Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Volume Three
Credits
Design : It is impossible to list all the creators of the spells cataloged in these volumes, but credit
goes to everyone who created a spell in a module, boxed set, accessory, hardbound book or
magazine article published in the last 20 years .
Compilation : Mark Middleton
Development and Editing : Jon Pickens
Additional Development : L . Richard Baker III
Project Coordination : Thomas Reid and Steve Winter
Interior Black and White Art : Glen Michael Angus and Arnie Sweckle
Art Direction : Dawn Murin
Graphic Design : Tanya Matson and Dawn Murin
Typesetting : Angelika Lokotz and Eric Haddock
Acknowledgments : L. Richard Baker III, Brad Bolas, Ed Greenwood, Bruce Heard, Miranda
Homer, Julia Martin, Mark Middleton, Roger E . Moore, John Rateliff, Terry O'Neal, Steven E .
Schend, slade, Keith Strohm, Skip Williams . And of course, James M . Ward .
Based on the original DUNGEONS & DRAGONS rules created by E . Gary Gygax and Dave Arneson.
TABLE OF CONTENTS
Introduction 2
How to Use This Book 2
Spell Frequency 4
Icons 7
Mo 8
N 32
O 53
P 74
Q 143
R 145
S to Sp 183
Most Common Spell List 287
AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BIRTHRIGHT, DARK SUN, DRAGON, DRAGONLANCE,
DUNGEON MASTER, FIEND FOLIO, FORGOTTEN REALMS, GREYHAWK, MONSTROUS COMPENDIUM, MYSTARA, PLANESCAPE,
POLYHEDRON, RAVENLOFT, RED STEEL, RPGA, the RPGA logo, SPELLJAMMER, and WORLD OF GREYHAWK, and the TSR logo are registered
trademarks owned by TSR, Inc.
DEITIES & DEMIGODS, MONSTROUS MANUAL, and ROLE PLAYING GAME ASSOCIATION are trademarks owned by TSR, Inc .
All TSR characters, character names, spell names, magical item names, monster names, unique place locations, and the distinct likenesses thereof are trademarks
owned by TSR, Inc . LANKHMAR is a trademark owned by and under license from Fritz Leiber .
Distributed to the book trade in the United States by Random House, Inc . and in Canada by Random House of Canada Ltd.
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors . Distributed worldwide by Wizards of the Coast, Inc . and
regional distributors .
This material is protected under the copyright laws of the United States of America . Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc .
5 79
Name : This is the name by which the spell is SCHOOLS OF THAUMATURGY
generally known . Although we have tried to Alchemy : Uses powders and strange reagents
ensure unique names, this has not always been to achieve effects.
possible . For example, create shade, a useful Artifice : Uses items and devices to focus
shelter from the sun in the arabian deserts of the spell energies .
AL-QADIM setting, is very different from create Geometry: Uses diagrams, symbols and com-
shade, the evil spell that turns someone into a plex patterns to channel magical energy .
dangerous shadow monster from the Plane of Wild Magic : Shapes dangerously uncon-
Shadows, a monster known as a shade. Where trolled raw energies ; subject to unpredictable
two spells have the same name, the most general surges .
version is given first, while variants cast by other
races or found in specialized campaign settings UNIVERSAL SCHOOL OF MAGIC
are given later. A special list of spells to which any wizard
has access .
School : Each school governs a type of magic,
according to the type of energy its spells Reversed Form : An entry of "Reversible"
employ and the special practices and methods means the spell can be cast with the opposite
used by its wizards . The basic schools are : effect . For example, the flesh to stone spell, a
petrifying attack, can be reversed as stone to
SCHOOLS OF PHILOSOPHY flesh, providing a way to recover a character
Abjuration: Protective, warding, or banishing otherwise lost to a petrification attack . Usually,
magics . a wizard must memorize the exact form of the
Alteration : Magic that changes physical reversible spell he wants available .
properties of an object, creature, or condition .
Conjuration/Summoning : Calls or brings ob- Level : This is the relative power level of the
jects or creatures from elsewhere . spell, ranging from 1st level (weakest) to 9th
Divination : Uncovers what is lost or hidden level (most powerful) . A king's wizard who can
in the past, present, or future . create potions, magical scrolls, and magical
Enchantment/Charm : Bestows magical prop- items with expendable charges will generally
erties on objects or influences creatures magi- have access to a 6th-level spell, a few 5th-level
cally. spells, and an increasing number of 4th-
Illusion/Phantasm : Illusions create and alter through 1st-level spells each day .
appearances; phantasms affect the mind .
Invocation/Evocation : Channels and shapes Range: The distance from the caster at which
magical energy to create an effect or object . the magical effect occurs . A range of "0" means
Necromancy : Magics working upon life the effect is centered on the caster's person or
energy, including the negative energy of the his location; in the latter case the effect is usu-
undead . ally immobile . "Touch" means the effect can be
used on another creature or object . Unless oth-
Optional Schools : These include two groups erwise specified, spells are centered on a point
of schools beyond the original eight . visible to the caster and within the spell's range ;
this can be a specific creature or object if de-
THE SCHOOLS OF EFFECT sired . Most ranges are measured in yards ; some
Dimension : Magics that affect dimensions, or are measured in feet .
access extradimensional areas .
Elemental Magic: Subdivided into Air, Earth, Components : These are the types of compo-
Fire, and Water specialists . Arabian and oriental nents that the spell requires ; if the components
cultures have similar divisions . are not present, the casting fails . "V" is verbal ;
Force: Magics dealing with fields of pure co- that is, a spoken incantation the wizard is as-
hesive magical energies . sumed to deliver while casting . "S" is somatic ;
Shadow : Magics that deal with shadow and that is, measured and precise gestures with the
darkness, including the shadowstuff of the hands, which the wizard is assumed to make
Demiplane of Shadow. while casting . "M" is for material ; that is, phys-
ical substances or objects that are annihilated by
the spell energies in the casting process . This
5 80
abbreviation sometimes signifies a focus, or Unless specifically otherwise in the descrip-
device that is reusable ; sometimes this is a tem- tion, areas of effect conform to their physical
porary focus whose premature destruction will surroundings ; for example, a light spell with a
end the spell . 60-foot radius centered in a closed room that is
Often the components are merely suggestive a 20-foot cube will light the room . It will not
or colorful, at other times they will be a signifi- penetrate a solid wall to light a room beyond.
cant restriction on how often a spell can be cast . Many areas are given as geometric shapes .
Unless a cost for a component is given in the Radius : This might yield a circle, hemi-
description (which means the component is in- sphere, or sphere, depending on the situation .
tended as a limit), the cost is negligible and can Cloud: Usually given as a block of cubes for
be assumed as part of the wizard's daily or convenience, although it's actually amorphous
monthly general expenses . and billowy.
Cone : This projects outward from the caster,
Casting Time: This is relative time required to with the smallest end toward the caster and the
cast a spell . Unless rounds, turns, or a longer largest diameter farthest from the caster.
casting time is specified, the casting will be Path : This is usually a 10-foot wide line start-
completed in the same round it is started . A ing at the caster projecting away in a straight
casting time less than one round is a modifier to line to a specified length.
the initiative roll, and is essentially the same as Spells that affect the caster's friends or ene-
a weapon speed factor . A spell that takes a full mies are based on the current perceptions of the
round to cast comes into effect at the end of that caster.
round .
Saving Throw : This entry lists whether a spell
Duration : This is how long the magical energy allows a saving throw, and often the effect of a
of the spell lasts . An instantaneous duration successful saving throw : "Neg ." means the spell
means the spell energy comes and goes the in- is negated and has no effect ; 1/2 means that the
stant the spell is cast, though the spell effect spell inflicts damage and that a successful
might be long-lasting . A duration of permanent saving throw halves the damage taken ; "None"
means the spell energy remains as long as the means no saving throw is allowed to an unwill-
effect does ; this means that the spell is vulner- ing subject. The result of a saving throw for a
able to a dispel magic spell . This is an altered reversed spell is given in the paragraph that de-
usage. Many spells listed in earlier sources as tails the reversed form .
having a "permanent" duration (such as cure The saving throw itself is a roll on a 20-sided
light wounds), will be altered in this series and die ; high numbers are generally good .
in future publications to "instantaneous ." Wisdom allows adjustments to saving throws
Spells with a set duration (such as 1 round against enchantment/charm spells . Dexterity
per level) must be kept track of by the player ; may provide adjustments against spells that
those with a variable duration are secretly rolled affect a large area.
by the DM . Solid physical barriers may give saving throw
Some spells can be ended by the caster at modifiers and reduce damage . Cover and con-
will ; the caster must be in range of the center of cealment may also affect saving throws . The
the spell's effect and must usually (though not DUNGEON MASTERS Guide has more infor-
always) speak words of dismissal . mation .
A creature that successfully saves against a
Area of Effect : This entry lists the creatures, spell without obvious physical effects often
dimensions, volume, weight, and so on, that feels a hostile force or tingle, but the exact
the spell can affect . Some spells have areas that nature of the attack cannot be deduced.
can be shaped by the caster ; of these, no di- Unless the spell specifies otherwise, if a
mension can be less than 10 feet unless the character makes a saving throw, all items car-
spell specifically allows it . Many areas are ried and worn are assumed to survive the attack .
given as cubes to make it easy to figure out If the character fails the saving throw, exposed
areas of effect when using maps gridded into items must make saving throws against the
10-foot or 5-foot squares . Three-dimensional attack form . An item exposed by the destruction
volumes are most often needed to resolve of a covering (a parchment scroll protected by a
aerial or underwater effects . bone scroll case, for example) must also save
58 1
against the attack . Spell Frequency
Unless specifically forbidden, a character can
voluntarily forego a saving throw and willingly FORGOTTEN REALMS' players and DMs
accept the spell result . Even a character with a should note that the definitions used here are
special resistance to magic (for example, an different from those used in FORGOTTEN
elf's resistance to a charm spell) can voluntarily REALMS products . These guidelines are intended
suppress this if he wants . for general world settings . The DM, as always,
is free to alter them as needed for local cam-
Spell Description : This contains the details of paign conditions .
what the spell does and how it works . Spells
with multiple functions usually allow the caster Common Spell : The details and effects of a
to pick the desired function at the time of cast- common spell are generally known, even by
ing (for example, the emotion spell can create wizards who may not have the spell in their
fear, courage, hope, despair, joy, and several books. All spells in the Player's Handbook are
other effects). common spells . Spells listed for the basic
Spells that give bonuses or penalties to attack wizard class in world-specific material (such as
rolls, damage rolls, saving throws, and so on, the DARK SUN campaign set) are common for
are usually not cumulative ; only the strongest wizards of that world, but might be rarer or even
magic is effective . However, duration may be a unknown elsewhere .
factor, and spell effects might overlap in differ- Player characters can take common first level
ent ways at different times. spells as starting spells (see Starting Spellbooks
in the Wizard Spell Compendium Vol . 1) . Any
Notes : This new section deals with the spell's limitation on spell selection-such as those for
recommended rarity on the following scale : school, class, or kit-apply to all spells, even
common, uncommon, rare, very rare, and common ones . Note also that DMs may have
unique. These are discussed in detail in the Def- their own campaign guidelines . For example,
initions of Spell Frequency section . Spells of the DM might require every PC mage to have a
any rarity also may be restricted to certain races mentor wizard, restricting any "free" spells
or specialty casters . Any notes on a spell's (those not found or directly researched) to spells
source or origin, such as a game world or a in the books of the mentor. A DM might rule
magazine, are given here . that named spells (such as Tenser's floating
disk) are uncommon spells, as well .
Monster Details : Some of the spells
summon or create monsters . The standard ab-
breviations used for monster details given later . The DM always decides the rarity of a spell
Not all monsters will use all abbreviations . if there is any question.
AC : Armor Class
MV- Movement- Fl : fly Uncommon Spell : Wizard spells found in the
(MC) = Maneuverability Class (A to E) Tome of Magic fall into this category. These
HD: Hit Dice spells are less well known, but not restricted to a
#A T.- Number of Attacks race or special group like, for example, witches,
THACO: To Hit Armor Class 0 dragons, or the Red Wizards of Thay . A kit,
Dmg: Damage school, or other specialty might allow some un-
SA : Special Attacks common spells to be treated as common spells .
SD : Special Defenses Generalist mages can research uncommon
SW: Special Weaknesses spells using the normal research rules .
MR : Magic Resistance A player character cannot start with an un-
SZ. Size common spell or learn it in the course of normal
ML : Morale level advancement (unless, perhaps, a wizardly
AL : Alignment mentor knows it) . Such spells enter play when
found on a magical scroll or in a spellbook, or
when developed as a result of research . In the
average AD&D campaign, finding a new
common or uncommon spell is a little more
5 82
common that a fighter class character finding a only as a result of campaign-specific condi-
+1 magical sword . Some uncommon spells may tions . Generalist mage research of rare magics
be restricted (see Restricted Spells) . has a base -15% penalty to the "Chance to
Learn" and research success rolls, unless the
Rare Spell : Rare spells are specialized or character has access to some sort of knowledge
hidden magic, such as those introduced in mod- or resource that would offset this .
ules or accessories . Besides spells that are just Certain campaign-specific or storyline con-
less well known, two special types of rare spells ditions might allow rare spell research at
exist : 1) Spells known by a specific nonhuman common spell chances . For example, if a human
race (like elven spells from the Complete Book wizard's reward for an adventure on behalf of
of Elves) ; and 2) Spells of a specialty or cam- the elves is an elven spell, the DM may choose
paign-specific group that is not given in the to waive some or all of the "Chance to Learn"
Player's Handbook (like the spells of the Red roll, the research cost, and/or the research suc-
Wizards of Thay, the spells from the Complete cess roll (time requirements should not be
Necromancer 's Handbook, or spells of a wizard waived under any circumstances) .
who specializes in Elemental Fire magic) . Rare
spells are likely to be restricted (see Restricted Very Rare Spell : Spells that appear only in
Spells) . magazine articles, or are otherwise variant
As noted in the Player's Handbook, a special- should be classified as very rare . The DM
ist has bonuses to the "Chance to Learn" and should closely control very rare spells . For ex-
spell research rolls within that specialty. The ample, they might be available only in a single
specialist treats the spells of the specialty as special book or tome in which they were
common, unless other factors apply (an en- recorded . Many very rare spells are also re-
chantment/charm spell known only to dragons stricted (see Restricted Spells) .
is still considered rare for a wizard specializing A DM who allows the spell to be researched
in enchantment/charm magic .) at all rolls for the success of the research se-
Player characters have access to rare magics cretly and announces the result to the player. At
RED STEEL
RAVENLOFT Swashbuckling SPELLJAMMER
Gothic Fantasy Setting Fantasy Setting Savage Lands' Setting Fantasy Space Setting
' Although there is no specific setting for savage spellcasters, many worlds have areas from which these might come. This icon marks spells particularly
suited to an outland "savage" wizard or witch-doctor.
J 583
the DM's option, the standard "Chance to Restricted Spell : A restricted spell is barred to
Learn" might be reduced by up to 50% and the generalists (that is, the mage class), and to all
research success chances halved, or even quar- other wizards except those specifically allowed
tered . in the spell description or by the DM . Option-
Classifying a spell as very rare is one way for ally, an independently researched spell that
a DM to handle an experimental spell that is too matches the effects of a restricted spell might be
powerful or one that encroaches too much on possible, but at no less than two levels above the
the class abilities of nonwizards . It is also pos- listed level .
sible, over time, for a spell devised by a player
character to become rare, uncommon, or even
common . Magic in the Worlds
Unique Spell : This spell is known only to its Elemental magic in the traditional
original creator and is intrinsic to the creator's FORGOTTEN REALMS, WORLD OF GREYHAWK,
campaign function . Some spells of this type DRAGONLANCE, and MYSTARA settings is based
might be available only to a character holding a on air, earth, fire, and water This varies in other
certain position or office . Most unique spells settings : In the oriental setting, air, earth, fire,
are of the 6th spell level or higher ; the creator is and water are joined by a fifth element, wood,
nearly always of 12th level or higher . Such and wizards are called wu jen . In the AL-QADIM
spells are marked with a double dagger () . setting, the four basic elements are traditional,
If a unique spell can be learned at all, it can but are called the Provinces of Flame, Sand,
be learned only from its creator (or in very rare Sea, and Wind . Also, a special type of wizard
circumstances, from the creator's writings) . here, the shai'ir, receives spells on demand
Merely having a spellbook or scroll is not suffi- from small elemental genies known as gen . In
cient, though these might count as part of the the Maztica setting, special craft magics exist,
creator's "writings ." The Simbul's spell trigger called pluma (feather) and hishna (animal)
is a unique spell . magic . In the sword-and-sandal DARK SUN set-
The acquisition of a unique spell or the cre- ting, spellcasters are preservers or deft lens, de-
ation of one by a player character is a major pending on whether or not their magic drains
campaign event, similar in campaign impact to the living energy of that world . Here, psionics
the completion of an epic high-level quest, the are as important as magic . In the BIRTHRIGHT
opening of a fixed interplanar gate, the found- setting, bloodline abilities augment normal
ing of a barony, the destruction of an artifact, magics ; scions of evil bloodlines are called
and so on . awnsheglien, and those of heroic bloodlines are
called ensheglien . In the SPELLJAMMING setting,
Abbreviations referring to Source Material flying ships are propelled by spellcasters using
PHB = ADVANCED DUNGEONS & DRAGONS magical power sources called major helms and
Player's Handbook minor helms . In the swashbuckling RED STEEL
DMG = ADVANCED DUNGEONS & DRAGONS setting, latent magical abilities called legacies
DUNGEON MASTER Guide result in baneful mutations (the Red Curse)
PO:SM = Player's Option : Spells & Magic unless controlled by exposure to the rare ore
WoG = WORLD OF GREYHAWK Setting cinnabryl. The depletion of this ore is cause for
concern . In the RAVENLOFT setting, the Demi-
plane of Dread, gothic horror in form of Dark
Other Definitions Lords, each a godlike power trapped in a private
domain, keeps adventurers on the run, looking
Lost Spell : Rarely, a spell is mentioned for for a way out and making special fear, horror,
which no 2nd Edition detail exists (including a and Ravenloft powers checks . The PLANESCAPE
few spells deliberately withdrawn from the setting presents new settings from the inner (El-
system) . No details are given for these other emental) Planes to the Outer Planes, where the
than the spell name . They are "lost knowledge," gods live . Casting magic here requires special
included only to confirm their one-time exis- spell keys, and the denizens are divided into fac-
tence for the curious . tions along alignment lines .
584
Monster Summoning II
Monster Summoning I
Land Aquatic, Salt
1 Ant, giant I Barracuda (1 HD)
2 Bat, huge 2 Lamprey, common
3 Beetle, fire 3 Merman
4 Bullywug 4 Otter, sea
5 Goblin 5 Piranha (3d4)
6 Hobgoblin 6 Urchin, black
7 Jermlaine (3d4)
8 Kobold (3d4) Aquatic, Fresh
9 Leech, giant (1 HD) 1 Frog, giant (1 HD)
10 Muckdweller 2 Koalinth (hobgoblin)
11 Orc 3 Lamprey, common
12 Rat, giant (3d4) 4 Nixie (3d4)
5 Otter, common
6 Piranha (3d4)
585
Monster Summoning III
Monster Summoning II
Land Aquatic, Salt
1 Beetle, bombardier 1 Barracuda (2 HD)
2 Centipede, giant 2 Dolphin
3 Frog, giant or killer 3 Locathah
4 Gnoll or flind 4 Ray, ixitxachitl
5 Lamprey, land 5 Ray, sting
6 Lizard man 6 Sea horse
7 Mongrelmen (2 HD) 7 Seawolf, lesser
8 Mudmen 8 Urchin, green
9 Spider, large
10 Stirge Aquatic, Fresh
11 Toad, giant 1 Eel, electric
12 Troglodyte (1 d6) 2 Frog, giant (2 HD)
3 Kuo-toa
4 Leech, giant (2 HD)
5 Lizard man
6 Piranha, giant
J
586
Monster Summoning V
Level : 6 Level : 7
Range : Special Range : Special
Components : V, S, M Components : V, S, M
Casting Time : 6 Casting Time : 6
Duration : 5 rds . + I rd ./level Duration : 6 rds . + I rd ./level
Area of Effect : 60-yd . radius Area of Effect : 70-yd . radius
Saving Throw : None Saving Throw : None
This spell is much like the 3rd-level spell mon- This spell is much like the 3rd-level monster
ster summoning I, except that this spell summons summoning I spell, except that this spell sum-
1d3 4th-level monsters . These appear within the mons I d3 5th-level monsters . These appear
spell's area of effect and attack the caster's oppo- within the spell's area of effect and attack the
nents, until he commands them to cease, the spell caster's opponents until either he commands
duration expires, or the monsters are slain . These them to cease, the spell duration expires, or the
creatures do not check morale ; they vanish when monsters are slain . These creatures do not check
slain . If no opponent exists to fight, summoned morale, and they vanish when slain . If no oppo-
monsters can, if the wizard can communicate nent exists to fight, summoned monsters can, if
with them, and if they are physically capable, per- the wizard can communicate with them and if
form other services for the summoning wizard . they are physically capable, perform other ser-
The material components of this spell are a vices for the summoning wizard .
tiny bag and a small (not necessarily lit) candle . The material components of this spell are a
Notes : Common spell (PHB) . tiny bag and a small (not necessarily lit) candle .
Notes : Common spell (PHB) .
Monster Summoning IV
Land Aquatic, Salt
1 Ankheg (5-6 HD) I Hippocampus
2 Ape, carnivorous 2 Kapoacinth (gargoyle
3 Banderlog 3 Lobster, giant (crayfish)
4 Ettercap 4 Merrow (ogre)
5 Gargoyle 5 Otter, giant
6 Ghast 6 Shark (3-4 HD)
7 Hellhound 7 Triton
8 Huecuva 8 Urchin, yellow
9 Hydra, 5 heads
10 Lyc., werewolf Aquatic, Fresh
11 Ogre I Beetle, giant water
12 Ooze, gray 2 Crayfish, giant
13 Owlbear 3 Kapoacinth (gargoyle)
14 Scorpion, huge 4 Kelpie
15 Snake, giant const . 5 Merrow (ogre)
16 Toad, poisonous 6 Otter, giant
17 Toad, fire 7 Pike, giant
18 Wasp, giant 8 Spider, giant water
19 Wolf, worg
20 Yeti
J
587
, Monster Summoning VI
Monster Summoning V
Land Aquatic, Salt
1 Ankheg (7-8 HD) 1 Crocodile, giant
2 Cockatrice 2 Lamprey, sea
3 Displacer beast 3 Scrag (troll)
4 Doppleganger 4 Sea lion
5 Hornet, giant 5 Selkie
6 Hydra, 7 heads 6 Shark (5-6 HD)
7 Hydra, 5 heads, cryo- or pyro- 7 Spider, giant marine
8 Leucrotta 8 Water weird
9 Lizard, subterranean 9 Urchin, Silver
10 Lyc., wereboar 0 Roll again with 1d8
11 Margoyle
12 Minotaur
13 Ochre jelly
14 Rust monster
15 Slithering tracker
16 Snake, giant, pois . or spitting
17 Spider, giant
18 Giantkin, verbeeg
19 Wolf, winter
20 Zombie, Juju
Level : 8 Level : 9
Range : Special Range : Special
Components : V, S, M Components : V, S, M
Casting Time : 8 Casting Time : 9
Duration : 7 rds . + 1 rd ./level Duration : 8 rds . + 1 rd ./level
Area of Effect : 80-yd . radius Area of Effect : 90-yd. radius
Saving Throw : None Saving Throw : None
This spell is much like the 3rd-level spell mon- This spell is much like the 3rd-level spell mon-
ster summoning I, except that it summons 1d3 ster summoning I, except that this spell summons
6th-level monsters . These monsters appear in one or two 7th-level monsters that appear one
l d3 rounds within the spell's area of effect and round after the spell is cast, or one 8th-level
attack the caster's opponents, until either he com- monster that appears two rounds after the spell is
mands them to cease, the spell duration expires, cast .
or the monsters are slain . These creatures do not Notes : Common spell (PHB) .
check morale, and they vanish when slain . If no
opponent exists to fight, summoned monsters
can, if the wizard can communicate with them, Note : The 8th-level monsters that can be
and if they are physically capable, perform other summoned by the monster summoning VII
services for the summoning wizard . spell are listed on page 590.
The material components of this spell are a
tiny bag and a small (not necessarily lit) candle .
Notes : Common spell (PHB) .
588
Monster Summoning VII
Monster Summoning VI
Land Aquatic, Salt
1 Basilisk 1 Eel, marine
2 Beetle, stag 2 Narwhal
3 Carrion crawler 3 Octopus
4 Dracolisk 4 Seawolf, greater
5 Drider 5 Shark (7-8 HD)
6 Griffon 6 Snake, giant sea (8 HD)
7 Hydra, 8 heads
8 Lizard, minotaur Aquatic, Fresh
9 Lyc, weretiger 1 Eel, marine
10 Manticore 2 Gar, giant
11 Ogre mane 3 Octopus
12 Otyugh 4 Seawolf, greater
13 Pyrolisk 5 Snake, giant sea (8 HD)
14 Salamander 6 Vodyanoi (8 HD)
15 Spider, phase
16 Troll
17 Wolfwere
18 Wraith
19 Wyvern
20 Yuan-ti, halfbreed
589
Moon Rune
* This creature is 10% likely to become free-willed if ordered to act against its nature or inclinations .
590
Moonglow
Level : 1
Range : 10 ft./level
59 1
Moonglow Symbol
5 92
Mordenkainen's Encompassing Vision
Mordenkainen's Defense Against possibly lose all their magical properties when
Nonmagical Reptiles and Amphibians the Mordenkainen s disjunction spell is cast. The
(Abjuration) caster also has a 1% chance per level of destroy-
ing an antimagic shell . If the shell survives the
Level : 3 disjunction, no items within it are disjoined .
Range : Touch Note : Destroying artifacts is a dangerous busi-
Components : V, S, M ness, and 95% likely to attract the attention of
some powerful being who has an interest or con-
Casting Time : 3
Duration : 5 rds ./level nection with the device . Additionally, if an arti-
Area of Effect : Creature touched fact is destroyed, the casting wizard must roll a
Saving Throw : None successful saving throw vs . spell with a -4
penalty or permanently lose all spellcasting abil-
A creature protected by this spell gains an ad- ities .
vantage in combat with nonmagical reptiles or Notes : Common or uncommon spell (PHB) .
amphibians, including snakes, dinosaurs, frogs,
and giant-sized species of such animals . Dragons Mordenkainen's Electric Arc
are excluded from the spell's effect, as are other (Evocation)
creatures with unnatural abilities . All affected
animals have a -2 penalty to hit the protected Level : 4
creature, and the creature gains a +4 bonus to Range : 5 yds ./level
saving throws against reptile or amphibian Components : V, S, M
venom. Casting Time : 4
The material components are a bit of snake Duration : Instantaneous
skin and a dried frog's leg placed in a pouch of Area of Effect : Special
hardened leather . Saving Throw : 1/2
Notes : Uncommon or rare spell (WoG) .
This spell causes one or more small flashes of
Mordenkainen's Disjunction lightning to erupt from the caster's fingertips and
(Alteration, Enchantment) strike one or more opponents . One arc of light-
ning will be evoked for every three full levels of
Level : 9 the caster. Each electric arc inflicts l d6 points of
Range : 0 damage, plus one point per level of the caster to a
Components : V maximum bonus of +10 per arc . A saving throw
Casting Time : 9 vs . spell reduces damage by one half. The spell is
Duration : Instantaneous most effective when each electric arc is directed
Area of Effect : 30-ft . radius at a separate opponent . Only one arc can strike a
Saving Throw : Special target per combat round ; others striking the same
target have no further effect .
When this spell is cast, all magic and magical The material components for the spell are a bit
items within the radius of the spell, except those of fur and a glass rod.
on the person of or being touched by the spell- Notes : Uncommon or rare spell (WoG) .
caster, are disjoined. That is, spells being cast are
separated into their individual components (usu- Mordenkainen's Encompassing Vision
ally spoiling the effect as a dispel magic spell (Alteration)
does), and permanent and enchanted magical
items must successfully save (vs . spell if actually Level : 2
cast on a creature, or vs . a dispel magic spell oth- Range : Touch
erwise) or be turned into normal items . Even ar- Components : V, S, M
tifacts and relics are subject to Mordenkainen ' Casting Time : 1 rd.
disjunction, though there is only a 1 % chance per Duration : 1 hr./level
caster experience level of affecting such power- Area of Effect : Creature touched
ful items . Thus, all potions, scrolls, rings, rods, Saving Throw : None
miscellaneous magical items, artifacts and relics,
arms and armor, swords, and miscellaneous This spell grants a creature a full 360 degrees of
weapons within 30 feet of the spellcaster can vision, so the creature can see to the sides and rear
593
Mordenkainen's Faithful Hound
594
Mordenkainen's Force Missiles
595
Mordenkainen's Involuntary Wizardry
magic missile spell . The target must be seen or spell itself has no material component, any com-
otherwise detected . ponent for the involuntarily cast spell is ex-
The wizard creates one missile at 7th level, pended from the person of the subject. Likewise,
and an additional missile at every third level after any casting penalty (such as the temporary Con-
7th-in other words, two missiles at 10th level, stitution loss for an identify spell) is visited upon
three at 13th, four at 16th, and so on, to a maxi- the subject .
mum of seven missiles at 25th level . Notes : Rare or very rare spell . (Updated from
Each missile inflicts 2d4 points of impact DRAGON Magazine .)
damage upon the target creature, and then bursts
in a concussive blast that inflicts 1 point of Mordenkainen's Lucubration
damage per level of the caster to all within in a 3- (Alteration)
foot radius . For example, a 12th-level wizard (Mentalism)
could conjure two force missiles, each of which
strikes for 2d4+12 damage . A target creature that Level : 6
makes a successful saving throw vs . spell negates Range : 0
the concussion damage, but the impact of the Components : V, S
missile itself allows no saving throw. Casting Time : 1
As with the magic missile spell, the force mis- Duration : Instantaneous
siles can be directed at as many or as few targets Area of Effect : The caster
as the caster likes . The missiles can damage or Saving Throw : None
destroy inanimate objects, especially fragile or
delicate items . Such items must make a success- By use of this spell, the wizard is able to in-
ful saving throw vs . crushing blow or be shat- stantly recall any 1st- through 5th-level spell he
tered . Sturdy objects, such as thick stonework, has used during the past 24 hours . The spell must
are unlikely to be affected . have been memorized and actually used during
Notes : Uncommon or rare spell (PO:SM) . that time period . Mordenkainen's lucubration
allows the recovery of only one spell . If the re-
Mordenkainen's Involuntary Wizardry called spell requires material components, these
(Enchantment/Charm, Necromancy) must be provided by the caster ; the recovered
(Mentalism) spell is not usable until the material components
are available .
Level : 5 Notes : Common or uncommon spell (PHB) .
Range : 60 yds . + 10 yds ./level
Components : V, S Mordenkainen's Magnificent Mansion
Casting Time : 5 (Alteration, Conjuration)
Duration : Instantaneous (Dimension)
Area of Effect : I spellcaster
Saving Throw : Special Level : 7
Range : 10 yds .
This spell forces a single, randomly-chosen Components : V, S, M
wizard spell from the mind of another spellcaster. Casting Time : 7 rds .
If the subject can't cast wizard spells, then the in- Duration: 1 hr./level
voluntary wizardry is wasted. Otherwise, the sub- Area of Effect : 300 sq . ft ./level
ject receives a saving throw vs . spell with a -3 Saving Throw : None
penalty ; if this succeeds, the involuntary wizardry
spell is wasted without effect. The involuntarily By means of this spell, the wizard conjures up an
cast spell is centered on and takes full normal extradimensional dwelling, entrance to which can
effect on the subject; if the spell would do no harm be gained only at a single point of space on the plane
to the subject, then the subject suffers one point of from which the spell was cast. From the entry point,
damage per spell level (for instance, detect invisi- those creatures observing the area see only a faint
bility, a 2nd-level spell, inflicts two points of shimmering in the air, in an area 4 feet wide and 8
damage) . The involuntarily cast spell is expended . feet high . The caster of the spell controls entry to the
The subject receives any saving throw normally al- mansion, and the portal is shut and made invisible
lowed against that spell's effect . behind him when he enters. He can open it again
While Mordenkainen 's involuntary wizardry from his own side at will . Once observers have
596
Mordenkainen's Penultimate Cogitation
5 97
Mordenkainen's Private Sanctum
598
Morphail's Unholy Blessing
5 99
6 00
Move Earth
60 1
Move Object - Old Empire
The material components for this spell are a be pulled from its sheath if not secured, the
mixture of soils (clay, loam, sand) in a small bag caster cannot unbuckle a belt . A wizard can use
and an iron blade . this spell to push or pull levers from a safe dis-
Note : This spell does not violently break the tance. This spell cannot be used to animate and
surface of the ground. Instead, it creates wavelike attack with weapons from a distance .
crests and troughs, with the earth reacting with Notes : Uncommon spell . As a FORGOTTEN
glacierlike fluidity until the desired result is REALMS Old Empire spell, initial exposure re-
achieved . Trees, structures, rock formations, etc . quires a mentor or a read Southern magic spell .
are relatively unaffected, save for changes in ele- Optionally, the spell can be made available to
vation and relative topography . mentalist specialists .
Notes : Common spell (PHB) .
Move Sand
Move Object - Old Empire (Evocation)
(Alteration) (Province: Sand)
(Mentalism)
Level : 1
Level : 2 Range : 30 yds .
Range : 10 yds . Components : V, S, M
Components : S Casting Time : 1
Casting Time : 2 Duration : 2 rds . or less
Duration : Special Area of Effect : 3-ft . cube/level
Area of Effect : 1 object Saving Throw : Special
Saving Throw : None
This magic allows the caster to direct the
This spell enables the caster to point to a movement of sand in a localized area-even
single small object and move it . The wizard can against the forces of wind, gravity, and spells that
move an object weighing up to two pounds per are 2nd level or lower. Control is by sheer will
level to a maximum of 20 pounds . Complex and expressive gesture ; the caster does not have
movements are not possible : While a dagger can to touch the sand directly, but must be able to see
J 6 02
Multi-Lock
it during the spellcasting . In all cases, movement tices, the long-dead half-elf sorceress for whom
of the sand is slow and obvious . it is named, this spell allows the caster to per-
This spell only functions in areas with a large ceive a mental picture of four lights in darkness :
amount of loose sand or dry earth, such as a one light is the caster, two others are known
desert, beach, or windswept barren . All or part of places the caster has visited at some previous
the loose sand in the area can be moved (within time (specified during casting), and the third is a
limits of the spell) . Move sand does nothing in chosen being .
areas of solid rock, abundant plant life, or great Viewing this mental map gives the caster a
moisture ; these cause the spell to fail . rough idea of the location of a being she seeks,
Move sand can prevent sand from blowing or and his or her direction and distance from the
drifting into a designated area, or help the caster caster. If the being happens to be at one of the
dig out an area that has been covered . It serves chosen locations, the spell confirms this and
equally well in the careful removal of sand from gives a greater indication of the subject's where-
buried objects (even the living) . The spell also abouts : A hazy mental picture shows if the being
can serve to create a drift that temporarily blocks is indoors or outdoors, above or below ground
an enemy's view. level, and moving or stationary.
In certain situations, move sand can be used to The spell can find any creature on the same
trigger a slide of sand from atop a dune, or to plane as the caster, except a being using nonde-
protect individuals caught in such a sandslide . To tection and like magics (Rary 's protection from
determine success, roll l d20 and note the result . scrying, Mordenkainen ' private sanctum, etc .)
Then roll I d8 and add the caster's level to deter- or psionic means of concealment .
mine a second result . If the second result is Notes : Rare or very rare in the FORGOTTEN
higher, the caster succeeds in triggering the sand- REALMS setting ; virtually unknown elsewhere .
slide . Otherwise the sand moves (or fails to
move) normally. Multi-Lock
If this spell is used to deliberately lift sand or (Alteration)
dust that is stable or at rest in calm conditions, it
can create a cloud that obscures an enemy's Level : 6
vision . The cloud remains airborne for one Range : 10 yds ./level
round, and measures up to 20 feet by 10 feet Components : V, S
across, by 5 feet deep . All missile attacks Casting Time : 1
through such a cloud suffer a -1 attack penalty . A Duration : Permanent
saving throw bonus of +1 is allowed against at- Area of Effect : Special
tacks that can be dodged (cf., Dexterity bonus) ; Saving Throw : None
an example is lightning bolt .
The material component is a handful of sand . This spell seals an enclosed area : all closing
Notes : Common for spellcasters from an ara- and shuttering devices such as doors, windows,
bian setting ; otherwise very rare . gates, sliding panels, and similar barriers to entry
or egress instantly slam shut and wizard lock.
Mug, Bugman's The area must be closable along its perimeter : a
See Bugman's mug . room, a shuttered pavilion, a hallway of doors,
and so on . The spell has sufficient force to dis-
Muirara's Map lodge iron spikes and stone or timber props, and
(Divination) can send creatures of up to Huge size sprawling .
(Geometry) The maximum volume that can be covered by
a multi-lock is a cube 40 feet per side . The cube
Level : 5 increases by 10 feet per caster level above 12th,
Range : 0 so a 13th-level wizard affects a 50-foot cube, a
Components : V, S 14th-level wizard affects a 60-foot cube, and so
Casting Time : 2 rds . on . No closures beyond the immediate area to be
Duration : I rd . sealed will shut, regardless of the maximum area
Area of Effect : Special of effect .
Saving Throw : None Notes : Very rare spell . (Updated from
POLYHEDRON Newszine .)
Developed by one of Sylune's favorite appren-
603
Multiple Mouths, Elminster's
Duration : 1 rd ./level
Multiple Mouths, Elminster's
Area of Effect : The caster
See Elminster's multiple mouths . Saving Throw : Neg .
Mummy Creation - Old Empire Upon casting this spell the wizard is empow-
(Necromancy) ered to inflict the mummy rotting disease on
Level : 5 others by touch for the duration of the spell .
Range : 50 yds . Against an actively resisting creature, this re-
Components : V, S, M quires a successful attack roll .
Casting Time : 5 Mummy rot causes the flesh of the victim to
Duration : 1 turn/level putrefy and decay . This causes a loss of 2 points
Area of Effect : 1 mummy/4 levels of Charisma per month and is fatal in 1-6
Saving Throw : None months if untreated . Mummy rot can be cured by
cure disease and more powerful magics that du-
With this spell, the wizard can animate up to
plicate its effect . While under the effects of
one corpse per four levels of experience (all frac-
mummy rot, the victim cannot benefit from cure
tions are rounded down) . The corpses must be
wound spells of any type . Natural healing takes
properly prepared : Each requires an embalming
place at 10% of the normal rate .
fluid that costs 1,400 gp and each body must be The spell does not change the caster's appear-
properly wrapped and prepared, which requires
ance or affect other abilities . The mummy touch
six full hours each . affects everyone the caster touches, save himself,
When activated by this spell, these corpses
for the duration of the spell . The caster can, if de-
have all of the abilities, including hit points, of
sired, end the spell prematurely .
mummies (see the MONSTROUS MANUAL) . When Undead are immune to the effects of mummy
the spell has run its course, or when the mum-
touch, as are other creatures that would not nor-
mies are destroyed, the corpses crumble to dust .
mally be affected by the attack of a mummy
Usually only the bodies of slave-servitors are
(such as iron golems) . Mummy touch cannot be
treated in this fashion . granted to another individual . The disease func-
The material component is mummy dust .
tions only by direct touch-it cannot be used to
Notes : Uncommon spell . As a FORGOTTEN
poison food or drink .
REALMS Old Empire spell, initial exposure re-
The material components of this spell are a
quires a mentor or a read Southern magic spell . pinch of mummy dust and a drop of blood .
Notes : Uncommon for necromancers ; other-
Mummy Production wise very rare . In the FORGOTTEN REALMS set-
A variation of the 5th-level mummy creation ting, it is known to be in the tome, Tidings of
known to a specialized type of necromancer Conflict and Woe.
known as a Deathmaster. It is the same except that
only one mummy is created, it must be activated
with a word within 24 hours of the casting, and the Murderous Mist, Merald's
mummy can be deactivated only by its destruction . See Merald's murderous mist .
The mummy is under the control of the caster, but
has a chance to become free-willed (treat as a Murdock's Feathery Flyer
controlled undead, see control undead) . (Alteration)
(Air)
Mummy Rot Level : I
Aka mummy touch . The various treatments of Range : 0
this effect have been combined into a single "of- Components : V, S, M
ficial " version of the spell. Casting Time : I
Duration : I rd ./level
Mummy Touch Area of Effect : The caster
(Necromancy)
Saving Throw : None '
Level : 3 Upon casting this spell, a feathery membrane
Range : 0 grows under the wizard's arms, extending along
Components : V, S, M his sides to his feet . The membrane appears to
Casting Time : 3 merge with the caster's skin and clothing .
6 04
Murmuring Masses
If the caster spreads his arms and jumps from Murlynd's Void
a height, he can glide through the air. For each (Alteration, Conjuration)
foot of elevation, the wizard can glide five feet (Dimension)
horizontally. Thus, a wizard jumping from a
10-foot wall could glide up to 50 feet . Gliding Level : 6
characters have a movement rate of 12 and Ma- Range : 30 yds .
neuverability Class E . Components : V, S, M
A wizard attempting to carry more than his Casting Time : 6
normal weight allowance plummets to the earth Duration : 1 rd ./level
upon takeoff. Area of Effect : 1 ft ./level diameter
When the spell expires, the feathers instantly Saving Throw : Special
disappear. If the wizard is airborne, he immedi-
ately plummets toward the ground . Murlynd's void creates a gaping black hole in
The material component is an eagle's feather . some surface within spell range-floor, ceiling,
Notes : Uncommon or rare spell (ToM) . wall, ground, etc . The opening lasts for as many
rounds as the caster has levels of experience . The
Murlynd's Ogre void is a vacuum, like the gate to another place
(Conjuration/Summoning) (extra-dimensional non-space) . Small light items
(Alchemy) (such as paper, leaves, and other items of less
than 1/4-pound weight) within a 100-foot radius
Level : 4 of the void will whirl up into the air in a vortex,
Range : 30 yds . disappearing into the pitch black opening . Small
Components : V, S, M fires within 10 feet of the void edge are extin-
Casting Time : 4 guished as the air is drawn into the vacuum . In
Duration : Special tightly closed areas of under about 20,000 cubic
Area of Effect : Creates 1 ogre feet (under 30 x 30 x 25 feet), the atmosphere is
Saving Throw : Special thinned such that breathing is impossible for the
void's duration and for one turn after it disap-
When the spellcaster brings this dweomer into pears, unless ventilation is somehow established .
play, a hissing veil of odd colored vapors shoots Creatures immediately above the opening cre-
upward . From behind this screen of clashing, ated by the casting of the spell must save vs . spell
misty smoke steps an ogre-like creature of ob- or be lost in the non-space until they are some-
scene bulk and hideous visage . All creatures of 4 how rescued, find a way out, or die . Those within
or fewer Hit Dice or levels of experience will flee 3 feet of its edge, or its surface (if on a wall, ceil-
for I d4 rounds and spend a like period recover- ing or otherwise not underfoot) must make a suc-
ing from trembling . They must successfully save cessful saving throw vs . paralyzation, or likewise
vs . spell before having sufficient courage to be drawn in and be lost . Successful magic resis-
return . Creatures of 4+ Hit Dice (5th level or tance withstands the spell effect .
greater) receive an immediate saving throw vs . The spell components are a hollow sphere of
spell to avoid the fear reaction noted above ; black glass and a strip of paper given a half-twist
those of 8+ Hit Dice or 8th level save at a +4 and glued together at the ends .
bonus . Notes : Rare or very rare spell (WoG) .
While it appears fearsome, the ogre is but a
wraith-like creature with no form or substance . It Murmuring Masses
inflicts but 1d4 points of damage when it attacks (Illusion/Phantasm)
(as an ogre) . Although it can be struck only by (Mentalism)
magical weapons, it is destroyed by a mere six
points of damage . Level : 2
The material components for this spell are any Range : 30 yds .
bit of ogre (hair, nail pairing, etc .) and a piece of Components : V, S, M
horsehide . Casting Time : 2
Notes : Rare or very rare spell (WoG) . Duration : 1 rd./level + l d6 rds .
Area of Effect : 10-ft . cube/level
Saving Throw: None
60 5
Music Box, Darsson's
When this spell is cast, the wizard creates an After all is prepared, the caster activates the spell
illusionary crowd of mentally murmuring voices . merely by speaking the final word and breaking
Any psionic creature in, or attempting to access, the finger bone . After the initial casting, the
the area of effect (with contact, attack, clairaudi- caster need not keep this spell in memory ; pos-
ence, etc .) suffers a -4 to all psionic power scores session of the ring and bone is sufficient to call
due to the "crowd noise ." upon this spell .
The casting requires a fragile, fine stemmed This is the spell that most wizards claim My-
glass (25 gp) containing a small fruit or veg- contil used in his climatic battle against the
etable . The glass must be raised as if in a toast. Dambraii . The spell was claimed by Ramael, and
The glass is not consumed in the casting, but the is one of the chief arguments his foes used to dis-
caster must eat the garnish to complete the spell . credit him .
Notes : Very rare spell . (Updated from For obvious reasons, this spell is not used fre-
POLYHEDRON Newszine .) quently. In the history of Halruaa, only Mycontil
is thought to have cast this spell .
Music Box, Darsson's Notes : Very rare in the FORGOTTEN REALMS
setting, best known in Halruaa, the Shining
See Darsson's music box .
South ; virtually unknown elsewhere .
Mycontil's Last Resort
(Alteration, Evocation)
Level : 9
Range : 5 yds ./level
Components : V, S, M
Casting Time : 1 (see below)
Duration : Instantaneous
Area of Effect : 30-ft . radius
Saving Throw : Special
606
A wizard who unleashes Mylsibis's arcane less of attack form, and take damage only from
contention enters a magical duel of extreme effi- the opposing champion .
cacy and catastrophic effect with another wizard . The champion monsters do battle under the di-
The arcane contention creates twin phantasmal rection of the controlling wizards . All movement,
creatures of awesome size (which seem real to all attack rolls, damage rolls, saving throws, etc ., are
others), controlled by the participating wizards . made exactly as they would be in a normal battle .
The challenge is issued when one wizard casts Players should keep track of how many points of
this spell, initiating a complex series of formal damage their monsters take in combat.
responses . The challenge can be issued to any During the battle, each wizard must maintain
wizard within range, regardless of intervening concentration, or lose control of his champion
barriers of any type . The spell fails if a specialist during the interruption . An "uncontrolled" cham-
mage is challenged . pion can attack only physically (no spell use) . Nei-
If the challenge is accepted, the challenged ther champion can use spells or physical
wizard is immediately compelled to cast at least movement to leave the battlefield ; neither can
10 spell levels of spells or his own arcane con- willingly move out of sight of the opposing cham-
tention spell . These spells are absorbed to power pion or either of the controlling wizards . The
the contention ; none of their normal effects man- battle ends when one champion is slain by the
ifest in any way. When the challenged wizard's other.
casting is complete, the arcane contention proper The wizards can affect their champions during
is joined . the contention in the following ways :
A challenged wizard who does not wish to Expend Hit Points : The wizard can transfer
meet the challenger must make a saving throw vs . his own hit points directly into his champion
spell to avoid being drawn into the contention . on a one-for-one basis ; this includes hit
wizards of less than 12th level automatically points received from magical healing . (Note :
make their saving throws against the spell if they The heal spell and other methods of restoring
so choose . Failure to save draws in the challenged all hit points at once will not restore any hit
wizard and the required spells must be cast . points during the arcane contention .)
Once the arcane contention proper begins, Expend Ability Score Points : The wizard can
both wizards become immobile and absolutely increase the damage done by any attack of
vulnerable . Typically, each wizard will be in his champion at a rate of 1 point per point of
friendly territory or have magical defenses pre- any ability score expended (Strength, Intelli-
pared. Each wizard chooses a monster type to gence, etc .) . No score can be reduced below
represent him in the battle . Any monster can be zero ; if any score is at zero at the end of the
chosen, as long as it is one the wizard has studied battle, the wizard dies . Expended ability
in detail . The monster need not be of the wizard's score points return at the rate of 1 point per
alignment, but it cannot be a unique being or a ability below normal for every two rounds .
specific individual . Expend Magical Item Charges : The wizard
Once both wizards have selected a "champion can expending charges from his magical
monster," the apparently real champions form at items . Each charge can either add 1 to the
10 times the creatures' normal size (this affects champion's hit point total, or increase the
size, Hit Dice, and other applicable factors by a damage done in one attack by I hit point .
factor of 10 ; however, damage per attack is but Magical Healing : Any healing that the
three times normal) . Hit points are rolled for the wizard receives during the contention may
monsters, and 2 hit points are added to each optionally be applied to his champion, with
monster's total for each level of the controlling the exception of a heal spell .
wizard (an 18th-level wizard adds 36 points to Healing Limits : No more hit points can be
the champion monster) . added to a champion once it has received twice
Each champion monster is identical to the its original number of hit points .
stock from which it is envisioned, including spe-
cial abilities, special defenses, magic resistance, Example : A wizard with 56 hit points in-
Intelligence, immunities, and so on . In addition, creases the hit point total of his champion (cur-
the champion can cast spells as its controller, rently at 200 hit points) by 40 hit points . The
using the wizard's actual memorized spells, wizard's new total will be 16 hit points, and the
except Mylsibis's arcane contention . The magi- champion's new total will be 240. The wizard
cal champions damage only each other, regard- also has a Strength of 16 and a Constitution of
607
Mystic Rope - Witch
17 . If the champion monster is directed to cast a effective Strength of 19 . The rope can snake
fireball spell that would normally do 67 points upward, but cannot leap more than 10 feet, al-
damage, the wizard may opt to reduce both his though it can be thrown farther.
Strength and Constitution scores by 10 (to 6 and A . Climbing. The rope can move up walls or
7, respectively) and have the champion inflict 87 cliffs and secure and knot itself. If the height
points of damage (save for half) . Much later, the scaled is less than half the rope's length, it can
champion is severely wounded and has but 42 hit form a loop and hoist or lower weights up to 500
points remaining . The wizard drinks a potion of pounds each as ordered by the caster. Otherwise,
extra-healing and opts to use half of the 20 hit those using the rope must ascend or descend under
points he gains to heal himself, bringing his total their own power. The caster can order the rope to
up to 26 hit points, and the champion's hit point return after the obstacle has been bypassed.
total up to 52 . B) Entanglement. The rope can ensnare and
bind a foe . The caster can throw it up to 30 feet to
When the battle is concluded, both phantasms entangle a nearby enemy, or it can move and
vanish, and the losing wizard takes 10% of the attack as directed . The rope can entangle only
damage his champion suffered (no saving one creature each round (a successful saving
throw), and loses from memory all the spells his throw vs . spell avoids the attack) . The rope con-
champion cast during the battle . tinues to attack each round until the caster orders
The victor loses 5% of the damage his cham- otherwise . See the table for the total number of
pion suffered, but does not lose any spells from creatures that can be entangled at one time.
his memory (besides an expended Mylsibis Snared creatures can try to escape at the be-
arcane contention, of course) . The victor also ginning of each round . A successful bend bars
gains an experience points bonus equal to half roll is required-use the table if Strength is un-
the experience point value of the vanquished known . Escape is automatic if the rope is de-
wizard . stroyed . The rope cannot move a creature
Any enemies of the victor under 2 Hit Dice weighing 500 pounds or more, but can ensnare
who viewed the battle must make morale checks creatures that venture within reach of its remain-
or suffer the effect of afear spell, and those of 2+ ing length .
to 4 Hit Dice must make saving throws vs . spell The mystic rope is destroyed by a successful
or suffer from the effects of a scare spell . Those dispel magic spell, by the escape of a creature of
friendly to the victor gain a bonus of +1 to their Large size or greater, or by failing a saving throw
morale for the battle . against disintegration, magical fire, lightning, or
Notes : Very rare spell ; barred to specialists. acid (saving throw : 12) . Also, the rope can be de-
Known to be in Mylsibis's Codex of Contention . stroyed by 10 + 2d4 points of damage from slash-
(Updated from DRAGON Magazine .) ing weapons .
The material component is a miniature rope of
Mystic Rope -Witch braided hairs from the mane of a nightmare .
(Conjuration/Summoning) Notes: Restricted to witches and those trained
by them ; rare . Optionally available to artificers ;
(Artifice)
very rare.
Level : 3
Range : 100 yds . Creature Rope Escape Chance if
Components : V, S, M Size Required no Strength Score
Casting Time : 3 Tiny 1 ft . 1
Duration : 2 turns + 5 rds ./level Small 3 ft . 2%
Area of Effect : Creates I rope Man-sized 6 ft . 4%
Saving Throw : Special Large 20 ft . 16%
This spell creates a magical rope that obeys Huge 30 ft . 50%
the caster's verbal orders . The rope is 10 feet per Gargantuan 50 ft . 70%
caster level in length, up to a maximum of 100
feet, and appears in the caster's hand . The rope Mystic Shield - Phaerimm
has two principal uses : climbing and entangle- (Abjuration, Alteration)
ment . While the caster can switch freely between
these, the rope can perform only one function at Level: 8
a time . The rope has a movement rate of 9 and an Range : 0
608
Mystical Spy, Rastor's
609
610
Nautical Ironwood
the size of an eagle or a wolf) . If any such crea- random movement until it acquires a new target,
tures can be found within the area of effect, they continuing this cycle until it becomes stuck at a
immediately come forward to serve the caster . certain location, such as the top of a mast or at
The summoned creatures can be directed to the end of a yardarm (10% chance rolled each
fight on the caster's behalf for up to 3 rounds round after the first if the ball's current location
plus 1 round per caster level, or to perform one indicates the possibility), or the spell's duration
distinct mission or task of a noncombative ends .
nature, such as carrying a message or small A ball of lightning inflicts 1 point of damage
object . In this case, the summoned creatures per level of the spellcaster each time it touches a
obey the wizard's initial order to the best of living creature . It automatically strikes a living
their ability for up to three days . creature who is its initial target, provided the
While the wizard's allies are willing to enter target cannot outrun it ; if it acquires new targets
combat on his behalf, their morale is not en- after the first, it automatically strikes them if its
hanced in any way, and they refuse to attack movement and theirs could intersect in a given
creatures that they recognize as their natural round . If a ball stops a certain spot (for exam-
predators or groups of larger creatures . Even if ple, reaching a dead end at the end of a mast or
they choose to engage an enemy, the creatures spar), the lightning starts a small fire on a roll
rarely fight to the death . At the DM's discretion, of 5 or 6 on 1 d6 . Creatures at that same location
an animal or bird may be willing to feign an take 1 point of damage per level of the spell-
attack, causing confusion in creatures of animal caster each round they are in contact with the
intelligence or lower, and causing a -2 attack ball .
penalty to more intelligent monsters for as long Notes : Common for Sea mages, especially in
as the animals keep up their harassment . Refer the FORGOTTEN REALMS setting Sea of Fallen
to the MONSTROUS MANUAL Tome for details of Stars region ; otherwise very rare .
specific creatures (see Bird ; Mammal, Small ; or
Wolf).
Notes : Restricted to witches (common) and Special DM Note : When handling the
song mages (uncommon) . The DM may also nautical ball lightning effect, concentrate
allow characters of gypsy blood, Nature mages, on its flash and shimmer; don't try to map
or Savage mages access, as well . its course in excruciating detail . Run it as a
special effect with quicksilver speed and
Nautical Ball Lightning have it add to the usual chaos of a sea-fight .
(Conjuration)
Level : 4
Range : 60 yds . Nautical Ironwood
Components : V, S (Alteration)
Casting Time : 1 rd .
Duration : 1 rd./level Level : 3
Area of Effect : 1 ball/5 levels Range : Touch
Saving Throw : 1/2 Components : V, S, M
Casting Time : 6
This spell creates one ball of lightning for Duration : 1 hr. + 1 hr./level
every 5 levels of the caster. Each ball can be Area of Effect : 8 cu . ft . of wood/level
sent to a different target, and balls of lightning Saving Throw : None
are usually targeted at the members of a ship's
crew. A ball of lightning is 2 feet in diameter Nautical ironwood temporarily lends the
and flies through the air to strike its target at a strength of iron to the common wood used in a
movement rate of 24 . Once it impacts its target, ship. This spell is most often used to reinforce
whatever the target, it moves rapidly along the planking of a hull, and sometimes to brace
nearby surfaces in random directions : up masts, spars and masts . Although the wood gains in
along decks, down ladders, and so forth, at a strength, it becomes no more heavy . The 8-
movement rate of 12 . If it moves within 15 feet cubic-foot area of effect can protect an area of
of another living being, it "chases" that being the hull nearly 2 feet wide by 4 feet long . A 6th-
until it strikes this new target, and then begins level wizard, for instance, could make a 6-foot
611
Nchaser's Glowing Globe
Level : 3
Range : Touch
Components : V, S, M
Casting Time : 3
Duration : Permanent
Area of Effect : I glass globe
Saving Throw : None
6 12
Negative Plane Protection
Negate Turning
Lost spell . Reputed to be a 4th-level spell able
to negate the priestly ability to turn or com-
mand undead by multiple priests at once .
613
Nemicron's Transference
Nerve Dance
(Necromancy)
Level : 7
Range : 120 yds.
Components : V, S, M
Casting Time : 7
Duration : Concentration (3 rds . + 1 rd ./level
maximum)
Area of Effect: 1 to 3 creatures
Saving Throw : Special
614
Net - Hishna
Net
(Evocation)
(Alchemy)
Level : 2
Range : 5 yds./level
Casting Time : 2
Components : V, S, M
Duration : 5 rds ./level
Area of Effect : 10-ft . cube
Saving Throw : Neg .
615
Net of Stars
this case, and creatures of large mass hardly Creatures within the net can move normally,
notice strands .) Strong and huge creatures can though they cannot cast spells-the spell energy
break through 10 feet of netting per round . disrupts any forming dweomer. Beings inside
Furthermore, the strands of a net spell are the area of effect suffer 3d4 points of damage
flammable . A magical flaming sword can slash per round . Creatures who move into an existing
them away as easily as a hand brushes away net suffer an additional 2d6 points of damage on
cobwebs . Any fire-torch, flaming oil, flaming first contact . Exiting a net does not evoke this
sword, etc .-can set them alight and burn them flare up, but a being who probes into the net, is
away in a single round . All creatures within a harmed, withdraws, and then enters again suf-
flaming net suffer 2d4 points of damage from fers the 2d6 points of damage twice .
the flames, but those free of the strands are not The material components for a net of stars
harmed . are an eyelash from any mage who has success-
The material component of this spell is a bit fully cast a wild magic spell and a small pow-
of spider web . dered diamond, moonstone, or piece of rock
Notes : Restricted to practitioners of hishna crystal .
magic (the Maztica setting) ; common. Notes : Restricted to the Seven Sisters, their
apprentices, and select Harpers ; uncommon or
Net of Stars rare .
(Evocation)
Neutralize Components
Level : 8 (Alteration)
Range : 10 ft ./level
Components : V, S, M Level : 4
Casting Time : 8 Range : 10 yds .
Duration : 1 rd ./level Components : V, S, M
Area of Effect : Special Casting Time : 4
Saving Throw : None Duration : 1 d4 rds.
Area of Effect : 1 creature
This spell creates a whirling cluster of stars Saving Throw : Neg .
(twinkling motes of raw spell energy) that can
be wielded mentally by the caster to lash one This spell originally was developed as a joke
target repeatedly or directed to spin and dance by twin wizards wanting to confound one an-
rapidly about in an area, filling it with a net that other in their spellcasting contests . It does what
harms all creatures in its confines . the name implies-rendering all material com-
The lash of motes, which affects only one ponents carried by the subject useless for the
creature, is fan-shaped: 20 feet long, 40 feet duration-unless the subject makes a successful
across at its farthest edge, 2 feet wide at its saving throw vs . spell at -4 .
base, and about 6 feet thick . The caster cannot The spell affects only components the subject
work any other magic while wielding a net of is holding or carrying, not all potential compo-
stars as a lash . The lash causes 2d12 points of nents within his reach. For example, a wizard
damage each round ; the target creature is hit au- who memorized a web spell could reach into a
tomatically and receives no saving throw. If a corner for some cobwebs with which to cast his
second being moves to forcefully aid or shield spell . All components rendered inoperative
the first being, damage is divided equally be- glow faintly while the spell is in effect, so spell-
tween the two creatures (IM 12 each) . If three or casters can tell their components have been al-
more beings group tightly together, all of them tered if they care to check .
suffer 1 d8 points of damage per round . Damage The spell has no effect on the operation of
caused by the whirling stars is not considered scrolls, potions, or magical items, nor does it
fire damage . affect components carried within extra-dimen-
Once the net option is chosen, the spell be- sional containers, such as a bag of holding.
comes fixed in that area and cannot be wielded The material components of this spell are a
as a lash again . A stationary net continues to bit of spoiled meat and a shattered glass bead .
function without the caster's attention . The Notes : Very rare spell . (Updated from
caster is never harmed by her own net of stars . POLYHEDRON Newszine .)
The net fills a 40-foot x 40-foot volume .
616
Night's Jambiya
Neutralize Gas upon the person at any time, but it remains dor-
(Abjuration) mant until the person sleeps . The saving throw
(Air, Alchemy) is rolled secretly when the spell is cast . When he
sleeps, the victim has a horrible nightmare . The
Level : 7 exact nature of the nightmare differs from
Range : 60 yds . person to person, depending on the unique fears
Components : V, S, M of the individual .
Casting Time : 1 The victim of the nightmare awakens in a cold
Duration : Instantaneous sweat, gasping for air and clawing at his face .
Area of Effect: One 10-ft . cube/level After a few rounds he recovers his composure .
Saving Throw : None He does not remember the nightmare in any
detail, only vague, unspeakable horrors . The
By using this spell, the wizard renders inert nightmares continue every night until the spell is
and makes breathable any harmful vapors, broken . A simple remove curse will do the trick .
gases, clouds, or fogs in the area of effect . This Under the scrutiny of a detect magic spell, the
includes stinking cloud, cloudkill, solid fog, target radiates an aura of enchantment.
death fog, incendiary cloud, acid storm, After the first nightmare, the character auto-
gaseous breath weapons, spore or mold clouds, matically fails any future fear or horror checks .
and similar spells and effects . In each case, the memory of the nightmare
Harmful gas or vapor is transformed into a comes flooding back to him . He is convinced
common, harmless fog cloud of the same di- that the nightmare predicted this scene and will
mensions as the original effect, and then dissi- result in a horrible doom .
pates 1d3 rounds later. Creatures injured before The material component of this spell is a lock
the neutralize gas spell is cast continue to suffer of hair from a black horse . Casting this spell is
any effects from their previous exposure-the cause for a RAVENLOFT powers check .
spell does not heal or counter existing damage, Notes : Common in the RAVENLOFT setting ;
so a creature currently choking and gagging very rare elsewhere . This spell can be re-
from a stinking cloud receives no relief from searched only on the Demiplane of Dread .
this dweomer .
If cast in the same round of the effect's ap- Nezram's Ruby Ray
pearance, neutralize gas can counter gaseous Aka ruby ray of reversal .
breath weapons, spores, and molds by allowing
any creatures affected a +4 bonus to their saving Night's Jambiya
throws and reducing any damage to one-half (Illusion)
normal (save for one-quarter) . Air-based or
gaseous creatures are not affected by this spell ; Level : 3
neutralize gas only clears the air of any harmful Range : Touch
inhalants . Components : V, S, M
The material component is a bit of charcoal Casting Time : 3
and some bark from a treant . Duration: 2 rds .
Notes : Uncommon spell (PO :SM) . Area of Effect : I jambiya
Saving Throw : None
Neverending Nightmares
(Enchantment) The night's jambiya spell cloaks a single jam-
biya in impenetrable shadow . The weapon is
Level : 4 concealed from view, though the darkened area
Range : 10 ft ./level is easily visible . When thrown, the dagger is
Components : V, S, M nearly impossible to dodge, providing a +3
Casting Time : 1 rd . attack roll bonus . Once the spell is cast, the
Duration : Special jambiya can be handed to another character to
Area of Effect : 1 person throw, but that character must throw it immedi-
Saving Throw : Neg . ately in the next round or the magic is lost . The
night's jambiya gives no benefit in melee.
This spell enables the caster to subject the The spell requires a jambiya, which is not
victim to nightmarish dreams . It can be cast consumed in the casting .
617
Nightmare
Notes : Common for spellcasters from an ara- Notes : Very rare in the FORGOTTEN REALMS
bian setting ; otherwise very rare . setting; virtually unknown elsewhere . Known to
be in the Shadowtome.
Nightmare
Reversed form, see dream . Nimodes' Major Delousing
(Necromancy)
Nightscar
(Illusion/Phantasm) Level : 2
Range : 0
Level : 3 Components : V, S
Range : 30 yds . Casting Time : 2
Components : S, M Duration : 2 hrs ./level
Casting Time : 3 Area of Effect: 60-ft . radius
Duration : I day/level Saving Throw : None
Area of Effect : 1 creature or object
Saving Throw : Neg . All normal insects within the area of effect
flee instantly, and no such creature will enter the
This spell allows the caster to place a magical area voluntarily until the duration has ended .
mark upon another object or individual . The The area cannot be moved, and only normal in-
mark can be seen only by the caster and up to sects are affected by the spell . Summoned or
seven other chosen individuals . It remains for controlled insects can penetrate the barrier,
the duration of the spell despite the marked in- however.
dividual or object changing its shape, using illu- Notes : Common for hedge wizards ; other-
sion to mask its presence, or becoming wise, rare or very rare . (Updated from DRAGON
invisible . The caster sees the new form (or does Magazine .)
not see the invisible individual, in this case), but
still sees the mark . Nimodes' Unseen Butler
The mark can be placed from a distance on (Conjuration/Summoning)
any visible surface of the flesh or the object . It
emits a glow visible to the caster and the chosen Level : 2
individuals in the dark . The recipient can be un- Range : 20 yds .
aware that the caster has placed the mark but is Components : V, S, M
allowed a saving throw . A successful saving Casting Time : 2
throw vs . spell indicates that the individual is Duration : Special
not marked by the nightscar. Area of Effect : 60 sq. ft ./level
Besides the caster, up to seven others can see Saving Throw : None
the nightscar on its target . These individuals are
usually in contact with the caster at the time of This spell creates something akin to a super-
the casting . Alternately, the caster can hold up charged unseen servant who races along like a
to seven gems, stones, or seeds in his hand . whirlwind along the area of effect . The servitor
Each of these seeds, given to an individual, buffs and polishes, cleans and waxes, straight-
allows that individual to see the nightscar on ens and sweeps . The spell lasts until the area of
the target. effect is clean, usually three to four rounds.
Once placed, the scar cannot be detected by Nimodes has sold this spell to several enter-
magic but it can be seen by a detect invisibility prising hedge wizards, so it can be found from
or true seeing spell . The mark fades when the Kara-Tur to Cormyr. This spell is used to clean
spell duration ends, and a dispel magic or the wizard's own area as well as inns and tav-
remove curse destroys the nightscar as well . erns after a busy night . All trash and broken
This spell is often used in cities to keep track items are collected in a single heap at the far
of thieves and other individuals for later contact edge of the area of effect .
and/or arrest . It is particularly useful in trailing The material component is a piece of string
individuals who can change their shape or ap- and drop of oil .
pearance . Nightscar is believed to have been Notes : Common for hedge wizards ; other-
originally developed to track lycanthropes in wise, uncommon or rare . (Updated from
their human form . DRAGON Magazine .)
618
619
Ninemen, Nulathoe's
Nondetection Level : 1
(Abjuration) Range : Touch
(Shadow) Components : V, S
Casting Time : 5
Level : 3 Duration : 1 day/level
Range : Touch Area of Effect : 1 item, 1/z lb ./level
Components : V, S, M Saving Throw : Special
Casting Time : 3
Duration : 1 hr ./level By means of this spell, the magical aura of an
Area of Effect : 1 creature or item item can be concealed . The item can weigh up to
Saving Throw : None one-half pound per level of the caster ; more
massive items are unaffected . Intelligent items,
By casting this spell, the wizard makes the or those with alignments, cannot be masked . To
creature or object touched undetectable by div- detect magic and similar spells and abilities, the
ination spells such as clairaudience, clairvoy- item will appear to be nonmagical, with no
ance, locate object, ESP, and detect spells . It saving throw. However, if the item is actually
also prevents location by such magical items as held by the detecting creature, then a successful
crystal balls and ESP medallions . It does not saving throw vs. spell allows the item's true aura
affect the know alignment spell or the ability of to be perceived . Further, an illusionist using
intelligent or high-level beings to detect invis- detect magic or detect illusion while holding the
ible creatures . If a divination is attempted, the item receives a saving throw bonus of +1 (which
nondetection caster must roll a saving throw vs . the specialty wizard bonus increases to +2) .
spell . If this is successful, the divination fails . The normal aura spell does not block true
The material component of the spell is a seeing, nor does it conceal a magical aura from a
pinch of diamond dust worth 300 gp . spellcaster four or more levels higher than the
Notes : Common spell (PHB) . one casting the spell . It will negate Nystul's
magic aura (and vice versa) if cast for this pur-
Nonsensical Nullifier, Nahal's pose .
See Nahal's nonsensical nullifier . Notes : Rare spell . Known to be in the Blue
Book o f Du 'horde, Vol . I. (Updated from
DRAGON Magazine .)
620
Numbness
62 1
622
Nybor's Wrathful Castigation - Red Wizard
Level : 8
Range: 10 yds . + 1 yd ./level
Components : V, S
Casting Time : 8
Duration : 3d6 rds . + 1 rd ./level
Area of Effect : 1 creature
Saving Throw : Neg .
62 3
Nymph's Aura - Elf
6 24
Nystul's Enveloping Darkness
be fired in a ray one foot wide to a distance of scribed in the 2nd-level crystal dagger spell .
30 feet plus 10 feet per level of the caster . It af- Nystul's crystal dirk is faintly magical, granting
fects only a single creature . Except for undead, a +1 bonus to attack rolls . The dirk inflicts
a creature struck by the beam receives a saving 1 d4+2 points of damage when it hits . Against
throw vs . spell . Success means the creature undead and monsters from the lower Outer
struck a glancing shot and is dazed for 1 d4 Planes, the dirk inflicts 1 d4+3 points of
rounds, suffering a -2 penalty on hit rolls and a damage . If the crystal dirk scores maximum
+2 penalty to Armor Class . Failure means the damage, the monster is paralyzed until the end
creature is struck full in the face and blinded for of the round following the hit . The dagger van-
2d4 rounds, suffering a -4 penalty to attack ishes at the end of the spell's duration .
rolls and AC . The material component is a tiny dagger
An undead creature is automatically struck made from lead crystal worth 350 gp .
by the beam, suffers 4d6 points of damage, but Notes : Uncommon or rare spell (WoG) .
is not dazed or blinded .
Notes : Uncommon or rare spell (WoG) . Nystul's Dancing Werelight
(Alteration)
Nystul's Crystal Dagger
(Conjuration, Evocation) Level : 1
Range : 60 yds . + 20 yds ./level
Level : 2 Components : V, S, M
Range : 0 Casting Time : 1
Components : V, S, M Duration : 2 hrs . + 1/2 hr./level
Casting Time : 2 Area of Effect : Special
Duration : 2 rds . + 1 rd ./level (maximum) Saving Throw : None
Area of Effect: Summons 1 dagger
Saving Throw : None This spell creates a mote of light completely
under the caster's control . The light shed by the
This spell summons into the caster's hand a mote can be increased or decreased at the
dagger composed of material from the Quasi- caster's will, ranging from the brightness of a
Elemental Plane of Mineral, strongly infused light spell to the dim glow of a candle . The
with energy drawn from the Positive Material werelight can flit about from place to place as
Plane . The crystal dagger has no attack bonus the caster directs, as long as it stays within the
and inflicts 1d4+2 points of damage in melee . range of the spell . The werelight can be called
Against undead and creatures from the lower upon to hang over the caster's head as a conve-
Outer Planes, the dagger inflicts l d4+3 points nient reading light . The werelight spell cannot
of damage . If the crystal dagger scores maxi- be attached to an object or creature . It can exist
mum damage, the monster is paralyzed until the only as a mote hanging in the air.
end of the round following the hit and the The material component is a live firefly.
dagger vanishes . Notes : Uncommon or rare spell (WoG) .
The material component is a tiny dagger
made from fine lead crystal, worth 250 gp . Nystul's Enveloping Darkness
Notes : Uncommon or rare spell (WoG) . (Alteration, Evocation)
625
Nystul's Expeditious Fire Extinguisher
cannot see through the envelope, not even with This spell creates a sudden flash of bright
infravision or ultravision . In addition, a distor- light in a 10-foot radius globe . All creatures
tion field affects the caster, who is attacked at within the area of effect that fail a saving throw
-2 in addition to the darkness penalty. Nystul' vs . spell are blinded for l d4 rounds . Those that
lightburst entirely negates this spell, as does a make their saving throws are merely dazed for
sunburst from a wand of illumination and simi- l d4 rounds, suffering a -2 penalty on all attack
lar effects (spells of at least 3rd level) . rolls . They are also off-balance in melee : Any
The material components are a drop of pitch, attack made against a dazed creature has a +2
a whisker from a black cat, and a bit of fur from hit modifier. Creatures outside the globe facing
the coat of a displacer beast . the flash do not suffer any ill effects . Creatures
Notes : Uncommon or rare spell (WoG) . without eyes are not affected by the spell .
Notes : Uncommon or rare spell (WoG) .
Nystul's Expeditious Fire Extinguisher
(Evocation) Nystul's Golden Revelation
(Alteration)
Level : 3
Range : 20 yds ./level Level : 3
Components : V, S, M Range : 0
Casting Time : I Components : V, S, M
Duration : Instantaneous Casting Time : 3
Area of Effect : Special Duration : 5 rds ./level
Saving Throw : Special Area of Effect: Cone, 60 ft . long x 30 ft . wide
Saving Throw : None
This more powerful version of the 1st-level
wizard spell affect normal fires spell enables the With this spell, the wizard can reveal hidden,
caster to quickly extinguish a large fire . When concealed, or invisible creatures within the con-
the spell is cast, anti-energy from the Quasi- ical area . The concealed creature is surrounded
Plane of Ash is momentarily drawn down upon with an aura of golden light, shining out in a 1-
the fire. An area of nonmagical fire up to 10 feet foot diameter about the creature, making it
by 10 feet per level of the caster can be put out easily seen . The wizard can make a full 360-
immediately (50 x 50 feet at 5th, 60 x 60 feet at degree sweep-search of the area in one round.
6th) to a maximum of 100 x 100 feet . The spell The spell might reveal a thief hiding in shad-
is useful for combating forest and brush fires . ows, a barbarian concealed in natural terrain, or
The spell is less effective against magical fire. a creature hiding behind an obstacle . The spell
The chance of extinguishing a magical fire is creates a glow around an invisible, out-of-
only 60%, and a maximum area of 30 feet by 30 phase, ethereal, duo-dimensional, or astral
feet can be snuffed out . being in the area of effect, as well as a creature
The spell has no effect on a fire-based crea- using a cloak of elvenkind, robe of blending,
ture or on flames emanating from a creature's ring of chameleon power and so on .
body, such as a fire elemental, a fire grue, or a No saving throw is allowed against the golden
balor. revelation, although successful magic resis-
The material components for the spell are a tance protects a creature from being outlined by
pinch of cold ash mixed with salt . the spell .
Notes : Uncommon or rare spell (WoG) . The material component is a box wrapped
with waxed parchment, containing a glowworm .
Nystul's Flash Notes : Uncommon or rare spell (WoG) .
(Evocation)
Level : 1
Range : 30 yds . + 5 yds ./level
Components : V, S
Casting Time : I
Duration : Instantaneous
Area of Effect : 10-ft. radius globe
Saving Throw : Special
626
Nystul's Lightburst
627
the caster to a maximum of 10d6 (save vs . spell the form of one of the seven colors of energy
for half damage, undead have a penalty of -2) . drawn from the Quasi-Plane of Radiance .
The material component is a small, solid gold Red: cold energy (+1 damage to fire-based
orb worth 500 gp . It is destroyed after the spell creatures, no damage if cold-based) ;
dissipates . Orange : heat energy (+I damage to cold-
Notes : Uncommon or rare spell (WoG) . based creatures, no damage if fire-based) ;
Yellow : acid damage (save vs . spell to take
Nystul's Magic Aura no damage) ;
(Illusion/Phantasm) Green : neutralize poison (as 4th-level priest
spell)
Level : 1 Blue : electrical energy (+10 points of
Range : Touch damage to a metal armored enemy)
Components : V, S, M Indigo : undead specific (only undead are
Casting Time : 1 rd . harmed)
Duration : 1 day/level Violet: vegetation specific (only plant-based
Area of Effect : Special life, including fungi and molds, are harmed)
Saving Throw : Special
The ray inflicts l d6 points of damage per
By means of this spell, any one item of no level of the caster, to a maximum of 15d6 . The
more than five pounds weight per level of the type of damage corresponds to the color of the
spellcaster can be given an aura that is noticed ray, and the creature is allowed a saving throw
by someone using magic detection . Further- vs . spell for half damage .
more, the caster can specify the type of magical The wizard must concentrate to keep the ra-
aura that is detected (alteration, conjuration, diant arch active, so any attack that breaks the
etc .) and this effectively masks the item's actual caster's concentration will dispel the rainbow
aura, if any, unless the item's own aura is excep- and prevent the caster from launching a ray . One
tionally powerful-an artifact, for instance . If ray can be fired each round .
the object bearing Nystul's magic aura has an The material components are a crystal prism
identify spell cast on it or is similarly examined, that shatters at the conclusion of the spell and a
the examiner has a 50% chance of recognizing small black board with a pinhole through the
that the aura has been placed to mislead the center.
unwary. Otherwise, the aura is believed and no Notes : Uncommon or rare spell (WoG) .
amount of testing reveals what the true magic is .
The component for this spell is a small Nystul's Radiant Baton
square of silk, which must be passed over the (Evocation)
object that receives the aura .
Notes : Common or uncommon spell (PHB) . Level : 3
Range : 0
Nystul's Radiant Arch Components : V, S, M
(Alteration) Casting Time : 3
Duration : 1 rd ./level
Level : 5 Area of Effect : Creates one baton
Range : O Saving Throw : None
Components : V, S, M
Casting Time : 1 rd . When the wizard casts this spell, it summons
Duration : Concentration into the caster's hand a slender baton formed
Area of Effect : 1 creature, 10-ft ./level distant from energy drawn from the Quasi-Elemental
Saving Throw : 1/a Plane of Radiance . The baton can be one of the
seven colors of the rainbow as the caster
This spell creates a glimmering rainbow of chooses . The attack form of the baton corre-
light that arches between the caster's open sponds to the color chosen, being similar to the
hands . Once the rainbow takes form, the caster attack of a radiance Quasi-Elemental creature,
can choose to fire a ray 1 foot wide from the as follows :
rainbow, aimed at one creature up to 10 feet Red Baton : cold energy (+ 1 damage to fire-
away per level of the wizard . The ray can take based creatures, no damage if cold-based) ;
628
62 9
Oathbinding
6 30
Odeen's Impenetrable Lock
through with sparks . These sparks are actually Odeen's Impenetrable Lock
tiny bolts of lightning that leap here and there (Alteration)
inside the cloud, dealing all beings within 6d8 (Artifice)
points of damage . A successful saving throw vs.
spell means that creatures contacting the bright- Level : 4
ness take only half damage . Range : Touch
The cloud forms in one spot within the spell's Components : V, S, M
range (over level ground, it forms as a hemi- Casting Time : 4
sphere, rather than as a full sphere) . It moves Duration : Special
briskly in a single direction set by the caster Area of Effect: 1 lock
when it is cast, moving at a rate of 15 for the Saving Throw : None
rest of its existence . It can reach areas the caster
cannot see, and it is thus handy for attacking When Odeen's impenetrable lock is cast upon
fortifications, defended caverns, and the like . any locking device or mechanism, that device
This spell is named for its creator, the gruff old cannot be opened except by a special key, en-
mage Obold (now dead), who used it to deal chanted at the same time as the lock .
with frequent orc attacks on his isolated moun- The lock cannot be opened by nonmagical
tain-crag tower. means, nor can it be broken by force, for the
The material components of this spell are a lock is magically strengthened to withstand
scrap of fur and a tangle of wire . even storm giant strength . The locking mecha-
Notes : Rare or very rare in the FORGOTTEN nism continually changes shape, foiling any
REALMS setting; virtually unknown elsewhere . normal attempt to unlock or pick it .
The lock is unaffected by the knock spell .
Obscure Object Magical lockpicks allow one attempt at their
Reversed form, see locate object . base percentage chance ; failure means the lock-
picks must save vs . crushing blow or be de-
stroyed. Magical keys stick fast, and can be
released only with a dispel magic spell . Other
unlocking devices, such as the chime of open-
63 1
Odeen's Magic Cloud
ing, have only one chance to open the impene- trol . The wizard can dismiss the cloud at will .
trable lock, which receives its caster's saving The types of clouds include :
throw vs . spell . The lock cannot be shattered or A) Misty Cloud. This thick, vaporous cloud
bypassed by magic resistance, like that pos- can be centered on the face of a creature, so as
sessed by some extraplanar beings . to move with it . The cloud prevents both normal
While thieves cannot pick a lock enchanted vision and infravision . The cloud can protect the
with this dweomer, they can detect the spell is subject from a gaze attack or hinder an oppo-
present as if it were a trap careful examination nent's vision (it has no effect on a beholder's
reveals the lock's magical shifting . eye-beams) .
If the spell is cast on a lock set in a door or B) Storm Cloud. Thick, dark, and billowy, this
portal, creatures with a Strength of 18/91 or cloud can produce rain and lightning at the
better have half their normal chance to open wizard's option . One small lightning bolt can be
magically held doors to force the door open, re- generated each round if the wizard concentrates .
flecting the chance that the door might give way It can strike one creature below or inside the
at the hinges or that the casing might crumble . cloud for I d6 points of damage . A successful
The caster can end the dweomer with a dispel saving throw vs . spell negates the damage com-
magic spell . A caster of five or more levels pletely.
higher than the caster (or 30th level in any case) C) Rainbow Cloud. This thin, magical cloud
can also dispel the impenetrable lock. A limited displays a rainbow when light shines through it .
wish or wish can open the lock . A timestop spell Its chief purpose is to impress viewers ; using
will stop the lock's magical shifting long this form doubles the spell duration .
enough to allow a normal lock picking attempt . Other types of clouds are rumored to have
Material components for this spell are three been developed by other wizards .
drams of mimic ichor and two drams of dopple- The material components vary with cloud
ganger blood . These are rubbed on a small gold type . All require a ball of cotton . The misty
key, which becomes the only way to open the cloud requires a ball of wool . The storm cloud
lock without first dispelling the magic . If the requires a black, sulphurous powder . The rain-
gold key is used in a later casting of another im- bow cloud requires three hairs from a horse's
penetrable lock spell, it no longer opens a previ- tail, one dyed in each of the primary colors .
ously cast impenetrable lock. Notes : Very rare spell . Known to be in The
Notes : Very rare spell . Known to be in The Spells of Odeen . (Updated from DRAGON Maga-
Spells of Odeen . (Updated from DRAGON Maga- zine .)
zine .)
Odeen's Magic Tailor
Odeen's Magic Cloud (Alteration)
(Evocation) (Artifice)
(Air)
Level : 1
Level : 2 Range : 10 yds .
Range : 20 yds . + 10 yds ./level Components : V, S, M
Components : V, S, M Casting Time : I
Casting Time : 2 Duration : Special
Duration : 1 rd ./level Area of Effect : 1 garment
Area of Effect : 5 x 5 x 5 ft . cloud Saving Throw : Special
Saving Throw : Special
This spell alters the size and shape of a
This spell causes a small cloud to appear normal garment or piece of leather or cloth
within range of the spellcaster. The wizard de- armor to fit its wearer . Size can be altered up or
cides at the time of casting what type of cloud down by 10% . The garment or armor must be
appears. The caster can freely move the cloud at worn at the time of the spell casting by the one
a rate of 15 by concentrating on it . Otherwise, who will use it . The spell affects only one outfit
the cloud remains in place so long as the wizard or suit of armor . Metallic armor and magical
pays it nominal attention. If the caster's full at- armor cannot be altered with this spell . Magical
tention is diverted, the cloud drifts with the garments, such as a robe of blending, can be al-
breeze until the caster brings it back under con- tered only if the wearer makes a successful
63 2
Odeen's Sounding Stick
633
Ogre, Myrlynd's
Older
Reversed form, see younger.
Omen
(Divination)
Level : 2
Range : 0
Components : V, M
Casting Time : 1 turn
Duration : Special
Area of Effect: Special
Saving Throw : None
6 34
Ongeldyn's Fist
One-Way Lock
(Alteration)
Level : 3
Range : 10 yds .
Components : V, S
Casting Time : 3
Duration : Permanent
Area of Effect : 1 portal
Saving Throw : None
635
Open Path
63 6
Otiluke's Death Screen
tration is not required to maintain the spell, it is This spell creates a cauldron-shaped con-
required to make the dagger attack (see shadow- tainer of force filled with boiling oil, which ap-
hand) . pears over the target creature's head . The
Notes : Rare or very rare in the FORGOTTEN cauldron dumps its contents onto the creature
REALMS setting ; virtually unknown elsewhere . unless a successful saving throw vs . spell is
made . Success means the creature notes the
Otiluke's Acid Cloud cauldron's sudden appearance and leaps clear
(Evocation) before the oil is poured . A creature who fails
(Alchemy) takes the full dose of boiling oil, suffering 3d4
heat damage .
Level : 3 The material components are a few drops of
Range : 60 yds . oil and a pinch of sulphur.
Components : V, S, M Notes : Uncommon or rare spell (WoG) .
Casting Time : 3
Duration : Special Otiluke's Bubbling Buoyancy
Area of Effect : 15-ft . radius globe (Alteration)
Saving Throw : Special (Air, Alchemy)
63 7
Otiluke's Diamond Screen
638
penalty for 1d4+1 rounds, due to numbness . A The material components are a crystal sheet
creature making the saving throw takes no and either a hollow sphere, lump of salt, pinch
damage and suffers no Dexterity penalty, but is of ash, or bit of dust, depending on the type of
mildly numbed and attacks at a -1 penalty for screen.
1d4+1 rounds. Notes : Uncommon or rare spell (WoG) .
The material components are a bit of fur, a
glass rod, and a thin sheet of fine crystal, all of Otiluke's Fire and Ice
which vanish after the spell is cast . (Evocation)
Notes : Uncommon or rare spell (WoG) .
Level : 7
Otiluke's Excruciating Screen Range : 50 yds .
(Evocation) Components : V, S, M
(Dimension) Casting Time : 7
Duration : Instantaneous
Level : 6 Area of Effect : 30-ft . radius globe
Range : 5 yds ./level Saving Throw : Special
Components : V, S, M
Casting Time : 6 When the spell is cast, a red crystal sphere
Duration : 3 rds./level immediately appears before the caster, then flies
Area of Effect : 20 ft . square/level away at great speed toward a targeted area. A
Saving Throw : Special split second later, a blue crystal sphere appears
and quickly follows behind the red sphere .
This spell creates an immobile misty gray When the red sphere reaches the area chosen by
screen that can be shaped into a wall, hemi- the caster, it explodes in a fireball 30 feet in
sphere, or sphere, within the designated dimen- radius, inflicting 4d4 points of fire damage
sion, as the caster directs . Any creature passing upon all within the area of effect . A successful
through the screen is affected as if momentarily saving throw vs. spell reduces the damage by
transported to one of the four Negative Quasi- half. A split-second later, the blue sphere ex-
Elemental Planes . The plane affecting the crea- plodes in the same area of effect, inflicting 4d4
tures touching the screen must be chosen when points of cold damage upon all within a 30-foot
the spell is memorized . Any creature passing radius . Those who made the saving throw
through the excruciating screen must make a against the fire take only half damage from the
saving throw vs . death magic . Those who fail cold blast, but those who failed the saving throw
are shocked and stunned for l d4 rounds and against the fire take full damage from the cold .
suffer 4d4 points of damage . Those who make Note that, as with fireball, premature impact ex-
the saving throw suffer a -1 penalty to all saving plodes the spheres immediately.
throws for 1d4 rounds . The four particular ef- The greatest effect of the one-two attack
fects are described below . combination is the tremendous shock inflicted
Vacuum : The shock caused is due to asphyx- upon inanimate objects by the radical change in
iation . Creatures that do not need to breathe temperature . All exposed items in the area of
are unaffected by the screen . effect save as nonmagical items vs . crushing
Salt: The shock is the result of body mois- blow. Failing this saving throw causes most ma-
ture drawn from the creature . Creatures terials to crack or shatter .
without body fluids are not affected, such as The material components are a pinch of
golems, undead, or beings from the Elemen- phosphorus and a small quartz crystal .
tal Planes of Earth, Fire, or Air . Notes : Uncommon or rare spell (WoG) .
Ash : The shock is caused by a loss of the
creature's body heat . Undead and cold-
based creatures are unharmed by the screen .
Dust: The shock is produced by having part
of a creature's solid body mass dispersed .
Creatures of a gaseous or liquid form are not
harmed by this screen .
639
Otiluke's Force Umbrella
Level : 3
Range : 50 ft .
Components : V, S, M
Casting Time : 3
Duration : 1 turn/level
Area of Effect : 20-ft . diameter dome
Saving Throw : None
640
Otiluke's Polar Screen
thrown or slung within one round per level of will not form around an object that it cannot
the spellcaster, it shatters and causes cold wholly contain . The interior surface of the orb is
damage as stated above . This timed effect can as hard as adamantite, so that even the most
be employed against pursuers, although it can volatile or corrosive substance can be safely
prove hazardous to the spellcaster and his asso- held . Time within the orb is frozen, so the sub-
ciates as well . stance held will not age .
The material component is a 1,000 gp dia- The orb cannot be shattered by physical force
mond . or most magical attacks, although a dispel
Notes : Common or uncommon spell (PHB) . magic or disintegrate spell can destroy the orb
and free its contents .
Otiluke's Orb of Containment The orb of containment exists for one day.
(Evocation) After this, it fades out, freeing the contents . If
(Alchemy, Artifice, Force) the spell is cast again before the orb fades, the
spell is renewed and continues for another day
Level : 6 without disturbing the contents .
Range : 30 yds . The material components are a diamond
Components : V, S, M worth 1,000 gp encased in glass, both of which
Casting Time : 1 rd . shatter when the spell is cast . Only a shard of
Duration : Special glass is required to renew the spell .
Area of Effect : 6 in . sphere Notes : Uncommon or rare spell (WoG) .
Saving Throw : None
Otiluke's Polar Screen
This spell is used to create a useful container (Evocation)
for dangerous substances . When the caster has (Water)
an object or substance to be contained, the spell
can be cast to create a crystal sphere 6 inches in Level : 5
diameter, up to 30 yards away from the caster. Range : 5 yds ./level
The crystal orb surrounds the object (or part of Components : V, S, M
a semi-liquid substance) and holds it securely ; it Casting Time : 5
Duration : 5 rds ./level
Area of Effect : 20-ft . square
Saving Throw : Special
64 1
Level : 5 Level : 4
Range : 5 yds ./level Range : 20 yds .
Components : V, S, M Components : V, S, M
Casting Time : 5 Casting Time : 4
Duration : 2 rds./level Duration : 1 rd./level
Area of Effect : 20-ft . square Area of Effect : 1-ft . diameter/level
Saving Throw : None Saving Throw : Neg .
This spell creates an immobile screen of When this spell is cast, the result is a globe of
energy drawn from the Quasi-Elemental Plane shimmering force that encloses the subject crea-
of Radiance . The screen can be up to 20 feet ture-if it is small enough to fit within the di-
square, and can be shaped into a wall, hemi- ameter of the sphere and it fails to successfully
sphere, or sphere as the caster orders . The radi- save vs. spell . The resilient sphere contains its
ant screen can be one of the seven colors of the subject for the spell's duration, and it is not sub-
rainbow, each color exhibiting a different form ject to damage of any sort except from a rod of
of energy identical to the colors of Nystul's radi- cancellation, a wand of negation, or a disinte-
ant baton. grate or dispel magic spell . These cause it to be
destroyed without harm to the subject . Nothing
Color Effect can pass through the sphere, inside or out,
Red Cold energy (+1 damage to fire-based, though the subject can breathe normally . The
none if cold) subject may struggle, but all that occurs is a
Orange Heat energy (+1 damage to cold movement of the sphere . The globe can be
based, none if fire) moved physically either by people outside the
Yellow Acid damage (save vs. spell or take +2 globe or by the struggles of those within .
splash damage) The material components of the spell are a
Green Neutralize poison hemispherical piece of diamond (or similar
Blue Electrical energy (+10 damage to hard, clear gem material) and a matching hemi-
metal armored) spherical piece of gum arabic .
Indigo Undead specific (only undead are Notes : Common or uncommon spell (PHB) .
harmed)
Violet Vegetation specific (only plant-based Otiluke's Siege Sphere
lifeforms, including fungi and molds, (Evocation)
are harmed) (Alchemy, Artifice)
642
launched, and can be destroyed only by a dispel creatures attack and make saving throws with a
magic, disintegrate, or wish . After the sphere is -2 penalty until the fit passes, and any spell
fired, it takes on a different form, depending on with a verbal component has a 30% chance of
the type of the sphere created . Despite the form failure when cast by a coughing spellcaster .
that the attack takes, Otiluke's siege sphere van- The smoke cloud disperses and becomes
ishes after its attack . Several different types of harmless after one round . The sphere must be
spheres are possible . used within three rounds of casting or the sub-
Crystal Shards : This sphere splinters apart stance becomes inert and useless, and the crys-
30 feet above the ground, raining down crys- tal sphere disintegrates. If the smoke sphere is
tal shards in a 20-foot radius circle . Each shattered before it is thrown, the smoke cloud
creature in the area takes 5d6 points of affects the caster .
damage regardless of Armor Class . The material component is a charred stick or
The material component is a pinch of piece of charcoal and a small, hollow glass ball .
sharp diamond flakes . Notes : Uncommon or rare spell (WoG) .
Liquid Fire: When the sphere strikes, it in-
stantly shatters, spraying a mass of liquid Otiluke's Steaming Sphere
fire over an area 30 feet in radius . All com- (Evocation)
bustibles in the area of effect are ignited . (Alchemy)
Any creature struck by the liquid fire takes
2d4 points of damage per round for 2d6 Level : 4
rounds unless the fire is doused or the burn- Range : 0
ing fluid is washed off . Components : V, S, M
The material components for this form Casting Time : 4
are a drop of pitch, a bit of phosphorus, and Duration : Special
a pinch of diamond dust . Area of Effect : 30-ft . radius
Wrecking Ball: Upon nearing its target, the Saving Throw : Special
sphere's density dramatically increases so it
strikes with three times the impact (and This spell creates a small crystalline sphere
damage) of a heavy catapult . filled with hot steam in the caster's hand . The
The material components are a lodestone mist within the sphere remains active for three
and a pinch of diamond dust . rounds . The sphere can be hurled up to 60 yards
from the caster. When the sphere hits a solid
Notes : Uncommon or rare spell (WoG) . surface, it instantly shatters, filling a 30-foot
radius area with thick steam that inflicts 4d4
Otiluke's Smoky Sphere points of heat damage per round of exposure,
(Evocation) with no saving throw.
(Alchemy) The steam totally obscures vision, reducing
visibility to only 3 feet. Creatures within the af-
Level : 1 fected area are disoriented, making it difficult
Range : 0 for them to find their way out of the steam
Components : V, S, M cloud. To escape the steam cloud, a creature
Casting Time : 1 must make a successful saving throw vs . spell,
Duration : 1 rd . with one attempt allowed per round . A creature
Area of Effect : 10-ft . radius that successfully saves emerges from the steam
Saving Throw : Neg . bath in a random direction ; Imagine a clock
face and roll 1d12 to find the direction in which
This spell summons into the caster's hand a the creature escapes . If the saving throw is
small crystalline sphere filled with a gray, hazy failed, the creature stumbles around in the steam
mass . The caster can throw the smoke sphere as bath for that round . Once activated, the steam
far as 60 yards as a grenade-like missile . The lasts for one round for every two levels of the
sphere shatters when it hits, filling a 10-foot caster. It can be dispersed at once by a gust of
radius area with harsh, irritating smoke . wind spell .
Any creature in the area failing a saving The material components are a few drops of
throw vs . poison suffers a fit of coughing, gasp- pure water, a pinch of dust, and a bit of sulphur .
ing, and choking for 1d4+1 rounds . The affected Notes : Uncommon or rare spell (WoG) .
643
Otiluke's Telekinetic Sphere
Otiluke's Telekinetic Sphere less to the object therein, although it can be dis-
(Alteration, Evocation) astrous should the globe disappear when the
(Force) subject inside is high above a hard surface . The
caster can dismiss the effect with a word .
Level : 8 In addition to a hemispherical piece of dia-
Range : 20 yds . mond and a matching piece of gum arabic, the
Components : V, S, M caster must also have a pair of small bar mag-
Casting Time : 4 nets as material components for this spell .
Duration : 2 rds ./level Notes : Common or uncommon spell (PHB) .
Area of Effect : 1 ft ./level diameter sphere
Saving Throw : Neg . Ottar's Mask
(Alteration)
This spell is exactly the same as the 4th-level
wizard spell Otiluke's resilient sphere, with the Level : 4
addition that the creatures or objects inside the Range : Touch
globe are nearly weightless-anything con- Components : V, S, M
tained within it weighs only 1/16 its normal Casting Time : 4
weight . Any subject weighing up to 5,000 Duration : 1 turn/level
pounds can be telekinetically lifted in the sphere Area of Effect : Creature touched
by the caster . Saving Throw : None
Range of control extends to a maximum dis-
tance of 10 yards per level after the sphere has This spell allows the caster or any willing
succeeded in encapsulating one or more sub- being touched by the caster to perfectly
jects. Note that even if more than 5,000 pounds assume the face and frontal appearance of an-
of weight is englobed, the perceived weight is other being . The being must be visible to the
only 1/16 of the actual weight, so the orb can be caster at the time . The adopted shape is a toes-
rolled without exceptional effort . Because of to-hair duplicate of the front facing of the body
the reduced weight, rapid motion or falling only.
within the field of the sphere is relatively harm- The being whose form is taken can be of a
different gender, age, and race . The imposture is
undetectable ; not even a betraying dweomer is
exhibited . Eye hue, hair length and hue, moles,
wounds, and the like are all duplicated, as are
scents and textures . Assumed features gained by
use of this spell are fully usable (drow eyes have
infravision, for example), but the spell does not
grant spell-like natural powers of a race whose
guise has been assumed . The spell recipient's
Dexterity is also unchanged .
The magic is powerful enough to cause crea-
ture-specific poisons and spells to react as if the
frontal image is the whole being (thus a human
in drow form and attacked frontally is unlikely
to be charmed, though a hit by an arrow of elf
slaying would be fatal) . The spell recipient can
drop the guise instantly by silent act of will . The
changed form has no effect on the spell recipi-
ent's spellcasting ability, although the recipient
must be careful to not allow material compo-
nents to be transformed into part of the assumed
frontal shape .
The material components of this spell are an
eyelash a piece of skin from any creature .
It is thought that no living wizards outside the
Seven and some Harpers know this spell,
644
Otto's Drums of Despair
Level : 3
Range : 10 yds ./level
Components : V, S, M
Casting Time : 3
Duration : 2 rds ./level
Area of Effect: 1 creature
Saving Throw : Neg .
645
Otto's Gone of Isolation
646
Otto's Sure-Footed Shuffle
Otto's Soothing Vibrations any charm-type spell cast upon them, such as
(Enchantment/Charm) animal friendship, charm person or mammal,
(Song) charm monster, and so on .
There is no somatic or material component to
Level : 2 the spell, just the soothing, vibrating voice of
Range : 60 yds . the caster.
Components : V Notes : Uncommon or rare spell (WoG) .
Casting Time : 2 rds .
Duration : 1 rd ./level Otto's Sure-Footed Shuffle
Area of Effect : 20-ft . radius sphere (Alteration, Enchantment/Charm)
Saving Throw : Special (Song)
64 7
terity check to avoid falling, whichever the DM miniature brass bugle worth 50 gp, which
decides is applicable . vanish after the spell is cast .
The material components are a fiddle string Notes : Uncommon or rare spell (WoG) .
and a sliver from the hoof of a mountain goat .
Notes : Uncommon or rare spell (WoG) . Otto's Tonal Attack
(Enchantment/Charm)
Otto's Tin Soldiers (Song)
(Alteration)
(Artifice) Level : 4
Range : 20 yds ./level
Level : 4 Components : V, S, M
Range : 10 yds . Casting Time : 4
Components : V, S, M Duration : 1 turn/level
Casting Time : 1 rd . Area of Effect : 1 creature
Duration : 5 rds . + 1 rd./level Saving Throw : Special
Area of Effect : Special
Saving Throw : None This spell causes a spell-using creature to
temporarily lose the knowledge of how to cast
To use this spell, the caster must have a pair spells unless a successful saving throw vs . spell
of small tin soldiers appropriate for one of the is made (priests have a +2 bonus to their saves) .
four versions of the spell . When the spell is cast, A successful saving throw means any spell cast
rousing martial music fills the air as the tin sol- by the affected creature is only reduced in effec-
diers grow to man-size and come to life . The tin tiveness, as if cast by a character two experience
soldiers obey all orders faithfully, even to de- levels lower for determining spell range, area of
struction . The type of soldiers that can be con- effect, duration, or damage . A specialist wizard
jured into existence depends on the level of the affected by this spell does not impose the saving
caster, as follows . throw penalty due to his specialty.
The material components are a sitar string
7th-level : Two heavy footmen: AC 4 (chain and a crystal mallet (1,000 gp), which vanish
mail and large shield) ; MV 9 ; HD 1+2 ; hp 8 after the spell is cast.
each ; #AT 1 ; Dmg 1d6 (spear and short Notes : Uncommon or rare spell (WoG) .
sword) ; THACO 18 ; AL N .
9th-level : Two heavy foot archers : AC 5 Otto's Tones of Forgetfulness
(chain mail) ; MV 9 ; HD 2+2 ; hp 15 each ; (Enchantment/Charm)
#AT 2 or 1 (long bow or short sword) ; Dmg (Song)
1 d6 (arrow and short sword) ; THACO 16 ;
AL N . Level : 2
12th-level : Two light horsemen (if there is Range : 10 yds ./level
room for the horses) : AC 6 (ring mail) ; MV Components : V, S, M
24 riding (12 on foot) ; HD 3+2 ; hp 23 each ; Casting Time : 2
#AT 2 or 1 (composite short bow or broad Duration : 1 turn/level
sword) ; Dmg l d6 or 2d4 (arrow or broad Area of Effect : 1 being
sword) ; THACO 16 ; AL N . Light warhorses : Saving Throw : Special
AC 6 (leather barding) ; MV 24 ; HD 2 ; hp
14 ; #AT 2 ; Dmg 1 d4/1d4
; THACO 16 ; AL When the wizard casts this spell, the ears of
N. the target being are filled with exotic tones no
14th-level : Two foot-knights : AC 2 (plate one else can hear. A being who fails to make a
mail and large shield) ; MV 6 ; HD 4+2 ; hp successful saving throw vs . spell loses all
30 each; #AT 1 ; Dmg l d l 0+3 (long sword) ; memory of one nonweapon proficiency. The
THACO 15 ; AL N . wizard can chosen the proficiency if he knows
the being to possess it, otherwise a nonweapon
Slain soldiers vanish, as do all remaining sol- proficiency is randomly chosen by the DM . Any
diers when the spell expires . attempt to use the proficiency meets with fail-
The material components are the pair of sol- ure . A being whose saving throw is successful
diers worth 100 gp in workmanship and a still suffers a -2 penalty to the chance of suc-
64 8
Ozone Cloud
cess with the proficiency for the duration of the which inflicts 1d6 points of damage per level of
spell . the caster (count any 1 s rolled as 2s) upon
The material components are a string from a fungi, gelatinous cubes, jellies, molds, oozes,
sitar and a wooden mallet . puddings, and slimes . A successful saving
Notes : Uncommon or rare spell (WoG) . throw vs . spell indicates half damage .
Casting the spell also produces spectacular
Otto's Warding Tones electrical spark ; everyone in the cloud or within
(Enchantment/Charm) 10 feet of the cloud must make a successful
(Song) saving throw vs . petrification or be blinded for
1 d4 rounds .
Level: 4 The material component is an extract from a
Range : 120 yds . whole volt, shocker, or electric eel .
Components : V, S, M Notes : Very rare spell . (Updated from
Casting Time : 4 POLYHEDRON Magazine .)
Duration : 1 rd ./level
Area of Effect : 50-ft . cube
Saving Throw : None
Ozone Cloud
(Evocation)
(Air)
Level : 5
Range : 10 yds .
Components : V, S, M
Casting Time : 5
Duration : 1 rd .
Area of Effect : 40 x 20 x 20-ft . cloud
Saving Throw : 1/2
649
65 0
Pain Touch
65 1
Paradox
Level : 3
Range : 10 yds ./level
Components : V, S
Casting Time : 3
Duration : Special
Area of Effect : 20-ft. cube
Saving Throw : Neg .
65 2
Part Sand
Paralyzing Pit -Witch Upon casting this spell, a wizard gains the
(Alteration) ability to paralyze those touched. The caster
must make a successful attack roll in order to
Level: 7 strike an opponent with the paralysis. Those
Range : 80 yds . touched must make a saving throw vs . spell to
Components : V, S, M avoid the effect .
Casting Time : 7 If the saving throw is successful, the creature
Duration : Special is unaffected . Creatures immune to paralysis, as
Area of Effect : Special well as undead and unliving creatures such as
Saving Throw : Special golems, are not affected by this spell . Failure
means the creature is paralyzed for 2d4 rounds .
Much like the 2nd-level pit spell, the paralyz- The material component of this spell is a
ing pit conjures a circular pit 20 feet across and piece of ghoul flesh .
20 feet deep within the spell range . The pit Notes : Uncommon for necromancers from
forms only in earth, sand, clay, loam, mud, or the FORGOTTEN REALMS setting; otherwise, rare .
other soft soil . If the caster creates the pit di- Known to be in Myrl's Text.
rectly under an opponent or in front of a moving
opponent, the victim is allowed a saving throw Part Sand
vs, spell to avoid falling in . Stationary or slow- (Alteration)
moving characters who fall in suffer 2d6 (Province : Sand)
damage ; running or charging characters suffer
3d6 damage . Level: 6
The pit entraps its victims with a powerful Range: 10 yds ./level
paralysis field . Any character or creature falling Components : V, S, M
in must make a successful saving throw vs . par- Casting Time : 6
alyzation with a -4 penalty or be paralyzed . The Duration : 5 rds ./level
paralysis lasts for 2d4 turns . The caster is Area of Effect : Special
immune to the paralysis effect . The pit itself is Saving Throw : None
as permanent as any hole in the ground, but its
paralyzing field is active for only 12 rounds . Part sand enables the caster to cause a promi-
The pit sides are steep, but not unclimbable . nence made of sand, gravel, or loose dirt-that
Given 2d4 rounds, any unparalyzed character is, a dune, hill, knoll, or rise, not a depression or
can scramble free . Paralyzed characters are level ground-to move apart, forming a 20-
completely helpless, and anyone who enters the foot-wide trough. This trough extends 10 feet in
pit to aid them may be paralyzed as well . Any length and 3 feet deep per level of the caster .
unparalyzed character in the pit makes a new (For example, a 12th-level wizard can create a
saving throw against paralysis every second trough 20 feet wide, 120 feet long, and 36 feet
round. deep .) The caster can also elect to cut a smaller
The material component is a claw-bone from trough . After aiming the initial cut, he cannot
a mole, dipped in giant wasp venom . angle it to change direction . The magic holds
Notes : Restricted to witches, very rare . (Up- the trough clear of slipping earth or sand for the
dated from DRAGON Magazine) . duration of the spell . It even whisks away earth
introduced into the trough by someone physi-
Paralyzing Touch cally digging into its sides .
(Necromancy) If the wizard's trough meets a solid rock face,
the trough is blocked . (It cannot get larger .)
Level: 3 However, a trough can be positioned along the
Range : 0 edge of a rocky outcrop so as to expose it, pro-
Components : V, S, M vided the outcrop doesn't extend across the
Casting Time : 3 width of the trough at any point .
Duration : 1 rd./level This spell also can be used to inflict damage
Area of Effect : The caster on an earth elemental or other being whose
Saving Throw : Special body is formed of earth or sand (such as a san-
dling or a sand lion conjured by spell) . A crea-
ture that is in phase with such substances (such
65 3
Part Water
65 4
Patternweave
Past Life
(Divination)
Level : 2
Range : Touch
Components : V, S
Casting Time : 1 rd .
Duration : Special
Area of Effect : 1 creature
Saving Throw : None
Patternweave*
(Divination)
(Wild)
Level : 1
Range : 10 yds .
Components : V, S, M
Casting Time : 3
Duration : I rd.
Area of Effect : 10-ft . square
Saving Throw : Special
65 .5
the saving throw is failed, the spell fails . How- comprehend languages protection from evil
ever, if the saving throw is successful, the caster detect disease protection from hunger
sees in his mind the pattern these objects form . and thirst
If the items studied are truly random, no infor- detect evil protection from normal
mation is gained . missiles
After the caster has visualized the pattern, he detect invisibility protection from
can attempt to reassemble the parts into their paralysis
original form . This requires another saving detect life read magic
throw vs . spell to determine whether the wizard detect magic tongues
remembers sufficient details to accomplish the infravision unseen servant
task . The amount of time required and the qual- past life
ity of restoration vary according to the com- protection from cantrips
plexity of the pattern . Reassembling a shredded
map may be easy ; reassembling a broken clock On a Creature : This application can be dis-
is significantly more difficult ; rebuilding a pelled only by a spellcaster of greater level than
shattered mosaic is extremely difficult . In any the wizard was when he cast the spell . The fol-
case, the wizard can make only a reasonable lowing can made permanent if cast on another
copy of the item. He can use this spell to restore creature :
works of art, but they will be worth only a small
percentage of their original value . enlarge fear
The material component is a small hand lens invisibility
through which the caster studies the objects .
The lens is not consumed in the casting . On an Object or Area : These applications to
Notes : Restricted to wild mages ; common . other spells allow a permanency to be cast si-
multaneously with any of the latter . The entire
Penultimate Cogitation, spell complex can be dispelled normally, and
Mordenkainen's thus negated . The permanency spell can be used
to make the following object or area-effect
See Mordenkainen's penultimate cogitation . spells permanent:
65 6
Persistence
Persistence
(Invocation/Evocation)
Level : 7
Range : 0
Components : V, S, M
Casting Time : 1 turn
Duration : 1 day/level
Area of Effect : The caster
Saving Throw : None
65 7
Persona of Death
658
Phantasmagoria
Petrify Wood gaze extends into the Ethereal Plane and can
(Alteration) affect out-of-phase and ethereal creatures .
Intelligent opponents can choose to fight
Level : 1 with their eyes shielded (as by looking at a mir-
Range : Touch rored image) or turned away in order to avoid
Components : V, S, M meeting the gaze . Any doing so suffer a -2
Casting Time : 1 penalty to attack rolls and Armor Class .
Duration : 5 rds ./level The caster is subject to her own reflected
Area of Effect : 1 large/2 gaze ; if subjected to her own gaze, the caster
small wooden items must save vs . petrification or turn to stone her-
Saving Throw : None self. The caster can end this spell at will .
The material component is an ointment pre-
This spell petrifies nonliving wood . If cast on pared from powdered basilisk scales or the
a wooden weapon, it causes that weapon to have ashes of cockatrice feathers .
the properties of a weapon of stone, such as flint Notes : Very rare spell . (Updated from
or obsidian . This effectively reduces the POLYHEDRON Newszine .)
weapon's attack penalty from -3 to -2, and its
damage penalty from -2 to -1 ; the weapon is
now also completely fireproof. The dweomer
lasts until the spell's duration ends (or until a
missile enchanted with this spell strikes its
target) . Low-level wizards often create their
first magical weapons with this spell . One large
or two small weapons can be affected by this
spell (as per enchanted weapon) . Weapons nor-
mally made of wood (clubs, staves, etc .) gain no
additional benefits other than being fireproof.
To a native of impoverished Athas, this spell can
mean the difference between life and death in
combat .
The material component is a chip of petrified
wood .
Notes : Common for spellcasters from the
DARK SUN setting, uncommon for Savage
mages ; otherwise, very rare .
Petrifying Gaze
(Alteration, Invocation/Evocation)
Level : 7
Range : 0
Components : V, S, M
Casting Time : 7
Duration : 7 rds . + 1 rd ./level over 14th Phantasmagoria
Area of Effect : The caster (Illusion/Phantasm)
Saving Throw : Neg .
Level : 6
While this spell is in effect, the caster's gaze Range : 60 yds .
becomes as dangerous as that of a basilisk . The Components : V, S
caster can employ this power against one enemy Casting Time : 6
per round, in addition to casting another spell, Duration : I rd ./level
engaging in melee, or taking other actions . A Area of Effect : 1600 sq . ft . + 100 sq. ft ./level
target creature within 60 feet that meets the Saving Throw : Neg .
gaze must make a successful saving throw vs .
petrification or be turned to stone . The caster's By means of this spell, the caster prepares a
659
Phantasmal Force
special form of the 3rd-level spectral forces The illusionary effect can be moved by the
spell that is triggered by some special action . caster within the limits of the area of effect . The
The phantasmagoria typically is a full visual, DM has to rule on the effectiveness of this spell;
audial, olfactory, and touch illusion that in- detailed guidelines are outlined in Chapter 7 :
volves falling, sliding, or moving rapidly . The Magic and under "Adjudicating Illusions" at the
effect can be aimed at making the subjects be- beginning of Appendix 2 .
lieve that they are doing so or that something The material component of the spell is a bit
else is doing so . For example, the phantasmago- of fleece .
ria may be triggered when falling into a pit, Notes : Common spell (PHB) .
reaching the center of an area, opening a door,
or performing some like action . The subject(s) Phantasmal Killer
will then believe that the fall continues for (Illusion/Phantasm)
scores of feet ; that a pit has opened and that (Mentalism)
they are helplessly sliding down into an un-
known area ; that a wall of water is rushing down Level : 4
from the area beyond the just-opened door, or Range : 5 yds ./level
whatever . Note that unlike the programmed illu- Components : V, S
sion spell, the phantasmagoria spell must Casting Time : 4
always involve the illusion of something falling Duration : 1 rd./level
or rushing, or a rapidly dwindling perspective . Area of Effect : 1 creature
Notes : Restricted to illusionists ; uncommon . Saving Throw : Special
(Originally from 1st Ed. PHB .)
When this spell is cast, the wizard creates the
Phantasmal Force illusion of the most fearsome thing imaginable
(Illusion/Phantasm) to the victim, simply by forming the fears of the
victim's subconscious mind into something that
Level : 1 its conscious mind can visualize-the most hor-
Range : 60 yds . + 10 yds ./level rible beast . Only the spell recipient can see the
Components : V, S, M phantasmal killer (the caster sees only a shad-
Casting Time : 1 owy shape), but if it succeeds in scoring a hit,
Duration : Special the subject dies of fright . The beast attacks as a 4
Area of Effect : 400 sq . ft . + 100 sq. ft ./level Hit Dice monster. It is invulnerable to all attacks
Saving Throw : Special and can pass through any barriers . Once cast, it
inexorably pursues the subject, for it exists only
This spell creates the illusion of any object, in the subject's mind .
creature, or force, as long as it is within the The only defenses against a phantasmal killer
boundaries of the spell's area of effect . The illu- are an attempt to disbelieve (which can be tried
sion is visual and affects all believing creatures but once), slaying or rendering unconscious the
(undead are immune) that view it . It does not wizard who cast the spell, or rendering uncon-
create sound, smell, or temperature . Effects that scious the subject of the spell for its duration . To
depend on these senses usually fail . The illusion disbelieve the killer, the subject must specifi-
lasts until struck by an opponent-unless the cally state the attempt and then roll an Intelli-
spellcaster causes the illusion to react appropri- gence check. This roll has a -1 penalty for every
ately-or until the wizard ceases concentration four levels of the caster.
upon the spell (due to desire, moving, or a suc- Special modifiers apply to this attack :
cessful attack that causes damage) . Saving
throws for illusions are explained under "Illu- Condition Modifier
sions" in Chapter 7 : Magic and under "Adjudi- Subject surprised -2
cating Illusions" at the beginning of Appendix 2 . Subject previously attacked by this spell +1
Creatures that disbelieve the illusion see it for Subject is an illusionist +2
what it is and add +4 to associates' saving throws Subject is wearing a helm of telepathy +3
if this knowledge can be communicated effec-
tively. Creatures believing the illusion are sub- Magic resistance, bonuses against fear, and
ject to its effects (again, as explained in Chapter Wisdom adjustments also apply . The subject's
7) . magic resistance is checked first ; if the spell
660
Phantom Blade
66 1
Phantom Light - Witch
662
Phase Door
Phantom Wind
(Alteration, Illusion)
Level : 3
Range : 10 yds./level
Components : V, S
Casting Time : 3
Duration : 1 rd ./level
Area of Effect: 10 ft . wide path
Saving Throw : None
Phase Door
When this spell is employed, the illusionist (Alteration)
creates a wind that cannot be seen or felt . This (Dimension, Shadow, Geometry)
movement of air does, however, serve to blow
light objects before it, flutter curtains or drapes, Level : 7
flap loose clothing (such as capes, cloaks, and Range : Touch
mantles), fan fires, and move clouds of gaseous Components : V
materials (such as a wall of fog, fog cloud, Casting Time : 7
cloudkill, and so on) . The wind created moves in Duration : 1 usage/2 levels
the direction in which the illusionist points, its Area of Effect : Special
effects being felt in a progressively longer path Saving Throw : None
as the spell continues, at a movement rate of 10
feet per round, with the effects lasting the entire When this spell is cast, the wizard attunes his
course of the path . Thus, for example, the spell body, and a section of wall is affected as if by a
could be used to move several sailed vessels, passwall spell . The phase door is invisible to all
but the first affected by the wind would also be creatures save the spellcaster, and only he can
the one to move the farthest. use the space or passage the spell creates, disap-
Notes : Restricted to illusionists ; uncommon . pearing when the phase door is entered, and ap-
(Originally from Unearthed Arcana .) pearing when it is exited . If the caster desires,
one other creature of man size or less can be
taken through the door ; this counts as two uses
of the door. The door does not pass light, sound,
or spell effects, nor can the caster see through it
without using it . Thus, the spell can provide an
escape route, though certain creatures, such as
phase spiders, can follow with ease . A gem of
true seeing and similar magic will reveal the
presence of a phase door but will not allow its
use .
66 3
Phase Shift - Savant
The phase door lasts for one usage for every similar creatures are immediately put "in phase"
two levels of experience of the spellcaster. It and can be attacked normally . A blink dog
can be dispelled only by a casting of dispel cannot blink and a displacer beast cannot use its
magic from a higher-level wizard, or from sev- displacement power. A xorn loses its invulnera-
eral lower-level wizards, casting in concert, ble walk through solid objects and, if in a solid
whose combined levels of experience are more object, takes 2d10 points of damage per round
than double that of the wizard who cast the spell until it can free itself.
(this is the only instance in which dispel effects Magical items that put an individual into the
can be combined) . Ethereal Plane or open holes into pocket dimen-
Rumor has it that this spell has been adapted sions (such as the portable hole) do not function
by a certain powerful wizard (or wizards) to while this spell operates . Spells of 4th level or
create renewable (or permanent) portals, which less (such as rope trick and blink) do not func-
may (or may not) be keyed to specific individu- tion . If already functioning, such spells cease to
als (henchmen) or items (such as rings) . exist, bringing affected individuals back to the
Notes : Common spell (PHB) . caster's plane immediately. Spells of 5th level or
higher that access other planes or dimensions
Phase Shift - Savant (such as phase door) function normally.
(Alteration) The target creature is allowed a saving throw
(Dimension) vs . spell to negate the effect . Creatures phasing
through solid matter save at a -2 penalty, while
Level : 4 those on the Astral Plane save at a +1 bonus .
Range : 0 The material component is a clear gem worth
Components : V, S, M at least 50 gp ; the gem is lost in casting .
Casting Time: 1 Notes : Very rare spell from the FORGOTTEN
Duration : 1 rd ./level REALMS setting . Known to be in Aubayreer's
Area of Effect : The caster Workbook .
Saving Throw : None
Phezult's Awakening
This spell allows the caster to instantaneously Reversed form, see Phezult's sleep of ages .
go to and return from the Ethereal Plane when
attacking, an action similar to that employed by Phezult's Sleep of Ages
the phase spider . (Alteration)
The material component is a bit of phase Reversible
spider webbing .
Notes : Common for savants, uncommon for Level : 9
dimensionists ; otherwise, very rare . Range : 0
Components : V, S, M
Phase Trap Casting Time : 3 rds .
(Alteration) Duration : Permanent
(Dimension) Area of Effect : 10-ft ./level radius
Saving Throw : Neg .
Level : 4
Range : 20 yds . By means of this spell, a stasis field is cre-
Components : V, S, M ated about a special spell focus (see below) .
Casting Time : 4 When it is cast, the stasis field ripples out ward
Duration : 1 rd./level from the focus in an expanding sphere . The rate
Area of Effect : 1 creature of expansion is 20 feet per round, even through
Saving Throw: Neg . solid rock and other physical or magical barri-
ers . Only an anti-magic shell, prismatic sphere,
Upon casting this spell, the wizard locks the or a fully enclosed wall offorce effect will pro-
target creature onto the plane they currently vide protection from the field . The field stabi-
occupy (usually the Prime Material Plane) . The lizes when it reaches its maximum size-a
caster must have the creature in sight at the time sphere of radius equal to 10 feet per level of the
of casting . caster.
When subject to this spell, a phase spider or All living creatures within the stasis field,
664
Photodraft
except the caster and any protected beings, must special focus . The caster uses his or her own
successfully save vs . spell or be placed in sus- blood (at least nine drops) smeared into an un-
pended animation whether they wish to be or broken ring on any stable surface (usually
not . Creatures of Hit Dice or levels from greater stone) of a radius not more than the overall
than the spellcaster to 3 levels or Hit Dice less length of the caster's hand (wrist to fingertips) .
than the caster save normally ; creatures of 4 to 7 Into this ring are placed at least six gems of 500
Hit Dice or levels less than the caster save at -1 ; gp value, of any type . When the spellcasting is
and creatures of far lesser levels save at an addi- complete, four of the gems vanish, consumed in
tional -1 penalty per level less than seven below the act of releasing the spell's power . The rest
the caster's . fuel the stasis field, and dwindle slowly as the
Creatures in stasis that are mentally con- time passes (roughly one year of stasis per 10
tacted by magic or psionics while within the gp value) .
field do not respond, and the being contacting Removing any gemstone from the circle or
them is placed in stasis temporarily (awakening breaking the ring instantly ends the stasis effect .
after 2d4 rounds) each time such contact is at- Otherwise, the effect ends when the gems are
tempted . used up . However, any number of gems that fit
Creatures entering the field after it has can be placed inside the ring at any time to
reached its full extent, even decades or centuries extend its duration .
after the spell is cast must save vs . spell to avoid The reverse, Phezult's awakening, requires
falling into stasis . The penalties for level or Hit neither gems nor blood in its casting, but merely
Dice apply, but they also receive a +3 bonus . seven drops of pure or holy water upon the spell
A new saving throw must be made each time focus .
a creature enters the stasis field, even if it has Notes : Rare or very rare spell from the
entered and been unaffected before, but each FORGOTTEN REALMS setting . Known to be in
creature needs save only once per exposure to a Elminster's Traveling Spellbook .
particular sleep of ages stasis field . Creatures
who are physically removed from such a field Photodraft
without being magically roused will wake up by Aka Prismal's pictograph .
themselves 2d4 rounds after removal, with no ill
effects ; the casting of a dispel magic will Physical Invisibility
awaken them instantly if cast upon them when (Alteration)
they are outside the field . Physical means of (Alchemy)
awakening will not hurry the process . A crea-
ture taken out of a stasis field and then taken Level : 5
back in before awakening returns to stasis with- Range : Touch
out becoming conscious . Components : V, S, M
The body functions of creatures affected by Casting Time : 5
the stasis field virtually cease, but they do not Duration : 5 rds ./level
die, nor will they grow older as the years pass . If Area of Effect : Creature touched
a creature in stasis is slain by other means- Saving Throw : Special
physical attack ; cashing, burial, or drowning
due to physical changes around the body ; and This spell causes the recipient to vanish from
the like-stasis ends instantly and the body will sight and not be detectable by normal vision or
decay normally, for the slain creature only. infravision. The spell works similarly to dust of
The stasis can be lifted from individual crea- disappearance : The creature can attack and
tures without harm and without releasing other remain invisible, and even detect invisibility
creatures under the same stasis by casting tem- will not reveal it . The invisible creature is not si-
poral reinstatement (the reverse of the 9th-level lenced with respect to noise, nor are scent or
wizard spell temporal stasis) or the reverse of tracks masked . Attack rolls against the invisible
this spell . The stasis field shrinks gradually to creature are at a -4 penalty in addition to any
nothingness at the same rate at which it origi- other bonuses or penalties that apply.
nally expanded, freeing any creatures formerly Dust of appearance or a successful casting of
within it instantly and without any lingering ef- dispel magic can negate the spell . Dispel illu-
fects . No further gemstone material is lost . sion has no effect on this spell . True seeing or a
The Focus : Phezult's sleep of ages requires a similar power allows its caster to see the invis-
66 5
Pierce Any Shield
ible creature . A character of high Intelligence or this spell is a saving throw, if the spell in ques-
level may have a chance to detect the invisible tion allows one. Even then, such rolls suffer a -5
creature, but if the invisible creature moves (as penalty. The pierce any resistance spell does not
opposed to remaining in melee range), a suc- protect the caster from events that would nor-
cessful detection attempt must be made each mally disrupt the casting of the second spell .
round to keep from losing track of it again . The material component is a silver spike or
The material components of the spell are a knife .
prism and a small mirror. Notes : Common in the MYSTARA setting; oth-
Notes : Very rare spell . (Updated from erwise, very rare .
DRAGON Magazine .)
Pierce Magic Resistance
(Alteration)
Level : 5
Range : 0
Components : V, S, M
Casting Time : 5
Duration: Special
Area of Effect : 1 spell
Saving Throw : None
66 6
Pillar of Sand
Pilfer Dweomer gem is consumed when the wizard casts the pil-
(Alteration) fered spell . If the gem is destroyed or taken
more than 5 feet from the wizard, the pilfered
Level : 5 spell is lost .
Range : Touch Notes : Common in the MYSTARA setting ; oth-
Components : S, M erwise, very rare .
Casting Time : 5
Duration : Special Pilfering Fingers, DeGras's
Area of Effect : 1 spellcaster A MYSTARA setting spell, see DeGras's pilfering
Saving Throw : Neg . fingers .
667
Pit -- Witch
Plague
(Illusion/Phantasm)
Level : 4
Range : Touch
Components : V, S, M
Casting Time : 2
Duration : 7 days/level
Area of Effect: 1 creature
Saving Throw : Neg .
66 8
Planar Door
ance, but others react as if the individual is a A creature called with more Hit Dice or
plague carrier. levels than the caster gains a +4 bonus to its
For maximum effect, the disease should be saving throw. Deities and similar powerful crea-
one that the caster is familiar with (mummy rot tures are not forced to heed the planar call, al-
is a favorite) . If the disease is well known to the though they may respond by choice . Once
caster, then the chance of detecting it as an illu- called, the creature is under no compulsion to
sion on reasonable examination is 5% . If the remain or aid the caster.
caster is creating a new disease or trying to du- The material component for this spell is the
plicate a disease he has heard of (say, for exam- same as that for call, a stick of incense a strip of
ple, "the copper rot of Shar"), the chance for paper.
detection is raised to 30% . Notes : Common in oriental settings ; other-
Cure disease has no effect on this illusory wise, very rare .
plague, but a dispel magic eliminates its mani-
festation with the standard chances . The caster Planar Door
can also lift the plague at will, though he might (Conjuration/Summoning)
also make some other demand of service or (Dimension)
item for his "healing ."
The material component of this spell is a Level : 7
pinch of soot or fungus . Range : 10 yds .
Notes : Very rare spell from the FORGOTTEN Components : V, S, M
REALMS setting . Known to be in Selvar's Ineffa- Casting Time : 7
ble Conjurations, Magic, and Phantasms. Duration : 1 creature/level
Area of Effect : Creates 1 portal
Saving Throw : None
The DM may restrict this spell by ruling
that familiarity requires the caster to have Casting a planar door spell opens a shimmer-
observed the course of the chosen plague ing doorway between the caster and a randomly
at close hand . determined Outer Plane . It also might draw the
attention of planar creatures nearby, which may
choose to step through to the caster's location
Planar Call (10% chance) .
(Conjuration/Summoning) The caster of the planar door spell has no
control over which plane is contacted, but no
Level : 9 control over what creature, if any, appears .
Range : 0 The door is an open portal between planes,
Components : V, S, M though which any creature can pass without re-
Casting Time : 1 turn striction or obligation . Creatures can pass in
Duration : Instantaneous either direction until a number of creatures
Area of Effect : Creature called equal to the caster's level have passed through .
Saving Throw : Special The caster can close the door at any time,
ending the spell . The casting ages a human
When cast, this spell allows the wu jen to caster one year (others 1 % of the typical lifes-
summon any single creature he knows by sight pan) .
into his presence, even creatures from other The material component is vial of ethereal
planes . The wu jen must know the specific iden- plasma.
tity of the creature called, not just the general Notes : Uncommon for conjurers and dimen-
type . Calling for a ki-rin is not sufficient, the sionists ; otherwise, very rare . (Updated from
wu jen must have a specific ki-rin in mind . DUNGEON Magazine) .
Creatures with names must be summoned by
their true name .
If the creature is on the same plane as the Option: A conjurer or a dimensionist has a
caster, no saving throw is allowed . If the crea- 60% chance to choose the plane onto
ture is on a different plane, then a successful which the door opens . The chance im-
saving throw vs . spell allows the creature to proves by 2% per level over 14th .
ignore the planar call .
6 69
decided by the DM .
Plant-based creatures, such as treants, suffer
6d6 damage (save vs . poison for half damage) .
Such creatures will perish in a few days if they
stay in the area of effect .
The material component is the fine mist
spray. A potion-sized bottle, enough for a single
casting, costs 400 gp . Its formula must be inde-
pendently researched in the same way as a mag-
ical potion .
Notes : Restricted to necromancers, for whom
it is uncommon, and evil wizards, for whom it is
rare . (Updated from DRAGON Magazine) .
Plant Entrapment
(Alteration)
Level : 3
Range : 50 yds .
Components : V, S, M
Casting Time : 3
Duration : 2 turns
Area of Effect : 20-ft . cube
Saving Throw : Neg .
670
Poison
67 1
Poison to Water
672
Polymorph Other
in the new form can result in the injury or death ligence check to see if it retains its personality
of the polymorphed creature . (see following) .
For example, it is possible to polymorph a The polymorphed creature acquires the form
creature into rock and grind it to dust, causing and physical abilities of the creature it has been
damage, perhaps even death. If the creature was polymorphed into, while retaining its own
changed to dust to start with, more creative mind . Form includes natural Armor Class (that
methods to damage it would be needed ; perhaps due to skin toughness, but not due to quickness,
the wizard could use a gust of wind spell to scat- magical nature, etc .), physical movement abili-
ter the dust far and wide . In general, damage ties (walking, swimming, and flight with wings,
occurs when the new form is altered through but not plane shifting, blinking, teleporting,
physical force, although the DM will have to etc .), and attack routines (claw/claw/bite,
adjudicate many of these situations . swoop, rake, and constriction, but not petrifica-
The system shock roll is applied to living tion, breath weapons, energy drain, etc .) . Hit
creatures, as are the restrictions noted regarding points and saving throws do not change from
the polymorph other and stone to flesh spells . the original form. Noncorporeal forms cannot
Also note that a polymorph effect often detracts be assumed . Natural shapeshifters (lycan-
from an item's or creature's powers, but does not thropes, dopplegangers, higher level druids,
add new powers, except possibly movement ca- etc .) are affected for but one round, and can then
pabilities not present in the old form . Thus, a resume their normal form.
vorpal sword polymorphed into a dagger would If slain, the polymorphed creature reverts to
not retain vorpal capability . Likewise, valueless its original form, though it remains dead. (Note
items cannot be made into permanent valuable that most creatures generally prefer their own
items . form and will not willingly stand the risk of
The material components of this spell are being subjected to this spell!) As class and level
mercury, gum arabic, and smoke . are not attributes of form, abilities derived from
Notes : Common spell (PHB) . either cannot be gained by this spell, nor can
exact ability scores be specified .
Polymorph Other When the polymorph occurs, the creature's
(Alteration) equipment, if any, melds into the new form (in
particularly challenging campaigns, the DM
Level: 4 may allow protective devices, such as a ring of
Range : 5 yds./level protection, to continue operating effectively) .
Components : V, S, M The creature retains its mental abilities, includ-
Casting Time : 4 ing spell use, assuming the new form allows
Duration : Permanent completion of the proper verbal and somatic
Area of Effect : 1 creature components and assuming the material compo-
Saving Throw : Neg . nents are available . Creatures not used to a new
form might be penalized at the DM's option (for
The polymorph other spell is a powerful example, -2 to attack rolls) until they practice
magic that completely alters the form and abil- sufficiently to master it .
ity, and possibly the personality and mentality, When the physical change occurs, there is a
of the recipient. The change is from creature base 100% chance that the subject's personality
form to creature form ; a creature cannot be and mentality change into that of the new form
changed into common plant or an object . Of (i .e., a roll of 20 or less on 1d20). For each 1
course, while a creature with a lower Intelli- point of Intelligence of the subject, subtract 1
gence can be polymorphed in form into a crea- from the base chance on 1 d20 . Additionally, for
ture with a higher Intelligence, it will not gain every Hit Die of difference between the original
that creature's mental ability . The reverse- form and the form it is assuming, add or sub-
polymorphing a higher Intelligence creature tract 1 (depending on whether polymorphed
into one of significantly lower Intelligence-re- form has more Hit Dice [or levels] or fewer Hit
sults in a creature much more intelligent than Dice [or levels] than original, respectively) . The
appearances would lead one to believe . The chance for assumption of the personality and
polymorphed creature must survive a system mentality of the new form is checked daily until
shock roll (see Table 3) to see if it survives the the change takes place .
change . After this, it must make a special Intel- A subject acquiring the mentality of the new
673
Polymorph Self
6 74
Power Word, Banishment
675
Power Word, Blind
moning, or some means of egress from its home When a power word, blind spell is cast, one
to the plane from which it was banished . Fur- or more creatures within the area of effect
ther, the banishment lasts for a year and a day ; become sightless . The spellcaster selects one
not even a full wish allows re-entry before this creature as the target center, and the effect
time has elapsed . This spell closely resembles spreads outward from the center, affecting crea-
the 7th-level spell banishment, but is more pow- tures with the lowest hit point totals first ; also,
erful and more dangerous . The caster need the spell can be focused to affect an individual
merely look at the extra-planar creature and creature . The spell affects up to 100 hit points of
speak the name of its home plane . The effect creatures ; creatures who currently have 100 or
happens immediately . more hit points are not affected and do not
The creature's magic resistance is halved . If a count against the number of creatures affected.
caster fails to overcome the creature's magic re- The duration of the spell depends upon how
sistance, the spell merely fails . many hit points are affected . If 25 or fewer hit
If the caster has correctly named the home points are affected, the blindness is permanent
plane of the creature, and if creature currently until cured . If 26 to 50 hit points are affected,
has 70 hit points or fewer, it is banished . If not, the blindness lasts for 1d4+1 turns . If 51 to 100
the caster is in great trouble . hit points are affected, the spell lasts for I d4+1
If the caster has named the wrong plane or if rounds . An individual creature cannot be par-
the creature is too powerful to be affected, the tially affected . If all of its current hit points are
caster must immediately make a saving throw affected, it is blinded ; otherwise, it is not . Blind-
vs . death magic at a -4 penalty . Failure means ness can be removed by a cure blindness or
he is banished to that plane himself . (However, dispel magic spell .
he is not stranded for any set length of time, and Notes : Common spell (PHB) .
may return to his home plane as soon as he can
contrive to do so) . A caster who succeeds is Power Word, Kill
dazed and shaken by his brush with disaster, (Conjuration/Summoning)
and can take no actions other than defense for (Song)
the next two rounds .
Even if the spell is entirely successful, the Level : 9
force of the magic is such that the wizard cannot Range : 5 yds ./2 levels
concentrate enough to cast another spell until at Components : V
least 1 full round has passed . Casting Time : 1
This spell cannot be cast on oneself . The Duration : Instantaneous
caster must be able to see the creature on which Area of Effect : 10-ft . radius
it is cast . Saving Throw : None
Notes : Rare spell from the FORGOTTEN
REALMS setting, uncommon for conjurers and When a power word, kill spell is uttered, one
dimensionists ; virtually unknown elsewhere . or more creatures of any type within the spell
range and area of effect are slain . The power
Power Word, Blind word kills either one creature with up to 60 hit
(Conjuration/Summoning) points, or multiple creatures with 10 or fewer hit
(Song) points each, to a maximum of 120 hit points
total . The option to attack a single creature or
Level : 8 multiple creatures must be stated along with the
Range : 5 yds ./level spell range and center of the area of effect . The
Components : V current hit points of the creatures are used .
Casting Time : 1 Notes : Common spell (PHB) .
Duration : Special
Area of Effect : 15-ft . radius
Saving Throw : None
67 6
Power Word, Silence
I
677
Power Word, Sleep - Red Wizard
I
Level : 7
Range : 5 yds ./level
Components : V
Casting Time : 1
Duration : Special
Area of Effect : 1 creature
Saving Throw : None
678
Prepare Enchantment
40,
67 9
Preservation
1
Preserve
Modifiers for "True Name" Magic (Abjuration)
(Alchemy)
Per pound of natural material -1
(wood, leather) Level : 2
Per pound of other non-ferrous -3% Range : Touch
material Components : V, S, M
Per pound of ferrous material* -10% Casting Time : 2 rds .
Per caster level +1 Duration : Permanent
Per day additional fasting +1% Area of Effect : '/2 cu . ft ./level
Per +1,000 gp extra material Saving Throw : None
component value +1%
A preserve spell enables the caster to retain
* Includes iron, steel, and all magical metals some item fresh and whole until some later time
(such as "meteor metal," mithral, adamantite, when it is needed . Of course, the dweomer is in-
cinnabryl, and any other magical metal not effective in retaining the magical potency living
specifically excluded) . component materials such as mistletoe, holly
Note: The chance for success of this method berries, and similar stuffs that must be gathered
cannot be brought above 85% by any means . at specific times or under specific conditions . It
is likewise ineffective in preserving the de-
ceased for later resurrection . The material that
680
681
Preserve Wood
'N
from the FORGOTTEN REALMS Sea of Stars
region ; otherwise, uncommon .
Preserver Metamorphosis
Athasian Dragon-King
magic ; psionic component
renders the spell
uncastable by wizards
Presper's Double Wizardry
(Alteration)
Level : 8
Range : 0
Components : V, S, M
Casting Time : 8
Duration : I turn/level
Area of Effect : The caster
Saving Throw : None
682
Presper's Moonbow
c
be fresh, and may even be petrified . If a round passes in which no moon motes are
Notes : Very rare in the FORGOTTEN REALMS shot off at targets, all moon motes (in orbit
setting ; virtually unknown elsewhere . around the caster or in flight) wink out even if
they have been created by different spells . Simi-
Presper's Moonbow larly, if the caster is slain rendered unconscious
(Evocation) or unable to mentally direct the moon motes, the
(Artifice) moon motes wink out of existence .
The moon motes can be attacked physically ;
Level : 5 they have an Armor Class of -6 . If struck, they
Range : 10 yds ./level immediately discharge and inflict their damage
Components : V, S, M on all within 10 feet . If the moon motes are
Casting Time : 5 struck by a lightning bolt they discharge as well,
Duration : 1 to 4 rds . inflicting their damage on all within 10 feet . A
Area of Effect : Special wizard with a herd of moon motes around him
Saving Throw : None could meet a quick end, as unused moon motes
are always within 10 feet of the caster.
This spell can be cast only at night when the The material components for this spell are a
moon is visible in the sky. Creating the moon- wisp of cobweb an amber rod and a scrap of fur .
bow causes 1 d4 small glowing motes of light to Notes : Rare or very rare spell from the
collect and spin around the caster resembling FORGOTTEN REALMS setting . Known to be in
dancing lights in appearance . The number of Tome of the Covenant .
moon motes appearing is random .
On each of the following rounds, the caster
can direct any or all of the motes to attack a spe-
cific creature within range . The motes pursue
the creature at a movement rate of 27 and follow
around corners and obstacles . The motes are not
foiled by illusions or invisibility. They strike as
the caster with a +3 bonus to hit . Should they
hit, they discharge an electrical bolt . Should
they miss, they flicker out without inflicting
further damage .
The damage inflicted by a moon mote is de-
termined by the number of other motes that
were created :
683
Prestidigitation
I
684
1 Prismal's Revenge
r
Prismal's Pictograph Prismal's Revenge
(Invocation) (Alteration, Necromancy)
(Artifice, Geometry) (Alchemy)
Level : 4 Level : 7
Range : 5 yds ./level Range : Touch
Components : V, S, M Components : V, S, M
Casting Time : 2 rds . Casting Time : 7
Duration : Special Duration : Instantaneous
Area of Effect : I creature or object Area of Effect: 1 creature
Saving Throw : Neg . Saving Throw : Neg .
Originally developed by the evil wizard Pris- This sinister dweomer inflicts a potent,
mal, this spell turns one creature or object in the cursed disease upon the creature touched . A
wizard's line of sight and range into an image creature failing a saving throw vs . spell immedi-
on a surface the wizard touches . As the image is ately falls prey to a massive onslaught of dan-
transferred, the actual creature or object slowly gerous maladies . The curse causes new diseases
fades from view and vanishes, to appear on the to constantly manifest in the victim's body,
surface as a drawing . overwhelming his system and killing him within
For the pictograph to be successful, the caster four days . Even a paladin can fall prey to Pris-
must have an unimpaired view of the creature or mal 's revenge.
object . The subject must remain in range for the An afflicted victim must succeed in a second
entire casting time . The subject's image must fit saving throw vs . spell, with a -4 penalty, or
entirely on the surface the caster touches . The suffer the side-effects of Prismal's revenge:
caster can reduce the object by a factor of 12 Each day that the curse progresses, ability
(feet become inches), so a giant 10 feet tall can scores, movement rate, and hit points are re-
be rendered as an image 10 inches high . The duced by 25%, and THACO and saving throws
caster must also have a suitable surface for the worsen by I d4 points. Prismal's revenge is not
image-smooth stone or metal, paper or parch- contagious .
ment, or even the skin of a cooperative accom- To defeat the curse, a dispel magic must first
plice . The image is transferred in full color, and be cast in order to stop the part of the spell that
nothing less than the complete destruction of continuously regenerates the curse ; then remove
the surface can obliterate it . curse must be cast to halt the continuing mani-
An unwilling creature is allowed a saving festation of diseases ; and finally cure disease is
throw vs . spell to avoid the effect . If the caster required to defeat the current infections . (A
has specifically targeted an item carried by a properly worded wish may be effective, also .) If
creature, the item receives the creature's saving these spells are not cast in the proper order, and
throw. Magical items receive any applicable within the same turn, they have no effect : If
bonuses . For nonmagical objects and non- only a cure disease is cast, the curse immedi-
monstrous plants and animals, the spell is per- ately reinstates the disease, and if a remove
manent until dispelled. For other creatures and curse only is cast, the magic of the spell rein-
magical items, the pictograph state lasts for I states the curse .
day per level of caster, unless a permanency The casting of Prismal's revenge is an evil
spell is used on the image . act. The late necromancer Purdue Darkwolf also
At the end of the spell's duration, or when a claimed authorship of this spell . (The claim, it
dispel magic is cast directly upon the image, the is suspected, led to his demise .)
object or creature reappears . The caster can re- Notes : Very rare spell ; invariably found in the
store the subject at any time by commanding it hands of evil spellcasters . Known to be in Pris-
forth . mal's Pocket Library, Vol. IX
The material components are an empty ink
well, a feather pen, and the writing surface .
Notes : Very rare spell . Thought to be in Pris-
mal's Pocket Library, Vol. IV
685
Prismal's Reversal
_N
Speed of Time to
Movement Pass Portal
3 1/16 round
6 1/8 round
9 1/4 round
12 1/2 round
15 1 round
18 2 rounds
Prismal's Reversal 21 4 rounds
(Alteration) 24 8 rounds
(Chronomancy) 27 16 rounds
30 32 rounds
Level : 7
Range : Touch Prismal's Wormhole
Components : V, S (Alteration, Illusion)
Casting Time : 7 (Dimension)
Duration : Permanent
Area of Effect : I portal Level : 8
Saving Throw : None Range : Special
Components : V, S, M
This enchantment reverses the relative veloc- Casting Time : 2 hrs .
ity of an object or creature that passes through Duration : Special
the affected portal . The spell can be cast only Area of Effect : Creates 1 wormhole
upon an area bounded on four sides by a solid Saving Throw : None
frame, such as a window or a door . The spell
cannot be cast on a portal smaller than 3 feet by This spell allows communication and possi-
4 feet or larger than 18 feet by 24 feet . Creatures bly travel from the caster's location to that of
running or objects flying through the portal lose another individual, the caller. When a caller
velocity, while those moving slowly are acceler- speaks the secret word of activation (most likely
ated . given to him by the caster), the spell is acti-
The chart shows the time required to pass vated, and a wormhole portal between the caster
through the spell's effect compared with move- and the caller is created . Prismal's wormhole
ment rates . Once into the portal, a creature has infinite range on the Prime Material Plane,
cannot withdraw or take any other actions until and can cross planar boundaries (though move-
the portal has been passed completely . If pass- ment into the RAVENLOFT setting is only one-
ing through the portal takes a round or more, a way) .
On the caller's side of the wormhole, a life-
1)
686
I
Prismatic Eye
1
sized, stained-glass figure appears (an illusion), and yellow pigment . The wood planks must be
telling the caller one of two things : "Please wait laid on the floor in the shape of a door frame,
for the wizard," or "Sorry, the wizard is busy and the knocker placed within the frame . The
and chooses not to appear." The stained-glass pigments are sprinkled in the course of the cast-
figure is not physically or visually threatening, ing . The secret word (often the wizard's name)
nor can it cause harm of any kind . is woven into the fabric of the spell as part of
On the wizard's side of the wormhole, two il- the incantation .
lusions appear : one a stained glass figure, Notes : Very rare spell . Known to be in Pris-
telling the wizard someone has called, and the mal's Pocket Library, Vol . IX
other a door knocker. The figure becomes a pic-
ture of the caller if the caster desires . If the Prismatic Eye
caster does not wish to appear, he wills the (Alteration, Evocation)
stained-glass figure on the other end to say he's (Artifice)
busy, whereon the wormhole collapses and one Level : 6
use of the spell is exhausted ("What? No ap- Range : 0
pointment? So sorry . No audience without an Components : V, S, M
appointment .") . Casting Time : 1 rd .
If the wizard wishes to visit the caller, he Duration : 1 rd ./level
need only grasp the knocker to appear directly Area of Effect : Creates I eye
before the caller (the knocker travels through Saving Throw : None
the wormhole with the wizard) . The wizard can
return to his original location simply by operat- This magic creates a visible orb resembling
ing the knocker again . Only the caster can oper- an eye, much like a wizard eye, that floats above
ate the knocker. one shoulder of the caster . The caster can cause
The caster can also use the knocker to open the eye to move at 120 feet per round and can
the wormhole with the knocker without actually see through it if he desires . The eye can be sent
going through it, and can close the wormhole at up to 10 yards away per experience level of the
any time . The wormhole can stay open for a caster . The eye has 20-foot infravision and
maximum of one turn per level of the caster. normal vision up to 60 feet in good light .
While the wormhole is open, the wizard can
cast any spell he has available through the
wormhole except dispel magic . He can do this
even if he does not visit the caller . While it is
possible for a spellcaster at the other end of an
open wormhole to cast spells at the caster, it is
not possible for anyone else to go through the
wormhole unless accompanied by the caster .
Regardless of the distance between the ends of
the wormhole, the wormhole counts as no dis-
tance for purposes of movement or spell range .
A casting of Prismal s wormhole allows the
wormhole to be opened a number of times equal
to the caster's level ; thus, a 16th-level wizard
creates a wormhole that can be activated sixteen
times, with each activation lasting up to 16
turns . If the wizard chooses not to answer a call,
one activation is used, exactly as if he had re-
sponded .
Preparation : The spell requires the wizard to
be isolated before he can begin casting . If the
caster does not have total concentration and
complete silence, the spell is 50% likely to fail
outright. The casting takes two hours .
The material components are pine planks, a
brass knocker, and least a pint each of red, blue,
6 87
Prismatic Sphere
_N
Color Order
of Globe of Globe Effects of Globe Spell Negated By
Red 1st Stops nonmagical missiles-Inflicts 20 points of damage, cone of cold
save vs . spell for half
Orange 2nd Stops magical missiles-Inflicts 40 points of damage, save gust of wind
vs . spell for half
Yellow 3rd Stops poisons, gases, and petrification-Inflicts 80 points disintegrate
of damage, save vs . spell for half
Green 4th Stops breath weapons-Save vs . poison or die ; survivors passwall
suffer 20 points of poison damage
Blue 5th Stops location/detection and mental attacks-Save vs . magic missile
petrification or be turned to stone
Indigo 6th Stops magical spells-Save vs . wand or go insane continual light
Violet 7th Forcefield protection-Save vs . spell or be sent to dispel magic
another plane
J
688
Prismatic Wall
1
prismatic sphere (but an antimagic shell will Blue 5th Save vs . petrification or be
fail to penetrate it) . Otherwise, anything short turned to stone
of an artifact or relic entering the sphere is de- Indigo 6th Save vs . wand or go insane
stroyed, and any creature is subject to the effects Violet 7th Save vs . spell or be sent to
of every color still active-i .e ., 70-140 points another plane
of damage plus death, petrification, insanity,
and instantaneous transportation to another Prismatic Wall
plane. (Conjuration/Summoning)
Notes : Common spell (PHB) .
Level : 8
Prismatic Spray Range : 10 yds.
(Conjuration/Summoning) Components : V, S
Casting Time : 7
Level : 7 Duration : 1 turn/level
Range : 0 Area of Effect : 4 ft ./level wide x 2 ft./level high
Components : V, S Saving Throw : Special
Casting Time : 7
Duration : Instantaneous This spell enables the wizard to conjure a
Area of Effect : 70 x 15 ft . spray vertical, opaque wall-a shimmering, multicol-
Saving Throw: Special ored plane of light that protects him from all
forms of attack . The wall flashes with all colors
When this spell is cast, the wizard causes of the visible spectrum, seven of which have a
seven shimmering, multicolored rays of light to distinct power and purpose. The wall is immo-
flash from his hand in a triangular spray . This bile, and the spellcaster can pass through the
spray is 70 feet long and spreads to 15 feet wide wall without harm. However, any creature with
at the end . It includes all colors of the visible fewer than 8 Hit Dice that is within 20 feet of
spectrum ; each ray has a different power and the wall and does not shield its vision is blinded
purpose . Any creature with fewer than 8 Hit for 2d4 rounds by the colors .
Dice struck by a ray is blinded for 2d4 rounds, Each color in the wall has a special effect .
regardless of any other effect .
Any creature in the area of effect will be
touched by one or more of the rays . To deter-
mine which ray strikes a creature, roll l d8 and
consult the table .
Notes : Common spell (PHB) .
Color Order
of Ray of Ray Effect of Ray
Red 1st Inflicts 20 points of damage,
save vs . spell for half
Orange 2nd Inflicts 40 points of damage,
save vs . spell for half
Yellow 3rd Inflicts 80 points of damage,
save vs . spell for half
Green 4th Save vs . poison or die ; sur-
vivors suffer 20 points of
poison damage
689
Private Sanctum, Mordenkainen's
'N
Prismatic Wall Effects
Order of
Color Color Effects of Color Spell Negated By
Red 1st Stops nonmagical missiles-Inflicts 20 points of damage, cone of cold
save vs . spell for half
Orange 2nd Stops magical missiles-Inflicts 40 points of damage, save gust of wind
vs . spell for half
Yellow 3rd Stops poisons, gases, and petrification-Inflicts 80 points disintegrate
of damage, save vs . spell for half
Green 4th Stops breath weapons-Save vs . poison or die ; survivors passwall
suffer 20 points of poison damage
Blue 5th Stops location/detection and mental attacks-Save vs . magic missile
petrification or be turned to stone
Indigo 6th Stops magical spells-Save vs. wand or go insane continual light
Violet 7th Force field protection-Save vs . spell or be sent to dispel magic
another plane
Each color also can be negated by a specific of the caster . The flame does not harm the
magical effect, but the colors must be negated in caster, but it is hot . The flame flashes on cre-
the precise order of the spectrum . The accompa- ation, igniting combustibles within a three-foot
nying table shows the seven colors of the wall, diameter of its center of impact (paper, cloth,
the order in which they appear, their effects on dry wood, oil, and so on) . Although the magical
creatures trying to attack the spellcaster, and the flame lasts only an instant, combustibles that
magic needed to negate each color . ignite continue to burn with normal fire . A crea-
The wall's maximum proportions are 4 feet ture struck by the flame suffers 1d4+1 points of
wide per level of experience of the caster and 2 damage and, if combustion occurs, must spend
feet high per level of experience . A prismatic a round extinguishing the fire or suffer like
wall spell cast to materialize in a space occu- damage each round until the fire is extin-
pied by a creature is disrupted and the spell is guished .
wasted . The witch can create and hurl a magical
Notes : Common spell (PHB) . flame as a grenade-like missile, or hold it for
later use . While the witch can snuff out the
Private Sanctum, Mordenkainen's magical flame any time desired, normal fires
See Mordenkainen's private sanctum . caused by the flame cannot be so extinguished .
This spell does not function under water .
Procurement, Khazid's Notes : Restricted to witches and fire mages ;
See Khazid's procurement . uncommon .
6 90
1 Programmed Amnesia
40,
This spell allows the wizard to selectively de- ceives a coded message or arrives at some desti-
stroy, alter, or implant memories in the subject nation . Optionally, the wizard might decide to
creature as he sees fit . He can completely repro- have an erasure partially or totally lifted when
gram a character, inventing a new persona, a the programmed condition comes to pass .
new alignment, and assigning a new class as he
sees fit . Only sentient beings can be affected ; a The casting time of this spell varies accord-
subject that is not human, humanoid, or demi- ing to what effects the wizard wishes to impose
human gains a +4 bonus to its saving throw . The on the subject . To cast just one of the listed ef-
wizard can make use of any or all of the effects fects, the wizard must spend two days secluded
listed below : away from any distractions-a personal labora-
tory is a good example of a secluded place . In
A) Memory Erasure . Any or all memories between the intense eight-hour casting sessions,
possessed by the subject can be erased at the the wizard can sleep and eat in the area he chose
caster's will, including knowledge of specific to seclude himself in. If the wizard breaks his
events, people, or places . seclusion for any reason, the spell is lost . Also,
B) Memory Implant. The caster can create for every effect over the first, another day (with
false memories in the subject's mind as he sees its eight-hour intense casting period) must be
fit . Imaginary friends, events that didn't really spent in seclusion .
take place, betrayals by people the subject re- The wizard must be able to see the subject . At
gards as his friends, or the friendship of an the end of each day of casting, the subject
enemy all could be implanted in the subject's makes a saving throw vs . spell to negate the
mind . effect.
C) Skill Erasure . The subject can be made to Programmed amnesia is permanent, unless
forget any or all class-based skills or proficien- the wizard cares to specify a set of conditions or
cies, including all or part of his THACO (it parameters that will end the effect (see F,
resets to 20), thief abilities, spellcasting, turning above) . Its effects can be undone only by a
undead, or any other ability that stems from restoration or wish spell, or by successful use of
knowledge . About the only characteristics that the psionic science psychic surgery. A character
can't be affected by this usage of programmed who picks up new skills or class abilities while
amnesia are hit points, saving throws, and abil- an amnesiac must make a saving throw vs . spell
ity scores . A character's native language cannot when his own real memories return ; if he fails,
be erased . the skills he learned as an amnesiac are gone
D) Persona Erasure . Combining the effects forever, replaced by his former abilities, but if
of a skill erasure and a memory erasure, this he succeeds he retains any new skills, and may
leaves the subject as a clean slate . Only ability even choose to continue in his new class as a
scores, hit points, saving throws, and native lan- dual-classed character .
guage remain . The character can assume any This powerful spell should be monitored
class or alignment available, beginning as a 1st- carefully by the DM . Also, be aware that de-
level character just as if he had decided to stroying a creature's personality and replacing it
become dual-classed . (Even demihumans can with one more amenable to the wizard's designs
become dual-classed in this fashion, since they is not a good act.
forget all skills of their previous class .) This particular spell was the last and most
E) Persona Implant . By erasing the existing powerful spell developed by the archmentalist
personality and implanting a false set of memo- Rheizom .
ries, the wizard can build a new persona for the Notes : Uncommon spell (PO:SM) .
mind-wiped character . In effect, he can decide
what class, alignment, and personality the sub-
ject will assume after his persona erasure . If the
new persona is an adventurer, the character be-
comes dual-classed, as described above .
F) Programmed Erasure . The subject can be
programmed to suffer a memory, skill, or per-
sona erasure when a certain event takes place .
For example, the wizard could set the subject to
be wiped clean as a slate when the subject re-
69 1
Programmed Glamer
_N
Level : 4 Level : 6
Range : 10 yds ./level Range : 10 yds ./level
Components : V, S Components : V, S, M
Casting Time : 4 Casting Time : 6
Duration : Special Duration : Special
Area of Effect : 20-ft . cube + 10-ft . cube/level Area of Effect : 20-ft . cube + 10-ft . cube/level
Saving Throw : Special Saving Throw : Special
This spell creates an auditory illusion that This spell creates a spectral ,force spell that
occurs at any desired distance within range activates upon command or when a specific
upon command or when some specified condi- condition occurs . The illusion has visual, audi-
tion occurs . It is otherwise the same as the audi- tory, olfactory, and thermal elements . It can be
ble glamer spell . of any object, creature, or force, as long as it re-
Valid conditions might include statements mains within the boundaries of the spell's area
such as, "when an elf enters this hallway," of effect .
"when I speak the phrase `What's that?'" or The occurrence that begins the illusion can
"when an intelligent creature drinks from this be as general or as specific and detailed as de-
fountain ." The trigger must be something that sired, such as the following : "Begin only when a
the wizard himself could determine if he were venerable female human carrying a sack of
actually present, and events causing the trigger groat clusters sits cross-legged within one foot
must be within the listed range of the pro- of this spot ." Such visual triggers can react to a
grammed glamer's area of effect . The spell can character using the disguise ability. Command
linger untriggered for years, but once triggered range is 5 yards per level of the wizard, so a
the spell is completed . A permanency spell can 12th-level wizard can command the pro-
ensure that the programmed glamer is triggered grammed illusion to occur at a maximum en-
each time the specified event occurs . counter range of 60 yards . A programmed
The exact sound created can take any form illusion cannot distinguish invisible creatures,
the wizard likes, even proceeding through a dis- nor alignment, level, Hit Dice, or class, except
tinct program such as a whispered conversation, by external garb . If desired, the effect can be
a choreographed fight, or the approach and keyed to a specific noise or spoken word . The
attack of a monster. There are only two limita- spell lasts until the illusion occurs ; thus, the
tions : first, the program can run no longer than spell duration is variable . The illusion will last
one round per caster level . Second, the maxi- for a maximum of one round per level of the
mum volume possible is equal to that of 4 men spellcaster.
per caster level . Thus, an 8th-level caster can Creatures that attempt to disbelieve the illu-
create a volume of sound equal to about 32 men sion gain a saving throw vs . spell and, if suc-
marching, singing, fighting, or shouting . As a cessful, see it for what it is and add +4 bonuses
rough guideline, a horde of rats makes about as to associates' saving throws, if this knowledge
much noise as 8 men, while a roaring lion is can be communicated effectively. Creatures not
about as loud as 24 men . sensing the spell effect are immune until they
Those who actively disbelieve the sound are become aware of it . The illusion is subject to a
allowed a saving throw vs . spell . If successful, dispel magic spell .
they hear only a faint murmuring or crackling The material component of the spell is a bit
sound . of fleece .
The material component is a bit of wool or a Notes : Common spell (PHB) .
lump of wax .
Notes : Uncommon for illusionists ; other-
wise, very rare . (Updated from POLYHEDRON
Newszine . )
J
692
1 Prolific Vegetation
r
Project Image being viewed is outlined in a faint blue light .
(Alteration, Illusion/Phantasm) The image can be magnified or reduced, if
desired . For example, the caster visualizes a
Level : 6 palace, which is projected in front of him . The
Range : 10 yds./level caster can change the projection to see a minia-
Components : V, S, M ture view of the palace or examine a part of the
Casting Time : 6 palace as if a section were under a magnifying
Duration : 1 rd ./level glass . This spell operates much like the clair-
Area of Effect : Special voyance spell, and can be foiled by any means
Saving Throw : None that normally defeats scrying.
The material component of the spell is a
By means of this spell, the wizard creates a shard of glass.
nonmaterial duplicate of himself, projecting it Notes : Uncommon for diviners, seers, and
to any spot within spell range . This image per- sages ; otherwise, very rare . (Updated from
forms actions decided by the wizard-walking, POLYHEDRON Newszine .)
speaking, spellcasting-conforming to the
actual actions of the wizard unless he concen- Prolific Forestation
trates on making it act differently (in which case Athasian Dragon-King
the wizard is limited to half movement and no magic ; psionic component
attacks) . renders the spell
The image can be dispelled only by means of uncastable by wizards .
a successful dispel magic spell (or upon com-
mand from the spellcaster) ; attacks pass harm-
lessly through it . The image must be within Prolific Vegetation
view of the wizard projecting it at all times, and Athasian Dragon-King
if his sight is obstructed, the spell is broken . magic; psionic component
Note that if the wizard is invisible at the time renders the spell
the spell is cast, the image is also invisible until uncastable by wizards.
the caster's invisibility ends, though the wizard
must still be able to see the image (by means of
a detect invisibility spell or other method) to
maintain the spell . If the wizard uses dimension
door, teleport, plane shift, or a similar spell that
breaks his line of vision, the project image spell
ends .
The material component of this spell is a
small replica (doll) of the wizard .
Notes : Common spell (PHB) .
Projected Magnification
(Alteration)
Level : 2
Range : 1 mi.
Components : V, S, M
Casting Time : 2
Duration : 5 rds ./level
Area of Effect : 10-ft . x 10-ft . plane
Saving Throw : None
69 3
Proof Against Fire, Daltim's To use the gate spell or similar magic that
See fireproof. opens portals into other planes, the caster must
make a successful saving throw vs . spell . Fail-
Proof Against Teleportation ure indicates the spell fails, but is expended .
Aka proof from teleportation . Success allows the use of the gate . Further at-
tempts require additional saving throws .
Proof From Teleportation Spells that tap the Ethereal Plane (such as
(Abjuration) vanish) and items such as armor of etherealness
(Dimension) function normally, as do ethereal creatures .
Other extraplanar creatures also function nor-
Level : 3 mally, though they cannot gate or teleport .
Range : 0 The proof against teleportation spell can be
Components : V, S, M discontinued at any time by its caster . It can be
Casting Time : 2 turns brought down by dispel magic in the standard
Duration : 2 hrs ./level fashion . A limited wish or wish allows teleporta-
Area of Effect : 10 yd . radius/level tion to function in the secured area .
Saving Throw : None The material component of the spell is 2
pounds of sugar, salt, or other granular material
This spell secures an area from magical intru- stuffed into a 1-pound sack and dropped at the
sion by means of teleportation, gates, or dimen- center of the spell's area of effect .
sion doors . The area extends out from the caster Notes : Rare spell from the FORGOTTEN
10 yards per level in all three dimensions and is REALMS setting . Known to be in Elminster's
not impeded by walls, doors, or other surfaces . Traveling Spellbook.
When in operation, the spell prohibits the use
of teleport spells into the region (including, but Proofing Versus Combustion
not restricted to dimension door, teleport with- (Abjuration)
out error and mage tunnel) . Attempts to use (Fire)
these spells to enter or leave the affected area
fail completely. Level : 5
Range : Touch
Components : V, S, M
Casting Time : 1 turn
Duration : Permanent
Area of Effect : Special
Saving Throw : None
69 4
Protection - Hishna
vehicle or large piece of furniture ; gp must be buried near the center of the loca-
At 15th level, the wizard can proof a small tion .
building or large vehicle ; Notes : Restricted to chronomancers ;
-At 18th level, the wizard can proof a common .
medium building or a very large vehicle ;
At 20th level or higher, the wizard can proof
a large building or small fortification .
Prophecy
(Chronomancy)
Level : 4
Range : Touch
Components : V, S
Casting Time : 1 rd .
Duration : I turn
Area of Effect : Creature touched
Saving Throw : None
Protection Spells
When this spell is cast, the chronomancer Introductory Note : Many protection
enters a trance and, through visions of the spells in this section were constructed from
future, attempts to divine an important event the protection scrolls in the DMG when the
that shall come to pass . The event must directly 1st Edition was current . They are updated
affect the person touched, and this person here . Some, such as protection from dragon
cannot be the caster . The vision fades out and breath (dragons being greatly strengthened
returns several times over the spell's duration, in the current edition), have been with-
and much of it is vague and open to interpreta- drawn to the province of specially en-
tion . The spell leaves the chronomancer physi- chanted items .
cally drained and unable to move for l d4 hours .
A caster cannot cast this spell more than once
to prophesy the same event-at least not until Protection - Hishna
the caster reaches his next level . (Conjuration/Summoning)
At 10th level, the chronomancer can attempt
to divine a prophecy concerning an event affect- Level : 1
ing a location on the scale of a town or king- Range : Touch
dom . The caster has a low chance of success Components : V, M
(1% per level of the caster), but the attempt can Casting Time : I rd .
be made once per day . Duration : 1 turn/level
The material component for the first version Area of Effect : 1 character/level
is the root of a plant with hallucinatory proper- Saving Throw : None
ties . For the second version, a gem worth 5,000
J
695
Protection from Acid
_N
This spell improves the Armor Class of an af- Protection From Amorphs
fected character by 3 . Thus, a character with AC (Abjuration)
8 gains AC 5 . The caster can affect one charac- (Geometry)
ter for every level of experience the caster has
achieved . The Armor Class improvement con- Level : 3
ferred by this dweomer is of no benefit against a Range : 0
metal weapon . Components : V, S, M
The material component of the spell is a Casting Time : 3
piece of shell from a snapping turtle . Duration : 2 rds ./level
Notes : Restricted to practitioners of hishna Area of Effect : Creature touched
magic (the Maztica setting) ; common . Saving Throw : None
J
696
1 Protection From Cold
4
Level : 2 Level : 3
Range : Touch Range : Touch
Components : V, S Components : V, S, M
Casting Time : 1 rd . Casting Time : 3
Duration : 5 hrs . + 1 hr./level Duration : 2 rds ./level
Area of Effect : Creature or object touched Area of Effect : Creature touched
Saving Throw : None Saving Throw : None
By casting this spell, the wizard receives im- The creature touched by the caster is pro-
munity to the effects of cantrips cast by other tected from the effects of normal cold as low as
69 7
Protection From Cold, 15' Radius
absolute zero . Against magical cold, the spell ture's saving throw, and reduces damage by
gives a +4 bonus to the protected creature's 50% . Otherwise, the effect of the spell varies
saving throw, and reduces damage by 50% . Oth- with the caster's level .
erwise, the effect of the spell varies with the At 12th level, damage from magical cold is
caster's level . reduced to one-quarter (save for one-eighth) .
The material component of the spell is a At 15th level, damage from magical cold is
smoldering ember. completely negated .
Notes : Uncommon for abjurers ; otherwise, The material component of the spell is a
rare . smoldering ember.
Notes : Uncommon for abjurers ; otherwise,
rare .
Level : 4
Range : Touch
Protection From Cold, 15' Radius Components : V, S, M
(Abjuration) Casting Time : 4
Duration : 2 rds ./level
Level : 5 Area of Effect : Creature touched
Range : Touch Saving Throw : None
Components : V, S, M
Casting Time : 5 The protected creature receives a +4 bonus to
Duration : 2 rds ./level saving throws against electrical attacks, natural
Area of Effect : 15-ft . radius around or magical . Any electrical damage received is
creature touched reduced by 50% . If the saving throw is success-
Saving Throw : None ful, then any secondary effects the electrical
attack may have (stunning, paralysis, etc .) are
All within this globe of protection are negated .
immune to normal cold as low as absolute zero . The material component is a thread of
The sphere is centered on and moves with the copper.
creature touched . Against magical cold, the Notes : Uncommon for abjurers ; otherwise,
spell gives a +4 bonus to the protected crea- very rare .
J 698
Protection From Elementals, 10' Radius
1
Level : 4
Range : Touch
Components : V, S, M
Casting Time : 1 rd .
Duration : 5 rds ./level
Area of Effect : 10-ft . radius around
creature touched
Saving Throw : None
699
700
1 Protection From Fire
Protection From Evil, 10' Radius Their magic resistance is not a factor, nor can
(Abjuration) they dispel the protection by any means . Unlike
(Alchemy, Geometry) most other protection spells, protected individu-
Reversible als can launch attacks from inside the sphere
against creatures that are hedged out . Forcing
Level : 3 the protection against a trapped fiend still ends
Range : Touch the protection immediately . Otherwise, the
Components : V, S, M effect of the spell varies with the caster's level.
Casting Time : 3 At 9th level, the protection cannot be pene-
Duration : 2 rds ./level trated by creatures with fewer Hit Dice than the
Area of Effect : 10-ft . radius around caster's level .
creature touched At 12th level, the protection cannot be pene-
Saving Throw : None trated by creatures of less than demipower
status .
The globe of protection of this spell is identi- The material component of this spell is a
cal in all respects to a protection from evil spell, powder containing a substance inimical to the
except for its area of effect . The circle is cen- type of fiend to be hedged out ; for example,
tered on and moves with the creature touched . silver (baatezu) or iron (tanar'ri) . The powder is
Any protected creature within the circle can scattered in a circle around the protected crea-
break the warding against enchanted or sum- ture during the casting .
moned monsters by meleeing them . If a creature Notes : Uncommon for abjurers and geome-
too large to fit into the area of effect is the re- ters ; otherwise, rare .
cipient of the spell, the spell acts as a normal
protection from evil spell for that creature only. Protection From Fire
To complete this spell, the caster must trace a (Abjuration)
circle 20 feet in diameter using powdered silver . (Fire)
The material component for the reverse is pow-
dered iron . Level : 3
Notes : Common spell (PHB) . Range : Touch
Components : V, S, M
Protection From Fiends Casting Time : 3
Personal protection is provided by the protec- Duration : 2 rds ./level
tion from evil (good) spell. For area protection, Area of Effect : Creature touched
see protection from fiends, 10' radius and pro- Saving Throw : None
tection from evil, 10' radius .
The creature touched by the caster is immune
Protection From Fiends, 10' Radius to normal fire . Against magical flame, protected
(Abjuration) creatures receive a +2 bonus to saving throws
(Geometry) against fire-based attacks, and such attacks in-
flict only 50% of their normal damage . Other-
Level : 5 wise, the effect of the spell varies with the
Range : Touch caster's level .
Components : V, S, M The material component for this spell is a
Casting Time : 5 vial of water.
Duration : I turn/level Notes : Uncommon for abjurers and Fire
Area of Effect : 10-ft . radius around mages ; otherwise, rare .
creature touched
Saving Throw : None
J 701
Protection From Fire, 15' Radius
Level : 4
Range : Touch
Components : V, S, M
Casting Time : 1
Duration : 2 rds ./level
Area of Effect : 5-ft . radius around
creature touched
Saving Throw : None
7 02
Protection From Illusions, 10' Radius
410,
Protection From Hunger and Thirst Protection From Illusions, 10' Radius
(Abjuration) (Abjuration)
Level : 7 Level : 5
Range : Touch Range : Touch
Components : V, S, M Components : V, S
Casting Time : I Casting Time : 5
Duration : 1 day/level Duration : 2 rds ./level
Area of Effect : Special Area of Effect : 10-ft . radius around
Saving Throw : None creature touched
Saving Throw : None
When protection from hunger and thirst is
cast, the recipient requires no food, water, or The globe of protection of this spell is identi-
nourishment of any kind for the duration of the cal in all respects to a protection from illusions
spell . The recipient can be the caster or any spell, except that it encompasses a much larger
creature touched . Each day the creature remains area . The effect is centered on and moves with
under the effect of the spell, it is fully nour- the creature touched.
ished, as if it had eaten and drunk normally . At The protection allows those in the area to see
the end of the spell's duration, the creature is no through any illusionary attacks and know them
more hungry or thirsty than when the spell was for what they are . The spell provides no protec-
originally cast . tion against phantasms-attacks that exist only
The spell can be divided among multiple in the minds of those protected, such as phan-
creatures, which are protected proportionately . tasmal killer It does not counter such magics as
A maximum of one creature per level of the invisibility, blur, or projected image.
caster can be protected . For example, an 18th- Notes : Common for illusionists, uncommon
level wizard can protect one creature for 18 for abjurers ; otherwise, rare .
days, two creatures for 9 days, and so on, to
eighteen creatures for a single day .
The material components for this spell are a
small piece of dried meat and a cup of water .
Notes : Uncommon spell .
Level : 3
Range : Touch
Components : V, S
Casting Time : 3
Duration : 2 rds ./level
Area of Effect : Creature touched
Saving Throw : None
1)
703
Protection From Insects and Arachnids, Mordenkainen's
'N
Protection From Insects and Protection From Magic 5' Radius
Arachnids, Mordenkainen's A scroll of protection effect from the DMG . See
See Mordenkainen's protection from insects and the 6th-level wizard spell, antimagic shell .
arachnids .
Protection From Magical
Protection From Lycanthropes Blunt Weapons
10' Radius (Abjuration)
(Abjuration)
(Geometry) Level : 3
Range : Touch
Level : 4 Components : V, S, M
Range : Touch Casting Time : 3
Components : V, S, M Duration: 4 rds . + 1 d4 rds .
Casting Time : 4 Area of Effect : 1 creature
Duration : 2 rds ./level Saving Throw : None
Area of Effect : 10-ft . radius around
creature touched The recipient of this spell cannot be touched
Saving Throw : None by a magical blunt weapon (type B) . This pro-
tection does not apply to spells such as magic
This spell covers a group of related effects . missile or Mordenkainen's sword that simulate
The one desired is selected when the spell is the effects of weapons . This spell is cumulative
memorized . It creates a globe of protection that with protection from magical edged weapons
protects all within from the direct attacks of one and protection from magical missiles. All three
type of lycanthrope . The sphere is centered on spells can be applied to the same recipient at the
and mobile with the creature touched . The globe same time . These protections fail if cast on a
keeps out 49 Hit Dice of that type of lycan- creature protected from or immune to the ef-
thrope (round up hit point bonuses of +4 or fects of normal weapons .
more) . If more lycanthropes attack than are pro- The material component for this spell is a
tected against, the remaining ones can cross the piece of a broken blunt magical weapon .
barrier and attack . Forcing the protection Notes : Uncommon for abjurers ; otherwise,
against such creatures negates the protection. rare spell .
Otherwise, the effect of the spell varies with the
caster's level . Protection From Magical
At 7th level, a specified type of lycanthrope Edged Weapons
with less than 4 Hit Dice is hedged out (for ex- (Abjuration)
ample, wererats and lesser seawolves) .
At 9th level, the lycanthrope can have less Level : 3
than 8 Hit Dice (for example, werewolves, Range : Touch
wereboars, weretigers, and werebears) . Components : V, S, M
At 12th level, all attacking lycanthropes of Casting Time : 3
every type are hedged out, up to the limit, in- Duration : 4 rds . + 1 d4 rds .
stead of just one type . Further, the protection Area of Effect : Creature touched
also works against all other shapechangers, as Saving Throw : None
well, such as doppelgangers, some dragon
types, druids, jackalweres, and those under the The recipient of this spell cannot be touched
influence of polymorph spells . by a magical edged weapon (type P or S) . This
The material component of this spell is dried protection does not apply to spells such as Mor-
wolfsbane, which is crumbled and scattered in a denkainen s sword that simulates the effects of
circle around the protected creature during the weapons. This spell is cumulative with protec-
casting of the spell . tion from magical blunt weapons and protection
Notes : Uncommon for abjurers and geome- from magical missiles . All three spells can be
ters ; otherwise, rare . applied to the same recipient at the same time .
These protections fail if cast on a creature pro-
tected from or immune to the effects of normal
weapons .
7 04
1 Protection From Nonmagical Traps, 5' Radius
The material component for this spell is a spell to avoid triggering the trap .
piece of a broken edged magical weapon . The material component is a broom straw.
Notes : Uncommon for abjurers ; otherwise, Notes : Uncommon for abjurers ; otherwise,
rare . rare .
J 705
Protection From Normal Weapons
'N
Protection From Normal
Protection From Normal Weapons Edged Weapons
These are three separate 3rd-level spells, (Abjuration)
each of which must be researched and mem-
orized separately : protection from normal Level : 3
blunt weapons, protection from normal Range : Touch
edged weapons, and protection from normal Components : V, S, M
missiles. Casting Time: 3
Duration : 1 turn/level
Area of Effect : Creature touched
Saving Throw : None
Protection From Normal
Blunt Weapons By means of this spell, the wizard bestows
(Abjuration) total invulnerability to such normal edged
weapons as swords, daggers, axes, spears, and
Level : 3 similar weapons (types P or S), when these are
Range : Touch used to attack in hand-to-hand combat . Further-
Components : V S, M more, the protection causes a reduction of I
Casting Time : 3 from each die of damage (but no die inflicts less
Duration : 1 turn/level than 1 point of damage) inflicted by magical
Area of Effect : Creature touched edged weapons (such as a long sword +1 or the
Saving Throw : None mattock of the titans) or wielded by creatures of
exceptional size and strength (creatures with
By means of this spell, the wizard bestows base Hit Dice of 4+1 or more, such as an ogre or
total invulnerability to such normal bludgeon- a giant wielding an axe) . Note, however, that
ing weapons as maces, war hammers, mauls, this spell does not confer any protection from
and similar weapons (type B), when these are such magical attacks as Mordenkainen s sword
used to attack in hand-to-hand combat . Further- or flame blade.
more, the protection causes a reduction of 1 This is actually one of three spells, each of
from each die of damage (but no die inflicts less which must be learned separately : protection
than I point of damage) inflicted by magical from normal blunt weapons, protection from
blunt weapons (such as a mace +1 or the maul normal edged weapons, and protection from
of the titans) or wielded by creatures of excep- normal missiles. All three spells can be applied
tional size and strength (creatures with base Hit to the same recipient at the same time .
Dice of 4+1 or more, such as an ogre or a giant The material component for this spell is a
wielding a club) . Note, however, that this spell piece of a broken edged weapon .
does not confer any protection from such magi- Notes : Uncommon for abjurers ; otherwise,
cal attacks as spiritual hammer rare .
This is actually one of three spells, each of
which must be learned separately : protection Protection From Normal Missiles
from normal blunt weapons, protection from (Abjuration)
normal edged weapons, and protection from
normal missiles. All three spells can be applied Level : 3
to the same creature at the same time . Range : Touch
The material component for this spell is a Components : V, S, M
piece of a broken blunt weapon . Casting Time : 3
Notes : Uncommon for abjurers ; otherwise, Duration : I turn/level
rare . Area of Effect : Creature touched
Saving Throw : None
706
`
N
707
Protection From Notice
_N
damage (but no die inflicts less than 1 point of Protection From Paralysis
damage) inflicted by large or magical missiles, (Abjuration)
such as ballista missiles, catapult stones, hurled
boulders, and magical arrows, bolts, javelins, Level : 2
etc . Note, however, that this spell does not Range : Touch
confer any protection from such magical attacks Components : V, S, M
as fireballs, lightning bolts, or magic missiles . Casting Time : 2
The material component of this spell is a Duration : 2 rds ./level
piece of tortoise or turtle shell . Area of Effect : Creature touched
Notes : Common spell (PHB) . Saving Throw : None
Protection From Notice The recipient of this spell receives total im-
(Enchantment/Charm) munity to magical paralysis . Spells such as hold
person and slow have no effect on the individ-
Level : 5 ual . This spell also provides protection against
Range : Touch the paralysis attacks of certain monsters (a
Components : V, S, M ghoul's touch, for example) . This spell offers no
Casting Time : Special protection against paralysis due to physical
Duration : 1 year + 1 day/level damage, such as a spinal injury ; physical ef-
Area of Effect : 1 object fects, such as that of a massive electrical shock ;
Saving Throw : Special or nonmagical paralytic poisons . The spell has
no effect on existing conditions of paralysis .
This spell can be cast on any inanimate object The material component is a bit of cloth
from a building to a sword . The effect is to taken from a priest's robes .
render the object nondescript and without inter- Notes : Uncommon spell (ToM) .
est to the casual observer-it is perceived in the
same way as a wizard sees an armorer's shop or Protection From Paralyzation
a dwarf sees trees ; they might recall that they Lost spell, known by the Red Wizards of Thay
had seen the place or the object, but would not before the Time of Troubles . Reputed to be a
remember where or the details of what they saw . 3rd-level spell, it has been superseded by pro-
A person might pass a building under this en- tection from paralysis .
chantment every day but be unable to describe
it, nor recognize it when it is described . Only Protection From Petrification,
someone concentrating-for example, counting 10' Radius
doors-might notice the object, and even then a (Abjuration)
successful saving throw vs . spell is required .
Even persons detecting magic might be de- Level : 5
ceived into thinking it is a magical effect of no Range : Touch
importance . This spell lends itself well to the Components : V, S, M
8th-level permanency spell . Casting Time : 5
This spell in no way conceals attacks nor pre- Duration : 1 rd ./level
vents an individual from reacting to them . Like- Area of Effect : 10-ft . radius around
wise, protection from notice does not affect creature touched
close-pursuit situations, although it may well Saving Throw : None
hinder later reconstruction of the event .
The material component is a pinch of saffron This spell creates a circle of protection that
(1 gp) per square foot of outer surface to be pro- extends from and moves with the caster. All
tected (roughly 2 gp for a long sword and 5,000 creatures within the circle are absolutely
gp for a medium-sized building) . The casting immune to any attack forms or spells that cause
time is 1 round per 10 square feet of surface flesh to turn into stone . If a protected creature
area as the saffron is dusted over it . reflects the gaze attack back outside the circle,
Notes : Very rare spell . (Updated from IMAG- the monster is not affected by its own gaze ; the
INE Magazine .) spell renders the petrification power inert . Pro-
tection from petrification has no effect on crea-
tures that have already been turned to stone .
J
708
Protection From Poison
The material component is a pinch of pow- with the creature touched . Further, the sphere
dered gorgon scales, sprinkled in a circle about hedges out plant-based creatures, to a maximum
the caster. of 24 Hit Dice . Forcing the protection against
Notes : Restricted to abjurers ; very rare . The such creatures negates the protection . Other-
Red Wizards of Thay are believed to have had a wise, the degree of protection depends on the
slightly different version of this spell before the caster's level .
Time of Troubles . (Updated from POLYHEDRON At 7th level, this spell protects against
Newszine .) common plants of nonmagical origin, including
those controlled by magic such as entangle and
Protection From Plants speak with plants . Plant-based creatures of less
A scroll of protection effect from the DMG . See than 4 Hit Dice are affected (such as myconids
the 6th-level priest spell, anti-plant shell . and vegepygmies), as are special attack forms
of a plant-like nature : spores, pollen, the charm
Protection From Plants effect of a fragrance, and so on .
(Abjuration) At 9th level, the protection is extended to
plant-based creatures of less than 8 Hit Dice .
Level : 2 At 12th level, the protection is extended to
Range : Touch plant-based creatures of less than 16 Hit Dice
Components : V, S, M (including treant-animated trees) .
Casting Time : 2 At 15th level, protection is extended to all
Duration : 2 rds ./level plant-based creatures, save those of demipower
Area of Effect : Creature touched status or greater.
Saving Throw : None Plant creatures with more Hit Dice, or those
exceeding the Hit Dice limit in total, can pass
All natural forms of vegetable life (including the circle . For example, if a 9th-level caster is
fungi, slimes, molds, and the like), are unable to attacked by five kelpies (5 HD each), then one
attack the protected creature . This includes penetrates the barrier .
normal plants controlled by magic such as en- The material component is ash from some
tangle and speak with plants . Plant-based crea- form of dangerous plant-based creature, sprin-
tures suffer a -2 penalty to their attacks and the kled in a circle around those protected .
protected creature receives a +2 to any saving Notes : Uncommon for abjurers and Nature
throw allowed against any special attacks based mages ; otherwise, rare .
on their plant-like nature : spores, pollen, the
charm effect of a fragrance, and so on . Protection From Poison
The material component is a pinch of ash A scroll of protection effect from the DMG . See
from a dangerous plant-based creature . the priest spells slow poison (2nd) and neutral-
Notes : Uncommon for abjurers and Nature ize poison (4th) .
mages ; otherwise, rare .
Protection From Poison
Protection From Plants 10' Radius (Abjuration)
(Abjuration)
Level : 2
Level : 4 Range : Touch
Range : Touch Components : V, M
Components : V, S, M Casting Time : 2
Casting Time : 4 Duration : 1 rd ./level
Duration : 2 rds ./level Area of Effect : Creature touched
Area of Effect : 10-ft . radius around Saving Throw : None
creature touched
Saving Throw : None This abjuration spell provides a protective
barrier against creatures that possess venom or
All natural forms of vegetable life (including poison of some kind . Poisonous monsters or
fungi, slimes, molds, and the like), are unable to poison-using characters of 4 or less Hit Dice or
attack creatures in this protective globe . The levels are prevented from making physical con-
sphere of protection is centered on and mobile tact with the spell recipient, while venomous
709
Protection From Poison - Red Wizard
Level : 4
Range : Touch
Components : V, S, M
Casting Time : 4
Duration : 2 rds ./level (Special)
Area of Effect : 10-ft . radius around
creature touched
Saving Throw : None
710
Protection From Telekinesis - Old Empire
I
71 1
Protection From The Elements
'N
Protection From The Elements keep track of how many protection from time
(Abjuration) spells have been cast on the character so the DM
(Province : Flame, Sand, can add one week to the character's total natural
Sea, Wind) lifespan for each . A significant number of such
spells can postpone aging effects .
Level : 4 When confronted with a magical aging effect
Range : Touch (such as a wish spell or certain powerful undead
Components : S, M creatures), the recipient gets a saving throw vs .
Casting Time : 1 turn spell to avoid the effect (or an additional save if
Duration : Special one is already allowed) . Whether or not the
Area of Effect : 1 creature/level saving throw succeeds, the protection spell ends
Saving Throw : None immediately.
The spell is not automatically dispelled upon
This spell is usually bestowed by genies on the character's death-it continues to protect the
their servants, and its secrets are well-guarded . body. if the "Hovering on Death's Door" rule is
It confers extensive protection to most harmful used (DMG, Chapter 9), a recipient falling to 0
effects of a single Elemental Plane . This in- hit points or below does not automatically lose
cludes immunity to nonmagical winds (includ- one hit point each round . Also, for purposes of
ing acidic rain and airborne poisons), earth magical revival through raise dead or reincar-
(including toxic dusts and mineral poisons), fire nation spells, time since death for the recipient's
(including molten metals, smoke, and lava, but dead body does not start accumulating until
not magical flames), or water (including drown- after the protection from time spell has ended .
ing and pressure) . To cast the spell, the caster This spell does not cause time to stop within
must either touch the recipients on the forehead the barrier around the recipient, who moves
or kiss them (generally on the hand, cheek, or through time at the same rate as other charac-
lips) while sprinkling perfume (air), chalk ters . The character must still eat, drink, and rest
(earth), sulphur (fire), or salt (water) over them . as usual . This spell does not affect the duration
When cast by a genie, the effects last an entire of other spells .
week ; when cast by another creature, the effects The material component is a golden hour-
last but 1 hour, plus 1 hour per level . glass filled to capacity with diamond dust (min-
Notes : Common for spellcasters from an ara- imum 75 gp value) .
bian setting ; otherwise, very rare . Notes : Common for spellcasters from the
DARK SUN setting ; otherwise, very rare . Option-
Protection From Time ally, uncommon for chronomancers .
(Abjuration)
(Chronomancy) Protection From Traps, 5' Radius
(Abjuration)
Level : 8
Range : Touch Level : 4
Components : V, S, M Range : Touch
Casting Time : I rd . Components : V, S, M
Duration: 1 week Casting Time : 1 rd .
Area of Effect : Creature touched Duration : 2 rds ./level
Saving Throw : None Area of Effect : 5-ft . radius around
creature touched
When this spell is cast, it creates a magical Saving Throw : None
barrier around the creature at a distance of one
inch . The barrier moves with the creature and The spell creates a globe of protection that
protects it from the adverse effects of time . This prevents traps (and alarms) from being trig-
spell can be cast on any living creature, but mul- gered by those within the area . The sphere is
tiple spells are not cumulative . The creature does centered on and mobile with the creature
not age for the spell's duration, though this won't touched . The traps within the sphere do not
have a noticeable effect on its lifespan unless function, but neither are they revealed . The
many such spells are cast in series ; a player sphere only prevents activation of the trap's trig-
whose character receives such treatment should ger. It provides no protection against traps trig-
7 12
Protection From Water Elementals
40,
gered by an unprotected creature, nor does it "special" undead and those that cannot be
provide protection against a trap without a trig- turned at all.
ger, such as an open pit . The degree of protec- The material component of this spell is dust
tion depends on the caster's level . from a destroyed undead creature of the type to
At 7th level, the sphere protects against me- be hedged out (at least vampire dust if all are
chanical traps and alarms . hedged out) scattered in a circle around the pro-
At 9th level, the protection is extended to tected creature during the casting of the spell .
magical traps and alarms created by those of the Notes : Uncommon for abjurers, geometers,
caster's own level or less . and necromancers ; otherwise, rare .
At 12th level, the protection is extended to
magical traps and alarms created by those up to Protection From Vermin
4 levels higher than the wizard . (Abjuration)
The material component is a bit of axle
grease (mechanical traps) and a broom straw Level : 1
(magical traps) . Range : Touch
Notes : Uncommon for abjurers ; otherwise, Components : V, S, M
rare . Casting Time : 1
Duration : 2 rds ./level
Protection From Undead 5' Radius Area of Effect : Creature touched
(Abjuration, Necromancy) Saving Throw : None
(Geometry)
This spell creates a magical barrier around
Level : 4 the recipient, preventing the attacks of nonintel-
Range : Touch ligent monsters of less than I Hit Die . Creatures
Components : V, S, M in this category include normal centipedes, spi-
Casting Time : 1 rd . ders, bats, and rats, but any monster with an In-
Duration : 2 rds ./level telligence of low or better can ignore the spell's
Area of Effect : 5-ft, radius around effects .
creature touched The barrier extends about one foot from the
Saving Throw : None protected character's body and moves with him ;
vermin cannot tolerate the aura's touch and
This spell covers a group of related effects . recoil from the character. Any attacks that re-
The one desired is selected when the spell is quire physical contact (bites, stings, claws, etc .)
memorized . It creates a globe of protection, automatically fail, but a creature with a ranged
that protects all within from the direct attacks attack can still attack the recipient .
of one type of undead creature . It does not pro- The spell ends if the recipient attacks a crea-
tect against the creature's magical spells or ture he has been protected against, or tries to pin
other attack forms . The sphere is centered on or trap the vermin by forcing the repelling bar-
and mobile with the creature touched . The rier against them .
globe keeps out 35 Hit Dice of undead crea- The material component for this spell is a
tures (round up hit point bonuses of +4 or cone of pungent incense burned in a tiny bronze
more) . If more undead creatures attack than are censer .
protected against, the remaining ones can cross Notes : Uncommon spell (PO: SM) .
the barrier and attack . Forcing the protection
against such creatures negates the protection . Protection From Water
Otherwise, the effect of the spell varies with Lost spell, believed to be 3rd level and known by
the caster's level. the Red Wizards of Thay before the Time of Trou-
At 7th level, one type of undead creature with bles. See also, water walking, water breathing,
less than 4 Hit Dice is hedged out (ghasts or airy water.
lesser creatures) .
At 9th level, one type of undead creature with Protection From Water Elementals
less than 8 Hit Dice is hedged out (spectres or See protection from elementals, 10' radius .
lesser creatures) .
At 12th level, all attacking undead are hedged
out, regardless of type, up to the limit, including
71 3
Protective Amulet
_N
71 4
Pseudodragon --- Dragon
1 l
reconnoiter an area at the wizard's command . to compensate . "Spread out" directs the eyes to
Each of the eyes is about the size of a small move away from the wizard in all directions .
apple and can see 120 feet (normal vision only) Other commands that might be useful include
in all directions . having them form a line in a certain manner,
In order to report their findings, the eyes making them move at random within a certain
must return to the caster's hand to replay in the range, or have them follow a certain type of
caster's mind everything they have seen during creature . The DM is the final judge of the suit-
their existence . The eyes are subject to illusions, ability of the wizard's directions .
darkness, fog, and any other factors that would The material component is a handful of crys-
affect the wizard's ability to receive visual in- tal marbles .
formation about his surroundings . It takes an Notes : Uncommon spell (PO:SM).
eye only one round to replay one hour of
recorded images . Pseudodragon - Dragon
The spell conjures l d4 eyes, plus I eye per (Conjuration/Summoning)
caster level . The eyes exist for up to 1 hour per
caster level, or until they return to the wizard ; Level : 3
after relaying its findings, an eye disappears . Range : 30 yds .
Each eye is AC 4, flies by levitation at a rate of Components : V
12, and has only l hit point-a single hit from Casting Time : 3
any weapon or damaging spell destroys it . A Duration : 2 rds . + I rd./level
successful dispel magic destroys all eyes caught Area of Effect : Special
in the area of effect . While the individual eyes Saving Throw : None
are quite fragile, they're small and difficult to
spot, especially in conditions of poor visibility This spell is a draconic monster summoning
such as darkness, fog, or rain . Of course, if the spell that summons 2d4 pseudodragons within
eye is sent into darkness, then it's very possible l d4 rounds . The summoned pseudodragons are
that it could hit a wall or other similar obstacle tiny replicas of the summoner ; that is, a green
and destroy itself. dragon conjures green pseudodragons, a blue
When the wizard creates the eyes, he can dragon summons blue ones, and so forth . The
specify any set of instructions or orders that he
wishes, up to 25 words . Any knowledge the
wizard possesses is known by the eyes as well,
so if the wizard knows what a typical Jakallian
merchant looks like, the eyes do as well . Sample
commands might be : "Surround me at a range
of 400 yards and return if you spot any danger-
ous creatures," or "Spread out and search the
town for Arweth ; follow him for three turns,
staying out of sight, and then return ."
Note that in the first command, the eye only
returns if it spots a creature that the wizard
would regard as dangerous ; a seemingly innocu-
ous peasant that is actually a shape changed
dragon wouldn't trigger the eye's return . In any
event, if an eye is ever more than one mile dis-
tant from the wizard, it instantly ceases to exist .
However, the wizard's link with the eye is such
that he won't know if the eye was destroyed or if
it just wandered out of range .
Some command words can be used to abbre-
viate the directions . For example, "surround
me" directs the eyes to form an equally-spaced
ring at whatever range is indicated, and then
move with the wizard . As eyes return or are de-
stroyed, the rest automatically space themselves
J
71 5
Psionic Dampener
-8
pseudodragons share the alignment of the Dampening requires concentration . The caster
dragon who cast the spell, and serve their sum- can move at half speed and converse, but cannot
moner with complete loyalty . Otherwise, these attack or cast other spells ; moving at full rate,
pseudodragons conform to the abilities and casting spells, engaging in melee, or receiving
characteristics of pseudodragons noted in the damage ends the spell .
MONSTROUS MANUAL tome . The material component for this spell is any
Once the pseudodragons arrive, they fight on small object within a blown glass sphere .
the summoning dragon's behalf until they are Notes : Common in the DARK SUN setting
slain, until the dragon commands them to stop (Athas), uncommon for mentalists ; otherwise,
fighting, or until the spell's duration expires . If very rare .
all opponents are slain, the summoner must
grant the pseudodragons a portion of the kill . Psionic Tracer
If no opponents are available, the dragon can (Divination)
assign the pseudodragons other tasks . In return, (Mentalism)
the dragon must give each pseudodragon a gem-
stone (before aid is rendered) worth at least 50 Level : 4
gp . If no gems are forthcoming, the summoned Range : 5 ft./level
dragons immediately return from whence they Components : V, S, M
came . Similarly, the dragon must give each sur- Casting Time : Special
viving pseudodragon a 50 gp gemstone after a Duration : Special (1 rd ./level maximum)
battle with the dragon's enemies . (If a dragon Area of Effect : 1 creature
makes a habit of killing or refusing to pay the Saving Throw : Special
pseudodragons, the pseudodragons summoned
by subsequent castings may refuse to assist or When the spell is cast upon an individual cur-
may simply refuse to answer the summons .) rently receiving of any form of psionic contact,
Notes : Restricted to dragons ; uncommon . the individual instantly becomes aware of the
(Updated from DRAGON Magazine .) location of the psionic creature initiating the
contact . The psionic creature receives a saving
Psionic Dampener throw vs . spell and, if unsuccessful, its identity
(Alteration) is revealed (see spell components) . If success-
(Mentalism) ful, its identity is not revealed, and it becomes
aware of the tracer.
Level : 4 If the psionic creature maintains contact, its
Range : 5 yds ./level location can be monitored until contact is
Components : V, S, M broken . If contact is not broken first, the tracer
Casting Time : 4 lasts a maximum of one round per level of the
Duration : Concentration +1d4 rds . caster. Note that the range is for the wizard's
Area of Effect : 1 individual initial casting ; the psionic tracing has no dis-
Saving Throw : Neg . tance limit . Only one contact can be traced or
Use of this spell allows the caster to disrupt monitored at a time .
the psionic activities of one individual . It has no Tracing a contact requires concentration . The
effect on a nonpsionic individual . A psionic indi- tracing individual can move at half speed and
vidual is allowed a saving throw vs . spell to converse, but cannot attack or cast other spells
negate the effect . Whether successful or not, a while actively tracing ; moving at full rate, cast-
psionic individual immediately knows that the ing spells, engaging in melee, or receiving
spell was cast and who cast it . damage prevents tracing but does not end the
If the spell is successful, the individual is spell . The tracer allows a tracing wizard to tele-
unable to expend psionic strength points (PSPs) port to the psionic creature's location as if it was
for the spell's duration. The spell lasts for l d4 a place "studied carefully ."
rounds after the wizard stops concentrating . The A wizard with this spell memorized can cast
affected psionic individual can otherwise func- it instantly in response to a psionic attack, as if
tion normally . If the individual moves beyond using a psionic defense mode . A previously de-
the caster's range, the spell is broken and PSPs clared action can be changed to the casting of
can be used, even if the individual later comes this spell . An immediate initiative roll is made .
within the caster's range . If the caster wins, the spell succeeds . If the
J
71 6
Psychic Impressions - Savant
I
caster loses, the incoming psionic attack dis- maintain psionic abilities in the area of effect
rupts the spell . must make a saving throw vs . death magic . If the
The material component of this spell is a saving throw is successful, double psionic power
small, platinum mirror . The image of the points are required. Failure means that any
psionic creature is revealed in the mirror if its psionic power use by the creature, other than a
saving throw fails ; a silhouette appears if save is psionic defense mode, is negated . Psionic crea-
successful . tures outside the area are affected when project-
Notes : Uncommon for mentalists, rare for di- ing their powers into the area, but are not
viners; otherwise, very rare . Optionally uncom- affected when using their powers elsewhere .
mon in the DARK SUN setting . (Updated from The area persists until as long as caster con-
DRAGON Magazine .) centrates (up to half movement only is allowed),
ending 1 d4 rounds after the caster's concentra-
Psychic Drain tion ceases . If the caster is killed, rendered un-
(Necromancy) conscious, or is mentally incapacitated, the spell
(Mentalism) ends instantly.
The material component is the preserved, soft,
Level : 6 porous body of a sessile marine creature .
Range : 50 yds . Notes : Uncommon for mentalists; otherwise,
Components : V, S, M very rare . (Updated from POLYHEDRON News-
Casting Time : 6 zine.)
Duration: Concentration + 1 d4 rds .
Area of Effect : 10 x 10 x 10-ft . cube/level
Saving Throw : Special Psychic Impressions - Savant
See read object, instead.
This spell creates an immobile area of nega-
tive psychic energy that hinders the use of
psionic abilities . Any creature trying to use or
717
Psychic Protection
J 718
1 Pyrotechnics
tions, cause a creature to lose its balance, or dis- month the rot progresses, an afflicted creature
rupt a spell . loses 2 points of Charisma permanently . Unlike
Other creatures are unbalanced only if the mummy rot, the disease does not affect the
force of the push multiplied by 50 does not curing of wounds .
exceed the creature's mass ; that is, a 1st-level The material component is a bit of rotten
wizard can effectively push a creature weighing meat .
up to 50 pounds . Such a creature is unable to Notes : Uncommon for necromancers ; other-
attack that round if it fails a saving throw vs . wise, very rare . (Updated from POLYHEDRON
spell . Newzine .)
A push spell can be used against an object
held by an attacking individual . The opponent's Pyrotechnics
attack roll or the defender's saving throw (Alteration)
against the attack, as applicable, is reduced by (Fire, Alchemy)
the level of the caster of the push spell, up to a
total penalty of -10 (the creature deducts the Level : 2
force of the spell in foot-pounds : 1, 2, 3, etc .) . Range : 120 yds.
Further, the attacking individual must make a Components : V, S, M
successful saving throw vs . spell or have the Casting Time : 2
object torn from his grasp and propelled with Duration : Special
the force of the push . Area of Effect : 10 or 100 times the
Likewise, an opposing spell being cast is in- fire source used
terrupted and ruined by a push if the opposing Saving Throw : None
caster fails a saving throw vs . spell. This saving
throw is also reduced by up to -10, depending A pyrotechnics spell draws on an existing fire
on the force of the push . source to produce one of two effects, at the
The material component of this spell is a option of the caster. First, it can produce a flash-
small pinch of powdered brass, which is blown ing and fiery burst of glowing, colored aerial
from the palm prior to pointing at the object of fireworks that lasts one round. This effect tem-
the spell . porarily blinds those creatures in, under, or
Notes : Common spell . (Updated from the 1st within 120 feet of the area and that have an un-
Ed . Players Handbook.) obstructed line of sight to the burst . Creatures
viewing this are blinded for 1d4+1 rounds
Putrefaction unless they successfully save vs . spell . The fire-
(Necromancy) works fill a volume 10 times greater than that of
the original fire source .
Level : 4 This spell can also cause a thick, writhing
Range : 10 yds ./level stream of smoke to arise from the source and
Components : V, S, M form a choking cloud that lasts for one round
Casting Time : 4 per experience level of the caster . This covers a
Duration : Instantaneous roughly spherical volume from the ground or
Area of Effect : 15-ft . radius floor up (or conforming to the shape of a con-
Saving Throw : Special fined area) that totally obscures vision beyond 2
feet. The smoke fills a volume 100 times that of
This vile spell spoils all food and water in the the fire source . All within the cloud must roll
area of effect . Magical potions and holy water successful saving throws vs. spell or suffer -2
may be ruined ; roll 1 d20 for each potion or con- penalties to all combat rolls and Armor Class .
tainer of holy water in the area ; a roll of 8 or The spell uses one fire source within a 20-
more (that is, the saving throw of a 12th-level foot cube, which is immediately extinguished .
wizard) leaves the fluid unaffected . An extremely large fire used as a source might
In addition, all creatures in the area of effect be only partially extinguished . Magical fires are
suffer 1 d4 points of damage and must make a not extinguished, although a fire-based creature
successful saving throw vs . poison . Those who (such as a fire elemental) used as a source suf-
fail suffer an additional 1 d4 points of damage fers 1 point of damage per caster level .
and are 25% likely to contract a rotting disease Notes : Common spell (PHB) .
that will prove fatal in 1 d6 months . For each
J 719
Quell
720
1 Quimby's Enchanting Gourmet
r
ball, the caster performs the verbal and somatic as the arrival of a dragon or an explosion in the
components of the spell, upon the completion of kitchen), the enchanting gourmet will seek the
which the gem and crystal disappear in a sul- advice of its creator.
phurous explosion (no damage) marking the The enchanting gourmet can be dispelled by
creation of the question ball. the caster at will, by a dispel magic spell, or by
Notes : Common for paramanders (a rare taking 6 points of damage from area effect at-
form of paladin-mage) ; otherwise, very rare . tacks such as breath weapons, explosions, and
(Updated from DRAGON Magazine .) the like .
The enchanting gourmet cannot be used to
brew potions and other magical drinks, but has
Being of the Ball: AC 2 ; MV 9 F1 18 (B) ; been used to generate simple poisons and in one
HD 10+6 ; THACO 11 ; #AT 3 ; Dmg case to serve as a bartender. The creator of this
1d6/1d6 (claw), 2d6 (fang) ; SA disease spell, Quimby of Procampur, was an impatient
(claw, 5%/hit), poison (fang, save at -2), cook but a lover of fine food in quantity . The
spells ; SD spells; AL N ; SZ M; ML 15 ; XP spell is not one normally studied by adventuring
6,000 . The being's poison causes sleep for wizards, but is often used by retired sages and
1 d6 days, during which time the being eats other sedentary types .
its victim . The being has all the spell-like The material components of this spell are a
abilities of a vrock (greater tanar'ri), and block of wood and some string .
can travel in the Astral and Ethereal Planes . Notes : Uncommon or rare spell from the
Its other possessions number 2d6, each FORGOTTEN REALMS setting . Known to be in
having a 20% chance of being magical in Jaluster's Orizon .
nature .
Quiet Storm
Lost spell. Reference appears in the Prism
Pentad saga .
Level : 2
Range : 0
Components : V, S, M
Casting Time : 2
Duration : 1 hr. + 1 turn/level
Area of Effect : 40-ft . radius
Saving Throw : None
72 1
J 722
Rainbow Pattern
c
Radiant Arch, Nystul's Rain of Terror
See Nystul's radiant arch . (Evocation)
723
Rainbow Shield
'N
levels, or Hit Dice, of creatures-24 creatures on anyone seeking to strike at or through the
I
with 1 Hit Die each, 12 with 2 Hit Dice, etc . All shield . Normal saving throws against the pro-
creatures affected must be within the area of tector spell, if any, still apply .
effect, and each is entitled to a saving throw vs . Though the rainbow shield only affects crea-
spell . An attack on an affected creature that tures making direct physical attacks (not missile
causes damage frees it from the spell immedi- or magical attacks), it can inflict full damage (or
ately. Creatures that are restrained and removed spell effects) once per round upon each attacker,
from the area still try to follow the pattern . as often as there are invaders to deal with, even
Once the rainbow pattern is cast, the wizard if several creatures attack simultaneously . The
need only gesture in the direction he desires, protector spell becomes part of the rainbow
and the pattern of colors moves slowly off in shield and fades away when the shield does ; its
that direction, at the rate of 30 feet per round . It own duration is ignored .
persists without further attention from the spell- The material component of this spell is an iri-
caster for 1d3 rounds . All affected creatures descent shell, such as polished abalone .
follow the moving rainbow of light . If the pat- Notes : Very rare in the FORGOTTEN REALMS
tern leads its subjects into a dangerous area setting ; virtually unknown elsewhere . (Updated
(through flame, off a cliff, etc .), allow a second from The Seven Sisters .)
saving throw. If the view of the lights is com-
pletely blocked (by an obscurement spell, for in- Rainfire
stance), the spell is negated . (Conjuration)
The wizard need not utter a sound, but he (Fire)
must gesture appropriately while holding a
crystal prism and the material component, a Level : 2
piece of phosphor. Range : 10 yds .
Notes : Common spell (PH) . Components : V, S, M
Casting Time : 2
Rainbow Shield Duration : 1 turn/level
(Abjuration, Evocation) Area of Effect : 1-ft . radius
Saving Throw : Special
Level : 4
Range : 0 The effects of this spell are both limited and im-
Components : V, S, M pressive . When cast on a small pile of flammable
Casting Time : 4 material, that material bursts into flames and burns
Duration : 1 rd ./level as a normal fire for a period of one turn per level of
Area of Effect : Special the caster . Aside from being a handy way to light a
Saving Throw : Special fire at a short distance, the spectacular component
of this magic is that the fire created will burn even
This spell envelops the caster or a touched in a driving rain or a howling wind . Even underwa-
and willing spell recipient in a glowing aura of ter, it will bum for one round per level of the caster.
swirling colors . Though its hues are ever-shift- The material need not be dry to be lit (al-
ing, the overall color of the aura corresponds to though it must be a material that is flammable if
the caster's mood (purple for despair, yellow for dry), but no other fires can be lighted from the
nausea, red for anger, black for pain, blue for magical one, as the magical flames will not
happiness, green for affection and friendliness, spread past the 1-foot radius of the spell's effects .
and white for pride, exultation, or manifesting Rainfire can be used as a touch attack . A caster
magical power) . who makes a successful melee attack can ignite
Though the rainbow shield has been used just the clothing or hair of a target creature that fails a
to impress gullible observers, its purpose is to saving throw vs . spell . Damage inflicted by burn-
defend its wearer in combination with another ing clothing is 1d4 points per round ; if the burn-
spell . ing clothing is removed, no further damage is
This second spell must be of 3rd level or less . taken . Hair bums for a round per size (1 for T, 2
The spell is cast into the shield and is absorbed . for S, etc .) .
Thereafter, until the shield fades away at spell The material component of the spell is a
expiration, the effects of the protector spell small pile of brush or other material to fuel the
(typically fireball or lightning bolt) are visited fire .
J
724
Ranike Cloud
Notes : Very rare spell . (Updated from spell is possible, but no one has yet spent the
DRAGON Magazine .) time or energy to research it .
Notes : Common or uncommon in the Hal-
Raise Nation ruaa region of the FORGOTTEN REALMS setting ;
Athasian Dragon-King rare or very rare elsewhere .
magic; psionic
component renders the Random's Commodious Pocket
spell uncastable by (Alteration)
wizards . (Dimension)
1)
725
Rapid Reflex Response
726
Rary's Memory Alteration
The spell requires a glove once worn by a This spell enables the caster to sense the
halfling (or a throwing weapon specialist), basic emotions of a creature, person, or animal,
shaving of licorice root, and a frog's tongue . The such as fear, hunger, thirst, anger, pain, joy, or
caster eats the latter two components as part of love . The spell will work on all creatures pos-
the casting . The glove remains and can be sessing a mind, but not automatons, golems,
reused . undead, or nonhuman beings from other planes .
Notes : Common in the Halruaa region of the One creature can be probed every five rounds,
FORGOTTEN REALMS setting ; otherwise, rare . and must be within the caster's line of sight, not
behind a door or wall . A shielded mind cannot
Rary's Aptitude Appropriator be probed empathically.
(Alteration, Divination) The material component for empathic per-
ception is a copper piece .
Level : 2 Notes : Uncommon or rare spell (WoG) .
Range : Touch
Components : V, S Rary's Memory Alteration
Casting Time : 1 rd . (Enchantment/Charm)
Duration : 1 turn/level (Mentalism)
Area of Effect : The caster
Saving Throw : Special Level : 4
Range : 60 yds .
By using this spell, the wizard can temporar- Components : V, S
ily acquire the ability to use a nonweapon profi- Casting Time : 1 rd .
ciency known to another creature . The caster Duration : Special
must touch the creature already possessing the Area of Effect : 1 creature
desired skill . If the creature is willing to transfer Saving Throw : Neg .
its knowledge of the proficiency, the transfer
takes place without difficulty . If the creature is This more powerful version of the forget spell
unwilling to transfer the proficiency, the crea- allows the wizard to actively alter a part of a
ture receives to a saving throw vs . spell to pre- creature's memory . The portion of memory the
vent the transfer from occurring . The creature caster can affect is limited to one specific event
touched does not lose its knowledge of the pro- in the creature's life . The memory of a real event
ficiency, the spell merely allows the caster to can be altered as the caster wishes . The wizard
know the proficiency as well . could replace real facts about the event with
Only nonweapon proficiencies can be trans- false ones, or even place a completely new
ferred . Other skills, abilities, powers, or types of memory into the creature's mind, causing the
knowledge are not transferred . The wizard's creature to remember an event that never hap-
level of ability with the proficiency is exactly pened . The caster, however, is unable to remove
that of the original owner, even if the appropri- a memory of an event in its entirety. There is no
ate ability for the proficiency differs between time limit on how far into the past an event can
the caster and creature . The proficiency is be altered . The creature is entitled to a saving
gained for one turn per level of the caster. throw vs . spell to avoid having its memory
Notes : Uncommon or rare spell (WoG) . changed . A heal, restoration, or wish spell cast
for this purpose will correct any alterations
Rary's Empathic Perception made to a creature's memory.
(Divination) Notes : Uncommon or rare spell (WoG) .
(Mentalism)
Level : 1
Range : 5 yds ./level
Casting Time : 1
Components : V, S, M
Duration : 3 rds ./level
Area of Effect : 1 creature/probe
Saving Throw : None
727
Rary's Mind Scan
Level : 4 Level : 4
Range : 10 yds ./level Range : 0
Components : V, S Components : V, S, M
Casting Time : 4 Casting Time : 1 turn
Duration : 5 rds ./level Duration : I day
Area of Effect : 1 creature/probe Area of Effect : The caster
Saving Throw : Special Saving Throw : None
This spell allows for deeper study of an un- By means of this spell, the wizard is able to
shielded mind than ESP can accomplish . The memorize, or retain the memory of, three addi-
caster can pick up the surface thoughts or emo- tional spell levels (three 1st-level spells, or one
tions of a creature on the first round of the 1st and one 2nd, or one 3rd-level spell) . The
probe, read deeper thoughts or memories on the wizard has two options :
second through fourth rounds (allows a saving A) Memorize additional spells . This option is
throw vs . spell), and can access the deepest taken at the time the spell is cast . The additional
memories beginning with the fifth round . The spells must be memorized normally and any
caster may learn a creature's dreams, sup- material components must be acquired .
pressed memories, or primal desires . One major B) Retain memory of any spell (within the
fact or subject can be learned or studied per level limits) cast the round prior to starting to
round of deep probing . The limits on which cast this spell . In the round after a spell is cast,
topics can be probed are the same as for the ESP if the enhancer is cast successfully, then the
spell . first spell is restored to the caster's memory .
Notes : Uncommon or rare spell (WoG) . However, the caster still must acquire any
needed material components .
Rary's Mind Shield The material components of the spell are a
(Alteration) piece of string, an ivory plaque of at least 100
(Mentalism) gp value, and ink consisting of squid secretion
with either black dragon's blood or giant slug
Level : 5 digestive juice . These disappear when the spell
Range : Touch is cast .
Components : V, S Notes : Common spell (PH) .
Casting Time : 1 rd .
Duration : 1 hr. + 1/z hr./level Rary's Plane Truth
Area of Effect : Creature touched (Divination)
Saving Throw : None
Level : 7
This spell is used to protect a creature from Range : Special
intrusions into the mind . Spells or mental Components : V, S
powers that can probe a mind have no effect on Casting Time : 1 turn
the creature . The creature makes its saving Duration : 3 rds . + 1 rd ./level
throw at +2 against all enchantment/charm Area of Effect : 1 creature/2 rds .
magic that can affect thoughts, memories, or be- Saving Throw : None
havior-charm, fascination, suggestion, emo-
tion, and others . The mind shield allows a This spell is a more precise and exacting ver-
saving throw at -2 to avoid a geas spell . sion of know alignment . A creature's alignment
Notes : Uncommon or rare spell (WoG) . is revealed to the caster in the first round of
study. With a second round of concentration, the
creature's home plane is revealed . The deity or
deities worshiped by the creature also become
known to the wizard . The spell is blocked by
any means that foils the know alignment spell .
728
Rary's Spell Enhancer
Level : 5
Optional : In the SPELLJAMMER setting, this Range : 0
spell reveals the name of the creature's Components : V, S
home world . However, it has never re- Casting Time : 1 turn
vealed this information about the race Duration : Special
known as the Arcane . Area of Effect : Special
Saving Throw : None
Rary's Protection from Scrying This spell enables the caster to read the resid-
(Abjuration, Divination) ual psychic impressions in a room or area . (An
(Mentalism) especially unusual or violent event often leaves
behind psychic vibrations that remain for years .
Level : 6 The more important the event, the stronger the
Range : Touch psychic residue and the longer the impressions
Components : V, S, M last .)
Casting Time : 1 turn When the wizard casts the spell, the strongest
Duration : 1 hr. + 1/2 hr./level impressions currently in the area enter the
Area of Effect : Creature touched caster's mind . The event that produced the psy-
Saving Throw : None chic impressions is replayed in real time, so the
replay takes as long to complete as the original
This spell protects a creature from scrying at- event . The replay is crystal clear, so the caster
tempts and intrusive divination . Clairaudience, can readily identify persons, creatures, or ob-
clairvoyance, ESP empathy, telepathy, crystal jects .
balls, a magic mirror, and the like will not suc- If the spell is cast again in the same area, the
ceed in locating, detecting, or studying the pro- event that created the second strongest psychic
tected creature . The warded creature immedi- impressions is replayed . The caster can continue
ately becomes aware of the attempt, no matter replaying past events, reading weaker and
how great the distance between the scryer and weaker psychic impressions, until all psychic
creature . Detect evil/good and know alignment residue in the area has been reviewed .
do not work on the protected creature . Notes : Uncommon or rare spell (WoG) .
If the wizard is the protected creature, the fol-
lowing apply : The wizard has a 5% chance per Rary's Spell Enhancer
level to learn the location of the scryer after one (Alteration)
round of concentration . The scryer receives a
saving throw vs . spell ; failure reveals the Level : 4
scryer's identity to the wizard . Range : Special
However, if the scrying is carried out by Components : V
means of a direct visual link (either through an- Casting Time : Special
other creature or by means of a spell such as Duration : Special
wizard eve), then the wizard has only a 5% Area of Effect : 1 spell
chance per level to detect the scrying . Only if Saving Throw : None
the linked observer is captured and examined
does the wizard have the 5% chance per level to This one-word spell focuses and increases the
discover the identity of the scryer . effectiveness of a spell cast by the wizard . The
The protection is focused through a star sap- spell enhancer is cast first, followed immedi-
phire worth 5,000 gp that must be kept on the ately by the attack spell to be enhanced, during
person of the protected creature for the duration the same round . The enhanced spell strikes with
of the spell . If it is removed, lost, or destroyed, greater power, resulting in a -2 penalty to all
the spell ends immediately. The stone can be saving throws the spell requires .
reused. Notes : Uncommon or rare spell (WoG) .
Notes : Uncommon or rare spell (WoG) .
729
Rary's Superior Spell Enhancer
Level : 5
Range : 20 yds .
Components : V, S, M
Casting Time : I rd .
Duration : 2 turns/level
Area of Effect : Two or more creatures
within 60 ft .
Saving Throw : None
730
Ray of Fatigue
the readied spell, the caster need only utter the Components : V, S
final word of the spell . The utterance of the final Casting Time : 2
word has a casting time of 1, saving much time Duration : I rd ./level
on most spells . Area of Effect : 1 creature
The readied spell will stay in the caster's mind Saving Throw : Neg .
for only one day before it fades from memory .
No more than two readied spells can be in the By means of a ray of enfeeblement, a wizard
caster's mind at any time . Almost any spell of weakens an opponent, reducing its Strength and
6th level or less and a casting time of 1 round or thereby the attacks that rely upon it . Humans,
less can be readied for quick casting, except demihumans, and humanoids of man-size or less
Tenser's transformation . are reduced to an effective Strength of 5, losing
The material component is a sapphire worth all Strength bonuses and suffering an attack roll
1,000 gp, crushed when the spell is cast . penalty of -2 and a -1 penalty to damage . Other
Notes : Uncommon or rare spell (WoG) . creatures suffer a penalty of -2 on attack rolls .
Furthermore, they have a -1 penalty for each die
Rastor's Mystical Spy of damage they inflict . (But no damage roll can
(Divination, Enchantment) inflict less than 1 point per die of damage .) Your
(Artifice) DM will determine any other effects appropriate
to the affected creature . If the target creature
Level : 4 makes its saving throw, the spell has no effect .
Range : 0 This spell does not affect combat bonuses due to
Components : V, S, M magical items, and those conferring increased
Casting Time : 4 Strength function normally.
Duration : 1/2 hr./level Notes : Common spell (PH) .
Area of Effect : Special
Saving Throw : None Ray of Fatigue
(Necromancy)
The spell is cast on a copper brooch . When
the spell is cast and the brooch pinned on an- Level : 1
other individual, the caster can see and hear Range : 10 yds . + 5 yds ./level
everything that individual witnesses . If the Components : V, S
brooch passes farther away than I mile per five Casting Time : 1
levels of the caster, then no information is re- Duration : 1 rd ./level
ceived . The spell is negated if the brooch is re- Area of Effect: 1 creature
moved . Saving Throw : Neg .
The spell requires a copper brooch, which can
be reused . The brooch can be of any shape or This spell affects the victim's life energies,
style, but must be made mostly of copper. increasing any fatigue or exhaustion the victim
Notes : Uncommon for diviners, enchanters, currently possesses . Alert and well-rested crea-
and artificers ; otherwise, very rare . (Updated tures suddenly become tired and sluggish, and
from POLYHEDRON Newszine .) those who are already fatigued may be reduced
to near-helplessness .
Ray of Cold The ray adds one level of fatigue or encum-
A spell unique to the wizard Delsenora of the brance to the target creature . Moderately en-
Crystalmist Mountains in the WORLD OF cumbered characters suffer a -1 penalty to
GREYHAWK setting. For all practical purposes, attack rolls ; heavily encumbered characters
the spell is identical to the 5th-level spell, cone suffer a -2 penalty to attack rolls and a -1
of cold . Armor Class penalty ; and severely encumbered
characters suffer a -4 penalty to attack rolls and
Ray of Enfeeblement a -3 Armor Class penalty. (Assume that mon-
(Enchantment/Charm) sters suffer a -1 penalty to their attack rolls and
(Shadow) reduce their movement rates by 33% .) The
target creature is allowed a saving throw vs .
Level : 2 spell to negate the spell's effects .
Range : 10 yds . + 5 yds ./level Notes : Uncommon spell (PO: SM) .
731
Ray of Oblivion
732
Raze
733
Razorfangs - Dragon
The material components for this spell are a saving throw vs . death magic, his head is sev-
handful of ash (either from a previous raze spell ered as if by a vorpal sword. The razorfangs
or from normal defiler magic) and a pinch of spell is useless to a nondragon .
salt . Notes : Restricted to dragons ; uncommon .
Notes : Common for spellcasters from the (Updated from DRAGON Magazine .)
DARK SUN setting ; otherwise, very rare .
Level : 4
Range : 0
Components : V, S, M
Casting Time : I rd .
Duration : 2 rds ./level
Area of Effect : Special
Saving Throw : None
73 4
Read Object
Read Magic
(Divination)
(Universal)
Level : 1
Range : 0
Casting Time : 1 rd .
Components : V, S, M
Duration : 2 rds ./level
Area of Effect : Special
Saving Throw : None
735
Read Paramandic Magic - Paramander
perience a vision of the item's past . required to perform this function ; and this can
The material component of the spell is an in- be learned only from southern wizards .
cense of rare aromatics costing no less than 100 Since the creation of Thoth mage-script, read
gp . southern magic has spread and been adopted as
Notes : Uncommon for diviners and mental- a standard by all wizards of Muhlorand and
ists ; otherwise, rare . (Updated from Unther, and by some in Chessenta . While many
POLYHEDRON Magazine) . southern wizards also know the standard read
magic spell, these are rarely used .
Read Paramandic Magic - The wizard must have a clear crystal or min-
Paramander eral prism, which is not expended, to cast the
(Divination) spell .
Notes : Restricted to Old Empire wizards of
Level : 1 the FORGOTTEN REALMS setting, and to those
Range : 0 trained by them ; universal for them .
Components : V, M
Casting Time : 2 Reanimation
Duration : 3 rds . + 1 rd ./level (Necromancy)
Area of Effect : Special
Saving Throw : None Level : 7
Range : Touch
This spell allows a paramander to read the Components : V, S, M
complex, guttural language used in paramandic Casting Time : 1 rd .
magic . With the exception of these parameters Duration : 1 day/level
and the material components of a pinch of bone Area of Effect : Creature touched
and a silk string, the spell is essentially identical Saving Throw : Special
to the 1st-level wizard spell read magic. Para-
mandic writings do not yield to read magic, This spell is identical to the 4th-level
comprehend language, or other such dweomers . shukenja spell, reanimation . It allows a wu jen
Notes : Restricted to paramanders (a rare to revive a recently dead character (dead for no
form of paladin-mage) ; universal for them . (Up- more than 24 hours) into a state of half-life, nei-
dated from DRAGON Magazine .) ther dead nor fully alive . The reanimated char-
acter must make a successful system shock roll
Read Southern Magic - Old Empire for the spell to have effect, although this does
(Divination) not cause a loss of Constitution .
If successful, the reanimated character has I
Level : 1 hit point. The reanimated character cannot fight
Range : 0 or use magical items and has no spells memo-
Components : V, S, M rized (nor can it regain spells), but it can move
Casting Time : 1 rd . and speak . The movement rate is half normal
Duration : 2 rds ./level and the speech is slow and slurred . Further-
Area of Effect : Special more, the reanimated character's memory is
Saving Throw : None cloudy and confused and it has trouble remem-
bering even basic details concerning its past life
In the Realms, one fundamental difference and friends . If left unwatched, the character is
between the magical discipline of the South and prone to wander off randomly with no concep-
the North is reflected in the system used for tion of where it is going or where it has been .
recording spells . The southern discipline is The reanimated character can be slain again
known as Thoth mage-script. (and reanimated again if necessary) . While in
Following the rebellion of the Red Wizards of this state, the character has no need of food,
Thay, the priest-mages of Thoth created a new sleep, or drink .
magical script with which to record their spells . The reanimated character can be returned to
This writing was meant to prevent the Red Wiz- normal function by means of a raise dead, res-
ards of Thay from learning the priests' secrets . urrection, limited wish, or wish spell .
This writing is undecipherable to a standard The material components for the spell are a
read magic spell . A read southern magic spell is white shawl, incense, and a golden amulet
7 36
Recharge
737
Reckless Dweomer, Nahal's
Reconstruction
(Alteration)
(Artifice)
Level : 6
Range : Touch
Components : V, S, M
Casting Time : 1
Duration : I rd . + 1 rd ./level
Area of Effect : 1 cu . ft ./level
Saving Throw : None
73 8
Reflection
Recruitment
Athasian Dragon-King
magic; psionic wall, or hide a small pool by making it appear to
component renders the be a continuation of the ground or floor.
spell uncastable by Notes : Common for witches, uncommon for
wizards. illusionists ; otherwise, very rare . (Updated from
DRAGON Magazine .)
Reduce
Reversed form, see enlarge . Reflection
(Abjuration)
Reflected Image - Witch
(Illusion/Phantasm) Level : 5
Range : Special
Level : 1 Components : V, S, M
Range : 40 yds . Casting Time : 5
Components : V, S Duration : 1 rd./4 levels
Casting Time : 1 Area of Effect : The caster
Duration : 1 day/level Saving Throw : None
Area of Effect : Surface up to 20 ft . square
Saving Throw : None By means of this spell, the wizard reflects all
harmful 1st- through 3rd-level spells cast at him
With this spell the witch can cause any visual back upon the casters . The casters are allowed
image in her mind to form on a single suitable saving throws against their own spells, as ap-
reflecting surface . Mirrors are the obvious plicable . The duration of this spell is one round
choice, but a calm, still pool or lake can be used for every four full levels of the caster ; for exam-
as well . The image is static once formed, and ple, the spell lasts two rounds for an 11th-level
lingers for one day per level of caster before dis- wizard .
appearing-breaking the mirror or disturbing The spell also reflects all normal and magical
the water ends the spell immediately . missiles hurled at the wizard during the spell's
For example, the caster could disguise a duration . The reflection spell does not affect at-
mirror by creating an image that matches the tackers physically meleeing the wizard, nor
73 9
Reflection - Witch
does it affect area spells not cast directly upon Casting this dweomer causes a golden hemi-
the wizard . sphere to attach to the shield arm of the target
The material component is a small mirror. individual . The magical shield bestows a +3 AC
Notes : Rare for abjurers ; otherwise, very rare bonus and reflects magical projectiles, includ-
(WoG) . Believed to have been originated in the ing the following spells : magic missile (includ-
Valley of the Mage . ing similar spells), Melf' s acid arrow, flame
arrow, and Melfs minute meteors . In addition
Reflection - Witch the shield halves the damage of lightning bolts
(Abjuration) that are hurled at its bearer. The direction of the
reflection is rolled randomly (see table) .
Level : 9 Notes : Very rare spell . (Updated from
Range : 0 POLYHEDRON Newszlne .)
Components : V, S
Casting Time : 1 rd . Die Roll Reflection
Duration : 2 turns 1-2 Right front
Area of Effect : The caster 3-4 Left front
Saving Throw : None 5-6 Rear
7-8 Front
This evil spell creates a shimmering cloud 9 To caster
around the caster, causing any magical attacks 10 Above
against her to be turned against the attacker. At-
tacks with normal weapons are not reflected . Regenerate
Magical weapon attacks are reflected, as are the The Red Wizards of Thay are rumored to have an
physical attacks of innately magical creatures 8th-level spell that duplicates the 7th-level priest
such as unicorns, fiends, or ki-rin . spell, regenerate .
Spells, items, and spell-like abilities that
affect an area that includes the caster are also Regenerate Self
reflected, the caster's portion is returned to the (Necromancy)
attacker as a magical bolt with the same effect
as the caster's share of the attack . Level : 1
A reflected spell or attack affects the origina- Range : 0
tor normally. Attack rolls, saving throws, and Components : V, S
damage are all determined as if the character or Casting Time : I turn
creature was striking at itself . Naturally, if the Duration : 12 hrs .
creature is immune to its own attack (a red Area of Effect : The caster
dragon wielding a wand offire, for instance), it Saving Throw : None
has nothing to fear.
Divination spells are not reflected, but give This spell bestows on the caster a number of
no reading . Spells of banishment operate nor- hit points equal to half the damage the caster in-
mally, and a dispel evil spell negates the reflec- flicts in hand-to-hand combat (melee, nonmis-
tion instead of returning the witch to her home sile, nonspell) . It does not otherwise cause
place . regeneration or restore life or limb . In no case
Notes : Restricted to witches ; uncommon . will this spell increase the caster's hit point total
1
above his or her normal maximum . This spell
Reflectorum Arcana effect cannot be transferred to another creature
(Abjuration, Evocation) in any way.
Notes : Known to the wizard Delsenora, of
Level : 5 the Crystalmist Mountains in the WORLD OF
Range : 0 GREYHAWK setting . (Updated from POLYHEDRON
Components : S, M Newszine . )
Casting Time : 5
Duration : 3 rds . + 1 rd ./level
Area of Effect : 1 creature
Saving Throw : None
74 0
Release Weapon
Reincarnation Rejuvenate
(Necromancy) (Alteration)
(Earth)
Level : 6
Range : Touch Level : 5
Components : V, S, M Range : Touch
Casting Time : 1 turn Components : V, S, M
Duration : Instantaneous Casting Time : 1 rd .
Area of Effect : Person touched Duration : Special
Saving Throw : None Area of Effect : 5-ft./level radius
Saving Throw : None
With this spell, the wizard can bring back to
life a person who died no more than one day per This spell grants to an area of ground the
level of experience of the wizard before the ability to support vegetation . In the case of
casting of the spell . The essence of the dead ground made barren by defiler magic, rejuve-
person is transferred to another body, possibly nate negates the ground's sterility ; it can imme-
one very different from his former body . Rein- diately support vegetation . The spell can be cast
carnation does not require any saving throw, on any ground short of solid rock, including
system shock, or resurrection survival roll . The sand, rocky sand or soil, or dust . The spell af-
corpse is touched, and a new incarnation of the fects the ground in a circle extending away from
person will appear in the area in 1d6 turns . The the caster, who stands in the center of the area to
person reincarnated recalls most of his former be revitalized . The radius of the circle is 5 feet
life and form, but the character class, if any, of per level of the caster. The soil is enriched and
the new incarnation might be different indeed . moistened, and a layer of fine grass emerges in-
The new incarnation is determined on the fol- stantly. Defilers cannot cast this spell .
lowing table . If a player character race is indi- Once cast, the moist soil and grass are not
cated, the character must be created . magical, and are subject to all natural forces .
Very good or very evil persons will not be They will, however, survive a week in even the
reincarnated as creatures whose general align- worst of conditions. Rejuvenate will otherwise
ment is the opposite . last until another defiler spell destroys the vege-
The material components of the spell are a tation there .
small drum and a drop of blood . The material component of the spell is a seed
Notes : Common spell (PH) . Optional rules (of any type) and a drop of water.
for creating humanoid characters can be found Notes : Common for spellcasters from the
in the DMG and The Complete Humanoid DARK SUN setting; otherwise, very rare .
Handbook .
Reincarnation Table Release Weapon
1d100 Roll Incarnation (Alteration)
01-05 Bugbear
06-11 Dwarf Level : 1
12-18 Elf Range : 30 yds .
19-23 Gnoll Component: S
24-28 Gnome Casting Time : 1
29-33 Goblin Duration : Instantaneous
34-40 Half-elf Area of Effect : 1 creature/5 levels
41-47 Halfling Saving Throw : Neg .
48-54 Half-orc
55-59 Hobgoblin Release weapon causes a weapon-wielding
60-73 Human creature to drop its weapon immediately. A suc-
74-79 Kobold cessful saving throw vs . spell means that the
80-85 Orc spell had no effect . Unless aware of the caster,
86-90 Ogre an affected being will likely believe that he
91-95 Ogre mage dropped the weapon due to his own clumsiness .
96-00 Troll Recovering the weapon requires a full round,
unless the weapon was dropped into a pit, over a
74 1
Remove Curse
cliff, etc . For every five additional levels of the It is possible for a wizard to devise his own
caster, one more creature can be affected . Thus, curse, and it should be similar in power to those
a 6th-level wizard can disarm two opponents, an given (the DM has final say) . The subject of a
11th-level caster can affect three, and so on . bestow curse spell must be touched . If the sub-
This spell applies specifically to weapons or ject is touched, a saving throw is still applicable ;
objects being used as weapons . It does not cause if it is successful, the effect is negated . The be-
other items to be dropped . stowed curse cannot be dispelled.
Notes : Common in the MYSTARA setting ; oth- Notes : Common spell (PH) .
erwise, very rare .
Remove Disease
Remove Curse (Necromancy)
(Abjuration)
Reversible Level : 2
Range : Touch
Level : 4 Components : V, S, M
Range : Touch Casting Time : 1 turn
Components : V, S Duration : Special
Casting Time : 4 Area of Effect : 1 person
Duration : Instantaneous Saving Throw : None
Area of Effect : Special
Saving Throw : Special The remove disease spell is most often used
by charlatans without true healing abilities . It
Upon casting this spell, the wizard is usually merely removes a patient's symptoms, an effect
able to remove a curse-whether it is on an that the practitioner tries to pass off as a full
object, on a person, or in the form of some un- cure . Sometimes this leads to an incidental cure,
desired sending or evil presence . Note that the if the patient's symptoms only prevented rest or
remove curse spell cannot affect a cursed shield, eating well, but more often the patient's condi-
weapon, or suit of armor, for example, although tion secretly worsens .
it usually enables a person afflicted with a All effects dealing with the affected person's
cursed item to be rid of it . Certain special curses physical appearance and perception of pain or
may not be countered by this spell, or may be discomfort vanish, but losses of hit points and
countered only by a caster of a certain level or ability scores continue, as do system shock
higher. A caster of 12th level or higher can cure checks and saving throws . Because the subject
lycanthropy with this spell by casting it on the can feel no symptoms, he usually takes no fur-
animal form . The were-creature receives a ther steps to deal with the illness and eventually
saving throw vs . spell and, if successful, the dies from a disease he might otherwise have
spell fails and the wizard must gain a level survived (for example, a pneumonia sufferer
before attempting the remedy again . with symptoms removed might go out into the
The reverse of the spell is not permanent ; the cold and damp to do a day's work, and suffering
bestow curse lasts one turn for every experience double pneumonia without realizing it) .
level of the wizard casting the spell . It causes The material component is a fertile egg from
one of the following effects (roll percentile an avian or reptile .
dice) : Notes : Rare in the DRAGONLANCE setting ;
virtually unknown elsewhere . (Updated from
d100 Roll Result DRAGON Magazine .)
1-50 Lowers one ability of the subject to 3
(the DM determines which by
random selection)
51-75 Worsens the subject's attack rolls
and saving throws by -4
76-00 Makes the subject 50% likely per
turn to drop whatever it is holding
(or simply do nothing, in the case of
creatures not using tools)
74 2
Remove Disease
Krynn Lore : Remove Disease the truth was known some people were will-
During the Age of Darkness, true clerics ing to pay the cleric's price in order to get
were not to be found on Krynn, but false cler- relief from aches and pains they suffered,
ics took their place. Some renegade wizards even knowing that the disease itself might
used "miracles" to con- still affect them . Given
vince people of their a choice between pain,
authenticity as messen- nausea, fever, and the
gers of the gods ; one like while waiting for a
such was the dangerous possible recovery (or at
remove disease spell, least feeling comfort-
still seen on rare occa- able during the wait),
sions in isolated areas many sufferers of this
of Ansalon . Age were willing to pay
When this spell is the price, which was
performed, the symp- wildly variable, and
toms of the patient are take the gamble . Some-
transferred to the mate- one in a later Age who
rial component-a acquires a scroll in-
freshly laid, fertile egg scribed with this spell
from any avian or rep- will likely have no
tile, including dragons . quick way of knowing
Depending on the the spell's true nature (a
severity of the symp- successful Intelligence
toms, the creature de- check The false clerics
veloping within the egg wisely attempted to
is likely to be disfig- keep the nature of this
ured but strangely not spell secret, but even
ill (such as a chick with where the truth was
all of the ly not ill (such known some people
as a chick with all of were willing to pay the
the physical symptoms cleric's price in order to
of the plague but with- get relief from aches
out the plague germs and pains they suffered,
themselves, which still even knowing that the
covertly attack the pa- disease itself might still
tient) . affect them . Given a
If the patient should choice between pain,
die from the disease nausea, fever, and the
before the false cleric like while waiting for a
can get out of town, the possible recovery (or at
egg can be brought least feeling comfort-
forth and broken, with the pitiful creature able during the wait), many sufferers of this
inside being blamed for the miscasting of the Age were willing to pay the price, which was
spell ("If the egg you villagers had provided wildly variable, and take the gamble .
me was truly fresh, this would not have hap- Someone in a later Age who acquires a
pened ." [crack!] "See? The evidence of your scroll inscribed with this spell will likely
mistake is to be seen in the contents of the have no quick way of knowing the spell's true
egg .") nature (a successful Intelligence check after
The false clerics wisely attempted to keep three hours of study reveals the spell's actual
the nature of this spell secret, but even where effects .)
743
Remove Life Level - Witch
Remove Life Level -Witch This spell has two forms ; the caster can
(Enchantment) decide which form to use at the time of casting .
The first form renders one creature or object
Level : 6 undetectable by smell for the duration of the
Range : Touch spell . No saving throw is required .
Components : V, S, M In its second form, the spell is cast upon a
Casting Time : 6 living creature, depriving it of its sense of smell
Duration : Special for the duration . An unwilling creature receives
Area of Effect : Creature touched a saving throw vs . spell to avoid the effect .
Saving Throw : Neg . While attacks such as stinking cloud incapacita-
tion do not affect a being who cannot smell,
This spell is a specialized curse, allowing the caustic fluids still burn, thick clouds obscure
caster to temporarily remove one life energy vision, etc .
level from the chosen victim . If the victim is The material component is a sliver of soap .
wary, the caster must make a successful attack Notes : Very rare spell . Known to be in the
roll ; otherwise, a mere touch is sufficient . The Cyclopedia Phantastica Vol .III. (Updated from
victim receives a saving throw vs . spell with a DRAGON Magazine .)
-5 penalty ; failure means the loss of an experi-
ence level for the duration of the spell . Remove the Instrument of Death
The victim loses one Hit Die and any applic- A MYSTARAsetting spell, aka release weapon .
able level-based abilities such as THACO,
saving throws, thief abilities, and spells . The in- Repel Undead
dividual functions at the reduced level, gaining (Abjuration, Necromancy)
no experience until the spell ends . If used
against a 1st-level character, the character be- Level : 7
comes 0-level for the spell's duration . A 0-level Range : Touch
character affected by the spell is slain if a saving Components : V, S, M
throw vs . death magic is failed ; otherwise, the Casting Time : 7
character sickens within a day and requires Duration : 1 rd ./level
complete bedrest for the spell's duration . Area of Effect : 15-ft . radius around creature
If cast by a full witch coven, the duration is a touched
year and a day ; otherwise, it is a month . A wish Saving Throw : Special
can undo the curse before the spell ends, and the
caster can remove it at will (usually in exchange This spell forces undead away from the recip-
for a service) . The casting of this spell is an evil ient's person . Undead that fail a saving throw
act . vs . spell at a -3 penalty are repelled from the
The material component is a coin taken in area (in places dedicated to evil, evil undead
payment for a betrayal . may save at a lesser penalty, -2, -1 ; or normally,
Notes : Restricted to witches and evil en- at the DM's discretion) .
chanters ; uncommon . (Updated from DRAGON Affected undead leave at their best speed. If a
Magazine .) solid barrier prevents them from fleeing the
area, they are held at bay until the spell expires
Remove Smell or the protected creature moves away . The spell
(Alteration) effect remains centered on and moves with the
(Alchemy) creature protected .
Undead failing the saving throw but able use
Level : 3 missiles or spells can do so, but they cannot op-
Range : 60 yds . erate freely in the spell's area for its full dura-
Components : V, S, M tion, regardless of the subsequent actions or
Casting Time : 3 status of the protected creature and regardless
Duration : 1 turn/level of any attacks made against them .
Area of Effect : 1 creature or object An undead creature making a successful
Saving Throw : None or Neg . saving throw vs . spell at a -3 penalty can take
normal actions for one round but must save at
the beginning of each and every round . Upon
744
Resist Injury - Old Empire
any failure to save, the spell forces the undead Notes : Very rare spell . Known to be in Zala's
creature to move directly away from the caster Book of Barriers aka Lakharemtolma Zalarem .
at full movement rate . (Updated from DRAGON Magazine .)
The material component of this spell is a bar
magnet with a drop of the caster's blood on one Repulsion
end and a fragment of bone or carrion placed on (Abjuration)
the other. (Force)
Notes : Very rare spell from the FORGOTTEN
REALMS setting . Known to be in the Book of Level : 6
Shangalar the Black. Range : 0
Components : V, S, M
Repulse Metal Casting Time : 6
(Abjuration) Duration : 1 rd ./2 levels
(Earth) Area of Effect : 10 ft ./level x 10 ft .
Saving Throw : None
Level : 4
Range : 0 When this spell is cast, the wizard is able to
Components : V, S cause all creatures in the path of the area of
Casting Time : 4 effect to move directly away from his person .
Duration : 7 rds . Repulsion occurs at the speed of the creature at-
Area of Effect : 10-ft . wide path, 100 ft . long tempting to move toward the spellcaster. The re-
Saving Throw : None pelled creature continues to move away for a
complete round even if this takes it beyond the
By manipulating unseen forces, the wizard area of effect . The caster can designate a new di-
creates waves of magical force that impel all rection each round, but use of this power counts
metal within the area of effect and not solidly as the caster's principal action in the round . The
anchored to move away from the caster at the caster can, of course, choose to do something
rate of 30 feet per round . The spell also affects else instead of using the repulsion attack .
nonferrous metals like gold and lead . Metal ob- The material component for this spell is a
jects on the wizard's person are not affected . pair of small magnetized iron bars attached to
The force ceases 100 feet from the caster, so two small canine statuettes, one ivory and one
a sword 99 feet away is pushed only 1 foot ebony.
before it stops moving . The wizard can change Notes : Common spell (PH) .
the direction of the force at the beginning of
each round simply by pointing, or can keep the Resilient Sphere, Otiluke's
force focused in one direction from round to See Otiluke's resilient sphere .
round if he prefers . Metal-tipped missiles and
hurled weapons are repelled automatically if the Resist Energy Drain
spell is directed at the missile-firing characters The Red Wizards of Thay are rumored to have a
or creatures . spell that duplicates the 3rd-level priest spell,
The repulsive force is proportionate to the negative plane protection .
amount of metal present . A character carrying
or wearing more than one pound of metal must Resist Injury - Old Empire
make a successful saving throw vs . spell even to (Abjuration)
hold his position, and succeed by a margin of 4
or more in order to advance towards the caster. Level : 7
(Such an advance is adjudicated by the DM, a Range : 0
maximum possible movement of 30 feet is sug- Components : V, S, M
gested .) The character suffers a -1 penalty to Casting Time : 7
the saving throw for every 10 pounds of metal Duration : 2 rds ./level
carried (round up), so a warrior in 75 pounds of Area of Effect: The caster
plate mail would suffer a -8 to his saving throw. Saving Throw : None
A character can avoid the check or reduce the
penalties by releasing metal items and allowing This spell protects the caster from injury, so
them to fly away. that all attacks cause only half damage against
745
Resist Magic
Resist Magic
(Abjuration)
Level: 7
Range : Touch
Components : V, S, M
Duration : 2 rds ./level
Casting Time : 7 Resist Turning
Area of Effect : 1 creature (Abjuration)
Saving Throw : None
Level : 2
By means of this Cerilian spell, a wizard can Range : Touch
bestow temporary resistance to magic on one Components : V, S
creature. The recipient gains 50% resistance to Casting Time : 2
lesser magic (all spells in the schools of divina- Duration : 2 rds ./level unless triggered
tion and illusion, as well as all spells of 1st and Saving Throw : None
2nd level) and 25% resistance to true magic Area of Effect : 15-ft. radius
(everything else) .
When a wizard casts this spell upon himself, This spell protects undead creatures from
the magic is more potent . The caster gains 65% being turned or commanded by priests (includ-
resistance to lesser magic and 40% resistance to ing paladins) . When a turning attempt is made
true magic spells. against protected undead, the DM secretly rolls
A protected creature that becomes the target a single resistance roll . The resistance succeeds
of a spell immediately rolls to see if the magic on a 1d20 roll of 16 or more, adjusted for the
resistance repels the spell . Failure still allows difference in level between the caster and turn-
any saving throw that might apply. Resist magic ing priest. Successful resistance means the at-
has no effect on spells already affecting the tempt fails . For example, if the caster is 9th
creature at the time it is cast . level and the turning priest is 5th level, the roll
The material components for this spell are a needed to resist turning is 12 or better . A resis-
piece of string, a block of wood, and an unlit tance roll of 1 means the resistance fails, re-
candle . gardless of level difference .
Notes : Common on Cerilia, the BIRTHRIGHT Once this protection is triggered, the spell
setting ; unknown elsewhere . This spell func- protects undead in its area for that round, then
tions only in the Cerilian setting . ends . If not triggered within two rounds per
level of the caster, the spell ends .
The caster can center this spell on himself, on
746
Reveal Invisible
747
Reveal Magic
thickness, or a yard or more of solid wood . This spell is most often used as an adjunct to
The spell was created by Dagsumn of Water- the distort life, ritual of twaining, and similar
deep, and was sold to the Watchful Order of spells related to magical breeding . It gives the
Magists & Protectors for guild membership and wizard a 10% per level chance to divine the
enough gold to buy a townhouse in Castle Ward . exact nature of one "aspect" of a creature under
Dagsumn also sells the spell on scrolls to inspection . (An "aspect,' is a creature character-
anyone with 500 gp . istic chosen by the caster : size, coloring, a detail
Notes : Common the City of Waterdeep, un- of external or internal structure, a special abil-
common elsewhere in the FORGOTTEN REALMS ity, etc .) The subject must be held perfectly still
setting ; otherwise, very rare . so that the auras are stable to the inner eye . Any
failed roll within 10% of success gives a wrong
748
Reverse Fossilization
749
Reverse Gravity
Reverse Loyalty
Athasian Dragon-King
magic ; psionic
component renders the
spell uncastable by
wizards.
Level : 6
Range : 80 yds . + 10 yds./level
Components : V, S
Casting Time : 6
Duration : 3 rds ./level
Area of Effect : The caster
Saving Throw : None
Reverse Lifeline
Reversed form, see accelerate lifeline .
750
Ride The Wind
75 1
Rift
752
Rip
The activated swords are AC 0 . One can be during spellcasting . The caster can even make
rendered inanimate by dealing it 29 points of the power erupt from a nonmagical ring, to fool
damage in melee combat . Swords rendered observers into thinking the ring bears a perma-
inanimate are not damaged . The spell ends nent dweomer. The power manifestations only
when all of the swords are rendered inanimate, come forth from this one focus item, and the
destroyed (by disintegrate, rust touch, etc .), the spell is broken if the item is destroyed .
caster ends the magic by uttering the pass- A dispel magic cast directly on the item has
phrase in reverse (only the caster can end the no effect on the functioning of the ringweave
magic this way), or 29 years to the instant have spell except to prevent any power discharge for
passed since the caster of the ring of swords one round per level of the caster of the dispel
died . magic. The ring power is called forth by silent
A dispel magic has no effect on a ring of act of will, but the wizard can perform no other
swords other than to cause a single blade to fall spellcasting in the same round as the ring is
inanimate for one round per level of the caster called upon. If the ring power is carefully called
of the dispel. Magical barriers can be thrust upon, the caster may well be able to conceal the
through the ring, but the swords seek to fly focus item, which can be positioned anywhere
around them, attacking ceaselessly. in spell range . The caster need not be wearing
The blades in a ring of swords often vary in the focus item or be in contact with it .
size and shape, as the caster uses what weapons This spell will not duplicate the following
are available . Magical blades retain their ring powers :
powers, and always strike to inflict the most Spell storing,
potent result . The spell preserves the blades Any power from a ring with limited charges
from the elements and does not harm them in (those from the DMG include : djinni sum-
any way . moning, mammal control, ring of the ram,
Preparation : The material component of the telekinesis, wishes [both], and wizardry),
spell is one sapphire, of not less than 4,000 gp Any power from an artifact or relic (for ex-
value, for each blade . These are powdered ; ample, the Ring of Gaxx) .
some powder is then touched to each blade and Any power from a cursed ring .
some is sprinkled at the center of the area to be Notes : Restricted to the Seven Sisters, their
protected, whereon it vanishes . Any attempt to apprentices, and select Harpers ; very rare .
use magic to substitute for or bypass the mater-
ial component causes the spell to fail . Rip
Notes : Very rare in the FORGOTTEN REALMS (Alteration)
setting ; virtually unknown elsewhere . (Mentalism)
Ringweave Level : 5
(Alteration, Evocation) Range : 20 yds . + 10 yds ./level
Components : V, S, M
Level : 9 Casting Time : 5
Range : 20 ft ./level Duration : I rd ./level
Components : V, S Area of Effect : 1 creature or object
Casting Time : I rd . Saving Throw : Neg .
Duration : 1 day/level
Area of Effect : Special This spell telekinetically moves part of an
Saving Throw : None object in one direction while moving the rest of
the object in a completely different direction .
This spell enables the caster to precisely du- The resulting tug tears the object into two sepa-
plicate a single power or function of a magical rate pieces, killing most creatures outright .
ring that the caster has previously used . The Creatures or objects weighing more than 1,000
caster need not possess the ring or have investi- lbs . are not affected . As the movement is not es-
gated its enchantments . The ring power func- pecially rapid, damage builds up slowly.
tions as many times as the caster has experience If cast on a creature, the first round the crea-
levels (if called on that many times before the ture takes 2 hit points damage ; on the second, an
spell expires), and the ring power erupts from additional 4 ; on the third, an additional 6 ; and so
any single nonliving item chosen by the caster on . By the fourth round, the target has taken 20
75 3
Rising Colossus
7 54
River of Sand
Ritual of Twaining
Lost spell. A complex and arcane spell of 4th
level, used in magical cross-breeding of dis-
similar natural species ; creating, for example,
a rabbit-lion, an owl-bear, or some similar
creature.
A recommended substitute is to treat this
ritual as a prerequisite to breeding a specific
combination . The processes required to pro-
duce the combination are discovered through
the spell research system (the ritual of twaining
rabbit and lion being the equivalent of a 4th-
level spell in terms of time and monetary cost) .
The DM has the final say over what combina-
tions are possible or viable once created ; the
wizard in this case is merely studying a promis-
ing lead.
For example, a rabbit-lion might be white,
furry, and herbivorous, with 4 limbs, a mane, a
quivery nose, long ears, big canine teeth, and a River of Sand
manic depressive disposition . Such a "success- (Evocation)
ful " crossbreed might well die off in the wild . (Province: Sand)
The original text appeared in Imagine maga-
zine, along with age animal, animal magnetism, Level : 8
clone animal, distort life, hasten growth, and Components : V, S, M
several other spells of this type. Range : Special
Casting Time : 8
Ritual Strength - Shai'ir Duration : 1 rd ./3 levels of caster
(Alteration) Area of Effect : Cylindrical path, 20-ft. diameter,
80 feet long
Level : 3 Saving Throw : Special
Range : Touch
Components : V, S This spell creates a snakelike "river" of sand,
Casting Time : 3 80 feet long, which barrels over obstacles in its
Duration : 1 hr./level path . To cast it, a wizard begins with a mouthful
Saving Throw : None of sand . Then he whispers (or mumbles) an in-
Area of Effect: Self cantation, and spits the sand in the desired di-
rection . The expelled sand travels along the
This spell is used by sha'irs to prepare them- ground, picking up more sand as it goes, gather-
selves for the strenuous rituals they must endure ing size and strength . Within one round, it be-
in order to improve their gen . As long as the comes a roaring torrent .
spell lasts, the sha'ir suffers no effects from ex- The river travels 40 yards per round . During
haustion due to ritual performance . This spell the first round, it has no destructive force, but it
has no effect beyond protecting sha'irs from can sweep any item up to the size of a small hut
755
Rodbane
756
757
Ruornil's Footprints
75 8
Rusting Touch - Witch
759
Sacremon's Acid Wit
7 60
Sand Form
tection is effective against spells of 7th level mediately. The recipient wills the sand body to
and lower. The protection does not apply to move and act, and can even cast spells through
damage from spells rebounded by any form of it-all while his own body is safely up to 100
magical spell turning or reflection . This spell miles away. The sand body resembles the recip-
does not protect the wizard against damage ient as closely as a pile of sand can ; unless illu-
from spells or attacks cast by enemies or other sionary magic is cast upon it, few will believe it
party members . to be living flesh.
A wizard who has cast safeguarding is free to The recipient (who may be the caster) can
move and act normally. The spell's effect is see, hear, and sense through the sand form . The
always centered on him, regardless of his ac- form can fight, talk hoarsely, and carry things-
tions . Other creatures are free to enter and exit in fact, it can perform all tasks less exacting
the area of effect . than lock-picking, sewing, and similar handi-
An area-effect spell cast by the wizard takes crafts. It can even go adventuring and earn ex-
effect normally, but is negated within the area of perience points for its "master ."
the safeguarding spell . This applies only to area The recipient's mind functions in two places si-
spells centered outside the radius of the safe- multaneously-within the sand form, and
guarding spell . If the wizard casts an offensive within his real body. The real body can still
area-effect spell within the area of the safe- sense (see, hear, smell, etc .) exactly as before,
guarding, the protection is immediately negated even benefiting from enhancements such as a
and those within the area suffer full damage magical ring. The tradeoff is paralysis . Besides
from the spell. The wizard is free to cast nonof- breathing, blinking, and moving his eyes, the re-
fensive area-effect spells and individually tar- cipient cannot move his real body while the
geted spells within the protected area . sand form is animated . (A few friendly guards
The material component is a piece of pre- are a wise precaution . So is a pleasant or strate-
served skin from any creature that possesses gic view.) The real body does not need to eat,
natural magic resistance. drink, or sleep . It heals damage as if resting, re-
Notes : Uncommon spell (ToM) . gardless of the sand body's activity.
The recipient is vulnerable when his sand
Salamander's Seismic Seizure form is the target of magical and psionic powers
Lost spell. This 6th-level spell was reputed to that affect the mind . The sand form can be
cause a huge and temporary crack in the earth . fooled by illusion spells to the same degree as
Those falling in and unable to escape before it the recipient himself . They are of "like mind ."
closed perished. Its effects on structures re- Physical attacks against the sand form don't
mains unrecorded. damage the real body, but they do harm the sand
form . The form has a number of hit points equal
Sam Shock to the recipient's normal maximum (even if the
Sam Shock is a legendary wizard credited with recipient is currently crippled) . The sand form
creating the following spells (from POLYHEDRON has the recipient's natural Armor Class, too . It
Magazine) : capacitor farseer, farspeaker, flash- can wear armor and carry weaponry, with the
light, lightning rod, magic ear, and ozone cloud. same restrictions that apply to the recipient . The
sand body does not benefit from anything worn
Sand Form or carried by the recipient's real body, however .
(Necromancy) Cuts and bruises on the sand body are reflected
(Province: Sand) by crumbling sand. Otherwise, the sand body
can withstand attacks just as well (or as poorly)
Level : 9 as the recipient can normally. There are two ex-
Range : Touch ceptions : if the sand body is immersed in water
Components : V, S, M for more than a turn, or exposed to heavy rain
Casting Time : 1 turn for the same time, it disintegrates . If the sand
Duration : 1 day/level form drops to 0 or fewer hit points or disinte-
Area of Effect : Special grates, the owner must make a system shock
Saving Throw : None roll . Failure indicates that the real body also
dies .
This spell enables an individual touched by The recipient of this spell can abandon his
the caster to animate a body made of sand im- link with the sand form at any time, without
761
Sand Gems
harm to himself . The sand form collapses into of sand, a drop of water, spittle or tears, and a
loose sand and the recipient immediately re- drop of blood or sap, to heal wounds . Applied to
gains control of his real body . The same thing the wounds, the components cure 2d4 points of
occurs when the spell ends, or if the sand form damage, but can't heal blindness, disease, in-
moves beyond the 100-mile limit or to another sanity, or ongoing poison effects : only physical
plane . Anything carried or worn by the sand hurts .
form simply falls to the ground . Notes : Restricted to the desert mages of the
If the recipient of this spell wishes to teleport Anauroch region of the FORGOTTEN REALMS set-
later, note that locales visited by the sand form ting and those trained by them .
will count at least as "seen casually ." While the
sand form is animated, the recipient also can Sand Jambiya
direct it to "carefully study" a locale . (Evocation)
The material components of this spell are a (Province : Sand)
fistful of sand and a hair or piece of skin from
the recipient . Level : 1
Notes : Common for spellcasters from an ara- Range : Touch
bian setting ; otherwise, very rare . Components : V, S, M
Casting Time : 1
Sand Gems Duration : 1 rd./level + l d6 rds .
(Alteration) Area of Effect : 1 item
Saving Throw : None
Level : 7
Range : Touch This spell turns a fistful of sand into a keen-
Components : V, S, M edged, dun-colored metallic blade, held firmly
Casting Time : 1 rd . by the caster. Like an actual jambiya (a kind of
Duration : Instantaneous dagger), it is double-edged and curved . The
Area of Effect : Special blade can measure no more than twice the
Saving Throw : Special length of the caster's own hand, nor weigh more
than five pounds . The caster decides the size .
This rare spell turns a handful of sand into The weapon is as hard as steel, but cannot be af-
1d12 real, permanent, cut and polished gems . fected by magnetic forces or heat, and it is not a
They are always amber or red in hue, and of any good conductor.
type and size visualized by caster, so long as The sand jambiya deals 1 d4+1 points of
they are small enough to all fit in the caster's damage . For determining which creatures or ob-
closed fist . Their value is equal to I d6 x 1,000 jects are vulnerable to it, the blade is considered
gp, regardless of their size . Each time this spell a +1 magical weapon .
is cast, the caster must make three saving throws A sand jambiya crumbles into loose sand
vs . spell . Each time one of these saving throws under the following conditions : when it's dis-
fails, the caster permanently loses 1 hit point . pelled, upon the caster's mental command, upon
Notes : Known to the desert mages of the the caster's death or loss of consciousness, or at
Anauroch region of the FORGOTTEN REALMS set- the end of the spell's duration.
ting ; virtually unknown elsewhere . When combined with flying jambiya, this
spell can create an airborne weapon .
Sand Healing Notes : Common for spellcasters from an ara-
(Necromancy) bian setting ; otherwise, very rare .
762
Sand Slumber
763
Sand Sword
Sand Tools
(Alteration)
(Province: Sand)
Level : 3
Range : Touch
Components : V, S, M
Casting Time : I turn
Duration : 4 + 1 d4 hrs . (maximum)
Area of Effect : Creates one or more tools
Saving Throw : None
764
Sand Whisper
7 65
Sand Worm
This spell turns the recipient into a "sand With this spell a wizard can excavate a cone-
worm" a man-sized, mouthless, mute, mottled shaped area of sand at a location upon which he
thing that no longer needs to breathe, eat, drink, concentrates . The base of the cone is toward the
or eliminate . It can burrow through sand with surface ; the tip points downward . Excavated
case to hide or sleep beneath the surface . The sand (or dust) is transported to a random loca-
worm can sense major temperature changes, tion I d6 miles away. Often, the sand is dis-
such as nightfall on the surface above, but tem- persed in a windy gust . Only sand and dust are
perature extremes do not harm it . moved ; rocks, plants, animals, and buried ob-
While underground, its infrared sense also jects remain in place . As a result, this spell
allows it to detect warm-blooded creatures who works best in regions of great expanses of sand,
are man-sized or larger within 30 feet ; above such as open desert.
ground the range is doubled . Transformation The sandcone spell keeps the area clear of
into worm-form heals 2d4 points of damage for sand as long as the caster remains conscious
the recipient . A sand worm can wriggle on the and concentrating . When this ceases, sand falls
surface with a movement rate of 9 . It can wrig- in normally. The cone's magic does not prevent
gle at the same rate upon a sea floor or lake sand slides or collapses if another individual
bottom, though it can't swim . When burrowing begins excavating around the cone .
beneath the sand, its movement rate increases to The sandcone spell enables the wizard to dig
12 . The sand worm can carry objects up to the toward anticipated water and uncover buried
size and weight of an armored man-provided beings or things . It can also create a prison or
someone else ties the cargo to the worm . The trap . For the last purpose, the caster can create a
worm has no limbs (or mouth) with which to pit in the loose sand beneath an enemy's feet .
hold anything . When the foe falls in, the caster deliberately
A sand worm's Armor Class is 6 and its ends the magic, trapping the opponent at the
THACO is 17 . It can fight only by rolling over bottom of the pit .
or slapping at an opponent with its bulk, inflict- The material components of this spell are the
ing 3d4 points of crushing damage per round . hair of a desert rat (jerboa) and a pinch of sand .
The spell recipient's intellect and senses are un- Notes : Common for spellcasters from an ara-
changed, but the worm cannot speak or cast bian setting ; otherwise, very rare .
spells . Further, the recipient cannot escape his
worm-form before the spell expires unless the Sands of Time
caster wills it, or unless someone applies dispel (Alteration)
magic or a similar spell . Reversible
The material component of this spell is any
live worm, which must be swallowed by the Level : 7
caster. Range : 10 yds .
Notes : Common for spellcasters from an ara- Components : V, S, M
bian setting ; otherwise, very rare . Casting Time : 8
7 66
Sands of Time
Time Effects on :
Level Reversed Papyrus Wood Soft Stone Hard Stone Metal
9 30 days Faded - - -
10 1 year Fragile - - - -
11 2 years Brittle Faded - - -
12 5 years Crumbled Fragile - -
13 10 years Dust Brittle - - -
14 20 years - Crumbled Paint - -
15 50 years - - - - -
16 100 years - Dust Etching - -
17 200 years - - Relief Paint -
18 500 years - Form - Paint
19 1,000 years - - 1 /2 Etching -
20 2,000 years - 3/4 - Etching
21 5,000 years - - Dust Relief -
22 10,000 years - - - - Relief
23 20,000 years - - - Form -
24 50,000 years - - - - Form
25 100,000 years - - - 1/2 -
26 200,000 years - - - - 1/2
27 500,000 years - - - 3/4 -
28 1,000,000 years - - - - 3/4
29 2,000,000 years - - - Dust -
30 5,000,000 years - - - - Dust
767
Sandspray
The material components for this spell are a The material component is a pinch of sand .
tiny hour glass (during the spell, the sands run Notes : Common for spellcasters from an ara-
up) or for the reverse, a miniature sundial that bian setting ; otherwise, very rare .
timed the passage of at least 1 year .
Notes : Common for spellcasters from the Sandstorm - Old Empire
DARK SUN setting ; otherwise, very rare . Option- (Evocation)
ally, uncommon for chronomancers .
Level : 5
Sandspray Range : 10 yds ./level
(Alteration) Components : V, S, M
(Province : Sand) Casting Time : 5
Duration : 1 rd ./level
Level : 3 Area of Effect : 60-ft . radius
Range : 10 yds ./level Saving Throw : None
Components : V, M
Casting Time : 3 By means of this spell, the caster creates a
Duration : Instantaneous vortex of violently churning sand . All creatures
Area of Effect : I creature within the area of effect suffer 3d10 points of
Saving Throw : 1/2 damage . The sand blinds creatures while they
are in its area of effect, and there is a 50%
The sandspray spell causes a pillar of sand up chance that any creature trying to move in the
to 30 feet high to erupt around one creature . The area falls down . Torches and small fires are ex-
blinding spray causes 1 d6 damage for every two tinguished by the storm .
levels of the caster (round down) and requires no The material component for this spell is a
attack roll . The creature is allowed a saving fistful of sand .
throw vs . spell for half damage . Even a creature Notes : Uncommon spell . As a FORGOTTEN
that saves will be blinded by sand for 1d4+1 REALMS Old Empire spell, initial exposure re-
rounds . While blinded, the creature cannot cast quires a mentor or a read Southern magic spell .
spells and attacks with a - penalty .
Sandswallow
(Evocation)
Level : 9
Range : 1 yard/level
Components : V, S, M
Casting Time : 9
Duration : Instantaneous
Area of Effect : 20-ft . radius
Saving Throw : Special
768
Sathrah's Ingenious Recollection
769
Sathrah's Ingenious Method of Instantaneous Recollection of Dweomers and Enchantments
Scalding Spout
(Evocation)
Level : 3
Range : 10 ft ./level
Components : V, S, M
Casting Time : 3
Duration : Instantaneous
Area of Effect : 1 creature
Saving Throw : 1/z
770
Scapegoat
77 1
Scare
7 72
Screen
Scintillating Sphere
(Evocation)
Level : 3
Range : 15 yds . + 10 yds ./level
Components : V, S, M
Casting Time : 3
Duration : Instantaneous
Area of Effect : 10-ft . radius
Saving Throw : 1/2
773
Scrollsee - Hishna
774
Seal Path
775
Searing Serpent
Searing Serpent
(Conjuration/Summoning)
(Fire)
Level : 3
Range : 30 yds .
Components : V, S
Casting Time : 2
Duration : 2 rds . + 1 rd ./level
Area of Effect : Special
Saving Throw : Special
776
Secure
Secret Chest, Leomund's cated with is named when the spell is cast and
See Leomund's secret chest . must be within hearing and visual distance of
the caster. By means of secret signs, the caster
Secret Page can communicate a complete thought of 25
(Alteration) words or less through a single gesture, utter-
(Geometry) ance, or even the placement of an object . The
message is understood by the creature regard-
Level : 3 less of language, although the interpretation of
Range : Touch the message is another matter.
Components : V, S, M The wu jen could, for example, wave his hand
Casting Time : 1 turn in the air transmitting the message, "Come see
Duration : Permanent me when all are asleep," or place a scroll on the
Area of Effect : 1 page, up to 2 ft . sq . table in such a way to say, "Leave now and wait
Saving Throw : None for me to contact you ." Obviously, the recipient
of the message must be able to see and hear the
When cast, a secret page spell alters the wu jen clearly for the spell to work . The secret
actual contents of a page so that they appear to signs spell cannot be used to trigger or deliver
be something entirely different . Thus, a map can other spells of any type .
be changed to become a treatise on burnishing The spell has no component other than the
ebony walking sticks . The text of a spell can be somatics of the specific method used to send
altered to show a ledger page or even another the message . Thus, this spell might be used even
form of spell . Confuse languages and explosive when the wu jen is bound and gagged .
runes spells can be cast upon the secret page, Notes : Common in oriental settings ; other-
but a comprehend languages spell cannot reveal wise, very rare .
the secret page's contents . The caster is able to
reveal the original contents by speaking a com- Secret Word, Odeen's
mand word, perusing the actual page, and then See Odeen's secret word.
returning it to its secret page form . The caster
can also remove the spell by double repetition Secure
of the command word . Others noting the dim (Alteration)
magic of a page within this spell cloaking its
true contents can attempt to dispel magic, but if Level : 5
it fails, the page is destroyed . A true seeing spell Range : Touch
does not reveal the contents unless cast in com- Components : V, S, M
bination with a comprehend languages spell . An Casting Time : 5
erase spell can destroy the writing . Duration : Permanent
The material components are powdered her- Area of Effect : 10 sq . ft ./level
ring scales and either will o'wisp or boggart Saving Throw : None
essence .
Notes : Common spell (PHB) . By casting this spell, the caster makes a door,
chest, or portal proof against being opened or
Secret Signs passed through by any means short of physical
(Alteration) destruction of the door or chest . The portal,
door, or chest cannot be opened by anyone, in-
Level : 1 cluding the caster himself. A dispel magic spell
Range : 0 can bring the secure spell to an end and a lim-
Components : S ited wish will end it, but otherwise the door or
Casting Time : 1 chest cannot be opened normally again .
Duration : 1 rd . The door or chest is protected from all physi-
Area of Effect : Caster and one other cal attack for a number of rounds equal to the
Saving Throw : None caster's level . After that, the door or chest can be
broken physically but retains a number of other
This spell creates a secret method of commu- protections : It cannot be damaged by fire, cold,
nication between the wu jen and one other intel- or electricity, nor can its object be affected by
ligent creature . The creature to be communi- spells that would change the nature of the area
777
Secure Shelter, Leomund's
77 8
Seduction IV - Witch
779
Seduction V - Witch
Seduction V - Witch
(Enchantment/Charm)
Level : 5
Range : 60 yds .
Components : V, S
Casting Time : 5
Duration : 5 turns
Area of Effect : 1 male human, demihuman, or
humanoid
Saving Throw: Special
780
tion Check adjustment for Charisma is a penalty The seduction VII spell lasts for seven turns,
to the saving throw. Chaste or virtuous warriors or until broken . When the spell ends, re-arming
gain a +4 bonus to their saving throws . Resis- takes one to four rounds, depending on the
tance to charm spells can negate the spell . armor worn .
A human or demihuman male who fails to Notes : Restricted to witches (common) and
make a saving throw vs . paralyzation discards female enchanters (uncommon) .
his gear and approaches the witch with romance
in mind, regarding her as a beloved paramour ; a
male humanoid becomes a fanatical guardian
and protector, instead .
A male human or demihuman who fails to
resist is effectively charmed, but with a roman-
tic bent . The victim immediately gains another
saving throw to escape the spell if injured or
harmed . If the witch herself injures him, this
spell is instantly broken .
The seduction VI spell lasts for six turns, or
until broken . When the spell ends, re-arming
takes one to four rounds, depending on the
armor worn .
Notes : Restricted to witches (common) and
female enchanters (uncommon) .
Level : 7
Range : 60 yds .
Components : V, S
Casting Time : 7
Duration : 7 turns
Area of Effect : I male human, demihuman, or
humanoid
Saving Throw : Special Seduction VIII - Witch
(Enchantment/Charm)
This spell resembles seduction I through VI
in most respects, except that the subject suffers Level : 8
a -7 penalty to his saving throw, and the dura- Range : 60 yds .
tion of the charm effect is 7 turns . The witch's Components : V, S
Reaction Check adjustment for Charisma is a Casting Time : 8
penalty to the saving throw . Chaste or virtuous Duration : 8 turns
warriors gain a +4 bonus to their saving throws . Area of Effect : 1 male human, demihuman, or
Resistance to charm spells can negate the spell . humanoid
A human or demihuman male who fails to Saving Throw : Special
make a saving throw vs . paralyzation discards
his gear and approaches the witch with romance This spell resembles seduction I through VII
in mind, regarding her as a beloved paramour ; a in most respects, with a -8 penalty to the saving
male humanoid becomes a fanatical guardian throw, and a duration for the charm effect of 8
and protector, instead. turns . The witch's Reaction Check adjustment
A male human or demihuman who fails to for Charisma is a penalty to the saving throw .
resist is effectively charmed, but with a roman- Chaste or virtuous warriors gain a +4 bonus to
tic bent . The victim immediately gains another their saving throws . Resistance to charm spells
saving throw to escape the spell if injured or can negate the spell .
harmed . If the witch herself injures him, this A human or demihuman male who fails to
spell is instantly broken . make a saving throw vs . paralyzation discards
78 1
See Hidden Doors - Savant
his gear and approaches the witch with romance determined randomly .
in mind, regarding her as a beloved paramour ; a The creature thus affected experiences noth-
male humanoid becomes a fanatical guardian ing to indicate that a spell is acting upon it, and
and protector, instead . remains in control of its own actions . (In other
A male human or demihuman who fails to words, the wizard cannot force the subject to
resist is effectively charmed, but with a roman- look at something .) Looking through another's
tic bent . The victim immediately gains another eyes gives the wizard all of the visual capabili-
saving throw to escape the spell if injured or ties of that creature (for example, infravision) .
harmed . If the witch herself injures him, this Magic that prevents location or scrying prevents
spell is instantly broken . the operation of this spell . For example, the
The seduction VIII spell lasts for eight turns, spell will not create a link with a creature wear-
or until broken . When the spell ends, re-arming ing an amulet of proof against location and de-
takes one to four rounds, depending on the tection.
armor worn . Notes : Very rare spell . (Updated from
Notes : Restricted to witches (common) and POLYHEDRON Newszine .)
female enchanters (uncommon) .
Seek - Witch
See Hidden Doors - Savant (Divination)
(Divination)
Level : 9
Level : 3 Range : Special
Range : 40 ft . Components : V, S
Components : V, M Casting Time : 1 turn
Casting Time : I rd . Duration : Special
Duration : 1 rd . Area of Effect : 1 item, place, or creature
Area of Effect : I wall less than 50 ft . long Saving Throw : None
Saving Throw : None
By casting seek, a witch gains the ability to
This spell allows the savant to note secret or determine the location of any single item, place,
concealed doors within the area of effect . The or creature, and visualize all major aspects of its
surface of one wall up to 50 feet long can be immediate surroundings (within 50 feet) . She
scanned . learns in what part of the world the thing being
The material component is a polished glass sought exists ; the closer she is to the thing
lens through which the caster peers . sought, the more definite her general idea of its
Notes : Restricted to savants, common . (Up- location and the more details she can learn (see
dated from DRAGON Magazine .) table) .
782
Seeking, Soondal's
detection are effective against seek and may tion location is used .
confuse or block the results . Notes : Common in the MYSTARA setting ; oth-
The material component is a small lens of erwise, very rare .
precious crystal, worth at least 500 gp .
Notes : Common for witches, optionally un- Seek the Traveler
common for diviners ; otherwise, barred . A MYSTARA setting spell, aka seek teleporter.
Seeking - Elf
Optional : A witch who uses the seek spell (Enchantment, Invocation)
to locate a thing protected against scrying
can penetrate the protection, if she holds Level : 2
some physical object closely related to it ; Range : Touch
for example, a lock of hair from an individ- Components : V, S
ual, a pinch of dirt from a location, a scab- Casting Time : 2
bard that held a weapon, etc . Duration : 1 turn
Breeching such protections ages the Area of Effect : 1 missile/3 levels (5 maximum)
witch 1 to 5 years, depending on the Saving Throw: None
strength of the protective magic . The witch
knows the exact cost and can abandon the The seeking spell takes the normal laws of
spell if desired. Artifacts and relics can be momentum and gravity, and then twists them
located, but these always age the caster . As slightly in a way favorable to the caster .
payment for her services, the witch might The caster can ensorcel a number of normal,
require a magical item or a sum of nonenchanted missiles no larger than a javelin .
10,000-40,000 gp (50% chance for either) . One missile for each three levels of experience
can be prepared with this dweomer, to a maxi-
mum of five missiles at 15th level . The caster
Seek Teleporter can use the enchanted missiles or give them to
(Divination) his companions .
When shot or hurled, the missiles unerringly
Level : 6 seek the target, hitting nothing else . The target
Components : V, S must be within the weapon's normal range when
Casting Time : 1 fired . The missiles can follow the target around
Range : 0 objects or corners if the target was visible when
Duration : Instantaneous the missile was fired, but cannot pass through
Area of Effect : 90-ft . radius solid obstructions . For example, if the target
Saving Throw : None creature closes a door, the missile slams into the
door with great force and cannot be removed
By means of this spell, the wizard can discern until the spell wears off.
the exact destination of another individual who The missile will follow the target beyond the
used teleport, dimension door, or shadow walk weapon's normal range, as long as the opponent
within the last turn and possibly follow. The uses only ordinary methods of escape . If some
caster must decide whether to simply learn the means of instantaneous transport is used (tele-
quarry's destination or to actually follow him port, blink, etc .), the missile no longer homes in
during the casting process-before anything on its target . It falls to the ground, useless .
else is known . The caster must be within 90 feet Notes : Common for the elves of Evermeet in
of the place from which the other individual the FORGOTTEN REALMS setting, uncommon for
vanished . other elves . This spell is guarded jealously.
A) Divination . This tells the wizard exactly
where the traveler went in relation to the point Seeking, Shoondal's
of departure (for example, 838 feet directly See Shoondal's seeking .
south), but not conditions at that spot.
B) Follow. This option instantly transports the
wizard (and possibly allies) to the traveler's des-
tination exactly like a teleport spell, except that
the original traveler's knowledge of the destina-
783
Seeming
784
Semipermanency
comprehend languages
detect evil
detect invisibility
detect magic
infravision
protection from cantrips
protection from evil
protection from normal missiles
read magic
points of Strength and Constitution, which are re- tongues
covered at a rate of 1 point each per day (no unseen servant
system shock roll is required) .
The illusionist can also cast this spell by The semipermanency spell can be used to
touching the recipient, in which case there is no lengthen the duration of some spells affecting
material component . The recipient then gets one creatures, objects, or areas, as follows :
saving throw vs . the spell, and either has an im-
mediate seizure (failed saving throw) or the enlarge
spell is wasted (successful saving throw) . fear
Notes : Very rare spell . Known to be in the gust of wind
Cyclopedia Phantastica Vol .III. (Updated from invisibility
DRAGON Magazine .) magic mouth
prismatic sphere
Semipermanency stinking cloud
(Alteration) wall offire
wall offorce
Level : 7 web
Range : Special
Components : V, S, M Finally, the following spells can be cast upon
Casting Time : I rd . objects or areas only and rendered semiperma-
Duration : Special nent :
Area of Effect : Special
Saving Throw : None alarm
audible glamer
This spell affects the duration of certain other dancing lights
spells, making the duration significantly longer. solidfog
To the casual observer, the effects may seem wall offire
permanent, but in fact the duration is limited to distance distortion
some number of years, based on the caster's teleport
78 5
Sending
786
Sepia Snake Sigil
787
Sequester
Sequester
(Abjuration, Illusion/Phantasm)
(Geometry)
Level : 7
Range : Touch
Components : V, S, M
Casting Time : 7
Duration : 1 week + I day/level
Area of Effect: 2-ft . cube/level
Saving Throw : Special
788
vs . spell allows the creature to escape the area The material components are a small silver
of effect ; no other condition allows a saving statue of a fighter and a ball of cotton . The
throw against this spell . guardian's appearance will match that of the
The sphere is immobile, and no solids, liq- statue .
uids, or magically created gases can pass into Notes : Very rare spell . (Updated from
or out of it . In addition, spells cannot be cast POLYHEDRON Newszine) .
into or out of Serrel's confining sphere, nor do
spell areas of effect penetrate the barrier . The
sphere is immune to dispel magic and disinte- Serrel's Guardian : AC 8 ; MV 6 ; HD 4 ;
grate spells . However, the sphere can be de- hp 22 ; #AT 1 ; THACO 17 ; Dmg 1 d6 .
stroyed before the expiration of the spell by any
of the following means :
A properly worded limited wish or wish
A rod of cancellation
A cube of force, set against all things, that is
triggered inside the sphere
A weapon of +4 enchantment or better that
inflicts 50 or more points of physical
damage on the sphere in a single round
A sphere of annihilation .
The material components are a small quartz
sphere and a lump of earth .
Notes : Very rare spell . (Updated from
POLYHEDRON Newszine) .
Serrel's Guardian
(Conjuration/Summoning)
Level : 3
Range : 0
Components : V, S, M
Casting Time : 1 turn
Duration : 6 hrs . + I d4 hrs .
Area of Effect : 60-ft . radius
Saving Throw : None
789
Serrel's Minor Enchantment
crease the bonus of an existing magical item, or place it upon two creatures for eight turns, or
but only to a combined bonus of +3 or less . four creatures for four turns . The protection
The material components are powdered silver gives a bonus to saving throws, according to
and powdered gemstones valued at 200 gp or spell type and level, as shown in the following
more, which are sprinkled over the item while table .
the spell is cast .
Notes : Very rare spell . (Updated from Spell Level Wizard Spell Priest Spell
POLYHEDRON Newszine .) 1 st-3rd +9* +7
4th-6th +7 +5
Serrel's Minor Enchantment 7th-8th +5 +3
(Enchantment) * Includes beguiling effects .
79 0
Sever Lifeline
79 1
Shades
ing doubling lifelines, and that's all most casters Shadow Blink
know. (Alteration, Illusion/Phantasm)
The material components are a small silver (Shadow)
knife enchanted to store a tether, and diamond
dust worth 10,000 gp, sprinkled across the Level : 3
blade . This spell is cast on Temporal Prime, and Range : 0
the knife is used to physically sever the chrono- Components : V, S
mancer's lifeline at the point it turns into the in- Casting Time : 3
substantial silver mist trail . Duration : I rd ./level maximum
Notes : Restricted to chronomancers, Area of Effect : The caster
common . More information on chronomancer Saving Throw : None
spells are given in the Wizard's Spell
Compendium, Book 4 . This spell is a limited form of teleportation
that allows the caster to instantaneously blink
Shades from shadow to shadow. The shadows must be
(Illusion/Phantasm) within 60 yards of each other, and must be large
(Shadow) enough to allow a thief the size of the caster to
hide in shadows . The caster arrives in exactly
Level : 6 the spot desired . The caster can blink to another
Range : 30 yds. shadowed area he can see within range, or that
Components : V, S he knows by direct and recent knowledge is pre-
Casting Time : 6 sent . The caster can blink with up to 250 pounds
Duration : 1 rd ./level of encumbrance . If the desired destination is oc-
Area of Effect : 20-ft . cube cupied by a solid object, if no shadow exists at
Saving Throw : Special the intended destination, or if the weight limit is
exceeded, the attempted blink fails and is
This spell is related to the shadow monsters wasted . Shadow blinking is strenuous ; the
and demishadow monsters spells . The shades caster can take no other action in the same
spell uses material from the Demiplane of round after arriving at a destination .
Shadow to form semireal illusions of one or The caster can make one blink per three
more monsters, up to 1 Hit Die per caster level . levels of experience ; thus, a 6th- to 8th-level
All shades created by one spell must be of the caster can make two blinks, a 9th- to 11th-level
same sort, and they have 60% of the hit point caster can make three, and so on . Only one blink
total the real creatures would have . Those who can be taken per round ; all must occur within
view the shades and fail their saving throws vs . one round per caster level or be wasted.
spell believe the illusion . Notes : Uncommon for illusionists and
The shades perform as the real monsters with shadow mages ; otherwise, very rare . (Updated
respect to Armor Class and attack forms . Spe- from POLYHEDRON Newszine.)
cial attack forms such as petrification or level
drain do not actually occur, but a subject who Shadow Bolt
believes the shades are real will react appropri- (Illusion/Phantasm)
ately, until the illusion is countered by a dispel (Shadow)
magic spell or the condition is countered by a
heal spell . Those who roll successful saving Level : 3
throws see the shades as transparent images su- Range : 10 yds ./level
perimposed on vague shadowy forms . These are Components :
Armor Class 6 and cause only 60% of the true Casting Time : 1 rd .
monsters' normal melee damage . Duration : 1-2 rds .
Notes : Common spell (PHB) . Area of Effect : 1 creature
Saving Throw : Special
792
Shadow Bolt
ance of any hue the caster desires ; it appears The shadow bolt strikes in the round follow-
behind the caster and rushes at any one creature ing casting-unless the target shifts out of
the caster concentrates upon (the caster must be range, in which case it will travel for a second
able to see the target as the spell is cast) . The round to strike (or return upon the caster) . A
projectile begins as a tiny, silent mote that shadow bolt will apparently teleport to follow a
rapidly grows in size with a frightening, in- target that does so, but if the target thus evades
creasing moan of rushing air, so that it appears the bolt for the full two rounds, the shadow bolt
to have come from a great distance at great dissipates harmlessly. The strike of a shadow
speed (a shadow bolt actually travels at a move- bolt is a considerable blow ; the victim must
ment rate of 27) . It swerves to follow the target make a Strength check to avoid falling, and a
even if the target teleports or otherwise escapes successful Dexterity check is required to protect
the caster's view . exposed fragile items (otherwise, these must
Any other creature struck by the moving bolt make saving throws vs . crushing blow to escape
en route to its target suffers its effects instead damage from the character's fall) .
but if the target creature shifts to another plane, Notes : Very rare spell from the FORGOTTEN
the bolt returns to strike at its caster . A shadow REALMS setting . Known to be in Tasso's Ar-
bolt is otherwise affected only by magical barri- canabula .
ers, not by spells or physical attacks . It inflicts
1d8 damage, plus one point per level of the Shadow Bolt
caster . If disbelieved (the target creature makes A 2nd-level spell, renamed shadow burst to
a successful saving throw vs . spell), a bolt in- avoid confusion with the better-known 3rd-level
flicts only half damage . (Note that a being unfa- spell of the same name .
miliar with magical illusions who encounters a
shadow bolt for the first time has no reason to
disbelieve such an attack) .
79 3
Shadow Burst
7 94
79 5
Shadow Form
Shadow-Form - Ninja
(Illusion/Phantasm)
Level : 5
Range : Unlimited
Components : S
Casting Time : 5 rds .
Duration : 1 hr. or until struck
Area of Effect : Creates I shadow-form
Saving Throw : None
Shadow Form
(Necromancy) With this spell, the ninja creates a transparent
(Shadow) duplicate of himself. The duplicate, or shadow-
form, appears adjacent to the spellcaster . It
Level : 8 wears all the clothing and carries all the equip-
Range : 0 ment that were in the ninja's possession when he
Components : V, S, M cast the spell, leaving him unclothed and un-
Casting Time : 1 rd . armed ; the clothing and equipment are not
Duration : 1 rd ./level transparent .
Area of Effect : The caster For the duration of the spell, the ninja con-
Saving Throw : None trols the shadowform's actions and sees through
its eyes . It is an extension of him and possesses
By means of this spell, the caster temporarily all of his physical and mental skills but not his
changes himself into a shadow. The caster gains magical abilities . (In other words, it moves,
the movement rate, Armor Class, Hit Dice, and sounds, and fights just as he does but cannot
all abilities of a shadow . His chilling touch re- cast spells .) The ninja sees through both sets of
quires a normal attack roll . It inflicts 1d4+1 eyes at once . When the shadow-form is waiting
points of damage and drains one point of or resting, the ninja can take actions on his own,
Strength (drained Strength returns 2d4 turns but he cannot make both his real body and his
later) . A human or demihuman reduced to 0 hit shadow-form act at the same time .
points or 0 Strength by the caster in shadow If the shadow-form is hit in combat or struck
form has lost all life force, and is immediately with a dispel magic spell, it disappears-leav-
drawn into the Negative Material Plane to for- ing behind all the clothing and equipment it was
ever after exist as a shadow, unless recovered by carrying . Also left behind is a handful of leaves
means no less potent than a full wish . inside the clothes, all that remains of the insub-
All of the caster's weapons and equipment stantial body.
stay with him, but cannot be used while the Spellcasting ninja use this spell to perform
caster is in shadow form . The wizard is unable short-term assignments . The shadow-form can
to cast spells in shadow form, but is immune to be sent off to attack someone, to deliver a mes-
796
Shadow Gauntlet
797
Shadow Hand
It also absorbs 1 d2 points of damage from any Otherwise, the hand can slow to half speed
attack that strikes the protected side ; the ab- any opponent of less than 1,000 pounds weight
sorbed damage counts against the gauntlet trying to push past it, moving to block one op-
itself. ponent per round as the caster desires . (If the
The shadow gauntlet can perform only one shadow hand is operating in a narrow tunnel or
function during a round . If its caster does not passage, slowing the foremost of a group of
concentrate on it, it will continue to perform the creatures may impede those behind.)
last function it was directed to do (other than at- Alternately, a shadow hand can strike an op-
tacking), moving about as necessary to perform ponent as directed by its caster ; the caster
its function . cannot cast another spell in the same round. The
If the gauntlet is attacked, it has an effective shadow hand attacks once in a round for every
Armor Class of 2 (AC 4 if interposing) . The three levels of the caster, requiring an attack roll
gauntlet has as many hit points as its caster ; for each attack . The hand has the same THACO
when these are expended, it is destroyed and the as the caster and inflicts I d4 points of damage
spell ends . The spell has a maximum duration of with a successful hit . An individual who tries to
one round per level of the caster. disbelieve in the hand receives a saving throw
Notes : Very rare spell from the FORGOTTEN vs . spell . If successful, hand strikes against that
REALMS setting . Known to be in The Arcanab- individual inflict only I point of damage each.
ula of Jume . A shadow hand cannot be dispelled by physical
attacks, nor can it carry weight. It has no appre-
Shadow Hand ciable force-it can neither push an opponent
(Illusion/Phantasm) off-balance nor shatter breakables .
(Shadow) Notes : Very rare spell from the FORGOTTEN
REALMS setting . Known to be in The Arcanab-
Level : 5 ula of Jume .
Range : 10 yds ./level
Components : V, S Shadow Head
Casting Time : 5 (Evocation)
Duration : 1 rd ./level (Shadow)
Area of Effect : Creates 1 hand
Saving Throw : Special Level : 5
Range : 90 ft .
A shadow hand is a smoky, translucent coa- Components : V, S, M
lescence of force, shaped like a human hand . Casting Time : 5
Appearing in midair near the caster, its size, ini- Duration : 1 rd ./level
tial location, handedness (left or right), and lu- Area of Effect : Special
minosity (from nothing to the equivalent of Saving Throw : None
faerie fire) are chosen during casting .
The shadow hand moves as the caster wills, When this spell is memorized, it is woven
remaining within 10 yards per level of the caster around any already-memorized spell of 1st
at all times. The hand is under the control of the through 4th level (typically a combat spell) . The
caster : It can point the way or indicate items of two spells combine, becoming a single 5th-level
interest (such as concealed doors), warn away spell in the caster's mind, and freeing up the
intruders, engage in combat, and so on . Chang- mind-space occupied by the lesser spell .
ing its activity requires the caster's attention, When this spell is cast, it creates a spectral
but continual concentration is not required to head : a humanlike, disembodied, floating head
maintain the spell-the caster can choose to that appears to be composed of translucent
perform other actions, such as spellcasting, shadow. The head can be the size of the caster's
rather than manipulating the hand . own or larger, to a maximum height of the
A shadow hand has no direct effect against caster's entire body. The head moves and speaks
the undead, golems, mechanical monsters or as the caster wills . Controlling it and maintain-
constructs, creatures from the Outer Planes, or ing its existence does not prevent the caster
living things with extremely primitive nervous from casting other spells .
systems (oozes, slimes, nonsentient plants, and A shadow head typically gives a guiding or
so on) . warning message . The caster can speak through
798
Shadow Monsters
799
Shadow Play
800
Shadow Skeleton
801
Shadow Speak
802
Shadowshield
The shadow walk spell can be used to travel black pearl of at least 100 gp value and a claw
to other planes that border on the Demiplane of from a gray or black cat .
Shadow, but this requires the potentially per- Notes : Uncommon spell (ToM) .
ilous transit of the Demiplane of Shadow to
arrive at a border with another plane of reality.
Any creatures touched by the wizard when Shadowcat: AC 5 ; MV 18 ; hp 1/2 caster's ;
shadow walk is cast also make the transition to THACO nil; #AT nil ; Dmg nil ; SD +1 weapons
the borders of the Demiplane of Shadow. They to hit; SZ S .
may opt to follow the wizard, wander off
through the plane, or stumble back into the
Prime Material Plane (50% chance for either
result if they are lost or abandoned by the
wizard) . Creatures unwilling to accompany the
wizard into the Demiplane of Shadow receive a
saving throw, negating the effect if successful .
Notes : Common spell (PHB) .
Shadowcat
(Illusion)
(Shadow)
Level : 7
Range : 10 yds ./level
Components : V, S, M
Casting Time : 3
Duration : 1 turn/level
Area of Effect : Special
Saving Throw : None
803
Shadowsteal
tom absorbs all the damage. The shadowshield by a successful dispel magic spell . It is unaf-
is ineffective against psionic or magical attacks fected by other magic .
that affect the mind . In ancient times, this spell was a favorite of
The phantom makes saving throws just as the wizards seeking to slay foes and escape without
affected creature . If reduced to 0 or fewer hit being recognized. The Seven have used it to
points, the shield is dispelled and cannot be re- fight Zhentarim and Red Wizards of Thay with-
ceived again until one day has passed for each out revealing their identities .
point of damage the phantom has taken . A crea- The material component is a smokey topaz
ture attempting to use this spell more than three worth at least 600 gp that has been exposed to a
times per year must make a successful Constitu- full eclipse .
tion check or lose one point of Constitution . Notes : Restricted to the Seven Sisters, their
The recipient's shadow must be visible at the apprentices, and select Harpers ; rare .
time the spell is cast or the spell fails .
Notes : Uncommon for shadow mages ; other- Shadowstrike
wise, very rare spell from the FORGOTTEN (Evocation)
REALMS setting .
Level : 4
Shadowsteal Range : 0
(Alteration, Illusion/Phantasm) Components : V, S
Casting Time : 4
Level : 6 Duration : I attack
Range : 0 Area of Effect : I attack
Components : V, S, M Saving Throw : None
Casting Time : 6
Duration : Special This spell is used by wizards to attack a crea-
Area of Effect : 1 being ture through its shadow. The spell is cast by the
Saving Throw : None wizard, who then thrusts a dagger into the
shadow of his opponent . Target shadows are AC
This spell can be triggered at its casting or 10 . If the shadow is hit, the creature takes
long after the casting by uttering a command damage just as if stabbed with the dagger, plus 1
word or by the fulfillment of certain conditions point of damage per level of the caster.
set during the casting (as a magic mouth spell) . The shadow must be attacked as soon as the
It affects the caster or a willing recipient spell is cast ; otherwise, the spell loses power
touched by the caster during casting . Once the and becomes ineffective . A steady shadow re-
spell is activated, it lasts for one hour per level quires a strong, relatively stationary light
of its caster or until the special conditions de- source . Torchlight or a swinging lantern will not
fined below occur. provide light enough to form a shadow that can
When the shadowsteal is activated, the pro- be affected by this spell, though a large bonfire
tected being acquires a shapeshifting, shadowy would . The light source may shine from any di-
appearance that conceals its identity and even rection as long as the target's shadow is cast
its race . The continually altering shape emits toward the attacking wizard .
ever-changing heat and cold that foils even in- Notes : Common for spellcasters from an ara-
fravision . All opponents relying on sight attack bian setting ; otherwise, very rare .
the protected being at a -3 penalty to their
attack rolls. Shadowy Distinction, Shaefpaete's
The shadowy being can move, cast spells if a See Shaefpaete's shadowy distinction .
spellcaster, and fight normally. There is no real
alteration of its body or any worn or carried Shadowy Transformation, Lorloveim's
items . The protected being sees and speaks nor- See Lorloveim's shadowy transformation .
mally, and this spell empowers it to dimension
door once (as the 4th-level wizard spell) any Shaefpaete's Shadowy Distinction
time while the spell continues, but using this (Divination)
ends the shadowsteal instantly. (Shadow)
A shadowsteal spell waiting to take effect is
negated by the death of the being it is cast on or Level : 4
8 04
ShandariI's Tracer
Shalantha's Kiss
Aka magic missile reflection .
Shandaril's Tracer
(Divination)
(Geometry)
Level : 5
Range : 0
Components : V, S, M
Casting Time : I rd .
Duration : Permanent
Area of Effect : 1 object up to 1 cu . ft .
Saving Throw : None
8 05
Shape Change
806
Shatterhull
Sharpen Shatter
(Alteration) (Alteration)
(Artifice) (Song)
Level : 1 Level : 2
Range : Touch Range : 30 yds . + 10 yds ./level
Components : V, S Components : V, S, M
Casting Time : 3 Casting Time : 2
Duration : 1 rd ./level Duration : Instantaneous
Area of Effect : 2 weapons/level Area of Effect : 3-ft . radius
Saving Throw : None Saving Throw : Neg .
An enterprising wizard who lived near a The shatter spell is a sound-based attack that
castle gate came up with this spell . It sharpens affects nonmagical objects of crystal, glass, ce-
and straightens edges in weapons, clearing the ramic, or porcelain, such as vials, bottles,
normal dents and nicks out . The edges will have flasks, jugs, windows, mirrors, etc . All such ob-
a normal sharpness, not conferring any bonus to jects within a 3-foot radius of the center of the
damage or attack rolls . Blunt weapons are not spell effect are smashed into dozens of pieces
affected by this spell, though piercing weapons by the spell . Objects weighing more than one
are . Hedge wizards have been known to cast this pound per level of the caster are not affected,
spell for city guardsmen at a discount especially but all other objects of the appropriate composi-
before inspection, just in case the wizard needs tion must save vs . crushing blow or be shat-
a hand later . tered . Alternatively, the spell can be focused
Notes : Uncommon for hedge wizards and ar- against a single item of up to 10 pounds per
tificers ; otherwise, very rare . (Updated from caster level . Crystalline creatures usually suffer
DRAGON Magazine .) 1 d6 points of damage per caster level to a maxi-
mum of 6d6, with a saving throw vs . spell for
Sharptooth - Dragon half damage .
(Alteration) The material component of this spell is a chip
of mica .
Level : 1 Notes : Common spell (PHB) .
Range : O
Components : V Shatterhull
Casting Time : 1 (Evocation)
Duration : 1 rd ./level
Area of Effect : The casting dragon Level : 4
Saving Throw : None Range : Touch
Components : V, S
This simple spell is a favorite among dragons Casting Time : 4
who enjoy sinking their teeth into combat . The Duration : Instantaneous
spell alters the dragon's fangs, making them Area of Effect : 10-ft . diameter circle
harder and sharper . In melee, this adds +1 per Saving Throw : Special
age category to each damage roll on any suc-
cessful bite attack, for as long as the spell lasts . The shatterhull spell weakens a wooden
Dragons also employ sharptooth when gnawing structure that's immersed in water . Usually, it is
apart a tasty but tough meal, such as ores, ar- cast upon a ship's hull . The spell weakens the
mored dwarves, or knights in plate armor . hull within the area of effect, creating multiple
Notes : Restricted to dragons ; uncommon . leaks that can cause the entire area to give way .
(Updated from DRAGON Magazine .) A seaworthiness check determines whether the
ship is holed . If the check fails, the ship starts to
sink immediately . Even if the check succeeds,
the small leaks must be plugged or sealed ; oth-
erwise, a seaworthiness check must be made
each subsequent hour .
80 7
Shayn's Infallible Identification
The target need not be a ship, however. For javelins, spears, etc .), AC 3 against small
example, shatterhull can be aimed at a wooden device-propelled missiles (arrows, bolts, bul-
door in a flooded dungeon . In that case, the lets, manticore spikes, sling stones, etc .), and
spell forces an immediate saving throw vs . AC 4 against all other forms of attack . The
crushing blow or the target is destroyed . shield also adds a +1 bonus to the wizard's
The material component of this spell is a thin saving throws against attacks that are basically
glass needle, which is placed against the tar- frontal . Note that these benefits apply only if
geted surface . the attacks originate from in front of the wizard,
Notes : Common for spellcasters from an ara- where the shield can move to interpose itself.
bian setting ; otherwise, very rare . Notes : Common spell (PHB) .
808
Ship Invisibility
spellcasting without affecting the shield in the that fall overboard, or otherwise leave the ship
slightest . become visible ; anybody or anything coming
A shield of winds has no material component aboard becomes invisible . The spell is negated
other than sufficient air to create the wall . The when anyone on board ship engages in any
spell can't function underwater or in other attack against anyone or anything beyond the
places with a paucity of air. ship . Traveling at ramming speed for more than
Notes : Common for spellcasters from an ara- two rounds will also terminate the spell . This
bian setting ; otherwise, very rare . spell is treasured among wizards who adventure
on the Sea of Fallen Stars, and knowledge of its
Ship Invisibility casting is closely guarded .
(Illusion/Phantasm) The material components of the spell are a
splinter from the deck of the ship to be made in-
Level : 4 visible and the tentacle of a jellyfish.
Range : Touch Notes : Rare in the Sea of Fallen Stars region
Components : V, S, M of the FORGOTTEN REALMS setting ; otherwise,
Casting Time : 2 rds . very rare . (Updated from DUNGEON Magazine .)
Duration : 24 hrs .
Area of Effect : Ship touched
Saving Throw : None
8 09
Ship of Fools
810
Shoondal's Seeking
The material component of this spell is a making missile or ranged spell attacks ; only
small silver rod, which is pushed into the pro- creatures closing for hand-to-hand combat
tected ship's keel like a nail . The rod is con- suffer the effects of the shield . Creatures at-
sumed if the blast is triggered, but not if the tempting to strike, grapple, pummel, bite, claw,
charge merely fades . overbear, punch, push, or likewise attack the
Notes : Common for spellcasters from an ara- caster are affected ; including those delivering
bian setting ; otherwise, very rare . spell attacks by touch . Those in the area but not
attacking the protected creature suffer no harm .
Shock - Witch The material component is a small bronze
(Invocation/Evocation) disk, cupped in the caster's palm as the spell is
spoken .
Level : 4 Notes : Very rare spell . Optionally, may be
Range : 0 uncommon in savage settings . Known to be in
Components : V, S, M Prismal's Pocket Library, Vol . IV
Casting Time : 4
Duration : Instantaneous Shocking Grasp
Area of Effect : 60-foot radius (Alteration)
Saving Throw : 1/2
Level : 1
This spell invokes a rapidly expanding sphere Range : Touch
of electrical energy that expands outward from Components : V, S
the witch, inflicting 4d8 points of damage upon Casting Time : 1
all creatures within the area of effect (except the Duration : Special
caster) . A saving throw vs . spell is allowed for Area of Effect : Creature touched
half damage . Both friend and foe alike are in- Saving Throw : None
jured by shock, so the spell is usually saved for
a time when the caster is surrounded by ene- When the wizard casts this spell, he develops
mies . For item saving throws, shock is consid- a powerful electrical charge that gives a jolt to
ered an electrical attack (not lightning) . The the creature touched . The spell remains in effect
energy does not penetrate solid barriers, except for one round per level of the caster or until it is
that it will be conducted through metal to affect discharged by the caster touching another crea-
any creature in contact with the metal surface . ture . The shocking grasp delivers I d8 points of
The material component is a copper piece damage, plus 1 point per level of the wizard (for
and a strip of zinc . example, a 2nd-level wizard would discharge a
Notes : Restricted to witches ; uncommon . shock causing 1 d8+2 points of damage) . While
the wizard must come close enough to his oppo-
Shock Shield nent to lay a hand on the opponent's body or
(Invocation/Evocation) upon an electrical conductor that touches the
opponent's body, a like touch from the opponent
Level : 5 does not discharge the spell .
Range : Touch Notes : Common spell (PHB) .
Components : V, S, M
Casting Time : 1 Shoondal's Seeking
Duration : 2 rds ./level (Divination)
Area of Effect : 5-ft . radius of creature touched
Saving Throw : Neg . Level : 5
Range : 40 feet
When this spell is cast, an invisible field of Components : V, S, M
magical energy surrounds the protected crea- Casting Time : 5
ture . Every other creature within the area at- Duration : 9 rds .
tempting to make a melee attack against the Area of Effect : The caster
protected creature suffers 1 d6 points of damage Saving Throw : None
each round an attack is made, with no saving
throw against the shield allowed . This spell empowers the caster to see all
The shock shield has no effect on those locks, keys, and fastenings within 40 feet . All
81 1
Shooting Stars
such devices glow a bright gold . They are visi- tended targets simply explode at the end of the
ble to the caster's gaze even through concealing spell range .
frescoes, wood overlays, clothing, tapestries, The missiles can be released one at a time or
and other materials up to the density of a 3-inch simultaneously, but any not released before the
thickness of solid stone . Even magical disguises spell's end are lost .
overlying a lock, key, or fastening do not con- The material component is a wax candle that
ceal it from Shoondal's seeking . must be lighted and held while the spell is in
If any of the revealed devices are enchanted, effect .
their auras seem ruby-red to the caster, not Notes : Rare for fire mages ; otherwise, very
golden . If there are mechanical traps or alarms rare. (Updated from POLYHEDRON Newszine .)
linked to revealed devices, the devices glow
blue . If both mechanical traps and magic are Shout
linked to the same item, the magical glow takes (Evocation)
precedence, unfortunately concealing any hint (Song)
of the mechanical link . The spell does not show
which locks and keys go together . Level : 4
The material component of this spell is a key Range : 0
from any source, which is consumed in the cast- Components : V, M
ing . It need not be one familiar to the caster, or Casting Time : I
even a real key . A piece of metal shaped like a Duration : Instantaneous
key the caster has seen will suffice . Area of Effect : 10 x 30 ft . cone
Notes : Rare or very rare in the FORGOTTEN Saving Throw : Special
REALMS setting; virtually unknown elsewhere .
When a shout spell is cast, the wizard gives
Shooting Stars himself tremendous vocal powers . The caster
(Invocation/Evocation) can emit an ear-splitting noise that has a princi-
(Fire) pal effect in a cone shape radiating from his
mouth to a point 30 feet away. Any creature
Level : 8 within this area is deafened for 2d6 rounds and
Range : 5 yds ./level suffers 2d6 points of damage . A successful
Components : V, S, M saving throw vs . spell negates the deafness and
Casting Time : 8 reduces the damage by half. Any exposed brittle
Duration : 1 rd ./level or crystal substance subject to sonic vibrations
Area of Effect : Special is shattered by a shout, while those brittle ob-
Saving Throw : Special jects in the possession of a creature receive the
creature's saving throw. Deafened creatures
This spell creates three small, glowing mis- suffer a -1 penalty to surprise rolls, and those
siles with fiery tails that shoot forth from the that cast spells with verbal components are 20%
caster's fingertips, flying in a straight path likely to miscast them .
toward any target within range designated by The shout spell cannot penetrate the 2nd-
the caster . No attack roll is required, but crea- level priest spell, silence, 10' radius . This spell
tures targeted by the spell receive a saving can be employed only once per day ; otherwise,
throw vs . spell to dodge each shooting star. This the caster might permanently deafen himself.
saving throw is modified by the target's range ; The material components for this spell are a
creatures within 20 yards save with a -2 drop of honey, a drop of citric acid, and a small
penalty, creatures within 40 yards save at a -1 cone made from a bull or ram horn .
penalty, and creatures more than 40 yards away Notes : Common spell (PHB) .
save normally.
The shooting stars detonate on impact, in- Shrink Animal
flicting 12 points of damage upon the creature Reversed form, animal growth .
struck, and then explode for 24 points of fiery
damage in a 10-foot radius . Creatures within
this area (included the original target) receive a
saving throw vs . spell for half damage . Untar-
geted shooting stars or those that miss their in-
8 12
Shround of Flame
Shroud of Flame
(Evocation)
(Fire)
Level : 5
Range : 10 yds .
Components : V, S, M
Casting Time : 5
Duration : 1 rd ./level
Area of Effect : 1 creature, size L or smaller
Saving Throw : Neg .
813
Sidhelien Bow
814
Silence 15' Radius -Bard
rounds the creature automatically . Its move- Area of Effect : 1 square foot
ments do not require the caster's continued at- Saving Throw : None
tention ; the caster is free to work other magic or
even leave the scene . This spell allows the caster to magically in-
The creature within the sighing chain is not scribe a sign, signature, or picture onto any
prevented from moving about or performing de- inanimate material . Unlike the 1st-level spell
sired actions, but the chain imposes a -2 penalty wizard mark, the signature sigil cannot be made
on the creature's attacks, damage rolls, and invisible ; it always glows .
saving throws ; adversely affects ability checks The signature sigil has two additional func-
and movement rate by 2 ; and increases the cast- tions, which rely on special command words
ing time of any spell cast by a spellcasting en- designated by the caster when the sigil is cast .
chained creature by 2 . A) Flare. The sigil is commanded to flare
Creatures trying to pull at the chain suffer brightly, making it clearly visible up to 100
2d4 points of bludgeoning damage per tug, and yards away for a round .
such attempts are always futile . Foes of the B) Explode. The sigil is commanded to ex-
creature trying to strike at it past or through the plode, inflicting 2d6 points of damage upon all
chain suffer a -2 penalty to attack rolls, but are creatures within 5 feet (save vs . spell for half
otherwise unaffected by the chain. damage) . A detonated sigil is destroyed, leaving
Aside from waiting for its disappearance at a charred and blackened area .
the expiration of the spell, the chain can be The commands function if the speaker is
gotten rid of by dispel magic, by destroying it, within 100 feet of the sigil . Once command
or by the death of the creature . If the chained words are designated, anyone can trigger the
creature dies and the spell has not expired, the effect, not just the caster . The caster can change
caster can direct the chain to move to another the command words any time by simply touch-
creature, coiling and writhing at MV 9 . To en- ing the sigil and speaking the new words . From
chain this subsequent creature requires a suc- that point forward, the new command words are
cessful attack roll at the caster's THACO, and functional . This process can be repeated as
directing the chain consumes the spellcaster's often as desired . A signature sigil can be re-
action for that round . This is the only way a moved by a successful dispel magic spell .
sighing chain can change creatures . If the chain The signature sigil was created by one of the
is not directed to a new creature in the round League's wizards purely by accident, when he
following the death of the first, it dissipates. attempted to create an improved version of the
To destroy a sighing chain, it must be dealt wizard mark spell .
21 points of damage . It is only AC 6, but the Notes : Common for spellcasters from Tal-
nature of the magic causes all damage done to it adas in the DRAGONLANCE setting ; otherwise,
by any spell or being, not just the chained crea- very rare .
ture, to be visited point-for-point on the chained
creature . Thus, the creature must suffer 21 Silence 15' Radius
points of damage to be free of a sighing chain Lost Spell. The Red Wizards of Thay are ru-
that is "killed ." mored to have had this spell before the Time of
The material component of this spell is a Troubles .
length of at least three joined links of chain of
the finest steel or of any pure metal . Silence 15' Radius - Bard
Notes : Rare in the FORGOTTEN REALMS set- (Alteration)
ting ; virtually unknown elsewhere .
Level : 2
Signature Sigil Range : 60 yds .
(Alteration) Components : V, S
(Geometry) Casting Time : 5
Duration : 2 rds ./level
Level : 2 Area of Effect : 15-ft . sphere
Range : Touch Saving Throw : None
Components : V, S
Casting Time : 2 rds . Upon casting this spell, complete silence
Duration : Permanent prevails in the affected area . All sound is
815
Silent Alarm
stopped : conversation is impossible, spells with strand of hair from each person involved in the
verbal components cannot be cast, and no noise spell .
issues from or enters the area . The spell can be Notes : Rare spell .
cast into the air or upon an object, but the effect
is stationary unless cast on a mobile object or Silver Tongue, Otto's
creature . The spell lasts two rounds for each See Otto's silver tongue .
level of the experience of the caster. If the spell
is centered on a creature, the effect then radi- Simbul's Skeletal Deliquescence
ates from the creature and moves as it moves . (Alteration)
An unwilling creature receives a saving throw
vs . spell . If successful, the spell effect is cen- Level : 8
tered about one foot behind the position of the Range : 0
creature at the instant of casting (the effect Components : V, S
does not move with the creature in this case) . Casting Time : 1
This spell provides a defense against sound- Duration : 1 day/level
based attacks, such as harpy singing, a horn of Area of Effect : 1 being
blasting, etc . Saving Throw : Neg .
Notes : Restricted to bards ; rare .
This spell is sometimes called the boneless
Silent Alarm spell because it enables the caster to turn all of
(Alteration) the bones in any one touched creature to jelly.
The creature collapses into a helpless, heaving
Level : 5 mass that is able to speak, breathe, and per-
Range : 5 yds ./level ceive-but do little else! Nothing can be held by
Components : V, S, M a being affected by this spell . The creature can
Casting Time : 5 rds . flow downhill at MV 3, and ooze across level
Duration : Special surfaces at MV 1, but cannot move uphill at all .
Area of Effect : 1 object Worn or carried items are not affected by the
Saving Throw : None deliquescence, and typically fall around the
creature .
Combining elements of the spells magic A boneless creature is AC 10 and has no
mouth, message, and ESP, this spell creates a physical attack forms except smothering a
magical alarm around the affected object . This prone, helpless being by flowing over its means
spell is often keyed to alert the owner of the es- of breathing . A boneless creature can float on
tablishment or the guardian of the site if his water, swim through it at MV 3 (by forming
property or charge is disturbed . flaps like a ray does and flexing its gelid mass),
When a specified event occurs, the dweomer and can breathe by filtering oxygen from the
is triggered. For example, the event might be the water .
approach of an unauthorized person, an attempt When the spell expires, the creature returns
to open a chest without the key, or the casting of to its normal form . No system shock survival
a spell within 10 feet of the object . roll is necessary. Liquids (even if boiling),
When triggered, a prestated telepathic mes- vapors, poisons, and corrosive substances, such
sage is immediately sent to a person specified at as acid, do no harm to a boneless creature, but
the time of casting-up to 25 words . The mes- the creature automatically fails all Dexterity
sage is strong enough to wake the person from a ability checks and makes all saving throws at a
deep sleep and is repeated twice, but does not -3 penalty.
cross planar boundaries . A onetime apprentice of the Simbul took this
The wizard must have the person to be spell to the Red Wizards of Thay when he joined
alerted and any individuals that are to be specif- them . Their use of it since then suggests they
ically authorized (or excluded) at hand ; if these believe its effects to be permanent . Several vic-
persons cannot be physically present, a lock of tims have regained their own shapes when left
hair or similar personal effect suffices . The "to die" by Red Wizards .
silent alarm remains in place until triggered or Notes : Known by the Seven Sisters, their ap-
dispelled. prentices, and select Harpers ; rare or very rare
The material component is a button, and a them and the Red Wizards of Thay.
8 16
Simbul's Spell Supremacy
Level : 7
Range : 0
Components : V
Casting Time : 2
Duration : 366 days
Area of Effect : Special
Saving Throw : None
Level : 7
Range : 0
Components : V, S
Casting Time : 7
Duration : Special
Area of Effect : The caster
Saving Throw : None
817
Simbul's Spell Trigger
818
Sinister Cantrip
8 19
Sinister Surroundings
Sink
(Alteration, Enchantment)
(Earth)
Level: 8
Range : 10 yds./level
Components : V, S
Casting Time : 8
Duration : Special
Area of Effect: I creature or object, max . 1 cu .
ft ./level
Saving Throw : Special
8 20
Skeletal Bride
Sinking
Reversed form, swim .
Sinuous Horrors
(Alteration)
Level : 4
Range : 0 tacles for 1d4+1 rounds if the wizard fails a
Components : S saving throw vs . spell . Note that the sinuous
Casting Time : 1 horrors cannot be compelled to attack their
Duration : 1 d6 + 4 rds. host, and that they remain in effect until the ex-
Area of Effect : The caster piration of the spell, regardless of the wizard's
Saving Throw : Special desire .
Notes : Very rare spell, known mostly to
This spell transforms each of the wizard's necromancers . Optionally, may be uncommon
arms into a writhing, hissing serpent that can for wizards from savage settings . Known to be
strike at any opponent within reach . Each in the Cryptichronos, aka Book of Horrors (Up-
snakelike tentacle can attack once per round as dated from DRAGON Magazine .)
a monster with as many Hit Dice as the wizard
has levels of experience . Skeletal Bride
The snakes each inflict 1 d3 points of damage (Necromancy)
with their fangs, and there is a 3% chance per
level of the spellcaster that the serpents are poi- Level : 6
sonous to humanoid creatures . Anyone bitten Range : 10 yds ./level
by a venomous snake must make a saving Components : V, S, M
throw vs . poison at -2 or go into violent con- Casting Time : 6
vulsions for a number of rounds equal to the Duration : 1 turn + 1 turn/level
caster's level . A convulsing creature suffers 1 Area of Effect : Special
point of damage per round and is incapable of Saving Throw : None
any action .
The wizard cannot cast this spell while hold- This spell creates a skeletal form of the same
ing any object or while wearing anything on his height and proportions as the caster . The form
hands (such as rings or gloves) . Similarly, the has a smooth, flesh-hued, featureless globe for a
wizard cannot grasp anything while trans- head with whatever type and length of hair the
formed, nor can he cast spells with somatic caster wills, but the rest of the body is always
components . A snake charm can pacify the ten- skeletal .
821
Skeletal Deliquescence, Simbul's
822
Skulltrap
midair and move as directed by the caster, who will then hang there in midair . The eye sockets
uses verbal commands and somatic gestures to of the skull define a path 20 feet wide by 90 feet
guide them . The hands can perform only simple long . Physical boundaries such as walls do limit
grasping, lifting, and carrying activities . They that path .
cannot perform complex movements, such as Any living creature that enters the area of this
somatic spell components, or movements that path within the limitations of the spell activates
require great dexterity, such as picking locks . the skull watch . The skull emits a piercing
The hands can open unlocked doors, drawers, shriek that can be heard up to a quarter-mile
chests, or turn pages in a spellbook . They can away. In addition, the wizard who cast the skull
carry up to 5 pounds each ; together, they can watch is immediately aware that something has
carry an object of up to 20 pounds . They can tripped the spell . Silence spells and similar
move anywhere within their range (if the caster magics can stop the audible shriek but the
is 3rd level, this is 20 feet ; 6th level, 30 feet ; and wizard becomes aware of the event regardless of
so on) . location as long as the wizard is alive conscious
Each hand can make a clawing attack every and on the same plane .
round, using the wizard's THACO, and inflicting The skull can be moved from its position
l d3 points of damage with a successful hit . The without activating it as long as the individual
hands can wield weapons within their weight does not step within the path . The skull can be
limits . destroyed. The skull has 1 hit point per level of
When using weapons, the skeletal hands the caster and an AC of 7 . The skull makes no
attack at half the caster's level, with applicable other attacks . The caster is not made aware if
penalties for nonproficiency . Hand-held melee the skull is destroyed without the spell being
weapons inflict half damage (round up), be- triggered.
cause the hands cannot generate the proper A wizard who has multiple skull watches op-
forces that the weapons need to inflict normal erating is unable to discern which has been
damage . The hands can fire a loaded crossbow tripped as the scream and mental awareness are
and inflict normal damage, however, because similar for all skulls created by this spell .
the crossbow provides the necessary force to After being triggered, the floating skull sinks
propel the bolt . All other missile weapons are slowly to the ground and can be reused at a later
reduced to one-quarter range and half normal time .
damage (round up) . Notes : Uncommon spell from the
The hands can be physically attacked (each FORGOTTEN REALMS setting . Known to be in the
has AC 5, hit points 4, and MV 6) . tome, Tidings of Conflict and Woe .
The spell requires the complete skeletal
hands of any human, demihuman, or humanoid . Skulltrap
These can be reused if not damaged or de- (Necromancy, Evocation)
stroyed in combat .
Notes : Restricted to necromancers ; uncom- Level : 3
mon . Range : Touch
Components : V, S, M
Skull Watch Casting Time : 3
(Necromancy) Duration : Special
Area of Effect: 1 skull
Level : 3 Saving Throw : 1/2
Range : Touch
Components : V, S, M This ward can be placed on any nonliving
Casting Time : 3 skull or the skull of an undead skeleton . The
Duration : 1 turn + I turn/level skulltrap remains dormant until the skull is
Area of Effect : 20-ft . x 90-ft . path touched by living matter or is struck and dam-
Saving Throw : None aged by nonliving matter (for instance, it's
struck in combat or falls to the floor) . Assume a
This spell requires the complete skull (in- normal skull is AC 8 and has 2 hit points . This
cluding jaw) of an intelligent humanoid crea- simple warding does not discriminate ; it can be
ture . Once the spell is cast, the skull is set in triggered just as easily by the wizard who cast
midair facing a particular direction . The skull the spell as by a curious rat brushing up against
82 3
Skycastle
8 24
Sleep
missile weapons from), but its hook is large While the spell is active, the clouds remain in
enough to permit thick cables and many grasp- place, despite strong or even magical winds .
ing hands to find purchase. They are harmless and insubstantial . When the
A skyhook, once created, cannot move . Ropes spell's duration expires, the clouds begin to
and other things secured to it appear to crea- filter away on the wind, slowly dissipating to
tures other than the caster to be tied to nothing . nothing.
The skyhook is solid enough to harm creatures The spell requires chalk and a slate, upon
flying into it or striking it but cannot itself be which the message is written . If the caster is in-
physically harmed . A skyhook saves vs . a dispel terrupted in his writing, whatever portion of the
magic cast against it as if it were the caster, with message was written appears in the sky . "Attack
a +4 bonus . It saves as the caster (no bonus) us at your peril" would be an entirely different
against a disintegrate spell, and can be de- message if interrupted after the second word .
stroyed readily by a properly-directed limited Notes : Rare spell from the FORGOTTEN
wish or more powerful spell of this type . The REALMS setting . Known to be in Myrl's Text .
caster of a skyhook can will it out of existence
instantly. Slam Portal
The material component is a miniature metal Reversed form, see hold portal open .
fishhook .
Notes : Uncommon spell from the Slaying Wind
FORGOTTEN REALMS setting . Known to be in Lost spell. Mythal magic from the FORGOTTEN
Shandaril's Workbook . It is also known to drow, REALMS setting, taken away by the gods .
dwarves, and some human miners in that set-
ting . Sleep
(Enchantment/Charm)
Skywrite (Shadow, Song)
(Alteration)
(Air, Geometry) Level : 1
Range : 30 yds.
Level : 3 Components : V, S, M
Range : Sight Casting Time : 1
Components : V, S, M Duration : 5 rds./level
Casting Time : Special Area of Effect : Special
Duration : 1 turn/level Saving Throw : None
Area of Effect : Special
Saving Throw : None When a wizard casts a sleep spell, he causes a
comatose slumber to come upon one or more
A less subtle version of the message spell, creatures (other than undead and certain other
skywrite creates words in thin cloud formations creatures specifically excluded from the spell's
above a point chosen by the caster. One word effects) . All creatures to be affected by the sleep
per caster level can be created ; the words are spell must be within 30 feet of each other . The
spelled out one letter at a time at the rate of ten number of creatures that can be affected is a
letters per round . The spell must be cast in day- function of Hit Dice or levels . The spell affects
light so that the white cloud letters can be seen ; 2d4 Hit Dice of monsters . Monsters with 4+3
it does not work against a cloudy sky . Hit Dice (4 Hit Dice plus 3 hit points) or more
The letters appear about 100 feet above the are unaffected . The center of the area of effect is
ground and are each 10 feet tall . Everyone determined by the spellcaster . The creatures
below the skywritten message can see what it with the least Hit Dice are affected first, and
says ; this could be an entire city. Of course, the partial effects are ignored.
caster has no control over the actions of those For example, a wizard casts sleep at three
seeing the message, so judicious choice of kobolds, two gnolls, and an ogre . The roll (2d4)
words is recommended . "Attack enemy's right result is 4 . All the kobolds and one gnoll are af-
flank" probably is not a wise message, nor is fected ( 1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice) . Note
"Treasure below statue in town square", unless that the remainder is not enough to affect the
the caster wants to mislead an enemy or wreak last gnoll or the ogre .
havoc . Slapping or wounding awakens affected crea-
82 5
Sleep of Horror
tures but normal noise does not . Awakening re- dition . However, a remove curse by a caster of
quires one entire round . Magically sleeping op- level equal to or higher than the wizard lifts the
ponents can be attacked with substantial enchantment, as does any wish spell . The
bonuses (see "Modifiers to the Attack Roll" in wizard can cancel the spell at any time .
Chapter 9 : Combat) . For each sleepless night, the creature loses
The material component for this spell is a one hit point, as well as one point from each
pinch of fine sand, rose petals, or a live cricket . ability score (if not rated, roll 3d6 for the crea-
Notes : Common spell (PHB) . ture) . When any score reaches zero, the creature
dies of exhaustion and delirium . Once the spell
Sleep of Horror ends, the creature recovers ability score points
(Necromancy) and hit points at the rate of 1 hit point per hour
for each hour of sleep after the first eight. Note
Level : 3 that this spell also affects creatures that do not
Range : 30 yds . actually sleep, but have extended periods of re-
Components : V, S, M duced activity.
Casting Time : 7 The material components for this spell are a
Duration : Special dried petal of a blue lotus flower and a small,
Area of Effect : 1 person burning brazier, into which the petal is dropped .
Saving Throw : Neg . Notes : Common for Dream mages ; other-
wise, very rare . (Updated from DRAGON Maga-
The victim of this spell is wracked with zine .)
nightmares while asleep, completely disrupting
any restful effects such as recovering spells, hit Sleepwalking
points, or psionic strength points (PSPs) . A (Enchantment/Charm)
sleep spell negates the sleep of horror, as does a
successful saving throw vs . spell. Certain spe- Level : 4
cial warding magics may prevent the spell from Range : 10 yds ./level
taking effect altogether . Casting Time : 1 turn
In the RAVENLOFT setting, the victim has a re- Components : V, S, M
curring nightmare each night for 1 d 10 nights, Duration : 1 turn/level
and must make a horror check each night . Area of Effect : 1 sleeping creature
The material component of this spell is a Saving Throw : Neg.
pinch of black sand .
Notes : Uncommon for liches and evil spell- This spell works only on a sleeping creature .
casters in the RAVENLOFT setting, and for Dream If the sleeper is already dreaming (that is, af-
mages ; otherwise, very rare . This spell can be fected by a slumber spell or similar enchant-
researched only on the Demiplane of Dread . ment, or at the DM's option), then the subject's
saving throw suffers a penalty. When sleep-
Sleepless Curse walking is cast, the caster plants a powerful
(Enchantment/Charm) suggestion in the subject's unconscious, which
compels the dreamer to rise without waking
Level : 5 and perform simple commands from the caster.
Range : 10 yds ./level These commands can be no more elaborate
Components : V, S, M than those allowed by a suggestion spell .
Casting Time : 5 Should the spell run its entire course uninter-
Duration : I day/level rupted, the subject has no conscious memory of
Area of Effect : 1 creature his actions .
Saving Throw : Neg . Commands that the subject physically harm
himself immediately negate the spell . Com-
When this dire enchantment is cast, the manding the subject to violate his alignment
wizard curses a single creature to endure rest- immediately allows a new saving throw at a +1
less and sleepless nights . For the duration of the to +3 bonus, depending on the severity of the
spell, the subject cannot sleep . Furthermore, the alignment violation . For instance, commanding
creature is immune to all spells that cause sleep, a sleepwalking ranger to commit murder would
and not even a dispel magic can relieve this con- allow a new saving throw at +3 . But command-
82 6
Slow
ing that same ranger to borrow his friend's book cal missile is consumed, and the target is hit for
without asking permission might grant only a 1 d6 points of damage, plus I point per level, to
+1 bonus . a maximum of +10 . If the wizard does not have
The material components for this spell are a a weapon proficiency in sling, the target re-
ceives a saving throw vs . spell to negate the
missile hit ; if the wizard has sling proficiency,
the hit is automatic .
For every three levels, a caster can create an-
other missile (at 3rd, 6th, and 9th level) . Only
one stone can be changed and fired per round
(for example, a 10th-level wizard can create
four slingstars within 10 rounds) . The spell cre-
ates a maximum of 4 missiles at 10th level .
Slingstars are affected by all items that affect
magic missiles, except that they can penetrate a
shield spell .
The material component for this spell is a
small stone or sling bullet to be consumed by
the spell for each missile . The movement of a
sling is its somatic component .
Notes : Known to Danilo Thann, Gemidan,
Laeral, and the Watch-Wizard Corps of Water-
deep in the FORGOTTEN REALMS setting; uncom-
mon . (Updated from original version .)
Slow
(Alteration)
Level : 3
Range : 90 yds . + 10 yds./level
Components : V, S, M
Casting Time : 3
crushed petal of a blue lotus flower and a drop Duration : 3 rds . + 1 rd ./level
of honey or a bit of honeycomb. Area of Effect : 40-ft . cube, 1 creature/level
Notes : Common for Dream mages ; other- Saving Throw : Neg .
wise, very rare . (Updated from DRAGON Maga-
zine .) A slow spell causes affected creatures to
move and attack at half their normal rates . It
Slingstar negates a haste spell or equivalent, but does not
(Alteration, Evocation) otherwise affect magically speeded or slowed
(Artifice) creatures . Slowed creatures have an Armor
Class penalty of +4 AC, an attack penalty of -4,
Level : 1 and all Dexterity combat bonuses are negated .
Range : 0 The magic affects a number of creatures equal
Components : V, S, M to the spellcaster's level, if they are within the
Casting Time : 6 area of effect chosen by the wizard (i .e ., a 40-
Duration : 1 rd ./level foot cubic volume centered as called for by the
Area of Effect : 1 or more sling stones caster) . The creatures are affected from the
Saving Throw : Special center of the spell outward . Saving throws
against the spell suffer a -4 penalty .
This variant of the magic missile spell The material component of this spell is a
changes sling stones or bullets into magic mis- drop of molasses .
siles . A wizard temporarily charges his sling Notes : Common spell (PHB) .
with magical energy, and the change occurs as
the stone is readied and discharged . The physi-
827
Slow Metabolism
Slow Mutation
(Alteration)
Level : 5
Range : Touch
Components : V, S, M
Casting Time : 2 rds .
Duration: Special
Area of Effect : 1 creature
Saving Throw : Neg.
828
Slumber
829
Slumber - Old Empire
Level : 4 Smelting
Range : 60 yds . (Alteration)
Components : V, S, M (Province: Flame, Sand)
Casting Time : 4 Reversible
Duration : 5 rds ./level
Area of Effect : 50-ft . cube (see below) Level : 2
Saving Throw : None Range : 0
Components : V, S
When a wizard casts a slumber spell, he Casting Time : 3 turns
causes a comatose sleep to come upon one or Duration : Special
more creatures (other than undead and certain Area of Effect : Up to 2,000 lbs . of ore
other creatures with immunity to sleep effects) . Saving Throw : None
All creatures to be affected must be within 50
feet of each other . This spell refines the poorest ore into ingots
The number of creatures affected is a func- of pure metal . The ore is refined by the casting
tion of Hit Dice or levels . This spell affects of the spell . Only metal of the proper type can
4d 10 Hit Dice (or levels) of monsters . Monsters be extracted from a pile of ore, and the better
from other planes of existence and monsters the quality of ore, the better the results . High-
with more than 7 Hit Dice are unaffected . grade ore releases 1 lb . of metal for 10 lbs . of
The center of the spell is determined by the ore ; low-grade ore releases only 1 lb. metal for
spellcaster. Creatures with the least Hit Dice in 100 or even 1,000 lbs . of ore .
the area of effect are affected first ; creatures This spell does not affect gems or semi-
that would be only partially affected are not af- precious stones, and fails when cast on stone
fected at all . that contains no metal . Interrupting the casting
The material component is a pinch of dust . stops the process at that point, but even a dispel
Notes : Rare spell . As a FORGOTTEN REALMS magic spell will not return refined ingots to
Old Empire spell, initial exposure requires a their original ore .
mentor or a read Southern magic spell . The reversed form of this spell, hide normal
metal, takes ingots or even worked metal and
830
Smoky Form
makes it part of the nearby earth again, thus can breathe normally . Otherwise, creatures in
magically hiding it from sight . Dispelling the the area of effect take 1d4+1 points of damage
reversed form restores the metal to its original per round from smoke inhalation; half damage
condition . The reversed form cannot affect en- is taken if a saving throw vs . spell is successful .
chanted metals or any creature . It is not possible to see into or through the
Notes : Common for spellcasters from an ara- area affected by a smoke screen, and visibility
bian setting ; otherwise, very rare . within this area is reduced to 2 feet . The re-
duced visibility makes combat difficult; attack
Smoke Shape rolls are made at a -3 penalty. A gust of wind
(Alteration) spell extends the cloud along its full length, pre-
venting the damage effect and reducing the du-
Level : 2 ration to no more than 1 d4 rounds .
Range : Touch The material component of this spell is a
Components : V, S pinch of soot .
Casting Time : 1 rd . Notes : Rare for conjurers and fire mages ;
Duration : 1 rd ./level otherwise, very rare . Known to be in the Fire-
Area of Effect : 1 cu. ft ./level Eye Scrolls . (Updated from DRAGON Magazine .)
Saving Throw : None
Smoky Form
This spell allows the wu jen to shape and (Alteration)
mold masses of smoke, mist, or fog into any
form he desires . A misty warrior can be made, Level : 2
or thick smoke can be fashioned into a solid- Range : Touch
looking wall . The shape still has all the proper- Components : V, S, M
ties of smoke or fog, but retains its form under Casting Time : 1 rd.
all conditions until the spell's duration is over. Duration : 1 turn/level
Further, upon finishing the form, the wu jen can Area of Effect : Creature touched
give it a gentle push, propelling it in one direc- Saving Throw : Neg .
tion at the rate of 30 feet per round .
The fineness of detail permitted by the spell This spell changes the wu jen and all he car-
is not great, but is sufficient to fool onlookers at ries, or any creature touched by him, into a
a distance . At the end of the spell's duration, the cloudy mass of smoke . Unwilling creatures are
form dissipates quickly. allowed a saving throw vs . spell to avoid the
The spell requires no material component, effect . The mass has roughly the same shape
but a source of mist or smoke must be present and appearance of the original creature, but pos-
for the wu jen to work upon-early morning sesses the insubstantial properties of smoke .
fog, a large smoky fire, or other source . While in this form, the creature cannot be hurt
Notes : Common in oriental settings ; other- by weapons of +2 or less enchantment, and can
wise, very rare . easily disappear into a mass of smoke or fog .
Spells cannot be cast while in smoky form, nor
Smoke Screen can the creature take part in combat .
(Conjuration/Summoning) The spell does not alter the dimensions of the
(Fire) creature ; it cannot slip through cracks or other
small openings . However, the creature has the
Level : 2 weight of smoke . Thus, a wu jen in smoky form
Range : 80 yds . could step off the top of a castle wall and gently
Components : V, S, M drift to the ground without suffering damage .
Casting Time : 2 A creature in smoky form is particularly sus-
Duration : 2 rds ./level ceptible to winds . Light breezes push the smoky
Area of Effect : 10 ft ./level radius form about, while strong breezes can easily
Saving Throw : 1/2 sweep the creature away. A gust of wind spell in-
flicts 2d l O points of damage on the character .
This spell creates a large sphere of thick, Wind breath causes twice the normal amount of
black smoke . The smoke always floats 2 feet damage to a creature in smoky form, and divine
above the ground, and creatures below the cloud wind destroys the creature utterly.
83 1
Smoky Sphere, Otiluke's
The material component for this spell is a at will, effectively giving him an extra attack
stick of burning incense . per round. A normal attack roll is made, and a
Notes : Common in oriental settings ; other- successful hit inflicts 1 d4 points of damage . The
wise, very rare . creature attacked must be within range of the
teeth and normal facing considerations apply
Smoky Sphere, Otiluke's (for instance, snapping teeth in the back of a
See Otiluke's smoky sphere . person's head can only attack those who are
behind the person) .
Snake Charm - Hishna B) Cast on an Object . The spell can be placed
(Enchantment/Charm) on a nonliving object, such as a tree or a door. In
such cases, the teeth are invisible until they
Level : 1 attack . The teeth attack any creature that comes
Range : 10 yds ./level within 1 foot of the object, attacking as a 4 HD
Components : V, S, M monster. A successful hit inflicts 1d4 points of
Casting Time : I rd . damage . These attacks are automatic and are not
Duration : 1 day/level controlled by the caster.
Area of Effect : 1 snake/level Most attacks cannot be directed against the
Saving Throw : None snapping teeth, but a dispel magic spell causes
them to vanish .
This spell allows the caster to charm one or The material component for this spell is a
more snakes within range . The caster does not tooth from any carnivorous animal, such as a
have to see the snakes ; if present, they approach wolf, shark, or serpent .
him when the spell is cast . Notes : Uncommon spell .
The charmed snakes will perform guardian
functions for the caster, or can be sent to attack
another individual if the caster has a clear idea
of that individual's appearance and where-
abouts . The snakes will tenaciously continue
their task for the duration of the spell .
The material component for the spell is the
tail of a rattlesnake, which is rattled while the
spell is cast .
Notes : Restricted to practitioners of hishna
magic (the Maztica setting) ; common .
Snapping Teeth
(Alteration, Conjuration)
(Artifice)
Level : 3
Range : Touch
Components : V, S, M
Casting Time : 3
Duration : 1 turn/level
Area of Effect : 1 creature or object
Saving Throw : None
832
Snowball, Snilloc's
83 3
Snowball Swarm, Snilloc's
Level : 9
Range : 30 yds .
Components : V, S
Casting Time : 9
Duration : Special
Area of Effect : 20 ft . cube
Saving Throw : None
834
Soothing Vibrations, Otto's
of surface area per caster level can be affected, bravery and fighting spirit . The spell lasts one
so a 5th-level caster can affect 5 square feet- turn per level of the caster . During this time, no
enough to create a 2-foot by 3-foot hole in a one who heard it need check morale, regardless
door or wall, or thoroughly drench a man-sized of cause . Fear spells, dragons, and similar crea-
creature . The acid eats through 6 inches of tures have absolutely no effect on those under
wood, leather, or bone, 4 inches of stone, or I the power of this spell .
inch of metal each round . Against monsters The spell requires the caster to play a harp or
composed of stone, metal, or wood, the solvent lute .
inflicts 1 d3 points of damage per square foot af- Notes : Restricted to elves able to use High
fected in the first round, 1 d2 in the second Magic ; common .
round, and I in the third and final round . Thus, a
10th-level wizard who strikes a treant with sol- Soothe the Beast
vent of corrosion inflicts 10d3, then 10d2, and (Enchantment/Charm)
finally 10 points of damage . Each round, the (Song)
victim is allowed a saving throw vs . spell for
half damage . Level : 1
Against flesh, the solvent is much less effec- Range : Touch
tive ; it is caustic and burns painfully, inflicting Components : V, S
I d3 points of damage, plus I additional point Casting Time : I rd.
per caster level in the first round, but no further Duration : Instantaneous
damage in the second or third round . However, Area of Effect : 1 animal
the burning in the following rounds inflicts a -2 Saving Throw : None
penalty to the creature's attacks while the sol-
vent is active . The solvent is extremely likely to Soothe the beast affects only domesticated
cause extensive damage to the victim's armor animals or those already friendly toward the
and equipment ; item saving throws vs . acid may caster, of common, giant, or minimal variety.
apply at the DM's discretion . Magical armor or Once cast, the spell makes the animal feel con-
equipment receives the usual bonuses allowed tent, well fed, calm, and ready for sleep . These
to magical items . feelings overcome any adversity due to food
The great alchemist Vandarien developed his shortage, inhospitable climate or environment,
solvent to dissolve iron grates, stone and wood- frightening situations, and so on .
work traps, and other such hazards . The sol- However, while the creature may feel well
vent's effectiveness against mineral and fed, this spell does not replace the need for
wood-based creatures was a mere side effect of food . Even under this enchantment, an animal is
his research . subject to starvation and its physical effects .
The material component of this spell is a Soothe the beast only allows the animal to
mixture of vinegar, water, and a drop of black remain blissfully unaware of the condition .
dragon acid . Notes : Common in the MYSTARA setting ; oth-
Notes : Uncommon for conjurers and al- erwise, uncommon for Nature mages, song
chemists ; otherwise, rare (PO :SM) . mages, and bards, and very rare for others .
Level : 8
Range : 10 yds ./level
Components : V, S, M
Casting Time : 8
Duration : Special
Area of Effect : Special
Saving Throw : None
83 5
Sorcerous Scribe
836
Spark Burst
place for a soul anchor. DMs should note that of all of the spells he knew before to the trans-
property lines, if clearly known and understood fer. This transfer is one-way ; the wizard cannot
by both the caster and subject, are acceptable return to his old body.
for this purpose . The material component for this spell is a
Notes : Common in the RAVENLOFT setting ; crushed ruby of at least 1,000 gp value .
otherwise, rare . Notes : Very rare spell . As a FORGOTTEN
REALMS Old Empire spell, initial exposure re-
Soul Freedom - Elf quires a mentor or a read Southern magic spell .
(Elven High Magic)
Sound Bubble - Bard
Level : 9 (Abjuration, Evocation)
Range : 1 yd ./level
Components : V, S Level : 1
Casting Time : 4 Range : 0
Duration : Special Components : V, S, M
Area of Effect : 1 evil creature Casting Time : 1
Saving Throw : Neg . Duration : 10 rds . + 1 rd ./level
Area of Effect : Special
This spell can be used against any creature of Saving Throw : None
evil alignment . The subject of the enchantment
must successfully save vs . spell at -6 or be in- When this spell is cast, an invisible bubble
stantly converted to good alignment . The sub- springs into existence . This can be centered on
ject must again successfully save vs . spell at -6 and mobile with the caster or can be cast on an
once a month for one year, then once a year for area . The mobile bubble has a radius of 10 feet,
10 years, or return to its original alignment . while the area bubble has a radius of 5 feet per
After 10 years, the realignment is permanent . caster level . The bubble has only one effect :
Notes : Restricted to elves able to cast High sound can't pass through it . Thus sound gener-
Magic ; common . ated within the bubble can't be heard by those
on the outside and vice versa .
Soul Shift - Old Empire Bards often use this spell to enhance the
(Necromancy) quality and effect of their performances . It is
useful when a bard wishes to use one of his tal-
Level : 9 ents in a dungeon or other limited setting in
Range : 10 mi . which noise is sure to draw unwanted attention .
Components : V, S, M Besides its entertainment functions, sound
Casting Time : 9 bubble is also useful in many situations in
Duration : 1 turn/level which silence is used .
Area of Effect : Special The material component of the spell is a
Saving Throw : Special blown egg shell or a soap bubble .
Notes : Restricted to bards ; uncommon .
This extremely powerful spell will transfer
the lifeforce of the wizard from his own body Sounding Stick, Odeen's
into a previously prepared corpse . This corpse See Odeen's sounding stick.
must be within the area of effect of the spell and
be unmarred by disease, wounds, or injury . At Spark Burst
any time during this spell's duration, the wizard (Evocation)
can choose to abandon his body and travel into
the corpse . The wizard's true body remains Level : 4
alive, but in a zombie like state . Range : 20 yds . + 10 yds ./level
When the wizard's lifeforce reaches its new Components : V, S, M
home, the wizard must immediately roll for res- Casting Time : 4
urrection survival; failure means death. If suc- Duration : Instantaneous
cessful, the new body is restored as it was Area of Effect : 20-ft . radius
before death, except for the loss of 1 point of Saving Throw : 1/2
Constitution . The wizard retains the knowledge
837
Spark Shower
Spark Shower
(Evocation)
Spawn Heritage
Level : 2 (Divination)
Range : 0
Components : V, S, M Level : 2
Casting Time : 2 Range : 30 ft .
Duration : Instantaneous Components : V, S, M
Area of Effect: 10-ft . wide x 20-ft . long cone Casting Time : 2
Saving Throw : None Duration : 1 rd ./level
Area of Effect : 10-ft . radius
This spell creates a cloud of sizzling purple Saving Throw : None
sparks, originating from the caster's hands and
spreading outward in a cone 20 feet long and 10 On Athas, the elves of the coast traffic in spell
feet wide at the far end . All creatures in the area components and mystic powders . Tentacles of
of effect take 4d4 points of electrical damage if the silt spawn are used for both ; however, differ-
in contact with metal (that is, wearing metal ent types of silt spawn are needed for different
armor or holding metal weapons) or 2d4 points spells and powders . This spell reveals the type of
otherwise. silt horror the spawn will become .
The material components are a piece of flint The spell requires a bit of dried hide from an
and a piece of iron, which are struck together adult silt horror. The spell will only reveal if the
when casting the spell . silt spawn is of the same type as this bit of dried
Notes : Uncommon spell . (Updated from flesh . The more types of dried silt horror hide
POLYHEDRON Newszine.) the caster is holding, the more types of silt
spawn can be identified .
Although the silt spawn is a delicacy among
the giants of the Silt Sea, the tentacles are not,
being hard and rubbery with a bitter flavor . The
giants trade the tentacles to the elves .
Notes : Common among the elves on the coast
of the Silt Sea of Athas (the DARK SUN setting) ;
838
otherwise, rare in that setting and virtually un- creature's remains are required .
known elsewhere . Notes : Restricted to necromancers (common)
and, optionally, diviners (uncommon) .
Speak in Tongues - Witch
(Alteration) Caster's Maximum Time Number of
Level Time Dead Questioned Questions
Level : 2 To 7th 1 week 1 round 2
Range : 5 yds ./level 7-8 1 month 3 rounds 3
Components : V, S, M 9-12 1 year 1 turn 4
Casting Time : 2 13-15 10 years 2 turns 5
Duration : 2 turns + 1 turn/level 16-20 100 years 3 turns 6
Area of Effect : I individual 21st-up 1,000 years 6 turns 7
Saving Throw : None
The spell enables a witch to understand the Option : In some campaigns, the DM
language of any one intelligent entity and com- may allow other wizards research speak
municate with that entity in that language . Only with dead as a 4th-level spell (the 2nd-level
one language is understood and spoken for each version is not available to them) . The spell
casting of the spell, but up to three languages details remain the same .
can be understood at once, with three separate
castings . It does not change the predisposition
of any creature . Speak With Dead - Wu Jen
Notes : Restricted to witches ; uncommon . A 6th-level spell in all other
(Updated from DRAGON Magazine .) respects similar to the
2nd-level necromancer's spell,
Speak with Dead but commonly available to wu jen
(Necromancy) from this setting. The dead of this
setting tend to hold grudges against the living
Level : 2 who disturb them .
Range : Touch
Components : V, S, M
Casting Time : 1 turn
Duration : 1 rd ./level
Area of Effect : 1 creature
Saving Throw : Special
83 9
Spearflight - Pluma
840
Spectral Hand
creature sees with infravision as well . or better magical weapons . Victims struck feel a
The material component of this spell is a chill as the spectral blade strikes .
carefully preserved eye . The spectral guard strikes twice per round, is
Notes : Uncommon for necromancers ; other- AC 0, strikes as the caster would, has hit points
wise, very rare . (Updated from DRAGON Maga- equal to the caster's at the time of casting and, if
zine .) not dispelled by being slain, fights for one
round per level of the caster . Dispel magic is in-
Spectral Force effective against a spectral guard. The guard
(Illusion/Phantasm) flies at a rate of 24 per round, is Maneuverabil-
ity Class A, and is utterly silent . It cannot be
Level : 3 charmed, turned, repelled, blinded, or duped by
Range : 60 yds . + 10 yd./level illusions . Further, it detects living creatures un-
Components : V, S erringly within 5 feet . Once activated, a spectral
Casting Time : 3 guard can be dispelled at will by its caster . In
Duration : Special this case, another spell is needed to replace the
Area of Effect : 40-ft . cube + 10-ft . cube/level guard . The physical appearance (features,
Saving Throw : Special height, etc .) of spectral guards can be fashioned
by the caster during casting, to resemble a spe-
The spectral force spell creates an illusion in cific real person or beings of a particular build,
which sound, smell, and thermal illusions are race, age, and/or sex .
included . It is otherwise similar to the improved The caster requires a spare weapon, a bone, a
phantasmal force spell . The spell lasts for three drop of blood, and the eye of any creature,
rounds after concentration ceases . which may be dried or preserved (all are con-
Notes : Common spell (PHB) . sumed during the casting) .
Notes : Very rare spell from the FORGOTTEN
Spectral Guard REALMS setting . Known to be in The Collected
(Evocation, Necromancy) Wisdom of Snilloc .
Level : 6
Range : 60 yd . Spectral Guard: AC 0 ; MV Fl 24 (B) ;
Components : V, S, M HD As caster; THACO As caster ; #AT 2 ;
Casting Time : 1 rd . Dmg by weapon ; SA Hits creatures vulner-
Duration : Special able to +2 weapons or less ; SD immune to
Area of Effect : 20-ft . radius charm, blinding, confusion, repulsion,
Saving Throw : None turning, and illusion/phantasms ; SW Ig-
nores undead ; AL N ; SZ M ; ML Nil .
This spell creates an invisible guardian at a
specific, immovable location . The spectral
guard waits, undetectable by normal, nonmagi- Spectral Hand
cal means, until dispelled or until specific con- (Necromancy)
ditions, stated in the spellcasting, are met . Such (Shadow)
conditions are typically the unlocking of a cer-
tain door or chest, a creature who is not the Level : 2
caster entering a certain area or touching spe- Range : 30 yds . + 5 yds./level
cific objects, and so on . When the conditions Components : V, S
are fulfilled, the spectral guard will appear as a Casting Time : 2
wraith-like, swirling, flying being, with a taper- Duration : 2 rds ./level
ing, legless form and distinct limbs necessary Area of Effect : 1 opponent
for wielding of the weapon . The wraith-like Saving Throw : None
weapon will be a duplicate of the material com-
ponent weapon consumed in the casting, and This spell causes a ghostly, glowing hand,
will do normal weapon damage . It is noncorpo- shaped from the caster's life force, to material-
real, able to pass through solid barriers, shields, ize within the spell range and move as the caster
and so on . It can strike ethereal and gaseous desires . Any touch attack spell of 4th level or
creatures, and creatures normally hit only by +2 less that is subsequently cast by the wizard can
84 1
Spectral Voice
be delivered by the spectral hand. The spell only from the mouth of a specified zombie or a
gives the caster a +2 bonus to his attack roll . skeleton . The voice coming from the undead
The caster cannot perform any other actions creature will not sound like the caster's voice,
when attacking with the hand ; the hand returns but like a scratchy, raspy whisper. For the dura-
to the caster and hovers if the caster takes other tion of this spell, the caster is unable to cast any
actions . The hand lasts the full spell duration spells requiring verbal components . The caster
unless dismissed by the caster, and it is possible can end the spell at will .
to use more than one touch attack with it . The The material component for this spell is a
hand receives flank and rear attack bonuses if the preserved tongue .
caster is in a position to do so . The hand is vul- Notes : Restricted to necromancers ; common.
nerable to magical attack but has an Armor Class
of-2 . Any damage to the hand ends the spell and Spectral Wings
inflicts 1 d4 points of damage upon the caster. (Evocation, Necromancy)
Notes : Common spell (PHB) . (Shadow)
Level : 4
Range : Touch
Components : V, S, M
Casting Time : 4
Duration : 1 turn/level
Area of Effect : Creates wings, 26-ft. span
Saving Throw : None
842
Notes : Very rare spell from the FORGOTTEN Spell Drain - Savant
REALMS setting. Known to be in The Collected (Alteration)
Wisdom of Snilloc.
Level : 7
Speed Range : Touch
(Alteration) Components : V, S
(Artificer) Casting Time : 1
Duration : 1 hr./level .
Level : 2 Area of Effect : 1 spellcasting creature
Range : Touch Saving Throw : None
Components : V, S, M
Casting Time : 2 This spell allows the savant to drain and uti-
Duration: 1 hr. + 1 turn/level lize the memory of a spell possessed by a spell-
Area of Effect : Person touched using creature . The savant, if aware of the spells
Saving Throw : None known by the target, may declare the spell
drained ; otherwise, the most recently memo-
This spell allows a person (cf . charm person) rized of the target creature's highest-level spells
run at twice normal running rate with no fa- is drained . The savant cannot regain the 7th-
tigue . The speed gained also makes the person level spell slot until the stolen spell is cast or the
harder to hit (2 bonus to Armor Class), but it memory is lost.
does not permit any additional attacks per Material components are also necessary if the
round . In addition, the spell ends if the runner spell normally requires them; the savant knows
stops running for more than one round . what components are required, if any.
The spell requires a pair of specially con- Notes : Restricted to savants ; uncommon .
structed shoes, which must fit the person per- Stealspell may be an imperfect copy of this
fectly (minimum 100 gp value) . The shoes are spell . (Updated from DRAGON Magazine .)
reusable but are rendered useless by any rips or
tears ; a new pair must then be made .
Notes : Very rare spell . (Updated from
DRAGON Magazine .)
Speed Metabolism
Reversed form, see slow metabolism .
Speedmount - Elf
(Alteration)
Level : 2
Range : Touch
Components : V, S, M
Casting Time : 4
Duration : 1 turn/level
Area of Effect : I mount
Saving Throw : None
843
Spell Engine
Spell Engine
(Abjuration, Alteration)
(Force)
Level : 8
Range : 0
Components : V, S, M
Casting Time : 1 turn
Duration : Special
Area of Effect : l0-ft ./level radius
Saving Throw : None
844
Spell Immunity
in place at the time the spell engine is activated can strike at more than one target only if the
are not absorbed, though new spells of that vari- beings are grouped around the cluster of mouths
ety cast in the area are . A disintegrate spell to engage them (to the maximum of three) .
causes the engine to explode as if it contacted a The mouths bite for 2d6 points of damage
magical item. each, every round, are AC 5, and have 14 hit
A detect magic spell reveals the presence of points each . Every time a mouth is "killed," it
an unactivated spell engine, as does the ability fades away, taking another mouth with it ; if this
to detect invisibility, though neither activates leaves no mouths, the spell is ended .
the engine if cast before entering its area of Damage done by the mouths is gained by the
effect or if they are natural abilities . phaerimm, healing any existing damage first .
An operating spell engine has one beneficial Hit points gained in excess of the phaerimm's
sidelight-if a spellcaster studies or prays in its maximum are retained for two turns before
light, the amount of time required to learn or re- fading away ; any damage suffered during this
ceive spells is halved . The required amount of time is subtracted from them first .
rest is not reduced, only the time needed to Only the mouths and their cluster of eel-like
memorize spells . "necks" can be attacked ; the shadowy tentacle
Other than the powers listed above, the spell cannot be hit or harmed (except by application
engine does not affect living beings . Individuals of a dispel magic, which ends the spell in-
with magical items do not affect an unactivated stantly) . The tentacle can be passed through
spell engine. Only the casting of a spell in the freely, and even be intersected by solid barriers
area of effect calls an existing spell engine into and objects, without harm to the phaerimm or
being . the spell (though the phaerimm must be able to
The material components of this spell are a see foes to use the mouths against them) .
disc of polished marble, shell, or bone, a tear The phaerimm must concentrate on directing
from the caster, and a gem worth at least 1,000 the tentacle ; if it is killed, loses consciousness,
gp . or undertakes the study or casting of another
Notes : Very rare spell from the FORGOTTEN spell, the tentacle fades away and the spell ends .
REALMS setting . Known to be in Sabirine's "Phantom" hit points already gained through
Specular use of this spell are not lost immediately when
the spell ends-they fade only through time, or
Spell Enhancer, Rary's are used up by damage .
See Rary's spell enhancer. The material components of the spell are a
hair and at least three teeth, which can be from
Spell Fangs - Phaerimm any creatures (and need not be from the same
(Evocation) corpse or species) .
Notes : Restricted to phaerimm ; common .
Level : 4
Range : 15 yds . Spell Immunity
Components : V, S, M (Abjuration)
Casting Time : 4
Duration : 1 rd ./level Level : 5
Area of Effect : Special Range : Touch
Saving Throw : None Components : V, S, M
Casting Time : 1 rd .
This spell is a more powerful version of the Duration : 1 turn/level
toothed tentacle spell . It creates a shadowy, in- Area of Effect : Creature touched
substantial "tentacle" or flexible, retractile arm Saving Throw : None
extending from the phaerimm out to the limits
of spell range . This weightless arm ends in a By means of this spell, the wizard renders a
cluster of 1 d6+2 long-toothed, snapping mouths creature touched immune to the effects of a spe-
(round roll up, to an even number ; that is, there cific spell of 4th level or less. It protects against
are 2, 4, 6, or 8 mouths) . the spell in all its forms, including the spell-like
These are solid and very real, and exist to effect of magical items and the innate spell-like
bite, slash, and savage opponents . They can be abilities of creatures . It does not protect against
attacked by up to three creatures at once, but breath weapons or gaze attacks of any type .
845
Spell Immunity, Serten's
The caster must have directly experienced the creature . Invulnerability to a beholder's cause
effect of the spell specified . For example, a serious wounds eye provides no protection from
caster who has been attacked by a fireball at the beholder's other eyes, from the cause seri-
some time can use spell immunity to provide ous wounds eye of a spectator, or from any other
protection from a fireball. form of cause serious wounds .
The spell fails if cast on a creature already Against a magical item, the spell protects
magically protected by a potion, protective from all attacks by that item and all identical
spell, ring, or other device . Finally, only a par- items . Invulnerability to a long sword +1 makes
ticular spell can be protected against, not a cer- the character invulnerable to all such swords
tain sphere of spells or a group of spells that are (they pass through him harmlessly) . A short
similar in effect ; thus, a creature given immu- sword +1 or a long sword +1, +4 vs . reptiles af-
nity to the lightning bolt spell is still vulnerable fects the spell's recipient normally. Invulnera-
to a shocking grasp spell . bility to a magical item protects only against
The material component for spell immunity is effects that work directly on the recipient . Invul-
the same as that for the spell to be protected nerability to a potion of berserker rage protects
against . a character who drinks it, but provides no pro-
Notes : Uncommon spell (ToM) . tection from the attacks of someone else who
drank it . Scroll spells are considered magical
Spell Immunity, Serten's spells rather than items ; thus, immunity to the
See Serten's spell immunity. 1st-level wizard spell light extends to that spell
cast from a scroll .
Spell Invulnerability This spell provides no protection against arti-
(Abjuration) facts, relics, and unique magical items (the
Blade of Inverness, for example, of which only
Level : 9 one exists) . Further, the spell does not give gen-
Range : Touch eral protection against living things, magical
Components : V, S creatures (such as golems), extra-dimensional
Casting Time : 1 turn and extraplanar beings, or nonmagical items .
Duration : 1 rd ./level Only one spell invulnerability can be cast on
Area of Effect : 1 person an individual at one time . The spell cannot be
Saving Throw : None cast on the dead, on an item, or a location .
The spell invulnerability is considered by ab-
The recipient of this spell is rendered com- jurers to be one of their masterpieces . It is be-
pletely immune to one spell, spell-like effect, or lieved that the spell was developed as a reply to
magical item . The spell, spell effect, or item is the transmuters' spellstrike spell .
specified at the time of casting . Notes : Very rare spell from the FORGOTTEN
When describing a particular spell or spell REALMS setting . Known to be in Caddelyn's
effect, a full description is necessary . Invulnera- Workbook.
bility to a light spell, for example, is not suffi-
cient, since the spell can be either a wizard spell Spell-Lash - Red Wizard
or a priest's spell . A correct casting would be to (Alteration)
ward against the "1st-level wizard spell, light."
Such protection is complete for the recipi- Level : 9
entit is as if the spell or item does not exist Range : 0
for the protected individual . A character ren- Components : V, S
dered invulnerable to the wall of iron spell can Casting Time : 4
walk through an iron wall, if it was created by Duration : Instantaneous
the spell . Invulnerability to a particular spell Area of Effect : 25-ft . radius
provides no protection from related or lesser Saving Throw : 1/a
versions of that spell, nonmagical equivalents,
and spell-like abilities that duplicate the spell . This spell is used by Red Wizards who are in
These affect the protected character normally. danger of death or capture . It completely de-
Against spell-like abilities, spell invulnera- stroys the wizard's body and inflicts explosive
bility provides complete protection from one damage on all within a 25-foot radius . The
spell-like ability used by one type or species of amount of damage inflicted is equal to 1 d4
846
Spell Semse
84 7
Spell Sequencer, Simbul's
sibly allowing him to react before the new spell same round .
takes effect . This detection is possible only if A wild mage struck by two spells at once
the other spellcaster is inside the 25-foot radius, chooses which spell to shape . He suffers all ef-
regardless of where the spell will take effect . fects of the remaining spell .
Spell sense does not inform the caster of magic The material component is a diamond worth
that took effect before its casting . no less than 2,000 gp . When the spell is cast, the
Notes : Common in the MYSTARA setting ; vir- diamond is transformed into a lump of coal .
tually unknown elsewhere . Notes : Restricted to wild mages ; common
(ToM) .
Spell Sequencer, Simbul's
See Simbul's spell sequencer. Spell Shield
(Abjuration)
Spell Shape*
(Wild) Level : 5
Range : Touch
Level : 7 Components : V, S, M
Range : 0 Casting Time : 1 rd .
Components : V, S, M Duration : 2 rds ./level
Casting Time : 1 rd . Area of Effect : Creature touched
Duration : I d4 + 1 rds . Saving Throw : None
Area of Effect : The caster
Saving Throw : Special By casting this spell upon herself or another
creature that she touches, the incantatrix con-
This spell gives the wild mage the ability to fers strong protection against certain spells and
seize magical energy directed at him and re- magical attack forms . The protection gives a
shape it as he desires . While it is in effect, the saving throw bonus as follows :
spell gives no visible sign of its existence . It
offers no protection against area-effect spells, -7 vs . beguiling, charm, suggestion
save those centered directly on the wild mage . -5 vs . command, domination, fear, hold, scare
If a wild mage is the target of a spell or mag- -3 vs . geas, quest
ical item, this spell automatically allows him a -1 vs . confusion, feeblemind,
saving throw. Failure means the opponent's spell antipathy/sympathy
has normal effects . Success means the spell
shape absorbs the magical energy of the oppo- The material component is a diamond of any
nent's spell . The wild mage can then choose to size, which disappears, with a flash of white
let the energy dissipate or can instantly use it to light, during casting .
cast a spell back at the opposing wizard . The Notes : Uncommon for incantatrixes and ab-
return spell must be of an equal or lesser spell jurers ; otherwise, rare .
level than the original one and must be currently
memorized by the wild mage . The act of return- Spell Supremacy, Simbul's
ing the spell does not cost the wild mage any of See Simbul's spell supremacy.
his memorized spells . Spell energy cannot be
saved ; if not used immediately, it dissipates . Spell Trigger, Simbul's
For example, Hamos, a wild mage, is pro- See Simbul's spell trigger.
tected by a spell shape and is struck by a finger
of death (a 7th-level spell) . He succeeds at his Spell Turning
saving throw and is now able to cast a spell of (Abjuration)
7th level or lower. Hamos currently has feeble-
mind memorized . Since it is only a 5th-level Level : 7
spell, he chooses to cast it back at his enemy. He Range : O
makes his level variation check (and doesn't get Components : V, S, M
a wild surge) and the feeblemind is sent hurtling Casting Time : 7
back at his foe . Hamos still has his original fee- Duration : Up to 3 rds ./level
blemind memorized. The remaining two spell Area of Effect : The caster
levels are lost, since they were not used in the Saving Throw : None
848
Spell Ward
This powerful abjuration causes spells cast damage is 40 points, the protected wizard re-
against the wizard to rebound on the original ceives 27 points of damage and the caster suf-
caster . This includes spells cast from scrolls and fers 13 . Both (and any creatures in the
innate spell-like abilities, but specifically ex- respective areas) can roll saving throws vs . spell
cludes the following : area effects that are not for half damage . A partially turned hold or
centered directly upon the protected wizard, paralysis spell will act as a slow spell on those
spell effects delivered by touch, and spell ef- who are 50% or more affected .
fects from devices such as wands, staves, etc . If the protected wizard and a spellcasting at-
Thus, a light spell cast to blind the protected tacker both have spell turning effects operating,
wizard could be turned back upon and possibly a resonating field is created that has the follow-
blind the caster, while the same spell would be ing effects :
unaffected if cast to light an area within which
the protected wizard is standing . MOO Roll Effect
From seven to ten spell levels are affected by 01-70 Spell drains away without effect
the turning . The exact number is secretly rolled 71-80 Spell affects both equally at full
by the DM ; the player never knows for certain damage
how effective the spell is . 81-97 Both turning effects are rendered
A spell might be only partially turned- nonfunctional for I d4 turns
divide the number of remaining levels that can 98-00 Both casters go through a rift into
be turned by the spell level of the incoming the Positive Energy Plane
spell to see what fraction of the effect is turned,
with the remainder affecting the caster . For ex- The material component for the spell is a
ample, an incoming fireball is centered on a small silver mirror.
wizard with one level of spell turning left . This Notes : Common spell (PHB) .
means that 2/3 of the fireball affects the pro-
tected wizard, 1/3 affects the caster, and each is Spell Ward
the center of a fireball effect . If the rolled Aka spell invulnerability.
849
Spellcaster
850
Spelltouch
85 1
Spelltrap
85 2
Spendelarde's Chaser
spells are currently trapped, which spell will be The Paramander's spelltrap allows a second
fired . spell to be set as a trap, delaying its effects until
When a spell is released from the trap, roll ran- triggered . When the caster casts a spelltrap on a
domly among the spells currently trapped to de- small immobile object such as a book or a
termine which one is released . The spell then weapon, another spell can be cast into the object .
takes effect as if cast by its original caster, but The spelltrap will fade in 5 rounds if another
against the target selected by the spelltrap 's spell is not placed in it . If the item is moved or
caster. If the spell is inapplicable or the target is probed in any way before a second spell is placed
beyond the range of the spell, the spell is wasted . inside, the spelltrap vanishes .
The target must be within 10 yards per level of When the item is moved or probed (by detect
the caster in any event for the trapped spell to magic, or similar effect), the second spell takes
fire . Spells that require "touch" to be effective effect, just as if the spelltrap caster had cast it . A
can be fired up to a range of 10 yards per level in successful dispel magic spell is 75% likely to
this fashion . erase only the second spell, leaving the spelltrap
The spelltrap can be fired in this fashion once empty (and fading) and ready to receive another
per round . If physically attacked with hand-held spell ; otherwise, dispel magic will eliminate the
weapons, the spelltrap fires immediately against spelltrap, releasing the effects of the second spell
the attacker. Finally, the spelltrap fires if a dispel and exploding the item on which it was placed,
magic is cast upon it. These other firings can take causing 2d6 points of damage to all within a 20-
place in addition to the one discharge per round foot radius .
permitted to the caster ; if attacked from multiple Only the following spells can be placed in a
directions, it will respond multiple times in the spelltrap : light (on the same item as the spell-
same round . The spelltrap itself is immune to trap), message*, audible glamer, magic mouth,
hand-held and missile weapons . It will not re- scare, fireball*, gust of wind*, lightning bolt*,
spond if hit with missile weapons . confusion, fear, polymorph other*, conjure ele-
The spelltrap winks out of existence without mental, azure flame, guards and wards, slow mu-
discharging remaining spell energies at the end tation (dweomer placed on same item as the
of its duration. It ceases to exist if the wizard is spelltrap) . Spells marked with an asterisk are re-
feebleminded, slain, or rendered unconscious . leased from the spelltrap in a random direction .
The spelltrap remains with the caster who uses Only the use of a gem of seeing can detect a
magic to change location or even move to an- spelltrap .
other plane . Notes : Restricted to paramanders (a rare type
This spell, it has been suggested, was created of paladin-mage) ; common .
by a wizard who disliked other wizards, since the
common tactic for battling it (once it is recog- Spendelarde's Chaser
nized) is to overload the spelltrap with beneficial (Necromancy)
spells . (Alchemy)
The material components are a diamond frag-
ment worth at least 2,000 gp and a moonstone, Level : 4
both of which are lost in the casting . Range : Touch
Notes : Very rare spell from the FORGOTTEN Components : V, S, M
REALMS setting . Known to be in the tome, Casting Time : 8
Unique Mageries. Duration : Special
Area of Effect: 1 creature
Spelltrap - Paramander Saving Throw : None
(Alteration)
This spell was created originally to facilitate
Level : 4 mental recovery from brewery research expedi-
Range : Special tions (in other words, as a hangover cure) . How-
Components : V, S ever, it was discovered to have a beneficial side
Casting Time : 4 effect in regard to protection against injected, in-
Duration : Special gested, and contact poisons .
Area of Effect : Special Cast upon an individual, it negates the adverse
Saving Throw : None effect of drugs (including alcohol) on the system,
restoring the individual to mental coherence and
853
Sphere of Eyes
854
Spider Gout - Neogi
855
Spider Leap - Drow
The venom can be spit up to 10 yards . The 500 pounds of non-living matter, or 250 pounds
neogi must make a successful attack roll to of living matter. If the weight limit is exceeded,
strike the target (no range penalties apply) . Fail- the spell flickers for I round, during which the
ure means the venom glob missed, causing it to caster must shed excess items to cause the spell
dissolve harmlessly . Creatures struck must save to work at the end of the round . During this
vs . poison or suffer 2d4 points of damage plus 1 time, the caster remains at his initial location,
hit point per level of the caster (to a maximum vulnerable to attack. Failure to shed sufficient
of 2d4+10 points of damage at 10th level) . A weight in time causes the spell to be wasted.
successful saving throw means only half Notes : Common for drow ; otherwise, rare .
damage is taken .
The material component is the neogi's own Spider Shape - Drow
poisonous saliva. (Alteration)
Notes : Restricted to neogi ; common .
Level : 4
Spider Leap - Drow Range : Touch
(Alteration) Components : V, S
Casting Time : 4
Level : 4 Duration : 4d4 rds . + 2 rds ./level
Range : 0 Area of Effect : Creature touched
Components : V Saving Throw : Neg .
Casting Time : 1
Duration : Instantaneous This spell allows the caster to confer a spe-
Area of Effect: The caster cialized arachnid form (such as any of the spi-
Saving Throw : None ders found in the MONSTROUS COMPENDIUM
Tome) . An unwilling subject receives a saving
This specialized variant of the dimension throw vs . spell with a +2 bonus . If the saving
door spell allows the caster to transfer himself throw is successful, the spell is broken, and the
to the present location of a previously seen or victim avoids its effects .
touched arachnid of any sort (including spiders, Beings newly assuming spider form require I
scorpions, ticks, pedipalps, and so on) . The to 2 rounds (determine randomly, by odd/even
spell is wasted and does nothing if no arachnid die roll) to become aware of their newly gained
is within 30 feet per experience level of the abilities, and to learn how to make the arachnid
caster . body respond . During this time, they are mo-
If the desired arachnid (on which the caster tionless and vulnerable .
concentrates) is beyond this range, but another The spell recipient commands all the normal
arachnid is within reach, the caster is taken to abilities of the spider form . This extends (even
the other arachnid, even if unwilling (if several if a real spider of the same sort doesn't have
arachnids are within range, determine the one these powers) to the ability to spider climb (as
arrived at randomly) . the 1st-level spell) and the power to move along
This special form of teleportation bypasses or through natural or magical webs without
physical obstacles, but can't pass through water being slowed down or becoming stuck .
or magical barriers . If the caster would arrive in The being in spider shape can also leap if a
a spot occupied by a solid object, the caster is real spider of the same form usually can, and
simply shifted in a random direction to a nearby bite for the same damage . Poison effects are not
open space, but is confused for l d2 rounds . A gained . Web-spinning abilities aren't gained,
caster who arrives without a solid surface under but even if a real spider of the same form can't
his feet (for example, the spider is on a wall, spin webs, a being in spider shape can cast one
and the caster arrives in midair), suffers falling web spell (as the 2nd-level wizard spell, but
damage unless further magic is employed . with no material component required) . Unless
The spell does not confer any protection the form chosen is too small, a being in spider
against, influence over, or friendship with the shape can also carry burdens of up to 600
arachnid focus . The caster requires 1 round to pounds, including riders, without being torn off
recover from the use of this spell (unless con- walls or ceilings by the weight .
fused as noted above) . The caster can bring all The change to spider shape neither heals ex-
worn or carried items, up to a weight limit of isting damage nor causes harm ; any armor worn
85 6
Spider Strand
is hurled away by the spell . The recipient is An immobilized creature cannot move,
trapped in spider form until touched by the attack, or cast spells (however, a creature of
caster, or until the spell expires ; the caster can gargantuan size cannot be immobilized) . An im-
resume his own form at will, ending the spell . A peded creature moves at half rate and attacks
slain being automatically reverts to his normal only half as often, with a -2 penalty to the
form . attack roll . Every yard must be broken, each re-
No system shock rolls are required for trans- quiring a bend bars roll at half the normal
formation to or from spider shape, and beings in chances .
spider shape are highly resistant (+4 to all The material component for this spell is the
saving throws) to hostile polymorph spells and webbing gland from a spider that was at least as
magical effects . large as the caster's hand .
Notes : Uncommon for drow ; otherwise, very The reverse of this spell, weaken webs,
rare . allows the person touched to move freely
through webs either naturally or magically cre-
Spider Strand ated (even those made from a spider strand
(Evocation) spell) . The material component is a pair of tiny
Reversible shears .
Notes : Common for spellcasters from the
Level : 4 DARK SUN setting ; otherwise, very rare .
Range : 30 yds .
Components : V, S, M Yards to Yards to
Casting Time : 4 Creature Size Immobilize Impede
Duration : 1 rd ./level Tiny 1 1
Area of Effect : Special Smaller 2 1
Saving Throw : Special Man-sized 3 2
Large 5 3
With this spell, the caster causes a single Huge 10 7
strand of strong spider web to shoot forth from Gargantuan 30
his hand . The web becomes part of the caster for
the duration of the spell or until he wishes it to
detach itself from him . He need not hold onto
the strand with the casting hand, leaving it free
for casting other spells, but cannot hold any-
thing with that hand.
The strand itself is roughly half an inch in di-
ameter and very strong and sticky . The length of
the strand is one yard per level of the caster, and
it holds up to 2,500 pounds without breaking .
Any creature wishing to break the strand must
roll half its bend bars chance .
A strand is shot at an inanimate object, such
as a wall or ceiling, automatically hits . The
strand sticks to its target and can be torn loose
only by putting more than 2,500 pounds of ten-
sion on it or by a successful half bend bars roll .
Only one creature can be entangled by this
spell . If the strand is shot at a creature, the crea-
ture receives a saving throw vs . spell to avoid it .
If hit, the creature is wrapped by the excess
length, and might be immobilized, impeded, or
unaffected, depending on its size (see table) . For
instance, a bugbear standing 10 yards away,
struck with a strand from a 15th-level wizard, is
wrapped in five yards of the strand and immobi-
lized .
857
Spidercloak Armor - Drow
Spidercloak Armor - Drow it, merely a mystical linkage with its eyes .
(Conjuration) Most spiders have eight eyes-simple eyes
whose vision is readily understandable to most
Level : 5 intelligent races (they do not have compound
Range : 0 eyes) . The sight afforded by the spell has the ef-
Components : V, S, M fectiveness-range and possible infravision-of
Casting Time : 5 the spider.
Duration : 4 rds . + 1 rd ./level The link itself has unlimited range as long as
Area of Effect : The caster the spell duration lasts-depending, of course,
Saving Throw : None upon how far the spider travels . The link cannot
be maintained if either arachnid or caster move
This spell surrounds the caster with a floating to another plane of existence, including the
swirling, shadowy network of nonsticky webs Astral or Ethereal Planes .
(of irregular "scraps" of force) and magical Often, this spell is used to try to spy out a
shadows . This magical, partially-solid barrier cavern, hall, or other guarded area before the
helps to deflect both physical and magical at- caster or companions enter or attack it-but
tacks, improving the Armor Class of even a sta- often the chosen spider refuses to cooperate by
tionary, pinioned, or attacked-from-behind looking where the caster wants it to, unless con-
caster by +3, plus 1 or 2 points more (odd or trolled or influenced by additional spells . Cer-
even roll ; check each round, as it fluctuates) . tain magical barriers might block the link
Spidercloak armor also gives a variable aid to between spellcaster and spider .
saving throws, of either nothing (odd roll) or +l Notes : Uncommon for drow ; otherwise, a
(even roll ; check each round), and its benefits very rare spell from the FORGOTTEN REALMS
are cumulative with those of other protective setting . Known to be in The Libram of Lathintel.
spells or items . The armor also conceals the (Updated version .)
caster's alignment aura, and any magical auras
carried on his or her person, from magical Spirit
scrutiny. Aka spirit form .
The material component of this spell is a bit
of spiderweb, or a living spider (crushed during Spirit Armor
casting) . (Necromancy)
Notes : Common for drow ; otherwise, rare . (Shadow)
Optionally, may be uncommon for shadow
mages . Level : 3
Range : 0
Spidereyes - Drow Components : V, S
(Alteration) Casting Time : 3
Duration : 2 rds ./level
Level : 1 Area of Effect : The caster
Range : 60 yds . Saving Throw : Special
Components : V, S, M
Casting Time : 1 This spell allows the wizard to surround him-
Duration : 1 rd ./level self with a portion of his own life essence,
Area of Effect : 1 spider which takes the form of a shimmering aura . The
Saving Throw : None spirit armor offers protection equivalent to
splint mail (AC 4) and grants the wizard a +3
By means of this spell, a wizard can see bonus to saving throws vs . magical attacks. The
through the eyes of a single normal or giant spirit armor's effects are not cumulative with
arachnid within 60 yards . A small, harmless other types of armor or magical protection, but
living spider is usually employed, the caster Dexterity bonuses apply.
using it as a spy to see things where the caster The spirit armor is effective against magical
dare not go . The spell does not function on in- and nonmagical weapons and attacks . It does
telligent spider-like creatures . not hinder movement or add weight or encum-
The caster has no any control over the arach- brance . It does not interfere with spellcasting .
nid selected, nor even direct mental contact with When the spell ends, the aura dissipates and
85 8
Spirit Self
the caster must make a successful saving throw corporeal to noncorporeal state for the entire
vs . spell or temporarily loses a bit of his life spell duration, but it takes one full round to ac-
essence, suffering 2d3 points of damage . No complish each transition .
damage is sustained if the save is successful . The material component is a pinch of dirt
The lost hit points can be regained only through from a ghost's grave .
magical healing . Notes : Restricted to witches ; uncommon.
Notes : Restricted to necromancers ; uncom-
mon. Spirit of Servitude
A MYSTARA setting spell, aka spirit servant .
Spirit Form - Witch
(Alteration) Spirit Self
(Alteration)
Level : 5
Range : Touch Level : 5
Components : V, S, M Range : 0
Casting Time : 5 Components : V, S, M
Duration : 4 turns + 1 d8 turns Casting Time : 3
Area of Effect : 1 creature Duration : 3d4 rds .
Saving Throw : None Area of Effect : 240-ft. radius
Saving Throw : None
This spell confers upon the creature the abil-
ity to shift its body into a noncorporeal spirit This spell allows the wu jen to send his spirit
form . In this form, the creature is of translucent outside his body while maintaining some sem-
and ghostly appearance, and can pass easily blance of life in the physical body . When the
through walls, doors, or even solid ground at its spell is cast, the wu jen's spirit invisibly sepa-
normal movement rate . rates itself from the body and is free to move
The creature can walk right through hillsides around . The body does not fall into a trance, but
or castle walls ; however, it is deaf and blind assumes a type of half-awake state . The wu jen
while inside solid objects, so any lengthy jour- (in spirit form) can instruct the body to take
neys through solid matter are a matter of hit- simple actions such as walk, converse, or eat
and-miss . While the creature does not gain the while he does other things in spirit form . The
power of flight, it can scale or descend any cliff body behaves as if in a daze . The spirit form of
at its normal movement rate, or will itself to the wu jen retains the ability to cast spells, al-
ascend or descend up to 10 feet per round inside though doing so instantly forces the return of
solid matter . the spirit form to the body. The spirit form is
In spirit form, the creature ignores normal considered to be a spirit for the purposes of pro-
weapon or missile attacks, including physical tection from spirits and other spells .
hazards such as falling blocks of stone or pit Damage taken by the body or the spirit is
traps . Magical weapons inflict half damage on subtracted from the hit points of the wu jen . If
the noncorporeal creature, and offensive spells the body is destroyed, the wu jen is slain . If the
are 30% effective (half this if a saving throw is body is moved beyond the range of the spell, the
made) . The creature becomes vulnerable to wu jen is unable to return to it . A spirit form that
spells that affect enchanted and noncorporeal does not return to the body before the end of the
beings . The noncorporeal creature inflicts no spell's duration is trapped outside the body . The
damage on corporeal creatures-unless armed wu jen's body falls into a catatonic state while
with a magical weapon, in which cast it inflicts the spirit must wander aimlessly. With the expi-
half normal damage with no Strength bonus . A ration of the spell, the character loses the ability
spell-using creature can cast only 1st- and to cast spells while in spirit form . The spirit can
2nd-level spells against corporeal foes . be returned to the body through the means of a
The spirit form allows the creature to engage restore spirit spell .
other noncorporeal creatures as if both were The material component for this spell is a
completely real and tangible to each other, so is small mandala .
useful in battling shadows, spectres, wraiths, Notes : Common in oriental settings ; other-
ghosts, or phasing monsters . wise, very rare .
The creature can shift back and forth from
859
Spirit Servant
Level : 1 Level : 6
Range : 0 Range : 10 ft . + 10 ft ./level
Components : V, S, M Components : V, M
Casting Time : 1 Casting Time : Special
Duration : 1 hr. + 1 turn/level Duration : Special
Area of Effect : 30-ft . radius Area of Effect : Special
Saving Throw : None Saving Throw : Special
Spirit servant works like the 1st-level spell A spiritwrack spell is a strong protection and
unseen servant in all respects except one-the punishment spell against the powerful creatures
force it creates looks like a brightly glowing of the nether planes, but to employ the magic
mass of energy. This energy changes shape as the spellcaster must know the name of the crea-
need be : It might extend tendrils to open doors ture on whom it is to be cast . Prior to actually
or lift objects, for instance . While casting, the uttering this spell, the wizard must prepare an
wizard can dictate the servant's color and, to illuminated sheet of vellum, carefully inscribing
some extent, can even make it to take on a cer- the spell and the creature's name . He must use
tain general shape or outline : humanoid, an- special inks made from powdered rubies and the
gelic, frightening, etc . ichor of a slain tanar'ri, then ornament the
The material components are a brightly col- vellum with gold leaf . This preparation requires
ored piece of yarn and a bit of wood . 8 to 32 (1d4x8) hours and costs 6,000 gp for all
Notes : Common in the MYSTARA setting ; oth- supplies . If the outer-planar creature is present,
erwise, very rare . the caster can then begin the actual incantation .
During each round of reading, the target has a
25% cumulative chance to concede to the
caster's will without any other inducements .
When the caster begins reading the docu-
ment, the target creature is rendered immobile
unless it makes its magic resistance roll . Even if
this succeeds, the monster is discomfited and
90% likely to retreat to its own plane if it can .
Regardless of the result, the target is powerless
to attack the wizard while he reads the spell .
Reading the first part continues for 1 round,
with the target's discomfiture increasing .
During the second round, the creature loses 1
hit point per Hit Die it possesses (for example, a
9-Hit Die tanar'ri loses 9 hit points) . At the end
of this round, the target is in extreme pain .
The third and final round reduces the crea-
ture's remaining hit points by 50%, causes ex-
cruciating pain, and exiles the creature to its
home plane-there to remain imprisoned and in
torment for the number of years equal to the
level of the wizard .
Creatures subjected to the complete spell
become the sworn foes of these wizards, a fact
few spellcasters care to deal with . Most wizards
are far more likely to create the document and
use it as a threat to force a creature into submis-
sion rather than actually complete the spell
itself.
Notes : Uncommon spell .
8 60
Sprites
861
Most Widely Known Spells
While more complete lists are 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 nonspecialized PCs . Humanoid,
monster, chronomancer, and Maztican spells are not listed here . Common spells are in bold . Spells
in italic are very rare or otherwise restricted; see individual spell entries for details . Drow, necro-
mancer, ninja, and Athasian specialty lists are given separately .
862
Most Widely Known Spells
863
Most Widely Known Spells
8 64