Phanta sm) ~
Mirage Arcana (Province: Wind) ~
(Illusion/Phanta sm, Alteration)
Level: 4
Level: 6 Range: 20 yds./level
Components: V, S (M optional) Components: V,S, M
Range: 10 yds./level Casting Time: 4
Casting Time: Special Duration: 1 tum/level
Duration: Special Area of Effect: 2-ft. thick wall, LOft. x 10
Area of Effect: 10 ft./level radius ft./level
Saving Throw: None Saving Throw: None
The magic of this spell is similar to that of the This spell creates a stationary illusion m uch
vacancy spell, only more powerful and elaborate. like a backdrop or scenery curtain for a theatri-
570
Richard Wehner (Order #13135537)
Misdirection r
cal play. The mirage wall need not be vertical or
evenregularin its confines.It blanketsthe true
scene and conceals it with another. For example,
a cavern entrance might look like the adjacent
cliff face, or a lush oasis migh t appear to be
sandy dunes. Or a party of warriors lying in
ambush might appear not to "be" at all.
The wi7.ardmust see the location that he intends
to disguise before casting this spell. When the
mirage is in place, the caster does not haveto con-
centrate to maintain it. The mirage disappears if
the caster wills it, or when the duration of the spell
has ended. Dispel illusion and dispel mirage also
can destroy the mirage wall (see those spells for
details ). ln addition, the mirage ends if a living
creatureor spell passes through it (Poking a hand
through it is enough.) Physical objects, suc h as
missile weapons, don't destroy it, although they
may provide a visual clue when sailing through it.
A mirage wall does not block odors and sounds,
either. (Hence , an ambush party must remain
silent and, preferably, downwind.)
The material components of this spell are an
eyelash, a pinch of sand, and so me sweat from
any source.
Notes : Common for spellcasters from an ara-
bian setting; otherwise very rare.
imum of eight images. At the end of the spell
Mirror Image duration, all surviving images wink out.
(Illusion/Phantasm) Notes: Common spell (PHB).
Level: 2 Misdirection
Range:O (lllusion/Pbantasm)
Components: V, S
Casting Time: 2 Level: 2
Duration : 3 rds./level Range: 30 yds.
Area of Effect: 6-ft. radius Components: V, S
Saving Throw: None Casting Time : 2
Duration: 8 hrs .
When a mirror image spell is invoked, the Area of Effect: l creature or object
spellcaster causes from two to eight exact dupli- Saving Throw: Neg.
cates of himself to come into being around him.
These images do exactly what the wizard does. By means of this spell, the wizard misdirects
Since the spell causes a blurring and slight dis- the information from a detection spell (detect
tortion when it is cast, it is impossible for oppo- charm, detect evil, detect invisibility, detect lie.
nents to be certain which are the illusions and detect magic, detect snares and pits, etc.). While
which is the actual wizard. When an image is the detection spell functions, it indicates the
struck by a melee or missile attack, magical or wrong area, creature, or the opposite of the truth
otherwise, it disappears, but any other existing with respect to detect evil or detect lie. The wiz..
images remain intact until struck. The limages ard directs the spell effect upon the object of the
seem to shift from round to round, so that if the detection spell. If the caster of the detection
actual wizard is struck during one round, he can- spell fails his saving throw vs. spell , tlte misdi-
not be picked out from among his images the rection takes place. Note that this spell does not
next. To determine the number of images that affect other types of divination (know align-
appear, roll ld4 and add l for every three levels ment, augury, ESP, clairvoyance, etc.).
of experience the wizard has achieve(\ to a max- Notes: Common spell (PHB).
571
Richard Wehner (Order #13135537)
, Misfortune
r
Misfortune seeing will reveal the illusion for what it is. A
detect invisibility or true seeing spell or items
(Alteration)
Level: 2
' I such as a gem of seeing or robe of eyes can
detect the invisible wizard (see the 5th-level
Range: IO yds. wizard spell shadow door).
Components: V, S Notes: Common spell (PHB).
Duration: I wk ./level
Casting Time: 2 Missile Mastery
Area of Effect: I creature (Alte ration )
Saving Throw: Special
Level: 4
When a wizard successfully casts a misfor- Range: 10 yds./level
tune spell upon another individual or creature, Components: V, S
the subject's proficiency checks suffer a I-point Casting Time: 4
penalty for the spell's duration. Multipl e misfor- Duration: 4 rds.
tune spells can be cast upon a subject, with Area of Effect: I missile
cumulative results. Saving Throw: Special
The subject of a misfortune enchantment is
allowed a saving throw vs. spell with a - 1 While this spell is in effect, the wizard can
penalty to the die roll for every three full levels alter the flight of a single missile that passes
of the caster. Thus, if a I 0th-level wizard cast within the range of the spell, stopping it or caus-
misfortune, the subject suffers a - 3 penalty to ing it to be hurled back toward its original sender.
his saving throw. Missiles returned to send er stri ke with the
The misfortune spell{s) can be negated by a sender's THACO with a +4 to hit and inflict nor-
single remove curse or similar spell. mal damage. The wizard can affect only a single
An elderly Rjurik wizard is said to have cre- missile per round. The missile can weigh no more
ated this spell to bring ill luck to his enemies. than the wizard's experience level in pounds.
He intended his foes to suffer misfortune when Enchanted items (such as an arrow + 1) receive a
hunting, fishing, or trapping - activities essen- saving throw vs. spell to overcome the missile
tial to the livelihood of the Rjurik people. Th e mastery. The saving throw for these items is the
spell has since been used to bring ill-luck to same as the individual who launched them, plus
people of all races. any bonuses of the weapon(+!, +2, etc.).
Notes: Common on Cerilia, the BIRTHRIGHT Magic missiles and similar spells of 3rd level
setting, uncommon for Savage rnages; unknown or less are negated entirely (magic disk, Me/f 's
elsewhere. acid arrow and minute meteors, Sni/loc 's snow-
ball and snowball swarm , etc.). Regardless of
Mislead how the missiles of a spread are targetted, the
(IIJusion/P hanta sm) entire spell effect is considered a single missile
for purposes of negation.
Level: 6 The wizard does not need to concentrate to
Range: IO yds. maintain the spell, being able to move and fight
Components: S while it is in operation. Casting any spell negates all
Casting Time: 1 remaining duration left on a missile mastery spell.
Duration: I rd./level Notes: Rare in the FORGOTTEN REALMS set-
Area of Effect: Special ting. Known to be in The Shadowtome.
Saving Throw: None
Misspell Mantle - Phaerimm
When a mislead spell is cast by the wizard, he (Alteration)
actually creates an illusory double at the same
time that he is cloaked by improved invisibility Level: 5
magic (see the 4th-level spell). The wizard is Range: 30 yds.
then free to go elsewhere while his double seem- Components: V
ingly moves away. The spell enables the illusion Casting Time: 5
of the wizard to speak and gesture as if it were Duration: 12 hrs.
real, and there are full olfactory and touch com- Area of Effect: l creature
ponents as well. A true seeing spell or a gem of Saving Throw: Neg.
572
Richard Wehner (Order #13135537)
Mnemonic Enhancer,Rary's F
This spell enables the caster to create an No te s: Uncommon for Water , Air, and
invisible aura around any single creature. The Weather mages; otherwise rare. Originally from
creature will not feel anything, and the spell will the FoRGOJTEN REALMSsetting.
not take effect until the being uses a magical
item or casts a spell. Misty Summons
At that time, instead of the intended effect, a (Alteration, Invocation ) ~
random, "wil d" magical effect, similar to the :$
discharges ofa wand of wonder (and possibly
harmful to the target creature) will occur instead.
Level: 7
Range:I mi./level ---
The wild magic Wild Surge Results table in the Components: V, S
Tome of Magic can be used if the DM desires. Casting Time: 7 rds.
The magical item charge (if any) or spell is Duration: 10 rds./level
expended, regardless of the result. Area of Effect: 30-ft. radius
A successful dispel magic will remove this Saving Throw: None
unseen mantle . An affected creature will radiate
magic strongly. This spell requires a special portal to be built
Notes: Restricted to phaerimm ; common. prior to the casting-a doorway or archway of
Duration is changed from the original. stone. It must be at least three feet wide, but no
more than thirty. The materials to build it cost
Mist Magic 3,000 gp and the labor takes six months. All the
(Evocation) labor must be performed by the caster. Once
(Water,Air) built, it looks like any normal doorway or arch,
although it may be as plain or ornate as the
Level: 2 caster desires.
Range: 70 yds. When casting the spell, the wizard visualizes
Components: V, S, M a place he knows well, which must be within the
Casting Time: 2 range of the spell and in the same domain as the
Duration: ld4 turns+ 1 rd./level caster. The wizard must also be within 30 feet of
Area of Effect: 20 ft. + 10 ft./level radius the portal. Over the next 7 rounds, a misty fog
Saving Throw: None coalesces at that distant place and within the
portal. Once the fog has been created, the caster
This spell create s concealing mists , akin to no longer needs to concentrate on it. He can dis-
the !st-level wizard spell wall of fog. Unlike that pel it at any time, but cannot change its position.
simpler spell, mist magic can, as chosen by the The fog is magical, with an aura of alteration
caster, either move at a maximum rate of20 feet and invocation, but is otherwise indistinguish-
per round, stay motionless despite winds for 1 able from normal fog.
round per level of the caster, or move with the Any creature stepping into the mist walks out
caster (being left behind at the caster's last loca- of it through the portal; anyone seeing the mist
tion if the caster uses such spells as blink , forming can choose to not step into it. If the mist
dimension door, or teleport). The movement is created over characters, they have 7 rounds to
cannot be changed once chosen. The duration of escape. If they are sleeping or otherwise immo-
the mists is halved by strong winds. bile, the characters are transported through the
The mist created is thick and concealing , misty portal.
obscuring even infravision beyond a 2-foot dis- Count Von Zarovich has built a misty portal
tance. The mist is also extremely wet, dousing somewhere in his castle, but its exact location is
normal campfires or smaller flames and extin- unknown. Those whom he summons to his
guishing larger normal fires in 2- 5 rounds (thls castle rarely return ...
also destroys the mist). Many wizards use this Notes: Common spell in the RAVENLOFTset-
spell to put out house and forest fires. ting; otherwise very rare. Can be researched
All fire-based attacks entering, passing only on the Demiplane of Dread.
through, or cast within the mists lose 2 points
from each die of damage. Item s in the mist Mnemonic Enhancer, Rary 's
requiring saving throws against fire-based See Rary's mnemonic enhancer.
attacks receive a +3 saving throw bonus. The
mists can be affected by hold vapor and
destroyed by dispel magic.
573
Richard Wehner (Order #13135537)
""'\ Widely Known Spells
r
Most Widely Known Spells
Common, Uncommon, and Rare Spells Found in thls Volum e
While more complete listsare given in the final volume of this series, this list can be used as a quick guide
to the most common spells in this volume, suitable for nonspecializedPCs. Humanoid, monster, chrono-
mancer, and Maztican spells are not listed here. Common/uncommonspells are in bold. Spells in italic
are very rare or otherwise restricted;see individualspell entries for details. Drow, necromancer, ninja, and
Athasiaospecialty lists are given separately.
574
Richard Wehner (Order #13135537)
Widely Known Spells,-
-----(J)
fire enchantment .,,,,,.,,,...,. .. fJ)
haste fire shield
healing dream fire trap
hissing sand fire woke
hold pe.rson firebrand
hold undead Flamst erd's name strlke
hold vapor fumble
hover Ga/other'sgnostic chain
hoveri ng skull Oalkyns bolt
icelance gaseousform
Geirdom '.sgrappling grasp
illusionary script genie contract
impr oved magic missile Ghe/kyn:Swounding
Improved magic mouth ghost rigging
Improved whispering wind gloom
infravislon great thump
instant audience greater mallson
interruptablelight hat/cone
Invisibility, 10' radius hallucinatory terrain
invisible mall halo of eyes
iron kimono heroism
Iron mJnd hiding place
Ice storm
Isolde 's answer Identifytlgbmaevril
item Illusionary wall
Khelben:Ssuspended silence Dyykur'smantle
Laeral's dancing dweomer improvedarmor
lance of disruption Improvedlnvlslbillty
Leomund 's tiny hut Improved strength
lessengravity iron maiden
lightning bolt Ivy's Irresistible scent
lightning rod jackal ward
Lorloveim 's creeping sh adow jest
juggle
lubricity
know path of magic
l;ysanders kaleidoscope
Laeral's aqueous column
magnetism Loera/'.sgesture
mailed mlght lapse
ma/adweomer Leomund's secure shelter
manyjaws lesser spelldream
m ateria l lesser geas
Maximilian 's stony grasp life bolt
Melf 's minute meteors lifesurge
Mellix 's fire mouth lightningshield
memory locate creature
magic mirror
mental block
mask of death
men tal transport massmorph
min or mallson mechanical disruption
melt metal
Merald's murderousmist
Level4 mimic blood ability
electrical wards minor creation
elementalform minor globe of lnvulner1bWty
elemental turning minor spell t11rnlng
elude blow mirage wall
emotion missile mastery
enchanted weapon
encrypt
enervation Level S
enhancefire creature elemental control
Evard'sblack tentacles enhance maneuverability
everlasting f"ae ethereal banishment
everpresen t record extension n
extension 1 eyefire
famiJJar e nhancer m fabricate
575
Richard Wehner (Order #13135537)
""": Widely Known Spells
r '
r
facet gauntlet of teeth Level 8
Fallion'sfabulous fireball geas elemental transmogrification
false vision ghostgrail endless slumber
familiar enhancer JV glassee enhance
far reaching m globe of invulnerability evolve
farscry graft familiar enhancer VII
fear aura greater sign of sealing fear ward
feeblemind greater spelldream findi ng the center
feign undead guards and wards gateway
fiendform howl of Pandemonium giant size
fire breath impenonation gia ssteel
fire track invisible stalker great shout
flesh mirage invulnerability to magical weapons Gunther 's kaleidoscopic strike
jleshshiver itemban e hide heart
flyfield javelin heart ofstone
force shapechange Jonsta/ 's improveddouble wizardry homunculus shield
Grimwald 's graymantle legend lore Hornung's random dispatcher
guise of the yak-man lightning rod incendiary cloud
hasten growth lightningcloak intensify nature
heat mirage Lorloveim 's shadowy transforma- iron body
hold monster tion laera l s invisibleblade
immunity to poison and disease lower water lifeforce transfer
improved blink magical susceptibility lightning ring
improvedskull watch maintain lightning storm
insect sight mass suggestion magic drain
invulnerability to normal weapons metal 10 rust mass charm
lronguard mirage arcana mass polymorph
ironwood mislead mass teleport without error
Jaggar'sstrengthenedbastion maze
Jhanifer sdeliquescence mind blank
Jonstal 's double wizardry Level 7
Khazid 's procurement electric bow
Knoslira's crypt elemental servant Level 9
know value enhan ced empathy elementa l aura
laeral's disrobement exalted eye Elminster 's effulgent epuration
lapls bonds faerie sword Elminster 's evasion
Leomund 's hidden lodge find the path energy drain
Leomund's lamentable belaborment familiar enhancer VI estate tran sference
Leomund 's secret chest finger of death eye of Mystra
lifefield flame chase eye of power
lightning curtain forcecage familiar enhancer VJJI
lightning lash gemjump foresight
liquid earth guardian mantle gate
lower resistance gullship gloriou s tran smutation
magic jar hatch the stone from the egg immunity to undeath
magic staff hold go/em Imprisonment
major creation Hornung'ssurge selector instant regeneration
Manor 's mindslght ice blight internalfire
mass incendiaryentrapment juggernaut
mass contagion intensify summoning Khelben:Sdweomerdoom
mass mounts Janga'sjewel lifeforce exchange
maximum damage lifeproof life water
Melisander'sharp limited wish lifeblend
metal skin love maelstrom
mind~ ontrol invisibility lullaby major cloak
mind fog lysander 's bladestorm mass blindness
mlnd~ontrol invisibility major domination mass domination
Malec-Ketb 's flame fist master undead
Malraz 's dramatic death maw of chaos
Level 6 Manor's mind vision meteor swarm
enchant an Item mass invisibility
energy transformation mass telepon
enfeeble mindspin
ensnarem ent misty summons
etherealnes s
evaporate fluids
extension IU
eyebite
familiar enhanc er V
fire eyes
flame ofj ustice
flameproof
Forest's fiery constrictor
gambler's luck
576
Richard Wehner (Order #13135537)
Dungeons&Dragons 1i
Wizcm0
sSpell
CompenOiam1
Volam~Two
The Ultimate Collection!
The Wizard 's Spell Compendium ts a four-volume
series descrtb\ng every wlzard spell for the AD&D
game. Spells have been collected from rule books ,
campaign setttngs, supplements, adventure s, and
magazlnes dating back to 1975. Early entries have
been updated to be lmmedlatety usable , making
thls the player' s and OM' s deftn\ttve source for
wtzard spells.
en
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U.S.. C.NAOA,ASIA.
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