Tome of Magic (TSR2121)
Tome of Magic (TSR2121)
Tome of Magic (TSR2121)
New spells and magical items for priest and wizard classesl
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Forward
Whew, another big project behind me! Never did I ends didn't sound exciting for either a game designer or
realize when I started work on the Tome of Magic that for the players. The Tome of Magic needed
it would become such an undertaking. After all, it something—a hook—to make it interesting.
seemed so simple. At that point, I should have known As a result, the Tome of Magic is much more than
better. just a collection of spells. There are many new ideas
It all started with a seemingly innocent comment, about the types and uses of magic in these pages—wild
something like, "There are a lot of gaps in the spell lists magic, cooperative magic, focuses, elementalists, and
for wizards and priests. Maybe we should do some- more. In the end, the Tome of Magic offers more than
thing about it." I don't know if I said that, or if it was just spells—it gives breadth and range to wizards and
someone else's idea, but whoever said it was right. I priests. In many ways, it is a peek inside the Pandora's
knew they were right because I could see them clearly box of magic.
by the time the AD&D® 2nd Edition Player's Hand- On top of these concerns was a problem of mental
book was finished. health. If I alone had to fill all these pages with spells
These gaps were not yawning chasms in the game and magical items, I'd be writing from the nut-house
system. They were little things, like, "Gee, it would be by now. There was no way I could create all these new
nice to have a spell that did X—or Y, or Z, or what- spells are remain sane. That's why there is a host of
ever." Sometimes they were things to help explain the designers listed in the credits. Taking often the barest
weirdness people were always putting in adventures or of my ideas and suggestions, these creative conspira-
little touches that would smooth things out for players tors produced a wide variety of spells and items. After
and DMs alike. The Tome of Magic could be just the weeding out spells too similar in form and function, I
place to get some of these ideas into the AD&D® game can offer you the cleverness and diversity of six differ-
system. Months later (because months always pass be- ent designers, not just one!
tween the idea and actually doing the work), it was For myself and the other designers, we hope you find
time to make all this real. the Tome of Magic both entertaining and useful. Let it
That's when I discovered the warts on the great be your guide to just how much further wizards and
idea—two in particular. First, filling a book with a mis- priests can go in the AD&D game.
matched collection of spells was not enough. How
many variations on fireball, lightning bolt, and confu- David Cook
sion did you really need? Second, a book of odds and February, 1991
An apprentice stands in the laboratory of his spheres, and new variations on priest magic.
ancient wizard master. The youth's eyes stray These rules have the potential to impact a cam-
across tables cluttered with alembics, retorts, paign in a way greater than a first glance might
beakers, bat wings, and phials, and beyond to suggest. To benefit the most from these expan-
shelves of scrolls and books. A musty old vol- sions, the DM should carefully consider how to
ume, bound in cracked green leather with glitter- introduce and use the new rules.
ing silver hinges, catches his attention. His
master is elsewhere, so the curious student pulls
the heavy volume from the shelf and, with a puff Who Is It For?
of breath, blows away a thick layer of dust. The Tome of Magic is written with both the
"Tome of Magic" it reads, spelled out in silver leaf DM and .player in mind. Dungeon Masters who
on the brittle cover. keep this book out the hands of their players are
The apprentice can't believe his discovery. He's doing their game a disservice. Likewise, players
never seen this book before. What secrets has his who want this book only to learn about the new
master been keeping from him ? What secrets will magical items are missing the point. Both player
he discover inside? With trembling fingers, the and DM can use this book to improve and ex-
apprentice opens the creaking cover. pand the game.
"Ahem, O callow youth! Perhaps you are dis-
satisfied with my training and would like to seek
another master!'" booms the master's voice from Wizards
behind the apprentice. The youth startles and In the game world of wizards, there are two
guiltily slams the cover shut. Turning, he smiles significant additions—wild magic and elementa-
sheepishly at his master. lists. Wild magic is a strange, new type of magical
The old wizard, bald and portly, takes the power, just being explored and discovered for the
book from his apprentice's hands. "Before you first time. Wild mages are rare and exotic. Long
can learn secrets like these, you must first master before encountering such a wizard, characters
the basics, which I sometimes doubt you ever may hear tell of a new type of magic in reports
will. Now tell me, what are the three Greater from travelers to distant lands. Of course, every
Gesticulations used-in casting a light spell?" The adventurer knows that these reports tend to be
wizard deftly slides the tome back into place on exaggerated—more fiction than fact.
the shelf as he speaks. The first appearance of a wild mage is best pre-
Flustered, the apprentice stammers out what sented by the DM as a mysterious NPC. The wild
feels like an elementary reply. But in his heart, he mage may join the party briefly or may be the
knows that someday he will read the secrets of springboard for an adventure. He should not be a
that tome. henchman or hireling, but someone who is the
characters' equal or superior. This gives players
Someday is now! the opportunity to experience the wonders (and
terrors) of wild magic before immersing them-
selves in this new art. After the characters have
How to Use This Book learned something of this strange magic, wild
With over two hundred new spells for wizards mage player characters may be introduced, per-
and priests and a host of new magical items, the haps as apprentices of the same NPC. Gradually,
question of how to use this book may seem fairly these new mages will become accepted members
obvious to most players. It appears to be a simple of the campaign world.
matter of opening the pages, selecting spells and Elementalists can be introduced in a similar
magical items, and tossing these into a campaign. fashion, although their arrival is likely to be less
Of course, it can be done that way, but players mysterious. The first appearance of the speciali-
and DMs who take this route will miss many of zation could be a small school or guild in a near-
the new possibilities and expansions the Tome of by town, established by an elementalist from
Magic has to offer. On the surface, the Tome of distant lands (where such magic is common). The
Magic may appear to be just a collection of spells newly established wizard is likely.to be looking
and magical items. But it contains new game rules for an apprentice; new characters are eligible to
and information that goes much deeper. join the school. Of course, established mages
This volume introduces a new type of wizard may take an interest (both positive and negative)
magic, expanded specializations, new priest in his activities.
How to Use Tome of Magic
wizards devoted to the study of the theoretical from casting to casting. Spells cast by wild mages
underpinnings of magic. For them, the wild areas are inherently unpredictable.
expose long-hidden secrets of the magical uni- Only characters with Intelligence of 16 or
verse and give new insights into how magical en- greater are qualified to become wild mages. The
ergy functions. From their work have evolved the theories of wild magic are breaking new ground,
beginnings of a theory of random magic—one and only characters of high intelligence are able
that defies the traditional schools. to decipher the arcane convolutions of its meta-
The second type of wizard drawn to the wild mathematical theory. Although wild magic is
lands is far less rigorous and methodical. These chaotic on the surface, study in this field requires
spellcasters are attracted by the sheer random- diligence and discipline.
ness and uncertainty of the wild lands. Such There are no restrictions to the alignment of a
mages seek to incorporate wild magic into their wild mage. The race of a wild mage is limited to
spells by combining traditional magic with the those races with competency at magic; thus, only
new theories of random magic, throwing in a humans, elves, and half-elves can be wild mages.
dose of their own chaotic natures as an extra Gnomes have some magical talent, but lack the
measure. These wizards are the true wild mages broad base of skills and knowledge necessary to
who have been seen recently in various lands. master this new field.
Although initially discovered and researched Wild mages must abide by the normal restric-
on Toril, the FORGOTTEN REALMS® campaign tions for all wizards concerning weapons and ar-
world, the art of wild magic has quickly spread to mor. They use the same THACO and saving
other places. Wild mages, through teleporting, throw values of traditional wizards. They pro-
spelljamming, planar hopping, and even walk- gress in level according to the Wizard Experience
ing, have carried the precepts of wild magic to Levels and Wizard Spell Progression tables
lands and worlds far removed from Toril. (Tables 20 and 21 in the Player's Handbook).
Wild mages have several abilities and restric-
tions. Like specialists, wild mages are able to
Wild Mages memorize one extra spell per spell level. This spell
With the discovery of wild magic has come the must be a wild magic spell, although it can be
appearance of wizards devoted to its study. Like from any school; wild mages have no opposition
their traditional specialist brethren, wild mages schools as do specialists.
have thrown themselves into the intense study of Wild mages receive a bonus of +10% when
a single aspect of magic. This has given them learning new wild magic spells and a — 5 % penal-
unique benefits and restrictions on their powers. ty when learning other spells. Because wild magic
Wild magic is so different from traditional magic is somewhat "fast and loose," wild mages can re-
that only those devoted to its study may cast wild search new spells as if they were one level less dif-
magic; no wizard other than a wild mage may at- ficult, decreasing the amount of time and money
tempt to use the spells of wild magic. needed to create new spells.
Wild mages are by no means specialist Certain magical items behave differently in the
wizards—at least not in the traditional sense. Wild hands of a wild mage. This is due to his understand-
mages do not study within the confines of schools. ing of the random processes that power them. Most
Instead, their research into new theories of wild notable of these is the wand of wonder. The wild
magic carries them into all different fields. Wild mage has a 50% chance of controlling the wand,
magic has strengths in some areas (particularly allowing him to use charges from the wand to cast
divination and evocation), but it is not confined to any spell he already knows (but does not need to
any single school of magic. The proponents of have memorized). The number of charges used by
wild magic proudly trumpet their art's broad base the wand is equal to the number of levels of the spell
and flexibility as its great advantages. desired. If the attempt fails, only one charge is used
Of course, these same advocates are quick to and a random effect is generated.
downplay wild magic's drawbacks. First and The wild mage can control the following items
foremost, it is wild magic. On rare occasions, any 50% of the time, thereby allowing him to select
spell can have dangerously unpredictable results, the result or item instead of relying on chance:
including backfiring or creating an entirely differ- amulet of the planes, bag of beans, bag of tricks,
ent effect from what was desired. More common- deck of illusions, deck of many things, and the
ly, the magnitude of a spell—range, duration, well of many worlds.
area of effect, or even damage—may fluctuate
How to Use Tome of Magic
Level Variations
The most broad-reaching aspect of the wild wizard (7 + 3) and easily reaches its target, caus-
mage's powers is his approach to spells. The wild ing 10d6 points of damage. If the level variation
mage's work with the principles of uncertainty af- had been —3 (die roll of 2), the spell would have
fects all spells that have a level variable for range, operated as if it were 4th level. In this case, the
duration, area of effect, or damage. Each time a fireball would have fallen short since its maxi-
wild mage uses a spell with a level variable, he mum range would have been 50 yards (10
randomly determines the resulting casting level yds +10 yds X 4).
of the spell. The spell may function at lesser, One additional effect can occur when casting
equal, or greater effect than normal. The degree level-variable spells. If the result from Table 1 is
of variation depends on the true level of the cast- boldfaced, the caster has inadvertently created a
er, as shown in Table 1: Level Variation. wild surge in the spell in addition to the spell's ef-
To determine the level at which the spell is cast, fects. A wild surge briefly opens a doorway
the player must roll ld20 at the moment the spell through which raw magical energy pours. The
is cast. The variation from the caster's actual level energy is incompletely controlled by the actions
is found at the point where the character's true of the spellcaster. The result, often spectacular, is
level and the die roll intersect. (True level refers seldom what the caster intended and is sometimes
to the current experience level of the wild mage.) a smaller or greater version of the desired spell.
If the result is a positive number, that many levels At other times, wildly improbable results occur.
are added to the caster's true level for purposes of Songs may fill the air, people might appear out of
casting the spell. If the result is a negative num- nowhere, or the floor may become a pool of
ber, that many levels are subtracted from the grease. Whatever happens, it is the essence of
caster's true level. If the result is 0, the spell is cast wildness.
normally. The variation of a spell's power has no When a wild surge occurs, the DM must roll on
permanent effect on the mage's experience level Table 2. Unlike many other instances in the
or casting ability. AD&D® game in which the DM is encouraged to
For example, Theos, a 7th-level wild mage, choose a suitable result, wild surges are best re-
casts a fireball He wishes it to take effect 70 solved by random chance. Actively choosing a
yards away at the site of a band of advancing result biases the nature of wild magic. DMs are
ores. Fireball has level variables for range (10 encouraged to be random and have fun.
yds.+10 yds./level) and damage (Id6/level). A
die roll is made on the Level Variation Table with
a result of 19, indicating a level variation of + 3 .
The fireball functions as if cast by a lOth-level
8
How to Use Tome of Magic
effect. In these cases, the wild surge has no effect. Every elementalist must choose one element as his
For example, if a mage were casting a wizard lock specialty. He may learn and cast any spells relating
on a door and triggered a wild surge with the re- to his chosen element and gains advantages when
sult "Target changes sex," no effect would be visi- doing so. He may also cast spells of the two ele-
ble, since doors do not have a sex (at least as far ments which do not oppose his specialty, for
as we know). Likewise, a rock might be hastened which he receives no bonuses or penalties. Conse-
or a snake might have its feet enlarged. In these quently, he may not learn or cast any spells associ-
cases, nothing happens—at least nothing that af- ated with the element that opposes his element of
fects play. When determining the result of wild specialty. For example, a fire elementalist may cast
magic, the DM must use his best judgment. spells relating to fire, air, or earth, but may not
Finally, not even the randomness of wild surges cast spells of elemental water. A specialist is also
should be allowed to ruin the story of an adven- prohibited from using magical items that duplicate
ture. As ultimate storyteller and arbiter of the spell effects of his oppositional element.
game, the DM can overrule any wild surge he
deems too destructive to the adventure. If this Fire
happens, reroll the dice to get a new result. In a
case such as this, do not treat a wild surge as hav- I
ing no effect. Air — opposes — Earth
Clearly, wild mages are a risky proposition.
Not every player will want to play a wild mage; I
not every party will want a wild mage. The DM Water
should not add benefits to the wild mage, hoping
to the make the class more "attractive" to his Although their repertoire of spells is small, ele-
players. Players who like wild mages will play mentalists are potent wizards, for they gain the
them without bribery. They will find the uncer- following advantages when involved with spells
tainty and randomness of wild mages irresistible; of their chosen element:
these are the players for whom the wild mage was • Elementalists receive a bonus of +25%
created. when attempting to learn spells of their element
and a bonus of +15% when learning other ele-
mental spells. They suffer a penalty of —25%
Elemental Wizards
when trying to learn spells that do not relate to
The elemental wizard is a new variety of spe- the elements.
cialist mage beginning to appear throughout the • An elementalist may memorize one extra
lands. These wizards scorn the "accepted" theo- spell per level, providing that at least one of the
ries of magical classification (the rigid school memorized spells is from his element of specialty.
structure) in favor of a holistic, natural under- • Because elementalists have an enhanced un-
standing of magic. The result is elementalism. derstanding of spells within their element, they
Elementalism is not a school in itself; it is an receive a + 2 bonus when making saving throws
area of specialization focusing on spells involving against those spells. Other creatures suffer a - 2
the four prime elements of air, earth, fire, and penalty when making saving throws against an
water. These spells may be from any of the nine elementalist casting spells from his specialty.
schools of magic. The fireball spell, for example, • Once per day, an elementalist may choose to
belongs to the evocation school, but according to cast one memorized spell from his element of spe-
elementalists, it is also a spell of elemental fire. cialty as if he were Id4 levels higher. He must de-
Unlike other specialists, an elementalist does clare his decision to do this immediately prior to
not specialize in a single school of magic, but may casting the spell. This affects range, duration, ar-
learn and cast spells belonging to any school. Al- ea of effect, and damage; it does not allow the
though this may seem to be a great advantage, wizard to cast a spell from a level which he nor-
elementalists suffer considerable penalties when mally could not use.
learning and casting spells that do not relate di- • When an elementalist attempts to create a
rectly to the elements. The exception to this pen- new spell relating to his specialty element, the
alty is the spells of the school of lesser divination, DM should count the new spell as one level less
which every wizard may learn. (for determining difficulty).
Each element has a diametrical opposite: air op- • Upon reaching 15th level, an elementalist
poses earth, fire opposes water, and vice versa. does not need to concentrate when controlling el-
How to Use Tome of Magic
ementals of his specialty element summoned by should be able to call upon the magical energies
the 5th-level spell conjure elemental. The normal controlled by his Power to achieve something ex-
5% chance of the elemental turning upon its sum- traordinary in serving a sacred duty. Quest spells
moner remains in effect. are designed to satisfy these extremes and allow
• At 20th level, there is no chance of a sum- the priest to wield high-powered magic without
moned elemental turning upon an elementalist if drastically altering the scope of his magic.
the creature is of the wizard's specialty element. Quest spells are a category of powerful spells
A complete listing of elemental spells arranged without an assigned level. They should not be
by each element can be found in Appendix 1. confused with the 5th-level spell quest, which is a
specific single spell.
While quest spells are powerful, they are not as
Metamagic powerful as the energies used by Powers. If a god
Metamagic is a special term used by erudite chose to flatten a mountain or raise an island, he
and educated wizards to describe a single class of could probably do so. Priests cannot achieve
spells and magical items—those powers that alter such huge effects; they are still mortal beings. But
or affect other magical spells and items. Meta- quest spells do provide a priest with magic more
magic spells do not directly affect people, ob- powerful than any other priestly magic; a quest
jects, or events. Instead, the powers of spell could easily mean the difference between
metamagic are used to alter the fabric of spells success or failure in a mission. Quest spells are
themselves. Through metamagic spells, such as capable of affecting large areas or numbers of
far reaching or squaring the circle, the once invio- creatures and allow the shaping of great energies;
lable limits of a spell can be altered. Range, dura- they are often difficult or impossible to resist or
tion, casting time, area of effect, and even sound dispel.
and color can be tailored through the use of meta- Quest spells are not part of a priest's normal
magical spells. repertoire. These spells are granted powers, be-
Although the concept of metamagic has existed stowed directly by one's deity to achieve special
since the beginning of magical study, it has gener- goals.
ally been ignored by most wizards, who have
been far more interested in spectacular effects Why Quest Spells?
and immediate results. However, a few indepen-
dent researchers have continued to explore and Two circumstances are most likely to warrant
expand this esoteric field of study. the granting of a quest spell to a priest. First, a
Power may contact the priest in a dream or
omen, or by sending a servant or avatar. In this
New Rules for Priests case, the Power requests that the priest perform a
Priests are hardly the unglamorous and weak vital service on behalf of the Power (the nature of
adventurers that they are sometimes portrayed to such a request is discussed later). The priest is ef-
be. They are an important part of any society, fectively commanded to go on a quest—hence,
serving as more than just handy doctors. Priests the generic title of quest spell.
have great responsibilities for the defense, guid- A second case for the granting of a quest spell
ance, welfare, and protection of a community. may occur if a priest were to discover something
Because of this, their spells reflect more diversity of fundamental importance to the faith which the
and application when compared with wizard Power must be appraised of (not all powers are
spells. The Tome of Magic provides priests with omniscient). A priest contacting the Power (with
more tools to help them achieve their goals. a commune spell or by prayer) might beseech the
Power to grant him some exceptional magic to
address the situation. The request for a quest
Quest Spells spell must never be motivated by selfish consider-
ations on the priest's part (such hubris is grossly
Priests and clerics are the servants of Powers— offensive to any Power), and circumstances must
immortal entities with abilities far beyond those be truly exceptional.. The Power then considers
of mere mortals. Yet these servants do not wield the priest's request and responds accordingly.
magical forces equal to those of wizards; priests
have nothing to compare with the wish spell, for In game terms, the first condition translates to
example. Circumstances will arise when a priest the DM using a quest spell as a plot device to
spice up a quest for the priest and his party. The
10
How to Use Tome of Magic
second condition translates to a player requesting This may include racial interests (for elves,
exceptional aid for his priest PC followed by the dwarves, etc.) such as defense of the homelands
DM's decision whether to allow this. or protection of great fortresses, or it may include
communities of exceptional artisans wishing to
draw quest magic from Powers. The discovery of
Conditions for Quest Spells an intensely magical artifact or place important
The circumstances which prompt a Power or to the Power may necessitate the use of quest
priest to seek the use of a quest spell are usually magic to secure it. Establishing and developing a
related to a major sphere of concern of the Power. major sacred location may justify the use of quest
A god of druids is not likely to grant a quest spell magic (especially with spheres such as Creation,
to address a matter of warfare, commerce, poli- Guardian, Protection, and Wards). Such cases
tics, knightly virtue, or other irrelevance (as this will be individually determined by the DM as ma-
Power would view them). However, destruction jor elements of a campaign story line.
of a huge swathe of forest by fire is entirely differ-
ent. To protect or regenerate a great natural re-
source, a druidic Power would surely consider Situations Unworthy of Quest Spells
dispatching his most powerful servants with awe- What types of requests do not warrant a Power
some magic. A major challenge demands a major granting a quest spell? Generally, a quest spell is
response. not needed for events which affect only a minor
A Power may choose to equip followers with a sphere of interest for the deity and events that are
quest spell in preparation for a major conflict part of normal Prime Material conflict; a senior
with servants of a hostile Power. This may be priest being killed by an agent of an evil Power
true for both sides in the conflict; the NPCs as isn't enough to justify the use of a quest spell.
well as the PCs might be equipped with quest Any problem that has limited scale or should re-
spells. In this manner, two Powers avoid fighting solve itself in time through the normal efforts of
each other directly; their servants carry out the priests does not need quest magic.
warfare instead. This will be a major event in any The DM must consider whether a problem is
campaign setting! Milder variations on this out of the ordinary. Only under extraordinary
theme would include the razing of a major temple circumstances should a quest spell be granted. If
of the enemy Power or the destruction of a major the DM is in doubt, a simple question may pro-
resource belonging to the Power's servants. vide the answer: Could the problem have a fair
This is a situation in which a DM must exercise chance of resolution through the use of upper-
caution. This kind of conflict can easily swerve level priest spells if wisely used? Only if the an-
out of control and threaten the destruction of the swer is "no" should quest magic be considered.
game world; no Power wants this. Only if a
Power has stepped out of line is the retribution by
a rival Power tolerable among the community of Which Priests Receive Quest Spells?
Powers. If an evil temple has stood in the capital Only true and faithful servants of a Power who
of an evil land for centuries, it is unacceptable for have successfully used powerful magic are eligi-
a good deity to strike at it. If an evil temple is ble for quest spells. This limits quest spells to
hidden in nonevil lands, it is reasonable for a priests; although a paladin may be true and faith-
good Power to strike it down. It is important that ful, his experience is not sufficient to command
game balance and the status quo are maintained. the magical energies of potent quest magic.
A Power is likely to grant a quest spell when Level limitations are important. It is very rare
there is a major threat to his followers, church, for a priest of lower than 12th level to be granted
consecrated grounds, or territories. These situa- quest magic. Priests of 9th level and lower cannot
tions may become considerably extended; a use quest magic; the strain of holding and shap-
Power of healing may extend the use of quest ing such magic is too great.
magic to help his priests cure a virulent plague af- A priest must possess Wisdom of 17 or better in
fecting ordinary folk. For such a Power, the wel- order to cast quest spells. It is quite possible that a
fare of the common man is important. In cases priest could be granted a quest spell but not pos-
such as this, game balance must be maintained by sess the wisdom to cast 7th-level clerical spells;
granting quest spells only in true catastrophes. Powers sometimes work in mysterious ways.
Exceptional and unique circumstances will Under normal conditions, quest spells are
arise which will draw quest magic into the game. granted to high-level priests rather than their jun-
11
How to Use Tome of Magic
ior counterparts (when such an option exists, anew. Following this period, the priest needs one
such as in a large temple). If the hierarchy of a hour to establish and maintain a direct mental
temple has been destroyed, then the best of the link with his deity and receive the spell into his
junior echelons may be granted quest spells. mind. During this communion, the priest is in a
Some cases may not offer as many options as state of exultation and is oblivious to the outside
to the recipient of a quest spell. If the nearest world. He cannot be roused from this reverie.
priest to the site of a mission is of a lower level The DM may rule that specific ceremonies be car-
than priests at a faraway temple, the chances are ried out by the priest during the time of
good that this priest will be granted a quest spell meditation and the time of the granting of the
rather than awaiting the arrival of a faraway su- spell. These ceremonies should be determined in
perior. Similarly, if the senior priests of a temple accordance with the nature of the religion. The
are too old to travel or are needed to maintain priest may be required to be in a major church or
order at the temple, a priest of a lower level may temple for the ceremony. The presence of junior
be granted the quest spell. priests and acolytes, perhaps united in mass
In some situations, a Power will recognize an prayer, may also be needed. However, these are
extremely devoted follower by granting him a only suggestions and should not be rigidly
quest spell, passing up older, more experienced enforced—a god of travelers would not require a
colleagues. Age and experience do not indicate quest spell to be granted in a temple, for example.
devotion or worthiness. Prodigies exist in all
walks of life; clerics are no exception. Introducing the Quest Spell
Faithfulness and piety of the priest are impor-
tant but are difficult to judge. The priest must be Bringing a quest spell into a campaign should
unswerving in his alignment and have an exem- be a major event. It should create a powerful
plary record of service to the Power. It is reason- atmosphere that includes elements of pageantry,
able to ignore an offense committed due to solemnity, and ceremony to make the event come
magical influence even if atonement was required alive in the game. Such considerations of staging
(or voluntarily undergone) as a result. and flavor are left to DM discretion and the de-
mands of the campaign.
Obviously, these criteria depend on DM judg-
ment. The DM must remember that priests are
mortals—and mortals have weaknesses. While a The Cost of Quest Spells
priest who has not been zealous in defense of the Quest spells are not granted without a price. A
faith is a noncandidate for quest spells, a priest priest receiving a quest spell is unable to memorize
who is pure of heart but who has made a few er- spells of the highest level which he is allowed. He
rors might still be considered for quest magic. loses any memorized spells of that level (e.g., a
However, such a priest may be asked to under- 13th-level cleric is unable to use 6th-level spells).
take a preliminary quest to prove his worthiness Once a cleric has been granted a quest spell, he
to the Power. This is especially likely if there is no does not gain the ability to automatically cast it
time pressure for the greater quest or if the priest again. Each time a priest wishes to use a quest
has asked the Power for quest magic rather than spell, he must repeat the described procedures.
the Power commanding the priest.
A preliminary quest is not a trivial affair; it Adjudicating Quest Spells
should present a stiff challenge. In a campaign, it
will be especially appropriate if such a quest dou- The rules which follow apply to all quest
bles as a test of the priest's mettle and as an op- spells. The DM should avoid altering these rules
portunity to acquire a new resource (magical in order to use quest spells consistently and fairly.
items, henchmen, followers, NPC co-operation, Components: Material components are never
etc.) which might assist the greater quest to come. needed for a quest spell. All quest spells use ver-
bal and somatic components. Since this is invari-
How Is the Quest Spell Granted? ant, components are therefore not included in the
spell descriptions.
A priest must undergo specific preparations to Duration: In the spell descriptions, the term
receive a quest spell. Isolated prayer and medita- "day" is often used. Day means "until the next
tion for 24 hours are required (double this if he dawn" if the spellcaster casts the spell during day-
has Wisdom of only 17 or is below 12th level). If light hours and "until the next dusk" if he casts
this period is interrupted, the priest must begin the spell during nighttime hours. . . . .
12
How to Use Tome of Magic
Countering Quest Spells: Most quest spells lar character class. Ordinary people are as much
cannot be dispelled. Because of their semidivine a source of this power as are adventurers. Only
origin, mortal dispel magic spells simply do not priests are significantly different, their lifelong
affect them. In most cases, only other quest mag- dedication to their god being the wellspring for
ic will directly counter quest magic. even greater power.
This also applies to attempts to counter specific Not everyone is a source of devotional energy.
elements of quest spells. For example, certain Almost every character generates a small amount
quest spells include the effect of a prayer spell in of power, but only those persons dedicated in
the area of effect of the quest spell. Such a prayer their beliefs provide the amounts needed for faith
effect cannot be countered by the use of a mortal magic. Even at this level, the total energy provid-
prayer spell. The quest prayer overrides the ordi- ed by each person is very small. Thus, faith mag-
nary prayer spell. ic can be used only when large numbers of sincere
Saving Throws: Target creatures at whom worshipers gather, such as particularly devout
quest spells are cast are usually allowed no saving congregations, monasteries, seminaries, and uni-
throws. Magical items which would normally versities operated by a religious order. Sincere be-
protect them against the type of effect (e.g., a lief is the most important factor. While persons
ring of free action against a hold/paralysis effect) attending a service may be numerous, casual fol-
allow a weakened saving throw of 18. Magic re- lowers do not contribute to the effect.
sistance functions, but at only one-half normal. If Before its power can be harnessed, the devo-
a quest spell has multiple magical effects, magic tional energy of a group must be gathered and
resistance checks must be made for each effect. concentrated toward a single effect. This is
known as focusing the effect. Once focused, the
Faith Magic devotional energy provides power needed to
maintain a spell effect, increase its area of effect,
A unique feature of clerical magic is faith mag- or create a number of other different results. A
ic. Using this special category of priest spells, focus is created by means of the spell focus.
clerics can create semipermanent wards, sanctify
ground, ensure good harvests, or even improve Once the devotional energy has been focused,
the health of followers. In short, this amplified the cleric or clerics can cast the spell to be amplified.
magic allows certain clerical spells to be increased Using the devotional energy gathered by the focus,
and intensified through the combined efforts of the spell's effect is increased in area of effect and du-
priests and worshipers. Range, area of effect, du- ration. The exact increase depends on the level of
ration, and even damage can be altered through the priest who casts the focus. Such amplified spells
devotion and combined spellcasting. typically affect a building (such as a church or hos-
pital), group of buildings, or even an estate.
To gain this ability, priests and their worshipers
form groups to create faith magic. Clerics of The spell remains in effect as long as the focus
nearly all religions seek out worshipers, establish exists. This requires a minimum number of wor-
temples, retire to monasteries, and establish sem- shipers and periodic renewals of the spell. Since
inaries. While there are many mundane reasons the duration of a focus is long, these renewals of-
to form such groups, priests' attitudes are also ten coincide with important festivals of the reli-
shaped by this important difference between cler- gion, when numerous worshipers are present to
ical and wizardly magic—the ability to combine provide devotional energy.
magical power. Wizard spells lack this
property—even a large number of wizards can- Cooperative Magic
not combine their spells into a whole. Thus, wiz- Cooperative spells are unique to priests. These
ards gain no magical benefits from founding spells allow several priests to combine their abili-
monasteries or attracting followers. ties to create a greater effect. Combine is one type
of cooperative spell.
Devotional Power Cooperative spells do not require a focus or de-
The core of faith magic is devotional power. votional energy; all that is required are two or
This power comes from the dedication of ardent more clerics of sufficient level to cast any cooper-
followers and priests. It is not something that can ative spell. Casting times for cooperative spells
be manipulated directly (like a spell), although it are not excessive and their results are spectacular,
is the source of power for spells. Unlike magical making cooperative magic practical and useful to
energy, devotional energy is not tied to a particu- adventuring priests.
13
How to Use Tome of Magic
All priests who attempt cooperative magic vidual thought and action. Whereas beneficial
must know the spell to be cast and must be of the spells draw a group together, harmful spells iso-
same ethos. Generally, only priests of the same late the individual or even subjugate him to the
religion can use cooperative magic. However, commands of another person.
priests of deities known to work in close harmo- Deities of rulership, kingship, community, and
ny are sometimes able to use cooperative magic culture are likely to act in this sphere.
with each other. The decision lies with the DM,
since the relations between different deities vary Numbers
greatly from campaign to campaign.
The Sphere of Numbers revolves around the
concept that numbers and mathematical relation-
New Spheres ships between numbers represent the "core truths"
In addition to the new types of clerical magic, a of reality or the "secrets of the universe." By study-
number of new spheres are introduced in Tome of ing numbers and their relationships, some scholars
Magic. These spheres help to round out and com- believe they can learn truths otherwise inaccessi-
plete the priest class. ble; by manipulating numbers, they believe they
can actually alter the fabric of reality.
Chaos This sphere uses spells that allow a priest to
comprehend and use the mysteries of numbers.
Most of the spells in the Sphere of Chaos give Since many of these spells are incredibly intricate
the spellcaster the ability to add randomness and and depend on very esoteric concepts in mathe-
confusion to the world around him. Some of the matics and hypermathematics, only priests with
spells change the probability of the outcomes of relatively high intelligence (13 or higher) are al-
events, while others offer protection against Law- lowed access to these spells.
ful influences.
Spells from this sphere are most likely to be
Many of the spells of this sphere are tricky; granted by deities of knowledge (particularly ar-
while they usually help the spellcaster, there are cane or hidden knowledge).
times when the spell might harm the priest. Such Many of the philosophies central to this sphere
is the way of Chaos—anyone who draws upon sound unusual, illogical, or even insane—things
chaotic energy knows that nothing is certain, not one might expect to hear from the lips of a senile
even the influences of his god. "prophet" who has discovered the "truth of All"
Powers that operate in this sphere are deities of in the pseudomathematical scratchings he makes
mischief, trickery, ill luck, and those gods de- in his notebooks. There are many cranks and
voted to the power of the individual. charlatans claiming to predict the future who are
often mistaken for true practitioners of this
Law sphere and vice versa. A priest who is granted
The Sphere of Law is based on two principles. spells from the Sphere of Numbers may sound
The first is that the group is more powerful than like a crank when he claims the birthdates of
the sum of the individuals who make up the kings predict the date of Doomsday, but there is
group. The second is that the individual must one fundamental difference between him and the
obey established rules whether or not he person- charlatan: The priest's spells work.
ally thinks they are good rules. In both cases, the
idea of order is exploited, sometimes beneficially, Thought
sometimes harmfully.
The Sphere of Thought is rooted in the philoso-
The beneficial spells of the Sphere of Law draw phy of mentation and the effects of mental acts
upon the first principle. Such spells coordinate and structures on reality. Priests of this sphere be-
the power of a group of characters. By using lieve that the common conception of the thought
spells of this sphere, individuals who work (i.e., a more-or-less objective analysis of sensory
closely together can become focused into a input which is in turn an objective perception of
strong, united force. reality) is fallacious and misleading. These phi-
The harmful spells of the sphere draw upon the losophers maintain that thought is and must be
second principle; they take the concept of law tied closely to reality. In effect, they believe that
one step too far and prevent the individual from the thinker, the thought, and the subject of that
operating with a free will. These spells limit a per- thought somehow interact. Thus, thinking about
son's choices and obliterate spontaneity and indi-
14
How to Use Tome of Magic
an object or condition can sometimes cause a those the priest can use in personal altercations.
physical change in that object or condition. These spells inflict physical damage on an oppo-
Philosophers of this sphere also believe that nent or improve the combat abilities of the priest
once a thought has been created ("once a thought and several comrades. War spells, on the other
is thought"), it exists as a "freestanding mental hand, are concerned with aspects of large-scale
object." This "thought object" can sometimes be battles other than direct infliction of damage: ob-
detected and manipulated. servation, identification, movement, morale,
This sphere uses spells related to these philo- and the like. Few spells of this sphere inflict phys-
sophical beliefs. Like the Sphere of Numbers, ical damage on the enemy.
these spells are intricate and are based on some Unlike spells of other spheres, most War spells
esoteric concepts of philosophy. It is suggested can be cast only on a single military "unit." The
that only priests with relatively high intelligence definition of a "unit" is that which is used in the
(13 or higher) be allowed access to these spells. BATTLESYSTEM1"1 rules; however, the DM may
Spells of this sphere are most likely to be grant- rule that any large group of troops accompanied
ed by deities of thought or knowledge (especially by PCs may qualify as a unit. Units can be infan-
arcane or hidden knowledge). This sphere might try or cavalry (ground or airborne), human or
have as its patrons certain deities who rule and non-human, of regular or irregular formation. In
exist in the abstract realms of thought. Certain general, they must be organized as a single unit
isolated philosophers discuss the existence of a and must be at least five individuals in number.
deity of solipsism (the philosophical belief that These spells are generally useless in individual
only the self exists). Since such a deity would be- combat.
lieve that it exists alone in the universe, it would Spells from the Sphere of War are designed to
have no worshipers. be used in large-scale battles like those played us-
ing BATTLESYSTEM™ rules; thus, these spells
Time refer to concepts from this game system. Dis-
tances are referred to in linear inches (not game
The spells of the Sphere of Time explore ways inches) and times are referred to in
in which time can be altered and perceived. These BATTLESYSTEM turns, but the DM is free to
spells manipulate the effects of the passage of modify these statistics to suit combat outside the
time on objects and creatures and can also affect BATTLESYSTEM rules.
the passage of time itself. Such spells are often the The deities who preside over the Sphere of War
province of deities associated with nature, philos- are careful when granting these spells to their
ophy, divination, and trickery. priests. They will generally grant such spells only
when a priest is about to enter battle. In the case
Travelers of the more militant war gods, a priest who peti-
Spells of this sphere provide aid and comfort to tions for these spells inappropriately or misuses
travelers, making their journeys safer, easier, and them may suffer dire consequences.
more enjoyable. Deities sympathetic to the well-
being of explorers, nomads, and other wayfarers Wards
often allow access to this sphere. This sphere includes spells that provide protec-
tion of clearly defined areas, ranging from small
War objects to entire villages. The magical boundaries
The Sphere of War involves magic specifically established by these spells prevent entry or ne-
for use on the battlefield—in mass combat be- gate the effects of specific creatures, energies, or
tween large units. Usually, these spells are grant- conditions. Many of the spells take advantage of
ed by deities of war: those Powers who believe cooperative magic, involving the casting of a
that victory and courage in battle are the ultimate spell by a number of assembled priests to enchant
goals for mortals. exceptionally large areas (refer to specific spells
Priests who follow these gods are sometimes and the sections in this book on Faith Magic, De-
generals or leaders of armies. For these priests, votional Power, and Cooperative Magic for more
tactical and strategic brilliance are as important information). Deities of war and protection, as
as personal skill in combat. well as those associated with benevolence and
There are significant differences between the mercy, might bestow these spells.
spheres of War and Combat. Combat spells are
15
Chapter 2: Wizard Spells
Wizard Spells
16
Wizard Spells (1st Level)
Wild magic spells are indicated by an asterisk (*) Fire Burst (Alteration, Evocation)
after the spell name. Range: 5 yards/level
Components: V, S
First-Level Spells Duration: Instantaneous
Casting Time: 1
Conjure Spell Component Area of Effect: One lO'-radius circle
(Conjuration/Summoning) Saving Throw: Neg.
Range: 1 mile/level
Components: V, S When this spell is cast upon a nonmagical fire
Duration: 1 round (such as a campfire, lantern, or candle), it causes
the fire to flash and shoot arrows of flame. All
Casting Time: 1 creatures within 10 feet of the fire source suffer 1
Area of Effect: 3 components/level point of damage per level of the caster (maximum
Saving Throw: None of 10 points). Victims who roll a saving throw
When this spell is cast, the wizard teleports de- successfully suffer no damage.
sired items directly to his hand. The objects must
be naturally occurring components for spells the Fist of Stone (Alteration)
wizard knows and they must be within spell Range: 0
range. The components must be items commonly Components: V, S
found in the area, such as a twig, feather, firefly, Duration: 1 round/level
or bit of beeswax in a forest. Casting Time: 1
If the components lie underground or under- Area of Effect: The caster's hand
water at a depth greater than 10 feet, they cannot Saving Throw: None
be conjured, even if the caster is at a similar depth Upon completion of this spell, one of the cast-
(such as in a cavern or at the bottom of a lake). er's hands (his choice) turns to stone. It is flexible
The spell will not cause the appearance of com- and can be used to punch, smash, or crush ob-
ponents whose value exceeds 1 gp. Thus, it is im- jects and opponents as if the wizard had Strength
possible to summon gemstones, crystals, metals, of 18/00. Combat bonuses for Strength do not
pearls, etc. Additionally, components cannot be apply if the caster uses any weapon other than his
manmade or altered from their natural state fist.
(coins, jewelry, cut or crushed gems, mirrors, While the spell is in effect, the wizard cannot
etc.), nor can they be taken from someone else's cast spells requiring somatic components.
possession.
A single conjure spell component spell will Homung's Guess* (Divination)
summon three components per level of the caster.
They may be three different components or mul- Range: 300 yards
tiples of a single component. Component: V
Attempts to conjure an animal's body parts Duration: Instantaneous
(such as bat fur) produce unpredictable results. Casting Time: 2
The DM should roll on the table below. Area of Effect: Special
Saving Throw: None
D4
Roll Result Hornung, one of the leading wizards in the
1 Desired component appears. field of wild magic (before his untimely disap-
2 Component does not appear. pearance while experimenting with wildwind),
3 Creature is teleported to the caster. developed this spell to improve the accuracy of
4 Caster is teleported to the creature. his estimates. The spell provides a wizard with an
instant and highly accurate estimate of the num-
Only animals with Intelligence scores of 1-4 ber of persons or objects in a group.
can be affected by this spell. Humanoids and The spell's area of effect is one group of a gen-
fantastic animals (dragons, bugbears, unicorns, eral class of objects. All objects of the group must
etc.) cannot be affected. be within spell range and the group as a whole
In all cases, the DM must use common sense to must be visible to the caster. The wizard need not
determine the likelihood of the component being see every individual in the group, merely the gen-
located within spell range. eral limits of the group's size and area. For exam-
ple, a wizard on a hill could look down on a
17
• /
Wizard Spells (1st Level)
forest and estimate the number of trees in all or only into nonmagical liquids; it is not possible to
part of it. He could not get an estimate of the change a magical liquid into another type of mag-
number of goblins within the forest, however, ical liquid. Poisons may be rendered harmless
since the group as a whole (the goblins) is con- through use of this spell, but the spell has no ef-
cealed from sight. fect on poisons already consumed.
The estimate generated is accurate to the larg- Living creatures are unaffected by the spell, ex-
est factor of ten (rounded up). For example, if cluding those from the elemental plane of water.
Hornung's guess were cast on a group of 439 Such creatures are allowed a saving throw vs.
horsemen, the estimate would be 400. If there spell. Failure results in Id4 points of damage per
were 2,670 horsemen, the spell would estimate level of the caster, while success indicates half
3,000. If there were 37 horsemen, the answer damage. Only one creature can be affected by a
would be 40. Clearly, using the spell on small single casting of this spell, regardless of the crea-
groups (especially those with fewer than 10 mem- ture's size.
bers) is pointless. The material component is a drop of the liquid
Hornung's guess can be used to quickly esti- that the caster intends to create, which must be
mate the size of treasure hoards and army units. placed on the wizard's tongue and consumed.
It is particularly popular with moneylenders and Creating poisons through use of this spell is espe-
generals. cially dangerous.
19
Wizard Spells (1st Level)
A wizard attempting to carry more than his parts as a working machine, or specific trails ap-
normal weight allowance plummets to the earth pearing out of overlapping footprints.
upon takeoff. After casting the spell, the mage studies seem-
When the spell expires, the feathers instantly ingly random elements—broken bits of glass,
disappear. If the wizard is airborne, he immedi- shreds of paper, intermingled trails, etc. The
ately plummets toward the ground. items to be studied must be tangible—coded
The material component is an eagle's feather. flashing lights, garbled speech, or thoughts of
any kind cannot be studied.
Nahal's Reckless Dweomer* The wizard must study the random elements
(Invocation/Evocation) for one round, after which the DM secretly
Range: Special makes a saving throw vs. spell for the wizard. If
Components: V, S the saving throw is failed, the spell fails. How-
Duration: Special ever, if the saving throw is successful, the caster
Casting Time: 5 sees in his mind the pattern these objects form. If
Area of Effect: Special the items studied are truly random, no informa-
Saving Throw: Special tion is gained.
After the caster has visualized the pattern, he
This spell is the wild mage's ultimate last-resort can attempt to reassemble the parts into their
spell. When cast, the mage releases a sudden original form. This requires another saving
flood of wild magical energy in the hope of seiz- throw vs. spell to determine whether the mage re-
ing and shaping that energy into a desired spell members sufficient details to accomplish the task.
effect. The attempt usually fails, but something The amount of time required and the quality of
almost always occurs in the process. restoration vary according to the complexity of
Before casting the spell, the mage announces the pattern. Reassembling a shredded map may
the spell effect he is trying to create. The mage be easy; reassembling a broken clock is signifi-
must be able to cast the spell (i.e., have it in his cantly more difficult; rebuilding a shattered mo-
spell books), but need not have it memorized. Af- saic is extremely difficult. In any case, the wizard
ter announcing the spell (along with the target can make only a reasonable copy of the item. He
and any other conditions required by the spell), can use this spell to restore works of art, but they
the wild mage casts Nahal's reckless dweomer. A will be worth only a small percentage of their
burst of magical energy is released, which the original value.
wild mage tries to manipulate into the desired The material component is a small hand lens
form. The actual effect of the spell is rolled ran- through which the caster studies the objects. The
domly on Table 2: Wild Surge Results. lens is not consumed in the casting.
Because the release of energy is planned by the
mage, his level is added to the dice roll. If the re-
sult indicates success, the mage has shaped the
magical energy into the desired effect. More often
than not, the effect is completely unexpected.
The result may be beneficial to the mage or it may
be completely disastrous; this is the risk the mage
takes in casting Nahal's reckless dweomer.
Patternweave * (Divination)
Range: 10 yards
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: 10-foot square
Saving Throw: Special
Patternweave allows the caster to make sense
of apparent chaos. The caster can see such things
as pottery shards reformed into a whole pot,
shreds of paper formed into a page, scattered
20
Wizard Spells (2nd Level)
21
Wizard Spells (2nd Level)
Maximilian's Earthen Grasp (Alteration) When a protected creature is the focus of one
Range: 10 yards+ 10 yards/level of these divinations, the information gained is
Components: V, S, M randomly determined. Thus, if know alignment
Duration: 3 rounds+ 1 round/level is used against a chaotic evil creature protected
Casting Time: 2 by the nonsensical nullifier, the response could be
Area of Effect: One creature any alignment combination. If two characters
Saving Throw: Special both use the same divination on the same target,
two random results are generated.
This spell causes an arm made of compacted A new random result is generated each round;
soil to rise from the ground. The spell must be thus, continued observation of a protected crea-
cast on open turf, such as a grassy field or a dirt ture usually results in different answers. The ta-
floor. ble below should be used to determine the
The earthen arm and hand (which are about random alignment.
the same size as a normal human limb) arise from
the ground beneath one creature targeted by the D10
caster. The hand attempts to grasp the creature's Roll Alignment
leg. The victim must attempt a saving throw; if 1 Lawful Good
successful, the hand sinks into the ground. Each 2 Lawful Neutral
round thereafter (until the spell ends or the target 3 Lawful Evil
moves out of spell range), the hand has a 5% 4 Neutral Good
chance per level of the caster of reappearing be- 5 Neutral
neath the targeted creature, at which time an- 6 Neutral Evil
other saving throw is required. 7 Chaotic Good
If a saving throw is missed, the earthen limb 8 Chaotic Evil
firmly grasps and holds the creature in place. An 9 Chaotic Neutral
individual held by the hand suffers a movement 10 No alignment
rate of 0, Armor Class penalty of —2, and attack The material component is a small amount of
penalty of —2. All Dexterity combat bonuses are egg yolk smeared into the hair of the recipient.
negated. The hand causes no physical damage to
the victim. Past Life (Divination)
The arm may be attacked by any creature, in- Range: Touch
cluding the arm's victim. The arm has AC 5 and Components: V, S
hit points equal to double the caster's maximum Duration: Special
hit points. For example, a caster who normally Casting Time: 1 round
has 15 hit points can create an earthen hand with Area of Effect: One creature
30 hit points. The maximum number of hit points Saving Throw: None
that an earthen hand may have is 40. When the
arm's hit points are reduced to zero or when the By touching the remains of a dead creature,
spell duration ends, the hand crumbles. this spell allows a caster to gain a mental image of
The material component is a miniature hand the deceased's former appearance. The remains
sculpted from clay, which crumbles to dust when can be of any age and only a tiny fragment is re-
the spell is cast. quired, such as a bone splinter or a strand of hair.
When cast by a wizard of at least 7th level, he
Nahal's Nonsensical Nullifier* (Abjuration) is able to view the final minute of the subject's life
Range: Touch from the subject's point of view.
Components: V, S, M When cast by a wizard of at least 9th level, a
Duration: Id6 rounds+ 1 round/level personal possession (a ring, a favorite walking
Casting Time: 2 stick, etc.) may be substituted for bodily re-
Area of Effect: Creature touched mains.
Saving Throw: None
This spell scrambles the aura of the affected
creature, giving random results to know align-
ment, detect evil, and detect He spells cast on that
creature.
22
Wizard Spells (2nd Level)
23
Mi-?
24
Wizard Spells (3rd Level)
Augmentation I (Invocation/Evocation) tact a solid surface (the fire may not be raised in
Range: 0 the air).
Components: V, S, M The caster must maintain concentration or the
Duration: Special spell fails. The flames can be spread at the rate of
Casting Time: 2 50 square feet per turn. Thus, if a caster affects a
Area of Effect: Special campfire, he could create a flaming line 1 foot
Saving Throw: None wide and 50 feet long or fill a 5' x 10' square in a
single round.
This spell augments the damage inflicted by The flames are not limited by a lack of burn-
any spell of levels 1-3. For each die of damage able material and can be directed to spread over
rolled, the caster adds one point to the damage water, snow, ice, and other nonflammable sur-
total. faces. The surface is not harmed, but objects and
The augmentation I spell affects only one spell creatures caught in the flames suffer damage as if
cast on the round immediately following the aug- they had stepped into the original fire source.
mentation. If an entire round or more elapses, the Thus, a character caught in flames created from a
augmentation is wasted. candle will suffer only minor damage, while a
Only spells which cause direct physical dam- character caught in a blaze that originated from a
age are affected by augmentation; for example, huge bonfire will be severely burned.
monsters gained through monster summoning I The material components are a small paint-
gain no bonuses to their damage. brush and a pot of pitch.
The material component is a pair of concentric
circles of bronze or silver. Fool's Speech* (Alteration)
Far Reaching I (Alteration) Range: Touch
Components: V, S, M
Range: 0 Duration: 1 hour/level
Component: V Casting Time: 1 turn
Duration: Special Area of Effect: Caster+ 1 creature/level
Casting Time: 2 Saving Throw: None
Area of Effect: Special
Saving Throw: None With this spell, the wizard empowers himself
and others of his choosing with the ability to
This spell allows the wizard to extend the range speak a secret language incomprehensible to oth-
of any one 1st- or 2nd-level spell by 50% or any ers. Creatures designated to speak the language
one 3rd-level spell by 25 %. The spell to be affect- must be touching each other when the spell is
ed must be cast on the round immediately follow- cast.
ing the far reaching I spell. If a complete round or Once cast, the characters can choose to speak
more elapses, the far reaching 1 is wasted. normally or in their secret tongue. They can
Far reaching I affects only a spell cast by the speak and understand this mysterious language
same wizard. Far reaching I does not affect spells fluently.
that have range of 0 or touch. Fool's speech is not recognizable as any known
Fireflow* (Alteration) language, nor does it remotely sound like any
language. A comprehend languages or tongues
Range: 30 yards spell will not translate it. It can be understood by
Components: V, S, M a character wearing a helm of comprehending
Duration: 1 round/level languages and reading magic, although the nor-
Casting Time: 3 mal percentage chances apply.
Area of Effect: One fire source The material component is a small whistle
Saving Throw: None made of bone.
This spell allows a wizard to control natural
fires by manipulating randomness and adjusting
probabilities to cause them to spread and take
shape in any direction he desires. Once cast, the
wizard points at any fire within range. He can
then cause that fire to move in any direction de-
sired within spell range, as long as the flames con-
25
','J-r,
Wizard Spells (3rd Level)
Lorlovelm's Creeping Shadow (Illusion) Creatures grasped by the hand suffer a move-
Range: 0 ment rate of 0, AC penalty of - 2 , and attack
Components: V, S, M penalty of —2. Grasped characters lose any Dex-
Duration: 1 round/level terity bonuses. The hand causes no damage to its
Casting Time: 7 victim.
Area of Effect: The caster's shadow The stony limb has AC 2 and hit points equal
Saving Throw: None to triple the caster's maximum hit points. The
maximum number of hit points a stony hand may
This spell causes the wizard's shadow to elon- have is 60.
gate, stretching away from his body at a rate of The material component is a miniature hand
15 yards per round. It can elongate a maximum sculpted from stone, which crumbles to dust
distance of 10 yards per level of the caster. when the conjured hand is destroyed or the spell
The shadow moves as an ordinary shadow, expires.
along floors and up walls. The caster may ma-
neuver in any manner feasible to place the Minor Malison (Enchantment/Charm)
shadow where he desires. A caster might position Range: 60 feet
his shadow over a high window in a tower in or- Component: V
der to spy on the tower's occupants. The shadow Duration: 2 rounds/level
makes no sound and is 90% undetectable in all Casting Time: 2
but the brightest surroundings. Area of Effect: 30-foot-radius sphere
While the spell lasts, the illusionist can see, Saving Throw: None
hear, and speak through his shadow. The shadow
cannot physically touch, pick up, or attack crea- This spell allows a wizard to adversely affect
tures or objects. It can be struck only by spells, all the saving throws of his enemies. Opponents
magical weapons of +1 or better, or other special under the influence of this spell make all saving
attacks (such as a dragon's breath). The shadow throws at a penalty of — 1.
has the same Armor Class as the caster. Hit Alternatively, the wizard may select any one
points lost by the shadow are suffered by the school of magic and cause his enemies to make all
caster. saving throws against magic from that school at
To cast the spell, a light source of at least the — 2. This penalty is not cumulative with a saving
brightness of a candle must be present. throw penalty derived from the wizard being a
The material component is a small statuette of specialist; the penalty is not increased to —3.
the caster sculpted from a piece of obsidian worth Spirit Armor (Necromancy)
at least 1,000 gp.
Range: 0
Maximilian's Stony Grasp (Alteration) Components: V, S
Range: 20 yards+ 10 yards/level Duration: 2 rounds/level
Components: V, S, M Casting Time: 3
Duration: 5 rounds+ 1 round/level Area of Effect: The caster
Casting Time: 3 Saving Throw: Special
Area of Effect: One creature This spell allows the wizard to surround him-
Saving Throw: Special self with a portion of his own life essence, which
This spell must be cast on stony ground, such takes the form of a shimmering aura. The spirit
as a manmade stone floor, a natural cavern floor, armor offers protection equivalent to splint mail
or a boulder-strewn field. It is not possible to cast (AC 4) and grants the wizard a +3 bonus to sav-
the spell on a stone wall or ceiling. The spell ing throws vs. magical attacks. The spirit armor's
causes an arm made of stone (about the same size effects are not cumulative with other types of ar-
as a normal human limb) to rise from the ground mor or magical protection, but Dexterity bonuses
beneath any creature targeted by the caster. The apply.
stony hand attempts to grasp the leg of the target- The spirit armor is effective against magical
ed creature, who is allowed a saving throw to and nonmagical weapons and attacks. It does not
avoid the effect; if the save is successful, the hand hinder movement or add weight or encumbrance.
disappears. Each round thereafter, the hand has a It does not interfere with spellcasting.
5 % chance per level of the caster of reappearing When the spell ends, the aura dissipates and
and attacking. the caster temporarily loses a bit of his life es-
26
Wizard Spells (3rd Level)
sence, suffering 2d3 points of damage unless he tion simultaneously, only one water\/ double
succeeds at a saving throw vs. spell. No damage forms. Each creature has an equal chance of being
is sustained if the save is successful. The hit the victim of the spell (roll randomly).
points lost can be regained only through magical The size of the watery double is restricted by
healing. the volume of fluid available. If the spell were
cast on a full mug of ale, the double would form
Squaring the Circle (Alteration) from the ale, becoming a mug-sized duplicate of
Range: 0 the victim. The watery double will never exceed
Components: V, S, M the actual size of the victim regardless of the size
Duration: 1 round/level of the body of liquid.
Casting Time: 2 When the spell is cast on the liquid, its duration
Area of Effect: Special is considered permanent until the power is re-
Saving Throw: None leased by a creature's reflection. The liquid will
not evaporate until the spell is triggered. When
Squaring the circle allows a wizard to alter the the watery double forms, it remains animated for
shape of the area of effect of one spell of lst- 1 round per experience level of the caster.
through 5th-level spells. The spell to be affected The watery double attempts to touch the crea-
must be cast within the duration of the squaring ture it has duplicated. It can affect only the crea-
the circle spell. ture that it resembles. It has the same THACO
Square or cubic areas of effect can be trans- and current hit points as the creature it dupli-
formed into circular or spherical areas of effect. cates, but cannot cast spells or use any of the
Circular or spherical areas of effect can likewise creature's magical items or special abilities. The
be transformed into square or cubic areas of ef- watery double is AC 6 and its movement rate is
fect. In both cases, the length of a side of a square double that of the victim. It may seep under
area is equated to the diameter of a circular or doors and through cracks.
spherical area. If the watery double succeeds in touching the
Alternatively, a square or cubic area can be creature, it merges with the individual, covering
transformed into a rectangle. The rectangle can- his entire body in a skin of liquid. The victim
not cover more or less square footage than the must attempt a saving throw. If successful, the
standard square area of the spell. creature has resisted the spell's effect and the wa-
Similarly, a circular or spherical area can be tery double "dies," becoming normal fluid (and
transformed into an oval or egg shape. The area soaking the creature in the process). If the saving
covered by the oval or egg shape cannot cover throw is failed, the watery double begins forcing
more or less square footage than the original area its way into the victim's bodily openings, inflict-
of the spell. ing Id8 points of damage per round until it is de-
The material component is a small pendant of stroyed.
any precious metal with a circle fashioned inside The watery double dissipates if reduced to zero
a square. hit points or when the spell's duration expires.
Striking the watery double while it is wrapped
Watery Double around its victim causes an equal amount of dam-
(Conjuration/Summoning, Enchantment) age to the victim. Part water, lower water, and
Range: Touch transmute water to dust spells instantly destroy a
Components: V, S watery double.
Duration: Special
Casting Time: 3
Area of Effect: One body of liquid
Saving Throw: Neg.
This spell may be cast on any body of liquid as
large as an ocean or as small as a glass of wine.
The first creature whose reflection is cast on the
surface of the liquid releases the spell. When the
spell is triggered, the liquid immediately forms an
exact three-dimensional image of the reflected
creature. If more than one creature casts a reflec-
27
Wizard Spells (4th Level)
28
Wizard Spells (4th Level)
29
Wizard Spells (4th Level)
30
1
Wizard Spells (4th Level)
held for as long as the summoner dares. The crea- through a "not there" wall without difficulty.
ture cannot leave the circle, nor can any of its at- When two parties perceive a there/not there ob-
tacks or powers penetrate the magical barrier. ject differently, the object functions for each party
When the full moon sets, the lycanthrope reverts according to its own perceptions. For example, a
to its human form. At this time, it is free of the wizard hides behind a rock that he sees as "there."
spell and may leave the circle. Her enemy, a fighter, perceives the rock as "not
The material components are a drop of blood there" and fires arrows at the wizard. The wizard
from any animal, a human hair, and a moonstone would perceive the arrows as bouncing off the
worth at least 150 gp. If the caster elects to create rock, while the fighter would perceive the arrows
the warding circle, the components described as missing their target or falling short. The fighter
above are also required. would be subject to a check before firing each ar-
row to determine whether his perception changes
There/Not There* (Evocation) (assume that the fighter must look away from the
Range: 30 yards rock every time he nocks an arrow; each time he
Components: V, S, M takes aim, this counts as a new viewing).
Duration: 1-6 turns After the spell is cast, any objects removed
Casting Time: 1 round from the area of effect retain their uncertain exist-
Area of Effect: 10' cube ence for the duration of the spell. Thus, a pair of
Saying Throw: None heroes could pick up a treasure chest, carry it
This peculiar wild magic creates a random fluc- down the hall, set it down, and discover it had
tuation in the probabilities of existence. The spell vanished while their backs were turned. Worse
can be cast only upon nonliving objects and can still, one might see the chest and the other not!
affect only materials within a 10' x 10' x 10' cube. The material component is a small piece of cat
Objects in the area of effect either remain nor- fur sealed inside a small box.
mal and visible or they disappear (50% chance). Thunder Staff (Invocation/Evocation)
The state of existence for any object is determined
randomly and changes with each viewing and Range: 0
viewer. Thus, a single object could appear and Components: V, S, M
disappear several times during the course of the Duration: Instantaneous
spell. Furthermore, it might be "there" for one on- Casting Time: 4
looker, but "not there" for another. Area of Effect: 20' x 40' cone
For example, a wild mage casts this spell on a Saving Throw: V2
doorway. The DM rolls percentile dice and deter- Upon completion of this spell, the wizard raps
mines the door is "there" for the wizard. The wiz- his staff on the ground and produces a thundering
ard's companion also looks at the door. The DM cone of force 5' wide at the apex, 20' wide at the
rolls and determines that the door is "not there" base, and 40' long. All creatures wholly or partial-
for the companion. The pair studies the door for ly within this cone must roll a successful saving
several minutes, during which time the door does throw or be stunned for Id3 rounds. Stunned crea-
not change (this counts as a single viewing for tures are unable to think coherently or act during
each character). this time and are deafened for Id3 + 1 rounds. Ad-
The wizard and his companion then close their ditionally, those who fail the save are hurled
eyes. When they look at the door again, new 4d4 +4 feet by the wave of force, suffering 1 point
checks for each character reveal the door is "not of damage per two feet thrown. Intervening sur-
there" for both characters. The pair steps through faces (walls, doors, etc.) may restrict this distance,
the open archway and turns around to look at the but damage remains the same (4d4 + 4).
door once again. This time it is "not there" for the If the save is successful, the victim is not
wizard, but "there" for his companion. This ran- stunned, but is deafened for Id3 +1 rounds and is
dom changing continues throughout the duration hurled only half the distance.
of the spell. Giant-sized or larger creatures who succeed at
Objects that are "there" are normal in all re- their saving throws are deafened but are not
spects. Doors can be opened, chests can be picked thrown, suffer no loss of hit points, and are not
up and carried, and rocks can be used as barri- stunned. If the saving throw is failed, such crea-
cades. Objects that are "not there" are gone, al- tures are hurled 2d4 + 2 feet, suffer one point of
though their absence does not cause ceilings to damage per two feet thrown, and are deafened
collapse or other damage. A wizard could walk and stunned.
32
Wizard Spells (4th Level)
The cone of force is considered to have a within 50 feet of the caster. Boulders that have
Strength of 19 for purposes of opening locked, been shrunk remain so until dispelled.
barred, or magically held doors. This spell can
move objects weighing up to 640 pounds a maxi- Unluck* (Evocation)
mum distance of 4d4 +4 feet. FragiJe items must Range: 10 yards
make a saving throw vs. crushing blow or be de- Components: V, S, M
stroyed. Duration: 2dlO rounds
The material components are a vial of rain Casting Time: 4
gathered during a thunderstorm and the wizard's Area of Effect: One creature
staff, which must be made of oak. The staff is not Saving Throw: Neg.
destroyed during casting.
With this spell, the wild mage creates a nega-
Turn Pebble to Boulder (Alteration) Reversible tive pattern in the random forces surrounding
one creature. The creature is allowed a saving
Range: Touch throw; if successful, the spell fails. If the saving
Components: V, S, M throw is failed, random chance falls into an un-
Duration: Special lucky pattern. Any action involving random
Casting Time: 4 chance (i.e., any time a die roll affects the charac-
Area of Effect: Special ter) performed by the victim during the next 2-20
Saving Throw: None rounds requires two separate attempts; the worse
At the culmination of this spell, the caster hurls result is always applied. (The victim rolls twice
a pebble which grows and increases in speed, be- for attacks, damages, saving throws, etc., always
coming a deadly boulder that inflicts 3d6 + 8 using the worse die roll.)
points of damage if it strikes the target. (The rules A luckstone or similar magical device will ne-
for boulders as missile weapons apply as de- gate unluck. Doing so, however, prevents the
scribed in the Dungeon Master's Guide.) The magical item from functioning for 2dlO rounds.
caster's THACO is used to determine success, and The material component is a piece of a broken
the caster is considered to be proficient with the mirror.
thrown pebble and receives no penalty for range.
The maximum range of attack is equal to 50 feet
plus 10 feet per level of the caster. Only the caster
may throw the pebble.
The wizard can enchant one stone at 7th level
and gains one stone per three levels of experience
thereafter (two stones at 10th level, three at 13th
level, etc.). Only one pebble may be thrown per
round, and pebbles must be hurled in consecutive
rounds. The spell has a duration in rounds equal
to the number of pebbles enchanted. Each pebble
requires a separate attack roll. Pebbles may be
thrown at different targets within range.
The material components are pebbles, which
revert to normal size when the spell expires.
The reverse of this spell, turn boulder to peb-
ble, shrinks a boulder to the size of a pebble. It
affects only naturally occurring rocks and can
not be used to shrink a statue or a cut gemstone.
The number of rocks that may be affected is
equal to the number of experience levels of the
caster. Boulders must not exceed one cubic foot
per level of the caster. Thus, a lOth-level wizard
could shrink 10 rocks, each of which is equal to
or less than 10 cubic feet in size. All rocks are af-
fected in the same round the spell is cast. Though
they need not be touched, the boulders must be
33
Wizard Spells (5th Level)
34
Mi,
Wizard Spells (5th Level)
35
Wizard Spells (5th Level)
Von Gaslk's Refusal (Abjuration) on, the caster must maintain concentration in or-
Range: 10 yards/level der for the vortex to remain.
Components: V, S, M Each round, the caster can move the vortex 60
Duration: 1 hour/level feet. However, control of direction is not perfect.
Casting Time: 5 The caster has complete control over distance,
Area of Effect: 20-foot-square/level but can only suggest the desired direction. The
Saving Throw: None caster has a 50% chance of moving the vortex in
the direction he desires; if the die roll indicates
This powerful spell is designed to prevent un- failure, the vortex moves according to the scatter
authorized spellcasters from entering a hallway, diagram for grenade-like missiles. Thus, the vor-
doorway, window, or other point of entry. tex usually moves in the general direction de-
The spell creates an invisible barrier that sired, but on occasion, it may move to either side
blocks the targeted area. Any nonspellcasters and or directly toward the caster.
those spellcasters specifically named by the caster The vortex cannot pass through objects larger
may pass freely. All other spellcasters collide with than its area of effect (it could move through a
the invisible barrier. Members of classes with sapling but not an ancient oak tree) and will be
lesser spellcasting abilities (paladins, rangers, and redirected by these, rebounding along the general
bards) are blocked only if the character is of suffi- line of movement. For example, if cast in a nar-
cient level to cast spells. row hallway, the vortex might ricochet down the
The wizard is able to ward one area up to 20'- hall, bouncing from side to side.
square for each level of his experience. Thus, a The vortex is composed of raw magical energy.
12th-level wizard may protect a square area 240 Nonmagical creatures struck by the vortex suffer
feet on a side. The area of effect may be divided Id4 points of damage per level of the caster. Mag-
among several smaller portals as long as the total ical creatures and spellcasters suffer Id6 points of
area does not exceed the caster's limit. Each por- damage per level of the caster. Creatures struck
tal must be in range and sight of the caster at the are allowed a saving throw vs. magic to suffer
time the spell is cast. only half damage.
The barriers exist for one hour per level of the Each time a creature is struck, there is a 5%
caster unless they are dismissed by the caster or chance that the vortex will explode in a wild
dispelled by a dispel magic spell. A disintegrate surge. Use Table 2 to determine the results of any
spell immediately destroys a barrier, as does a wild surge. If the vortex causes a wild surge, the
rod of cancellation or a sphere of annihilation. spell ends immediately.
The invisible walls are not affected by physical The material components are a silk streamer
blows, cold, heat, or electricity. Thrown and pro- and a handful of straw.
jected weapons (both magical and mundane) are
not repelled by the barrier and may pass through Waveform* (Alteration)
the area normally. Spells can be cast through the Range: 40 yards
barrier. Dimension door, teleport, and similar ef- Components: S, M
fects can bypass the barriers. Duration: ldlO rounds
The material component is a pinch of dust Casting Time: 5
from any wizard's tomb. Area of Effect: 10-foot-cube/level
Vortex* (Evocation) Saving Throw: V2
Range: 30 yards By means of this spell, the wild mage is able to
Components: V, S, M shape and direct the patterns of water currents,
Duration: Id4 rounds+ 1 round/level allowing him to mold liquids into a variety of
Casting Time: 5 forms. The spell affects a quantity of liquid no
Area of effect: 5-foot-diameter circle larger than the area of effect. If cast onto a larger
Saving Throw: V2 body, such as an ocean or large lake, the spell af-
fects only the water within the area of effect.
A vortex is a swirling mass of magical energy, After casting waveform, the mage can form the
barely controllable by the caster. On the round of water into any desired shape. The spell does not
casting, a small sparkle of lights fills the air at the bind the liquid together in any fashion; it is still
desired position. On the second round, a 7'-tall, limited by its fluid properties and gravity. Thus, a
multicolored tornado appears. From this moment mage could not use waveform to create a human-
oid creature with arms and legs and direct it to
36
Wizard Spells (6th Level)
37
Wizard Spells (6th Level)
38
Wizard Spells (6th Level)
39
Wizard Spells (7th Level)
40
Wizard Spells (7th Level)
an enchanted retort used to hold the alchemical the normal expiration of the spell that summoned
mixture. The egg is not destroyed upon comple- them.
tion of the spell and may be used again. (Further The material components are a small leather
details about the philosopher's egg are found in pouch and a miniature silver candelabra.
Chapter 4 of this book.)
Malec-Keth's Flame Fist (Evocation)
Hornung's Surge Selector* (Alteration) Range: 0
Range: 0 Components: V, S
Components: V, S, M Duration: 1 round/level
Duration: Special Casting Time: 1
Casting Time: 1 round Area of Effect: One creature or object
Area of Effect: The caster Saving Throw: Special
Saving Throw: None
When this spell is completed, one of the caster's
The great Hornung, having been blasted more hands (his choice) bursts into light and is sur-
than once by his own wild surges, devised a rounded by an aura of flame. The caster suffers
method of improving the results of wild magic no damage from this effect. Illumination is equal
and, not incidentally, his own chances of surviv- to that of a torch.
al. The result was Hornung's surge selector. By If the wizard successfully touches an opponent,
casting this spell, the wild mage gains greater the subject must attempt a saving throw. If the
control over wild surges. When the caster's spell roll is successful, the flame remains on the caster's
creates a wild surge, two separate results are de- hand (and he may use it to make further attacks
termined from Table 2. The caster can then until the spell's duration expires) and the touched
choose which of the two results will take effect. creature suffers ld4 + 2 points of fire damage. If
This spell can be used in conjunction with Nahal's the save is failed, the flame leaves the caster's
reckless dweomer. hand to surround the victim's body in an aura of
The spell's duration is a fixed number of surges searing fire. The superheated aura burns for 1
or 12 hours, whichever comes first. The wild round, inflicting Id4 points of damage per level
mage is able to shape one wild surge per five of the caster.
levels of his experience; thus, a 15th-level caster Instead of attacking a creature, the caster may
could shape three wild surges within a 12-hour choose to touch any single object, which is auto-
period. At the end of 12 hours, the spell expires, matically surrounded by the searing aura for 1
regardless of the number of surges remaining. round and must succeed at an item saving throw
The material component is a brass spinner. vs. magical fire or be destroyed. The aura can
surround an object up to 5 cubic feet in volume
Intensify Summoning per level of the caster.
(Conj uration/Summoning, Necromancy)
Shadowcat (Illusion)
Range: Special
Components: V, S, M Range: 10 yards/level
Duration: 1 turn Components: V, S, M
Casting Time: 6 Duration: 1 turn/level
Area of Effect: Special Casting Time: 3
Saving Throw: None Area of Effect: Special
Saving Throw: None
This spell enhances the strength of creatures
summoned by the caster via 1st through 6th level When this spell is cast, the wizard brings into
conjuration/summoning spells. Only spells being a cat made of shadow. The shadowcat is
which bring summoned creatures to the wizard the size of a normal cat and may be either grey or
are affected. black at the caster's option. The caster has com-
The first two conjuration/summoning spells plete telepathic control of the feline; he can see,
cast by the wizard within one turn following the hear, and even speak through it as long as it re-
intensify summoning spell are affected. Summon- mains within range. At the moment it moves out
ed creatures gain 2 hit points per hit die. The af- of range, the shadowcat vanishes. The caster
fected creatures retain their bonus hit points until does not need to concentrate on the shadowcat.
The shadowy feline is insubstantial, making it
41
Wizard Spells (7th Level)
subject only to magical or special attacks, includ- If a wild mage is struck by two spells at once,
ing those by weapons of +1 or better. It has AC he may choose which spell to shape. He suffers all
5, a movement rate of 18, and saving throws effects of the remaining spell.
equal to those of the caster. The cat dissipates if it The material component is a diamond worth
loses hit points equal to one-half the caster's total no less than 2,000 gp. When the spell is cast, the
hit points. The shadowcat has no attacks of its diamond is transformed into a lump of coal.
own and cannot touch or carry objects. A suc-
cessful dispel magic spell causes the cat to vanish. Steal Enchantment (Enchantment)
A shadowcat makes no sound as it moves. It is Range: Touch
90% undetectable in all but the brightest condi- Components: V, S, M
tions. It can pass through small holes or narrow Duration: Permanent
openings. Casting Time: 1 hour
The material components of this spell are a Area of Effect: One item
black pearl of at least 100 gp value and a claw Saving Throw: Neg.
from a grey or black cat.
This spell "steals" the enchantment from a
Spell Shape* (Alteration) magical item and places it within another, non-
Range: 0 magical item (the material component). Both ob-
Components: V, S, M jects must be touched by the wizard during
Duration: Id4 + 1 rounds casting. The two items must be of the same cate-
Casting Time: 1 round gory (blunt weapon, edged weapon, ring, amu-
Area of Effect: The caster let, shield, armor, wand, etc.).
Saving Throw: Special The enchantment can be transferred only to a
nonmagical item. Only the energy of one item
This spell gives the wild mage the ability to can be transferred; it is not possible to combine
seize magical energy directed at him and reshape two magical items into one item. The new item
it as he desires. While it is in effect, the spell gives has all the properties of the original magical item
no visible sign of its existence. It offers no protec- (including the same number of charges, if any).
tion against area effect spells. At the culmination of the spell, the original
If a wild mage is the target of a spell or magical magical object is allowed an item saving throw
item, this spell automatically allows him a saving vs. disintegration with all modifiers it is allowed
throw. If the saving throw is failed, the oppo- as a magical item. Exceptionally powerful objects
nent's spell has normal effects. If the saving throw (such as artifacts) may be considered to automat-
is successful, the spell shape absorbs the magical ically succeed the saving throw at the DM's dis-
energy of the opponent's spell. The wild mage can cretion.
then choose to let the energy dissipate or he can If the saving throw is successful, the magical
instantly use it to cast a spell back at the opposing object resists the effect and the spell ends in fail-
mage. The return spell must be of an equal or ure. If the roll is failed, the magical item loses all
lesser spell level than the original one and must be of its powers, which are transferred to the previ-
currently memorized by the mage. The act of re- ously nonmagical object.
turning the spell does not cost the wild mage any Even if the magical item fails its saving throw,
of his memorized spells. Spell energy cannot be the spell's success is not guaranteed. There is a
saved; if not used immediately, it dissipates. chance that the enchantment might be lost. The
For example, Hamos, a wild mage, is protected base chance of this occurring is 100 %, modified
by a spell shape and is struck by a finger of death by — 5 % per level of the caster. Thus, a 20th-level
(a 7th-level spell). He succeeds at his saving wizard has no chance of losing the magic. If the
throw and is now able to cast a spell of 7th level enchantment is lost, both items become non-
or lower. Hamos currently has feeblemind mem- magical.
orized. Since it is only a 5th-level spell, he The material component is the nonmagical
chooses to cast it back at his enemy. He makes his item which is to receive the enchantment. It must
level variation check (and doesn't get a wild be of equal or greater value than the object to be
surge) and the feeblemind is sent hurtling back at drained.
his foe. Hamos still has his original feeblemind
memorized. The remaining two spell levels are
lost, since they were not used in the same round.
42
Wizard Spells (8th Level)
43
Wizard Spells (8th Level)
ard's fingertips toward his target. The victim is tributes and saving throws of the wizard.
allowed a saving throw to resist the beam. At the end of the spell's duration, the homuncu-
This spell has no effect on nonspellcasters, caus- lus disappears and any hit points it had are restored
ing them no harm whatsoever. Creatures with in- to the wizard. Hit points lost by the homunculus
nate spell-like abilities are also unaffected. Against can be regained only by magical healing.
wizards and priests, this spell can be devastating. It If the wizard's hit points are reduced to zero at
"short-circuits" the arcane energy stored in a spell- any time during the spell, the wizard is dead even
caster's mind, wiping away a number of memorized if the homunculus had hit points remaining.
spells. Lost spells must be rememorized. A wizard with an active homunculus shield
The number of spells drained is equal to the suffers a — 4 saving throw penalty against magic
caster's level minus ld20. Thus, a 16th-level wiz- jar spells cast upon him due to the division of his
ard drains a maximum of 15 spells, but could mental energy.
drain no spells depending on the die roll. After The material component is a miniature sculpt-
subtracting the die roll from the caster's level, any ed bust of the spellcaster.
result of zero or a negative number indicates that
the victim loses no spells. Hornung's Random Dispatcher* (Abjuration)
Spells are drained from the wizard's memo- Range: 30 yards
rized spells beginning with lst-level spells and Component: V
working up to higher level spells. Any decision Duration: Instantaneous
regarding which spell should be drained from a Casting Time: 2
specific level should be determined randomly. Area of Effect: One creature
Saving Throw: Neg.
Homunculus Shield (Evocation, Necromancy) With the utterance of a few words, this spell
Range: 0 can hurl a creature to a random plane and leave
Components: V, S, M him there. The target, if unwilling, is allowed a
Duration: 1 round/level saving throw. If successful, the spell fails. If un-
Casting Time: 3 successful, the victim and all items carried by him
Area of Effect: The caster are sent to a random plane. To determine the
Saving Throw: None plane, roll on the table below.
By creating a homunculus shield, the wizard
separates a portion of his mind in the form of an D100
exteriorized magical homunculus. This creature Roll Plane
is invisible to all but the caster and appears as a 01-03 Abyss
miniature version of the caster perched atop the 04-06 Acheron
wizard's head. 07-12 Alternate Prime Material Plane
The wizard may move and act normally while 13-17 Arcadia
this spell is in effect. The magical homunculus op- 18-23 Astral Plane
erates as an independent spellcaster. It may cast 24-27 Beastlands (Happy Hunting Grounds)
only teleport, contingency, and protective spells 28-30 Concordant Opposition
of 4th level and lower. It casts only spells from 31-35 Elemental Plane (Air, Fire, Earth, or
the wizard's memorized store of spells, but any Water)
spells cast by the homunculus are done so with a 36-38 Elysium
casting time of 1. The wizard selects which spells 39-44 Ethereal Plane
are cast by his homunculus; after they are cast, 45-47 Gehenna
they are wiped from the caster's memory. 48-50 Gladsheim
The homunculus has 1 hit point per two levels 51-53 Hades
of the caster. These points are "borrowed" from 54-58 Limbo
the caster; while the homunculus is present, the 59-61 Negative Material Plane
wizard's hit points are reduced by this amount. 62-64 Negative Quasi-Plane (Vacuum, Ash
The homunculus cannot be struck by melee or Dust, or Salt)
missile weapons separately from the wizard. It 65-67 Nine Hells
can be damaged separately from the wizard (e.g., 68-70 Nirvana
by a magic missile targeted at the homunculus or 71-73 Olympus
by area effect spells). The homunculus has the at- 74-76 Pandemonium
44
Wizard Spells (9th Level)
D100
Roll Plane Ninth-Level Spells
77-79 Para-Elemental Plane (Smoke, Magma, Chain Contingency (Evocation)
Ooze, or Ice)
80-82 Positive Material Plane Range: 0
83-85 Positive Quasi-Plane (Lightning, Radi- Components: V, S, M
ance, Minerals, or Steam) Duration: 1 day/level
86-91 Prime Material Plane* Casting Time: 2 turns
92-94 Seven Heavens Area of Effect: The caster
95-97 Tarterus Saving Throw: None
98-100 Twin Paradises This powerful spell is similar to the 6th-level
contingency spell.
* Characters sent to the Prime Material plane Chain contingency allows the caster to desig-
are teleported elsewhere in the same world. nate either two or three spells that will take effect
automatically under a specific set of conditions.
The caster has no control over the destination In other words, when a set of conditions is met,
of the target. The conditions at the destination the designated spells are "cast" immediately with-
may kill the target (for example, arriving in the out the caster's intervention.
elemental plane of fire) or merely make life diffi- Chain contingency must be cast together with
cult. This determination is left to the DM. the spells it is to trigger. The caster may choose
either two spells to occur simultaneously or three
Wildzone * (Conjuration/Summoning) spells to occur consecutively, one per round.
Range:0 Spells must be of 8th level or lower. Only the 6th-
Components: V, S, M level contingency spell may not be included. The
Duration: 2d6 turns casting time of 2 turns includes the casting of the
Casting Time: Id6 rounds spells to be triggered.
Area of Effect: 300' x 300' square Unlike the contingency spell, spells "stored" in
Saving Throw: None chain contingency can affect creatures other than
This powerful spell creates a disruption in the caster. These instructions must be carefully
magical forces similar to the conditions found in worded; the spell obeys the letter of its instruc-
wild magic regions (areas where the effects of tions and not the caster's intentions.
magic have been permanently altered). This spell In casting chain contingency, the wizard de-
has only a temporary effect, although the effects fines the conditions that will trigger the "stored"
of wildzone could possibly be rendered perma- spells. This definition must be carefully worded,
nent. but may be as limiting or general as the caster de-
The spell creates a wild magic region centered sires. The caster also states the exact order, tar-
on the caster. The area of effect cannot be shaped get, range, and manner in which the stored spells
in any way; it is always a square 300 feet long on are to be cast.
each side (90,000 square feet). The spell has several limitations in triggering
Within the wildzone, wild magic reigns. Any its spells. It does not have any powers of discern-
spell cast in the area of effect is automatically ment; thus, an instruction to "target the highest-
treated as a wild surge (see Table 2). Effects from level enemy" is not possible. Furthermore, the
magical items that expend charges are also treat- conditions cannot involve a delay; a spell cannot
ed as wild surges when used in the area. Other be ordered to trigger "three turns after I sneeze."
magical items function normally. When the named conditions are met, the chain
Spells cast into the wildzone from outside the contingency is automatically triggered. If all spe-
area of effect function normally, but spells cannot cifics of casting a spell are not specified (e.g., tar-
be cast out of the area of effect without triggering get or area of effect), the effect is automatically
a wild surge. centered on the caster.
The material components are several pots of Possible triggers might include a fall from a dis-
paint which must be spilled across a sheet of ham- tance greater than the caster's height, the appear-
mered silver worth no less than 2,000 gp. ance of the first beholder within 30 feet of the
caster, or the wizard pointing his finger and pro-
nouncing a specified word.
45
Wizard Spells (9th Level)
46
Wizard Spells (9th Level)
wants to move his castle to the Elemental Plane of how much metal can be transmuted until the
Fire, he must first surround the area with solid process is complete. If the caster has more iron or
blocks of matter from the Elemental Plane of Fire, lead prepared than the spell is capable of chang-
such as hardened magma or magically- ing, any excess is unchanged.
crystallized fire. The blocks must be spaced no The entire transmutation must be made at one
more than five feet apart and may be placed time. Only one stone may be used per casting of
above ground or under the surface (at a depth of the spell. The entire philosopher's stone is con-
no more than three feet). sumed in the process.
The wizard must be within the area to be
moved when he casts the spell. When the land Stabilize* (Abjuration)
moves, a hemispherical crater is left behind in the Range: 0
Prime Material plane. Inside its pocket on the de- Components: V, S
sired plane, the land continues its existence as if Duration: Id4 + 1 turns
nothing changed, with the exception of occasion- Casting Time: 1 turn
al visits from planar creatures. Area of Effect: 30-foot-radius circle
Any land that is moved in this manner can nev- Saving Throw: None
er again be moved with this spell. This spell requires immense magical effort to
The material component (in addition to the cast, relegating it to the highest spell level. Stabi-
markers) is the appropriate magical device to lize negates the effects of wild magic regions, al-
control elementals of the desired plane (bowl lowing the caster and all creatures in a 30-foot
commanding water elementals, brazier com- radius to cast spells and use magical items nor-
manding fire elementals, censer controlling air el- mally. The spell is centered on the caster and fol-
ementals, or stone controlling earth elementals). lows his movements.
The item must be permanently placed at the heart The caster's own spells never cause wild surges
of the area of effect and cannot be used for any when cast within the duration of a stabilize spell,
other purpose. If the device is disturbed in any nor do the effects of wild surges extend into the
way, the spell immediately fails, allowing the en- protected area. Furthermore, the wild mage's
ergies of the elemental plane to flood into the pro- spells function at his true level; Table 2 is not used
tected area. to determine level variation. The spell affects
Glorious Transmutation (Alteration) wildstrike, wildzone, and wildwind.
Range: Touch Wail of the Banshee (Necromancy)
Components: V, S, M Range: 0
Duration: Permanent Components: V, S, M
Casting Time: 1 turn Duration: Instantaneous
Area of Effect: Special Casting Time: 9
Saving Throw: None Area of Effect: 30-foot-radius sphere
This spell turns iron into silver or lead into Saving Throw: Neg.
gold at the caster's option. The prime ingredient At the culmination of this dreadful spell, the
for this spell is a magical item called the philoso- wizard screams like a banshee (a groaning spirit).
pher's stone, which must be touched by the wiz- For each level of the caster, one listener within 30
ard and alchemically combined with the metal feet hears the wail. Those who fail a saving throw
during casting. The formula for mixing the stone vs. death magic die instantly.
and the metal must be known by the caster; this The wizard cannot be the victim of his own
information is not provided by this spell and the spell, nor can he choose who will be affected. If
spell is useless without it. (The exact ingredients there are more potential victims than the level of
and formula are decided by the Dungeon Master the caster, the DM must randomly determine
and must be discovered by the wizard in the which creatures are affected. Creatures who can-
course of adventuring.) not hear (due to ear plugs, deafness, etc.) can be
Philosopher's stones vary in quality so much targets, but cannot be affected and are considered
that each is capable of transmuting either to automatically make their saving throws.
ldlO x 50 pounds of iron into an equal quantity The material component is a lock of hair from
of silver or ldlOxlO pounds of lead into the an evil female elf.
same amount of gold. It is not possible to know
47
Wizard Spells (9th Level)
48
Chapter 3: Priest Spells
Priest Spells
1 st Level 2nd Level 3rd Level 4th Level
Analyze Balance Aura of Comfort Accelerate Healing Addition
Anti-Vermin Barrier Calm Chaos Adaptation Age Plant
Call Upon Faith Create Holy Symbol Astral Window Blessed Warmth
Courage Dissension's Feast Caltrops Body Clock
Emotion Read Draw Upon Holy Might Choose Future Chaotic Combat
Know Age Emotion Perception Create Campsite Chaotic Sleep
Know Direction Frisky Chest Efficacious Monster Ward Circle of Privacy
Know Time Hesitation Emotion Control Compulsive Order
Log of Everburning Idea Extradimensional Detection Defensive Harmony
Mistaken Missives Lighten Load Helping Hand Dimensional Folding
Morale Mind Read Invisibility Purge Fire Purge
Personal Reading Moment Know Customs Focus*
Ring of Hands* Music of the Spheres Line of Protection* Fortify*
Sacred Guardian Mystic Transfer* Memory Read Genius
Speak With Astral Traveler Nap Miscast Magic Inverted Ethics
Thought Capture Rally Moment Reading Join With Astral Traveler
Weighty Chest Sanctify* Random Causality Leadership
Zone of Truth Rigid Thinking Mental Domination
Slow Rot Modify Memory
Squeaking Floors Probability Control
Strength of One Rapport
Telepathy Solipsism
Telethaumaturgy Tanglefoot
Thief's Lament Thought Broadcast
Unearthly Choir* Tree Steed
Zone of Sweet Air Uplift*
Weather Stasis
49
•¥, k%
Priest Spells (1 st Level)
51
Priest Spells (1 st Level)
52
Priest Spells (1st Level)
53
Priest Spells (1st Level)
This spell can be used in two distinct ways. The • The subject's standing in the community
first is appropriate for battlefield use. The priest ("highly respected," "mistrusted," "consid-
can cast this spell on any unit within 240 yards in ered an enigma," etc.)
an uninterrupted line of sight. The casting time • The subject's success or failure in his profes-
for this use is one turn and the material compo- sion
nent is a gem of at least 100 gp value which is con- • The subject's prevailing character traits or
sumed during the casting. mannerisms
At the conclusion of this use of the spell, the If the priest casts the spell based on an alias or
target unit's morale is modified by 1, either posi- incorrect birth information, the reading will be
tively or negatively, as the caster desires. This inaccurate. The DM should develop a history
modification remains in effect for ld4 + 2 turns. and personality at odds with the truth. This
The second and more powerful use of the spell might allow the priest to determine whether the
requires lengthy preparations. Casting must take name of the subject is correct—a reading giving
place inside or within 100 yards of a place of wor- information that conflicts with what the priest al-
ship dedicated to the casting priest's deity. Both the ready knows should be a clue that the name is in-
priest and the unit to be affected must be present. correct.
The casting time for this use is 5 turns. The materi- The subject need not be present during the cast-
al component is the priest's holy symbol. ing. The priest can cast the spell without ever
At the conclusion of this use of the spell, the having met the subject.
unit's morale is raised by 3 (maximum of 19). The material component is a small book of nu-
This morale increase lasts until the next sunset. merological formulae and notes (different from
Only priests of 10th level or higher can cast this the book used in telethaumaturgy). The book is
version of the spell. not consumed in the casting.
A DM may rule that this spell can be cast on
Personal Reading (Divination) humanoids or monstrous creatures. The informa-
Sphere: Numbers tion available will be similar (considering that
Range: 0 words like "profession" will mean something dif-
Components: V, S, M ferent when applied to an ogre). This spell will
Duration: Special categorically fail on creatures that have no con-
Casting Time: 2 turns cept of a personal name.
Area of Effect: One creature
Saving Throw: None Ring of Hands (Abjuration)
This spell allows the priest to mathematically Reversible
analyze personal information about one human Sphere: Protection
or demihuman character and learn valuable Range: 0
facts about that character. To cast this spell, the Components: V, S
priest must know the subject's real name (the Duration: 2dlO rounds
name the subject was given as a child) or the Casting Time: 5
date and place of the character's birth. The Area of Effect: Special
priest analyzes this information and is able to Saving Throw: None
build a rough picture of the character's life his-
tory and personal specifics. This is a cooperative magic spell. It requires a
minimum of two priests and can accommodate
The "historical" information discovered a maximum of ten. Each priest must cast ring of
through this spell is generally vague. For exam- hands on the same round. At the end of the
ple, the priest might learn that the subject was casting, the priests involved join hands, thus
born in the woods and moved to the city only af- completing the spell. If any priest breaks the
ter hardship made his life untenable. Specific in- circle, the spell immediately ceases. The priests
formation is up to the DM. The DM might may not move from their locations but are free
provide some or all of the following information. to speak. They may not cast spells requiring a
• The subject's character class or career somatic or material component while the ring is
• The subject's approximate level (stated in formed.
terms such as "novice," "highly skilled," The ring of hands forms a protective barrier
"moderately competent," etc.) around the priests and everything within their
54
3
Priest Spells (1st Level)
55
Priest Spells (2nd Level)
56
Priest Spells (2nd Level)
tent on attacking someone will still feel the desire or for any other purpose for which the priest
to do so, but he will withhold his action as long as would normally use his holy symbol (such as
the spell remains in effect. turning undead). He may also opt to give it to a
Creatures to be affected are allowed a saving lower level priest of the same deity. The holy
throw vs. spell at a —4 penalty to avoid the ef- symbol is a permanent object.
fects. If more creatures are present than can be
affected, creatures nearest the caster are affected Dissension's Feast
first. (Enchantment/Charm, Alteration)
After casting the spell, the priest makes a Cha-
risma check. If successful, all characters affected Sphere: Chaos
by the spell are compelled to stop what they are Range: Touch
doing. They are filled with the sensation that Components: V, S
something important is about to occur. At this Duration: 5 turns+2 turns/level
time, the priest or a character of his choosing Casting Time: 2 turns
must gain the attention of the affected creatures Area of Effect: Special
by giving a speech, performing for the crowd, or Saving Throw: Neg.
casting spells with intriguing visual effects (such This spell must be cast by a priest during the
as dancing lights). The attention of the crowd is preparation of food for a meal. The spell is cast
then held for as long as the distraction continues. on any one quantity of food; thus, the priest
A character could filibuster and maintain control could cast the spell on the batter of a wedding
over the affected characters for hours or days. cake, or he could cast the spell on a quantity of
Two conditions will cause the group to resume onions as they are diced for both a salad and a
its original actions. In the first, the method of en- stew. The spell affects 10 pounds of food per level
tertaining the crowd ceases for one round—the of the caster. Anyone who eats the affected food
speech ends or the spell expires. If this action is (even a character who eats the salad but not the
not replaced with another distraction within one stew) is subject to the effects of the spell.
round, the crowd is freed of the spell. The effects of the spell begin five rounds after
In the second condition, if an event occurs that the food has been eaten. At that time, creatures
is more immediate than the distraction, the who have eaten the affected food are allowed a
crowd will divert its attention to that event. saving throw; success indicates that a creature is
Thus, if the spell were used to stop a barroom not affected.
brawl and the building caught fire or was at- Affected creatures quickly become agitated.
tacked, the crowd's attention would be diverted Petty events ranging from poor table manners to
and the individuals could act freely. loud talking bother everyone. After five minutes,
Creatures whose attention is held by the spell tempers flare, characters feel compelled to shout
cannot be instructed to attack or perform any at and insult one another, and threats are hurled.
action. Such creatures will ignore suggestions of Even normally calm characters will feel com-
this nature. Depending on the nature of the re- pelled to vent their frustrations violently.
quest, the DM may deem that the suggestion Creatures maintain no alliances while under
causes a distraction that ends the spell. the effect of dissension's feast. A king and his wife
who are normally madly in love will find them-
Create Holy Symbol (Conjuration) selves bickering with each other in a matter of
minutes. Members of a diplomatic delegation
Sphere: Creation might come to blows with each other within min-
Range: 0 utes of eating the food.
Component: V At the end of the spell duration, characters un-
Duration: Permanent dergo the sensation of waking up. All are free to
Casting Time: 2 behave as they wish. Characters at the meal will
Area of Effect: The caster still be angry, although they will have no idea
Saving Throw: None why they became angry.
When the words of this spell are uttered, a holy
symbol appropriate to the priest's deity appears
out of thin air. The item appears in the priest's
hands. It may be used as a component for spells
57
Priest Spells (2nd Level)
58
Priest Spells (2nd Level)
restrained. A creature capable of lifting the ob- The DM must be careful in adjudicating use of
ject in its normal state is considered strong this spell. The reminder or information should al-
enough to restrain it (for instance, a person ca- ways be relevant and useful but should not be un-
pable of lifting a 50-pound box is also capable of balancing to the situation. The reminder can be
restraining such a box enchanted by frisky cryptic, depending on the DM's campaign.
chest). The object may also be restrained by The material component is a gold coin. This
tossing a net or heavy blanket over it or by sur- spell can be cast only once in any six hour period.
rounding it with several characters.
The material components are a dried frog's leg, Lighten Load (Alteration)
a feather, and a fish scale.
Sphere: Travelers
Range: 30 yards
Hesitation (Enchantment/Charm) Components: V, S, M
Sphere: Time Duration: 1 hour/level
Range: 30 yards Casting Time: 2
Components: V, S, M Area of Effect: 10-foot cube
Duration: 1 round/level Saving Throw: None
Casting Time: 2 This spell reduces the weight of equipment,
Area of Effect: 20-foot-radius circle supplies, and other objects by 50%. Weapons,
Saving Throw: Neg. supplies, and even disabled characters can all be
Creatures affected by this spell hesitate before made more portable by use of a lighten load spell.
executing their intended actions. This causes This spell affects one pile of objects whose vol-
them to modify their initiative rolls by +4. The ume is equivalent to a 10-foot cube; after the spell
initiative modifier occurs in the round following has been cast, the affected objects can be divided
the round in which hesitation is cast. among several characters or mounts. The spell
The spell affects 2-8 Hit Dice or levels of crea- has no effect on magical items.
tures, although only one creature of 4 or more An object affected by lighten load can be used
Hit Dice can be affected regardless of the number normally; the spell has no effect on an object's
rolled. All possible victims are allowed saving mass, texture, size, strength, or other physical
throws vs. spells; those failing their saving features.
throws modify their initiative rolls by +4 for a The material components are a feather and a
number of rounds equal to the caster's level. slip of paper moistened by a soap bubble.
The material component is a fragment of a tur-
tle's shell. Mind Read (Divination)
Sphere: Thought
Idea (Divination) Range: 5 yards/level
Sphere: Thought Components: V, S
Range: 0 Duration: 1 round/level
Components: V, S, M Casting Time: 2
Duration: Instantaneous Area of Effect: Special
Casting Time: 4 Saving Throw: None
Area of Effect: The caster This spell is a sensitive version of the wizard
Saving Throw: None spell ESP. In addition to detecting the surface
This spell stimulates the priest's mind to experi- thoughts of any creatures in range, the priest is
ence a flash of insight. In game terms, the DM able to probe deeper into the mind of a single
reminds the priest's player of a fact or event that creature. Mind read will always reveal the kind
has been forgotten, overlooked, or discounted. of creature being probed, although this identity
Thus, the DM might remind the player about an may be couched in the creature's own language or
important clue that the priest discovered but the in a (possibly distorted) body image. The spell
player did not consider significant. has a 20% chance of revealing the character class
If there are no forgotten facts, the DM may, at of an individual.
his discretion, tell the player of new information The details and the usefulness of the creature's
relevant to the condition at hand. thoughts will depend on the intelligence of the
59
Priest Spells (2nd Level)
subject. While a priest could read the thoughts of er might decide that striking first is more
an animal, he would probably receive only a con- important than gaining +4 to hit. The character
fused jumble of emotions and instincts. Reading can act normally, based on his or her unmodified
the mind of a highly intelligent wizard, however, initiative. The character gains no bonus from the
would be much more illuminating; the priest moment spell, and the priest can affect no other
might be amazed by the crystal clarity and deep action in that round.
insight of the wizard's mental processes. Noncombat actions can also benefit from the
If mind read is used as part of an interrogation, moment spell. For example, a thief planning to
an intelligent and wary subject receives a saving climb a wall may wait to start her climb until the
throw at a - 2 penalty. If successful, the creature priest informs her that the moment is right. If she
resists the spell's effects and the priest learns no waits, she gains a bonus of 20% to her Climb
information. If the saving throw is failed, the Walls roll (in this case, the bonus is subtracted
priest may learn additional information accord- from her roll).
ing to the DM's ruling. While concentrating on this spell, the priest
can take no other action. A break in the priest's
Moment (Divination) concentration—taking damage in combat, for
example—terminates the spell instantly.
Sphere: Numbers The material component is a set of three silver
Range: 0 dice, which the priest tosses in his hand while
Components: V, S, M concentrating on the spell. The dice are not con-
Duration: 1 round/level sumed in the casting.
Casting Time: 1 round
Area of Effect: 50-foot radius
Saving Throw: None Music of the Spheres (Enchantment/Charm)
Sphere: Numbers, Charm
Theoretically, every action has a particular Range: 50 yards
moment at which it will have its greatest possible
effect. Using the arcane mathematics of this spell, Components: V, S, M
the priest can determine the "ideal moment" for Duration: 1 turn + 1 round/level
any single action in each round that the spell is in Casting Time: 4
effect. This action must be performed by a char- Area of Effect: 20-foot-diameter circle
acter other than the priest. Saving Throw: Neg.
In practice, another character informs the With this spell, the priest creates tones and har-
priest of an action he wants to undertake in a monies of such unearthly beauty and complexity
round. The priest concentrates on the action, that they entrance the listener, making it difficult
then informs the character when the "correct mo- for the listener to attack or otherwise harm the
ment" has come. The character then gains a bo- priest. The listener receives a normal saving
nus of 20% (+4 on a d20) to the success of his throw against this effect. Failure means that the
action. The spell can affect only a single action in listener is entranced and is unable to attack the
a given round. When used in combat, the priest priest for the duration of the spell.
can advise the best moment to initiate an action In addition, the music makes the subject gulli-
(affecting initiative) or what moment offers the ble and more susceptible to charm magics such as
greatest success in striking (affecting the chance charm person, suggestion, and hypnotism. While
to hit). the music spell is in effect, the subject saves
If the character seeks advice concerning initia- against charm spells with a - 3 penalty.
tive, he gains a —2 modifier to the initiative roll, This spell does not protect other characters in
but only at the cost of —2 on his chance to hit. company with the priest; listeners who have
Characters who seek the best attack frequently fallen prey to the music are free to attack anyone
delay their actions. These characters suffer a +1 else. The spell effect ends instantly if the priest
on their initiative roll but gain a +4 on their takes any hostile action against a creature under
chance to hit. The spell cannot affect the amount the influence of the spell.
of damage caused, since the act (striking) has al- Music of the spheres can affect one creature per
ready succeeded at that point. three levels of the priest (one subject at 3rd level,
Characters are not obliged to wait for the mo- two at 6th level, etc.). Subjects must be within a
ment specified by the priest. For example, a fight- 20-foot-diameter circle.
60
Priest Spells (2nd Level)
Potential victims must have Intelligence of at 3rd-level priest could then use the flame strike to
least 1 (necessary to understand the concept of attack any target within 60 yards, or could pass
music) and must be able to hear the music (i.e., the spell on to another priest who has an active
they cannot be deaf and there can be nothing ob- mystic transfer.
structing the victim's ears). This also means that The spell passed by the mystic transfer has the
the level of background noise must be low range, area of effect, damage, and other effects
enough for the music to be audible. The DM equal to the level of the original caster. In the ex-
should assume that the music is the same volume ample above, the flame strike would function as
as an average human's normal speaking voice. If if cast by a lOth-level priest.
the potential subject could not hear speech at the The mystic transfer does not require concen-
appropriate range under prevailing conditions, tration. However, on any round in which a priest
the spell cannot affect that subject. The spell is receiving and/or transferring a spell, the caster
would be virtually useless in the midst of a full- cannot take any other significant action.
scale battle or during a hurricane. A priest can receive spells only from priests
The material component comprises a set of who worship the same deity and who specifically
three small bows made from fine silver, each cost- target spells to him. Area effect spells may be
ing 100 gp. The lengths of the bows must be in the passed. A priest can never use mystic transfer to
ratio of 1 to 4 to 9. The priest strokes these bows pluck an opponent's spells out of the air.
together in an intricate sequence while casting the
spell. The bows are not consumed in the casting. Nap (Alteration)
Sphere: Time
Mystic Transfer (Invocation)
Range: Touch
Sphere: Charm Components: V, S, M
Range: 0 Duration: Special
Components: V, S Casting Time: 2
Duration: 9 rounds Area of Effect: One creature/level
Casting Time: 1 round Saving Throw: None
Area of Effect: The caster Creatures affected by this spell are put to sleep
Saving Throw: None for one hour. Upon awakening, the creature is as
This spell is one of the few cooperative spells refreshed as if he had slept for eight hours. The
that requires one priest to cast the transfer spell, affected person recovers lost hit points as if he
but another priest to use its effect. On one round, rested for a full night. Wizards can memorize
a priest (or priests) casts the mystic transfer. The spells as if real time had passed.
spell is then active for the remaining nine rounds Because the rest is so complete and rejuvenat-
of the turn. ing, a character does not feel fatigued after
Mystic transfer allows a priest to receive spells waking. Attempts to use nap more than once in
from another priest of the same ethos. Any priest an 18-hour period are ineffective (the character
of the same religion can cast a spell and transfer it simply is not sleepy). Only willing subjects can be
to a second priest within that spell's maximum affected by nap.
range. The spell does not take effect; instead, it is The material components are a scrap of pillow
channelled through the mystic transfer into the ticking, a feather, and a pebble that the caster has
receiving priest. This priest must immediately kept in his pocket for seven nights.
cast the spell or pass it to another priest cloaked
in a mystic transfer within the spell's range. Any
number of transfers can be made in the same
round, provided each new recipient is within
spell range of the previous recipient. If the spell is
not transferred, the spell takes effect.
For example, a 3rd-level priest casts a mystic
transfer. On the following round, a lOth-level
priest "passes" a flame strike to the 3rd-level
priest. The two priests could be 60 yards apart
(the maximum range of the flame strike). The
61
Priest Spells (2nd Level)
62
Priest Spells (3rd Level)
63
Priest Spells (3rd Level)
The spell can create two kinds of caltrops: in- The material components are two grains of
fantry and cavalry. The first are of small size and sand and a rose petal.
are designed to harm foot soldiers. The latter are
larger and cause serious damage to cavalry or Create Campsite
units composed of size L or larger creatures. Cav- (Conjuration/Summoning)
alry caltrops are so large that size M or smaller Reversible
creatures can easily step around them. This pre-
vents damage to infantry units. Sphere: Travelers
Each time a unit moves into a planted area, the Range: 0
unit suffers an attack of AD = 4 (for infantry cal- Components: V, S, M
trops) or AD = 6 (for cavalry caltrops). Units Duration: Special
charging through a planted area suffer double Casting Time: 3
damage. If a unit ends its movement in a caltrop- Area of Effect: 50-foot radius
sown region, it suffers another attack when it Saving Throw: None
moves out of the area. With this spell, the caster generates a squadron
This spell can create a rectangular field of in- of tiny invisible servants who create a campsite
fantry caltrops up to 160 square yards in area for the caster and his companions. The caster in-
(e.g., 40 yards x 40 yards, 20 yards x 80 yards, dicates the desired area for the campsite (an area
etc.), or a field of cavalry caltrops up to 90 square of 50-foot radius or less) and the number of per-
yards in area (e.g., 30 yards x 30 yards, 20 sons the campsite is to accommodate (a number
yards x 45 yards, etc.). of persons equal to three times the level of the
Ordinary caltrops make no distinction be- caster).
tween friend or foe; all creatures entering a The servants clear the area of debris, set up
caltrop-sown area suffer the same consequences. tents and bedrolls, start a campfire, fetch water,
The same is true of magical caltrops, with one ex- and prepare a bland meal. The campsite is so
ception: the casting priest can terminate the spell skillfully prepared that it blends with the sur-
at any time, causing the caltrops to vanish and rounding terrain, reducing the chance that the
leaving the terrain clear. camp could be noticed by 50%. Campfires, loud
Unlike normal caltrops, a region sown with noises, and other activities can negate this.
magical caltrops cannot be "swept" clear; the The entire process takes 4-16 (4d4) rounds to
magical caltrops remain in place until the spell complete.
terminates. The servants make camp with the gear and
The material component is a golden caltrop. equipment provided for them; otherwise, the ser-
vants will improvise with materials available in
Choose Future (Divination) the immediate area (50 yards of the designated
campsite). For instance, if the party has no tents
Sphere: Time or beds, the servants will construct crude but
Range: Touch comfortable beds of weeds and grass and tempo-
Components: V, S, M rary shelters of leaves and branches. If no materi-
Duration: 1 round als are available, such as in the desert or similarly
Casting Time: 3 barren terrain, the servants will do their best to
Area of Effect: One creature make the party as comfortable as possible within
Saving Throw: None the environmental limitations.
In the round immediately following the casting The servants cannot fight for the party, deliver
of this spell, the affected creature is allowed two messages, or take any other actions other than
rolls for any normal attack roll, initiative roll, or creating the campsite.
saving throw. The affected creature can then The material components are a piece of string,
choose the roll he prefers. a bit of wood, and a drop of water.
For example, a priest casts choose future on a The reverse, break camp, causes the invisible
warrior companion. In the next round, the war- servants to strike a campsite (an area of 50-foot
rior attacks an enemy with his sword. The war- radius or less). The servants extinguish fires, dis-
rior makes two attack rolls instead of one, then pose of debris, and pack gear for a number of
chooses which roll will determine the outcome of people equal to three times the level of the caster.
his attack. The entire process takes 4-16 (4d4) rounds to
64
Priest Spells (3rd Level)
complete. When completed, all traces of the priest a +2 bonus to saving throws against the
campsite are eliminated. The material compo- following spells: spook, taunt, irritation, know
nents are the same as those for create campsite. alignment, scare, emotion, fear, and phantasmal
killer. When any of these spells are cast on the
Efficacious Monster Ward (Abjuration) priest, he is immediately aware of the attempt, al-
though he does not learn the source of the spell.
Sphere: Wards If another character casts emotion read, ESP,
Range: 30 yards or a similar spell on the priest, the priest must
Components: V, S, M make a saving throw vs. spells with a +1 bonus
Duration: 1 round/level for each 5 levels of the priest. If the priest success-
Casting Time: 3 fully saves, the other spellcaster reads the false
Area of Effect: 10-foot cube/level emotion; if the priest fails the saving throw, the
Saving Throw: Neg. spellcaster reads the priest's true emotion.
This spell prevents monsters of 2 or fewer Hit The second use of this spell allows the priest to
Dice from entering the area of effect. Such crea- create a single emotional reaction in the subject(s)
tures are allowed a saving throw; success indi- (similar to the wizard spell emotion). Some typi-
cates that they avoid the spell's effects and are cal emotions follow, but the DM may allow other
able to enter the area of effect. similar effects.
The spell affects a cubic area whose sides equal Courage: The subject becomes berserk, gaining
the caster's level times 10 feet (for example, a 9th- +1 to attack rolls and + 3 to damage, and tempo-
level caster could affect an area equal to a rarily gaining 4 hit points (damage against the
90'x 90'x 90'cube). subject is deducted from these temporary points
Monsters within the area of effect when the first). The subject need never check morale, and
spell is cast are not affected; however, when they receives a + 5 bonus to saving throws against the
leave the area of effect, they cannot return. Mon- various forms of fear. Courage counters (and is
sters outside the area of effect can hurl rocks, countered by) fear.
spears, and other missile weapons at targets in- Fear: The subject flees from the priest for the
side and can also cast spells into the warded area. duration of the spell, even if this takes him out of
The material components are the priest's holy spell range. Fear counters (and is countered by)
symbol and a pinch of salt. courage.
Friendship: The subject reacts positively to any
Emotion Control encounter; in game terms, any result of a roll on
(Alteration, Enchantment/Charm) the Encounter Reactions table (Table 59 in the
DMG) is moved one column to the left. Thus, a
Sphere: Thought, Charm threatening PC becomes cautious, an indifferent
Range: 10 yards PC becomes friendly, etc. Friendship counters
Components: V, S, M (and is countered by) hate.
Duration: 1 round/level Happiness: The subject experiences feelings of
Casting Time: 5 warmth, well-being, and confidence, modifying
Area of Effect: One creature/5 levels of the caster all reaction rolls by +3. The subject is unlikely to
within a 20' cube attack unless provoked. Happiness counters (and
Saving Throw: Special is countered by) sadness.
This spell can be cast in one of two ways: in a Hate: The subject reacts negatively to any en-
manner that affects the priest, or in a manner that counter; in game terms, any result of a roll on the
affects a subject other than the priest. Encounter Reactions table is moved one column
The first method affects only the priest and al- to the right (i.e., a friendly PC becomes indiffer-
lows him to shield his true emotions from magical ent, a cautious PC becomes threatening, etc.).
examination. Thus, it can block wizard spells Hate counters (and is countered by) friendship.
such as ESP or priest spells such as emotion read. Hope: The subject's morale is improved by
While emotion control is in effect, anyone using + 2. His saving throw rolls, attack, and damage
one of these spells will sense the emotion desig- rolls are all improved by +1 while this emotion is
nated by the priest rather than his true emotions. in effect. Hope counters (and is countered by)
When the priest casts emotion control, he desig- hopelessness.
nates the false emotion he wishes to be revealed. Hopelessness: The subject's morale suffers a
This use of emotion control also gives the —10 penalty. In addition, in the round in which
65
Priest Spells (3rd Level)
66
Priest Spells (3rd Level)
67
Priest Spells (3rd Level)
68
Priest Spells (3rd Level)
69
Priest Spells (3rd Level)
This spell creates a rift in the nature of cause attacking the dragon to the exclusion of all other
and effect. The spell is cast upon an opponent's activities.
weapon. When the weapon is used, it hits and A spellcaster in the process of casting a spell
causes damage normally, but the damage is not when rigid thinking takes effect will not attempt
applied to the creature struck by the weapon. In- to repeat the spell (unless the spell has been mem-
stead, the person wielding the weapon or one of orized more than once). The spellcaster will,
his companions suffers the damage. If the weap- however, devote his attention to the target of that
on misses its target on any round, no damage is spell until his goal is met (e.g., if the caster were
caused in that round. attacking a creature, he would continue to direct
Using a die roll, the DM randomly determines attacks at that creature; if the caster were trying
the victim of the damage. The DM selects a die to open a door, he would continue to work on the
with a value nearest the number of eligible crea- door until it opens).
tures (the wielder of the weapon and his compan- The spell expires when the creature accom-
ions). If the number of creatures does not equate plishes his goal (i.e., the kobold is killed or the
to highest value of a die, the wielder of the en- lock is opened) or when the duration of the spell
chanted weapon takes the extra chances to be hit. has ended.
For example, if a goblin wields a sword affected
by this spell, he and his six companions are eligi- Slow Rot (Abjuration)
ble to receive the damage. The DM rolls Id8. On Sphere: Plant
a roll of 1-6, one of the goblin's companions suf- Range: Touch
fers the damage; on a roll of 7 or 8, the goblin Components: V, S, M
with the affected weapon suffers the damage. Duration: 1 week/level
The weapon is affected for 3 rounds +1 round/ Casting Time: 1 round
level of the spell caster. If the wielder of the weap- Area of Effect: Special
on changes weapons while the spell is in effect, Saving Throw: None
the discarded weapon remains enchanted.
The material component is a bronze die. This spell increases the amount of time that
fruits, vegetables, and grains remain wholesome
Rigid Thinking (Enchantment/Charm) and ripe. The spell will not take effect upon meat
of any kind.
Sphere: Law The caster can affect as much as 100 cubic feet
Range: 60 yards of plant material per level. Thus, even a low level
Components: V, S priest could effectively keep a farmer's grain from
Duration: 1 round/level rotting while in storage or keep the fruit on the
Casting Time: 1 turn trees in his orchard ripe until they are harvested.
Area of Effect: One creature This spell does not prevent pests (such as rats)
Saving Throw: Neg. from eating the food.
Rigid thinking can be cast only upon a creature The material component is a pinch of sugar.
with Intelligence of 3 or greater. The creature is Squeaking Floors (Evocation)
allowed a saving throw to avoid the effects.
The creature affected by rigid thinking is inca- Sphere: Wards
pable of performing any action other than the ac- Range: 30 yards
tivity he is involved in when the spell takes effect. Components: V, S, M
The creature's mind simply cannot decide on an- Duration: 1 hour/level
other course of action—it becomes frozen into a Casting Time: 3
single thought and cannot change even if new cir- Area of Effect: 10-foot square/level
cumstances would suggest otherwise. Thus, a Saving Throw: None
warrior fighting a kobold will ignore the arrival A surface affected by squeaking floors squeaks
of a beholder, and a thief picking a lock will pay loudly when any creature larger than a normal
no heed to the arrival of three guards. rat (larger than one-half cubic foot or weighing
The affected creature does not mechanically re- more than three pounds) steps on it or touches it.
peat the action; he is not an automaton. He will The spell affects a square whose sides equal the
not continue to fire his bow at a dragon if he runs caster's level times 10 feet (a 9th-level priest could
out of arrows, but will choose another means of affect a square whose sides are 90 feet long).
70
Priest Spells (3rd Level)
The squeaks can be heard in a 100-foot radius, The spell ends if the keystone is killed before
regardless of interposing barriers such as walls the duration expires. The bonus and duration are
and doors. The squeaks occur regardless of the not affected if a member of the group is killed
surface, whether wood, stone, dirt, or any other within the duration of the spell.
solid material. Listeners automatically know the
direction of the sounds. Telepathy (Divination, Alteration)
Characters who successfully move silently re-
duce the radius of the noise to 50 feet. Those able Sphere: Thought
to fly or otherwise avoid direct contact with the Range: 30 yards
affected surface will not activate the squeaking Components: V, S
floor. Duration: 1 turn+2 rounds/level
The material component is a rusty iron hinge Casting Time: 5
that squeaks when moved. Area of Effect: One creature
Saving Throw: Neg.
Strength of One (Alteration) This spell establishes direct, two-way mental
Sphere: Law contact between the priest and a single subject.
Range: 10 yards The subject must have Intelligence of at least 5 for
Components: V, S the spell to take effect. While the spell is in effect,
the two participants can communicate silently
Duration: 2d6 rounds and rapidly, regardless of whether they share a
Casting Time: 3 common language.
Area of Effect: One creature+ lcreature/2 levels
Saving Throw: None Telepathy does not give either participant ac-
cess to the other's thoughts, memories, or emo-
By casting this spell on a group of lawful crea- tions. Participants can only "hear" the thoughts
tures, the priest imbues each creature with a that the other participant actively "sends."
Strength bonus equal to that of the strongest Mind-to-mind communication is approxi-
creature in the group. To be affected by the spell, mately four times faster than verbal communica-
all creatures must touch the hand of the priest at tion. The level of complexity that can be
the time of casting. Only human, demihuman, communicated is only that which can be ex-
and humanoid creatures of man-size or smaller pressed through language. Gestures, expressions,
may be affected. The characters can be a mixed and body language cannot be conveyed.
group of Lawful Neutral, Lawful Good, or Law- A priest can establish separate "telepathic
ful Evil alignments. The spell will not take effect channels" to multiple individuals. Each linkage is
if any creature of Neutral or Chaotic alignment is established through a separate casting of the
included in the group. spell. There is no network between the channels.
Prior to casting, one creature is designated the For example, Balfas the priest establishes telepa-
keystone. There may never be more than one thy with Alra the warrior and Zymor the thief by
keystone in a group, even if another creature has casting this spell twice. Balfas can communicate a
equal strength. single thought to both Alra and Zymor, but Alra
Upon completion of the spell, all affected char- and Zymor cannot communicate with each other.
acters gain a bonus to damage equal to the key- Balfas, however, can "target" a thought so that
stone's bonus to damage from Strength. Any only one of the two participants receives it.
magical bonuses belonging to the keystone are If the priest casts this spell on an unwilling sub-
not added; only the keystone's natural strength is ject (for example, if the priest wants to silently
conferred on the group. threaten or taunt the subject), the subject receives
This bonus supersedes any bonus a character a saving throw vs. spell to resist the effect. Will-
might normally receive. Thus, a warrior with 16 ing subjects need not make a saving throw.
Strength (a +1 bonus to damage) who benefits Lead sheeting of more than V2" thickness will
from this spell with a keystone who has Strength totally block telepathy.
18/07 (a damage bonus of +3) gains a total bo-
nus of +3 to damage (not +4 to damage). The
keystone receives no bonus.
Affected creatures gain no improvements to
THACO, bend bars/lift gates, or other functions
of Strength.
71
Priest Spells (3rd Level)
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72
Priest Spells (3rd Level)
>
Priest Spells (4th Level)
74
Priest Spells (4th Level)
This spell enables the caster to affect the aging Body clock affects a subject in the following
of any plant, seed, or tree. The process can oper- ways.
ate either forward or backward, causing flowers • The subject's need for sleep is reduced. For
to blossom, seeds to sprout and grow, and trees every hour that a subject sleeps, he is as refreshed
to bear fruit; or fruit to turn to blossoms, trees to as if he slept 10 hours. For every two hours that a
become saplings, and new shoots to turn to seeds. subject sleeps during the spell (20 hours of rest),
The change in age, either forward or backward, he regains hit points as if he spent a day of com-
is chosen by the priest at the time of casting. The plete rest. However, wizards are not able to mem-
changes associated with normal or reversed growth orize spells; "real" time must pass for this to
occur instantaneously. Plants can be altered in age occur.
up to 10 years per level of the caster. The caster can • The subject's need to breathe is reduced. He
stop the aging at any point within the limits im- breathes only 10% as often as normal for the du-
posed by his level; he could cause a tree to grow ration of the spell, enabling him to hold his
from a sapling until it withers and dies from old age breath 10 times longer than normal and use less
or he could stop the tree's growth at a stage at which air in enclosed situations.
it would shelter his home. • The subject can set an internal "alarm clock"
The spell does not alter the appearance or char- to alert him when a specific amount of time has
acteristics of a plant except those that result from passed. The subject then hears a brief ringing in
normal aging (or regression). Age plant has no ef- his ears, audible only to him. The ringing is loud
fect on magically-generated plants or plant-type enough to wake the subject. He can set as many
monsters. internal alarm clocks as he wishes, as long as they
The material components are the priest's holy all occur within the duration of the spell.
symbol and the petal from an apple blossom. The spell has no effect on movement, spellcast-
ing, or any other normal activities.
The material components are a kernel of corn,
Blessed Warmth (Alteration) a drop of water, and a stoppered glass bottle.
Sphere: Sun
Range: Touch
Components: V, S Chaotic Combat (Invocation/Evocation)
Duration: 1 round/level Sphere: Chaos
Casting Time: 4 Range: 30 yards
Area of Effect: Special Components: V, S
Saving Throw: None Duration: 1 round/level
When this spell is cast, a narrow shaft of light Casting Time: 3
shines down upon the priest, making him im- Area of Effect: One creature
mune to the effects of natural cold (such as a bliz- Saving Throw: None
zard) and granting him a +3 bonus to saving When chaotic combat is cast on a fighter, he is
throws vs. magical cold (such as a white dragon's inspired beyond his years of training and is sud-
breath weapon). denly struck with numerous insights for varia-
For each level of the priest above 7th, an addi- tions on the standard moves of attack and
tional beam of light may be created to protect an- defense. The spell affects only warriors.
other creature, who must be standing within 3' of Unfortunately, these insights are helpful in on-
the priest. Thus, a lOth-level priest could protect ly two-thirds of the warrior's attacks. In the re-
four other creatures in a 3' radius. maining attacks, the spell actually impairs the
warrior's standard performance. At the begin-
ning of each round, after the player has declared
Body Clock (Alteration) his character's actions, Id6 is rolled for the affect-
Sphere: Time ed warrior. On a roll of 1, 2, 3, or 4, the warrior
Range: Touch gains bonuses of +2 to attack rolls and +2 to ar-
Components: V, S, M mor class. On a roll of 5 or 6, the warrior suffers
Duration: 1 hour/level a —2 penalty to attack rolls and a —2 penalty to
Casting Time: 4 armor class. This must be determined at the be-
Area of Effect: One creature ginning of the round so that both the warrior and
Saving Throw: None his opponents can apply the necessary changes.
75
Priest Spells (4th Level)
The insight imparted by this spell is lost after remains awake beyond the first, he suffers a - 1
the spell expires. The insight is generated by cha- penalty to THACO. Such characters do not re-
os, which is nearly impossible to contain. After gain hit points as a result of normal healing.
the spell expires, the warrior remembers the bat- Spellcasters cannot memorize spells until they
tle but not the specifics of his actions. He is un- have had sufficient sleep.
able to duplicate the maneuvers. Chaotic sleep can be removed with a remove
curse.
The material components are a pinch of sand
Chaotic Sleep (Alteration) and three coffee beans.
Sphere: Chaos
Range: Touch
Components: V, S, M Circle of Privacy (Alteration)
Duration: Permanent Sphere: Travelers
Casting Time: 1 turn Range: Special
Area of Effect: One creature Components: V, S, M
Saving Throw: Neg. Duration: 1 hour/level
After casting this spell, the priest must success- Casting Time: 4
fully touch his victim. The victim is then allowed Area of Effect: 50-foot-diameter circle
a saving throw to avoid the spell's effect. If the Saving Throw: None
saving throw is failed, the spell takes effect at the This spell helps to discourage predators and
next sunrise or sunset (whichever comes first). trespassers from disturbing a campsite. The cast-
From the time the spell takes effect until the er sprinkles salt in a circle enclosing an area up to
spell is negated, the sleeping pattern of the victim 50 feet in diameter. For the duration of the spell,
is randomly disrupted. At sunset and sunrise of all sounds and scents generated within the circle
every day, a check is made to determine the ef- are muted, making the area less noticeable to
fects of chaotic sleep. In the 12-hour period that those outside the circle. Therefore, the group's
follows the check, there is an equal chance that chance of encounter is reduced by 50% for the
the character will be unable to sleep or unable to duration of the spell. The spell provides no pro-
remain awake (roll Id6; on a roll of 1-3, the char- tection against infravision or other forms of mag-
acter is awake, on a roll of 4-6, he sleeps). This ical detection.
condition lasts until the next sunrise (or sunset) The material components are a hair from a
when the check is made again. skunk, a whisker from a mouse, and enough salt
For example, a fighter fails to save against cha- to make a 50-foot-diameter circle.
otic sleep. For the next few hours, the spell has no
effect. At sundown, the first check is made, re-
sulting in a 2. The fighter does not notice any- Compulsive Order (Enchantment/Charm)
thing until he tries to sleep that night, at which Sphere: Law
time he is wide awake, fidgeting and restless. At Range: 10 yards
sunrise, another die roll is made, resulting in a 6. Components: V, S, M
The fighter is suddenly exhuasted and sleeps until Duration: Permanent
sunset. Casting Time: 5
Characters who sleep as a result of this spell Area of Effect: One creature
can be roused only by physical stimuli—a slap or Saving Throw: Neg.
a wound, for example. Once awake, the charac- The victim of compulsive order is compelled to
ter remains conscious only as long as there are ac- place everything he encounters into perfect order.
tive stimuli around him, such as a fight. Walking If he discovers treasure, he divides it into tidy
through caves or riding a horse will not keep the piles or containers of silver, gold, and copper. He
character awake. Unlike a sleep spell, characters is reluctant to enter a dungeon because it is a
affected by chaotic sleep doze off as soon as they messy place, but once inside, he is obsessed with
are left relatively undisturbed. Keeping an affect- cleaning it. A character under the power of this
ed character awake is difficult at best. spell will sweep dirt from dungeon corridors into
Lack of sleep will eventually take a physical neat piles, arrange the corpses of a defeated ore
toll on any character under the influence of the band according to size, dash forward to remove a
spell. For every 12-hour period that a character bit of lint on clothing, and insist that the party
76
Priest Spells (4th Level)
organize themselves alphabetically, then by size, involved. For example, the affected creatures can
and then by age. While the spell does not affect a attack one dragon or a group of ores in a single
character's abilities, the overwhelming desire for area. They can also attack additional enemy
order impairs the character's usefulness in most forces that arrive in the same combat. If the ene-
adventures. my forces divide and flee, the affected creatures
When a character afflicted by this spell at- can follow, continue to attack, and benefit from
tempts to undertake a new event (begin a battle, the spell. If the affected group is split into two
haggle with the merchant, etc.), the player must smaller groups when attacked, however, it gains
rationalize the action on the basis of his compul- no benefit from defensive harmony.
sion for order. Thus, the character cannot simply While the spell is in effect, each affected crea-
attack a goblin; he must announce a condition ture gains a +1 bonus to armor class for every
such as attacking the tallest goblin and fighting other creature benefitting from the spell, to a
his way down according to size. Once stated, the maximum bonus of +5 (although more than five
character must follow through with this plan. characters may be affected by the spell). Thus, if
If the player cannot conceive a rationale for his four creatures are affected by defensive harmony,
character's behavior, the character is forced to de- each creature gains a +3 bonus to armor class.
lay his actions for Id6 rounds, with the time This bonus represents a mystical coordination
spent in preparation for the subsequent action. of effort on the part of all affected creatures. A
The character spends time arranging spell com- fighter will naturally wage his attack to distract
ponents artistically, deciding how to hold his the troll attacking the thief. The ranger will in-
sword, cleaning his weapon, etc. stinctively block the swing of an ore, thereby
Anyone affected by compulsive order may be- protecting the wizard. Creatures affected by the
come violent if he is prevented from being neat. spell are not consciously aware of these efforts,
He will do what he must to make the world and they are unable to create specific strategies
around him more orderly. If he is allowed to or- and tactics.
ganize his surroundings, he will quickly calm
down again. The victim will constantly petition
the people around him to be neat and organized. Dimensional Folding (Alteration)
The victim is allowed a saving throw to avoid Sphere: Numbers
the effects of the spell. Compulsive order can be Range: 5 feet
removed with a dispel magic spell. Components: V, S, M
The material component is a perfect cube made Duration: 1 round
of metal. Casting Time: 1 round
Area of Effect: 10-foot circle
Saving Throw: None
Defensive Harmony (Enchantment/Charm)
Sphere: Law This spell allows the caster to selectively warp
the fabric of space, folding it into higher dimen-
Range: 5 yards sions.
Components: V, S This effect can be best explained through an ex-
Duration: 1 round+ 2d4 rounds ample. If an ant crawling along the west edge of a
Casting Time: 1 map decided to travel to the east edge of the map,
Area of Effect: One creature/two levels it would have to crawl the full width of the map.
Saving Throw: None But if the map were folded in two so that the east
This spell must be cast on at least two crea- and west edges were touching, the ant would
tures. The priest may affect one creature per two travel almost no distance at all. The ant's world
levels of his experience, and all creatures to be af- (the map) would have been folded through the
fected must be within three feet of each other at third dimension. The dimensional folding spell
the time of casting. After the spell is completed, does something similar with the three-
affected characters may move about freely. dimensional world: it folds it through a higher di-
Defensive harmony grants affected creatures a mension (the fourth), allowing instantaneous
defensive bonus by bestowing an enhanced coor- travel between two locales on the same plane of
dination of their attacks and defenses. The affect- existence.
ed creatures must be involved in a single battle so Although this effect may seem similar to the
that their efforts harmonize to the benefit of all wizard spell teleport, in practice, it is much dif-
77
Priest Spells (4th Level)
ferent. The dimensional folding spell opens a gate the potential amount of aging is minimal for fa-
that allows instantaneous, bidirectional access to miliar destinations, the effects can add up and be-
a distant locale on the same plane. This gate is come significant over time.
circular, of any size up to 10' in diameter, and re- Although the word "destination" is used to re-
mains in existence for up to 1 full round. The fer to the "far end" of the gate, the priest need not
caster and any other creatures can pass through be the one doing the traveling. For example, a
the gate in either direction while it remains open. priest may open the gate near a distant ally so he
Missile weapons and magic spells can also pass may travel instantaneously to join the priest.
through the gate. The material component is a sheet of platinum
The gate appears as a shimmering ring, glow- "tissue" worth at least 15 gp, which the priest
ing with a faint light equivalent to starshine. Vi- folds intricately during the casting. The tissue is
sion through the gate is clear and unobstructed in consumed when the gate closes.
both directions, allowing the priest to "look be-
fore he leaps." However, anyone on the other side
of the gate is able to see the priest and his point of Fire Purge (Abjuration)
origin. Sphere: Wards
The "near side" of the gate always appears Range: 10 yards/level
within 5 feet of the priest. The location of the "far Components: V, S, M
side" of the gate always opens within 5 feet of the Duration: 1 turn/level
place the priest desires. Thus, there is no chance Casting Time: 1 turn
of arriving at the wrong destination, as with the Area of Effect: 10-yard square/priest
wizard spell teleport. Saving Throw: None
There is a risk involved in using dimensional An area enchanted with fire purge is protected
folding, however. Many philosophers believe against all types of normal and magical fires.
that what we know as time is simply another di- Normal fires (including camp fires, torches, and
mension, and the behavior of this spell seems to oil fires) cannot burn in the area of effect. Magi-
support this thesis. Unless the priest is extremely cal fires (including fiery dragon breath, other
familiar with the destination, there is a significant creature-generated fires, and spell-related fires
chance that any creature passing through a di- such as burning hands and fireball) cause only
mensional folding gate will suffer instantaneous 50% of their normal damage. Additionally, crea-
aging. Theorists believe that this is the same kind tures within the area of effect receive a + 4 bonus
of "slippage" that can cause a teleporting wizard to saving throws made vs. fire attacks, regardless
to land high or low, except that in this case, the of whether the attacks originate inside or outside
slippage is in the time dimension. the warded area.
The chance of this instantaneous aging occur- Fire purge has no effect on fires that are within
ring depends on how familiar the priest is with the area of effect when the spell is cast, (i.e., it
the destination. The table that follows outlines does not extinguish existing fires).
the conditions and effects of aging.
The material components are the priest's holy
Chance of Amount of symbol and a scorched sliver of wood.
Destination is: aging aging Fire purge can be cast as cooperative magic. If
Very familiar* 2% 1 year a number of priests cast this spell simultaneously,
Studied carefully 5% Id2 years its effectiveness is significantly increased. The du-
Seen casually 10% Id3 years ration of the spell is then equal to 1 turn per level
Viewed once 15% Id6 years of the most powerful priest plus 1 turn for every
Never seen 25% ldlO years other contributing priest. The area of effect is a
square whose sides equal the number of priests
* Use this row if the desired location is within times 10 yards (thus, six priests could create a 60-
view of the priest. yard by 60-yard square of protection).
If the die roll indicates that aging occurs, every
creature that passes through the gate in either di-
rection suffers the aging effect. Multiple creatures
passing through the gate in the same direction all
age by the same amount determined by a single
die roll. Although the chance of aging is low and
78
Priest Spells (4th Level)
79
Priest Spells (4th Level)
Protections from fire s casting fortify must lay his hand on the priest at-
Purify food and drink I tempting the cure. When both spells are cast, ad-
Remove fear S/I/L ditional energy flows through the second priest
Remove curse I and into the creature being healed. Fortify auto-
Repel insects S/I matically causes the cure spell to function at max-
imum effect. Thus, a cure serious wounds would
Resist fire/resist cold
Speak with animals
s
S/I/L automatically heal 17 points of damage and a
Tongues S/I cure critical wounds would heal 27 points of
True seeing S damage.
* The caster must state a desired range (tempera- The material component is the priest's holy
ture, wind strength, etc.) within the spell's nor- symbol.
mal limitations at the time it is cast.
Once the spell is cast, the normal duration and Genius (Divination)
area of effect for that spell are ignored. The focus Sphere: Thought
begins to increase these factors of the spell's Range: 0
power. After one day, the amplified spell reaches Components: V, S, M
its full area of effect. Thereafter, it remains over Duration: Instantaneous
that area until the focus fails. Casting Time: 5
The area affected by the focus (and its ampli- Area of Effect: Caster
fied spell) depends on the level of the caster. The Saving Throw: None
spell expands in a radius from the focus, 20 feet
per level of the caster, although it can deliberately This spell is similar to idea, except that the
be created smaller. Within that area of effect, the priest's player can ask the DM one question about
amplified spell exerts its normal effect. A 13th- any event occurring at the moment. The question
level priest could create a focus up to 260 feet in must be somehow related to evaluation of the
diameter. current situation, such as "What are these mon-
sters?" Speculation about the future, such as
The material components are many, including "What's on the other side of the door?" is not per-
special vestments, incense, oils, waters, and oth- mitted.
er equipment the DM deems appropriate. The
cost of these materials is never less than 1,000 gp As with idea, the DM must be careful in adju-
plus 100 gp per level of spell being amplified. dicating this spell. The answer to the question
These items are given up as offerings to the deity should always be relevant and correct, although
(perhaps to be distributed to the poor), and new not necessarily complete, and should not be un-
ones must be obtained each time the spell is cast. balancing to the situation. The answer can also
be cryptic, in the form of a riddle or rhyme, de-
pending on the DM's assessment of the situation.
Fortify (Necromancy) In general, the answer will be a single word or a
short phrase of no more than five words.
Sphere: Healing
Range: 0 The material component is a gem of at least 50
Components: V, S, M gp value. This spell can be cast only once in any
Duration: Special 12-hour period. Subsequent attempts to cast the
Casting Time: 6 spell result in no answer.
Area of Effect: Creature touched
Saving Throw: None Inverted Ethics (Enchantment/Charm)
This is a simple cooperative magic spell. Only Sphere: Chaos
one priest can cast the spell, but like mystic trans- Range: 120 yards
fer, another priest is required for the spell to have Components: V, S, M
any effect. Through this spell, the priest im- Duration: 1 turn
proves the quality of another priest's healing Casting Time: 1
spells. Area of Effect: Special
For the fortify spell to work, it must be cast si- Saving Throw: Neg.
multaneously with a cure light wounds, cure seri-
ous wounds, or cure critical wounds. The priest This spell reverses the ethics of a person or
group of people. While under the influence of this
80
Priest Spells (4th Level)
81
\
Priest Spells (4th Level)
the priest and the subject through which the • Allow the subject to recall with perfect clari-
priest can control the subject's bodily move- ty an event he actually experienced. For instance,
ments. There are some significant differences be- he could recall every word from a five-minute
tween the spells, however. conversation or every detail from a passage in a
Elves and half-elves have no innate resistance book.
to this spell. Priest and subject need not share a • Change the details of an event the subject ac-
common language. The priest can force the sub- tually experienced.
ject into combat, but the subject's attack rolls suf- • Implant a memory of an event the subject
fer a — 2 penalty. The priest cannot force the never experienced.
subject to cast spells or use any innate magical or
magiclike abilities. The priest can force the sub- Casting the spell takes one round. If the subject
ject to speak, although the priest cannot inject a fails to save vs. spell, the caster proceeds with the
full range of emotions into the subject's voice spell by spending up to five minutes visualizing
(everything said by the subject is in a monotone). the memory he wishes to modify in the subject. If
the caster's concentration is disturbed before the
This spell gives the priest no access to the sub- visualization is complete, the spell is lost.
ject's thoughts, memory, or sensory apparatus. Modified memory will not necessarily affect
Thus, the priest cannot see through the subject's the subject's actions, particularly if they contra-
eyes. To control the subject, the priest must be dict his natural inclinations. An illogical modi-
within the range of the spell and must be able to fied memory, such as the subject recalling how
see the subject. Breaking either of these condi- much he enjoyed drinking poison, will be dis-
tions causes the spell to terminate immediately. missed by the subject as a bad dream or a mem-
This spell requires a moderate level of concen- ory muddied by too much wine. More useful
tration by the priest. While maintaining this applications of modified memory include im-
spell, he can move or enter combat, but cannot planting memories of friendly encounters with
cast another spell. If the priest is wounded, ren- the caster (inclining the subject to act favorably
dered unconscious, or killed, the spell immedi- toward the caster), changing the details of orders
ately terminates. given to the subject by a superior, or causing the
If the priest is 10th level or lower, he or she can- subject to forget that the caster cheated him in a
not force the subject to perform particularly deli- card game. The DM reserves the right to decide
cate actions, such as picking a lock. At 11th level whether a modified memory is too nonsensical to
or higher, however, this restriction is removed. significantly affect the subject.
The priest could thus force a thief to pick a lock.
Any such delicate actions suffer a -15 % penalty
(or —3 on ld20) to reflect the "remote control" Probability Control (Alteration)
nature of the action.
Sphere: Numbers
The material component is a mesh of fine Range: 30 yards
threads that the priest loops around the fingertips Components: V, S, M
of one hand and manipulates in the way that a Duration: Special
puppeteer controls a puppet. Casting Time: 4
Area of Effect: One creature
Modify Memory (Enchantment/Charm) Saving Throw: Neg.
Sphere: Time This spell allows the priest to increase or de-
Range: 30 feet crease by a small margin the probability of suc-
Components: V, S cess for one action. This action can be anything
Duration: Permanent that requires a die roll—an attack, a saving
Casting Time: Special throw, an attempt to use thieving skills, an abili-
Area of Effect: One creature ty check, or even an attempt to successfully tele-
Saving Throw: Neg. port on target. The action must be something
This spell enables the caster to reach into the performed by a single creature.
subject's mind and modify up to five minutes of The basic modification is 15% (15 on idlOO or
his memory in one of the following ways: 3 on ld20), plus an additional 5% per five levels
• Eliminate all memory of an event the subject of the caster. This modification can be either pos-
actually experienced. This spell cannot negate itive or negative, as deemed by the spellcaster.
charm, suggestion, geas, quest, or similar spells. Thus, a lOth-level priest can modify a subject's
83
Priest Spells (4th Level)
saving throw or attack roll by +5 or - 5 , or a possible to communicate the procedure for cast-
thief's "climb walls" roll by + 25 % or - 25 %. The ing a particular spell or for picking a lock.
priest may cast this spell on himself. Communication through rapport is approxi-
For a noncombat action such as an attempt to mately 15 times faster than verbal communica-
climb a wall, the priest simply casts the spell on tion. As with telepathy, the priest can establish
the subject immediately before the action is at- separate "channels" to multiple individuals; each
tempted, informing the DM whether the modifi- such linkage costs one casting of the spell. There
cation is positive or negative. To use this spell in is no "crosstalk" between the channels, however.
combat, the priest must specify the action to be Rapport cannot be used on unwilling subjects.
affected (e.g., the target's next attack roll) and
whether the modification will be positive or neg-
ative. The spell remains in effect until the subject Solipsism (Alteration)
attempts the specified action or until a number of Sphere: Thought
rounds equal to the caster's level passes. If the lat- Range: 10 yards/level
ter occurs, the spell ends without effect. Components: V, S, M
Once the spell is cast, the priest does not need Duration: Special
to maintain any level of concentration; the spell Casting Time: 1 round
will function even if the casting priest is killed be- Area of Effect: 100 sq. ft. +100 sq. ft./level
fore the spell takes effect. Saving Throw: Special
The subject of the spell has no way of knowing This unusual spell is similar to phantasmal
whether any modification made by this spell is force and other illusion magic, except that the
positive or negative (or even whether he was the priest who casts the spell is the only creature who
subject of the spell at all). Thus, a lying priest automatically believes the results of the spell.
could claim to raise a thief's chance of climbing The spell creates the illusion of any object, crea-
the wall, while actually lowering it. The thief ture, or force, as long as it is within the bounda-
would be none the wiser. However, an unwilling ries of the spell's area of effect. The illusion is
subject of this spell receives a normal saving visual and tactile (that is, it can be seen and felt),
throw to negate its effect. but no other sensory stimuli are created.
The material components are a small cube of a Solipsism is the opposite of normal illusions in
thickened sugar-and-milk mixture and a cubic that anyone other than the caster must make an
die of matching size. Both are consumed in the active effort to believe (rather than disbelieve)
casting. the illusion. Characters trying to believe the reali-
ty of a solipsistic illusion must make a saving
Rapport (Divination, Alteration) throw vs. breath weapon, modified by the magi-
cal defense adjustment for Wisdom. A successful
Sphere: Thought save means that the character believes the illusion
Range: 30 yards and it is part of reality for him. A failed save
Components: V, S means that the character cannot convince himself
Duration: 1 turn + 1 round/level of the illusion's reality, and the illusion has no ef-
Casting Time: 1 round fect on him. A character can make a single at-
Area of Effect: One creature tempt to believe each round.
Saving Throw: None Unlike true illusions, the image created by this
This spell is a deeper and more intense version spell does more than just duplicate reality. The
of telepathy. It allows the priest to communicate image formed is real for those who believe in it.
silently and instantly with a single willing sub- The illusion has all the normal properties that its
ject. Participants may share deeper thoughts than form and function allow. Thus, a solipsistic
with telepathy, including emotions and memo- bridge spanning a chasm could be crossed by the
ries. Each participant sees, hears, and otherwise priest and those who believed. All others would
senses everything experienced by the other, al- see the priest apparently walking out onto
though such vicarious experiences feel diluted nothingnesss. Likewise, a solipsistic giant would
and cannot be mistaken for direct sensations. cause real damage to those who believed it.
The participants can quickly share such per- The illusion remains in effect for as long as the
sonal concepts as plans, hopes, and fears, but priest continues to concentrate on it, until the
they cannot share skills or spells. Thus, it is im- priest is struck in combat, or until he is rendered
84
Priest Spells (4th Level)
85
Priest Spells (4th Level)
86
Priest Spells (5th Level)
87
Priest Spells (5th Level)
88
Priest Spells (5th Level)
89
Priest Spells (5th Level)
This spell allows the priest to determine how cause the affected creatures to appear to be of an-
one recent event fits into the "grand scheme." By other class, nationality, rank, race, alignment, or
casting this spell, the priest can determine wheth- military affiliation (i.e., a unit from one army
er the sequence or situation that gave rise to the may appear wearing the armor and carrying the
specific event is complete or whether it is ongo- colors of another army). Disguise cannot change
ing; whether it was a significant or insignificant the size category of the unit's members. Thus, a
event in the larger picture; or whether it will con- unit of humans may appear to be a unit of elves,
tinue to have repercussions for the participants. but may not appear as a unit of giants or half-
Using his knowledge of circumstances, the DM lings. The spell does not affect the size of the
communicates these facts to the caster's player. overall unit; a unit of 50 creatures will still appear
This "arcane message" is normally straightfor- to be a unit of 50 creatures.
ward and easy to understand, but in the case of The disguised unit may appear to be carrying
highly complex circumstances, the message might any melee or personal missile weapons (e.g., ax-
be cryptic. In any case, the message will always es, long swords, crossbows, etc.), and may ap-
be truthful. pear to be wearing any type of armor. In combat,
As an example, consider a priest and his party however, the unit attacks and defends with its
who are on a holy quest to retrieve an item of real weapons and armor regardless of the gear
power. On the way to the location of this item, they may appear to be carrying.
the party is ambushed by evil creatures from the Disguise is most effective at long range. If an-
Inner Planes but manages to defeat them. Con- other unit moves within 20 yards of a disguised
cerned that these creatures might be outlying unit, it automatically sees through the illusion.
guards protecting the item of interest, the priest The caster automatically sees through the illu-
casts consequence, hoping for guidance. The DM sion. Members of the subject unit see no change
knows that these creatures have nothing to do in their appearance. True seeing or similar magic
with the quest; the encounter was coincidental. is required for other individuals to see through
However, the surviving monsters will soon be re- the disguise (unless they move within 20 yards of
turning with reinforcements to avenge their dead. the unit).
Therefore, the DM tells the priest's player, "To The material components are a fine silk veil
your goals these have no place, but still they can and a length of woven platinum wire. The wire is
cause more woe." consumed during the casting.
Casting this spell "taints" subsequent castings
of the same spell within a 24-hour span. A second
attempt within this period always results in the Easy March (Invocation)
same message as the first, regardless of the true Sphere: Travelers
situation. If a second priest casts the spell within Range: 50 feet
24 hours of another casting, he receives an accu- Components: V, S, M
rate reading. Duration: 1 day /level
The material component is three special coins Casting Time: 1 turn
or dice made of platinum (total value of at least Area of Effect: One creature/level
1,000 gp), which the priest tosses in his hand Saving Throw: None
while concentrating on the spell. The coins or This spell enables a number of creatures equal
dice are not consumed in the casting. to the caster's level to force march for a number
of days equal to the caster's level. Creatures af-
Disguise (Illusion/Phantasm) fected by easy march can travel 2V2 times their
normal movement rate without any risk of fa-
Sphere: War tigue; thus, they are not required to make a Con-
Range: 200 yards stitution check at the end of the day.
Components: V, S, M All creatures affected by this spell suffer a — 1
Duration: 1 turn/3 levels penalty to their attack rolls for the duration of
Casting Time: 2 turns the spell; this modifier is not cumulative (that is,
Area of Effect: One unit up to 300 individuals a party experiencing its second day of easy march
Saving Throw: None suffers only a — 1 penalty). The modifier cannot
This spell changes the appearance of a single be negated by resting.
unit so it resembles another unit. The disguise can
90
Priest Spells (5th Level)
91
Priest Spells (5th Level)
92
Priest Spells (5th Level)
thinks of an alternate action and gains permission replaced by those of the caster. While occupying
for that action. the host, the caster can cast any spell he himself
Every round, the victim must decide his action has memorized, provided that the necessary com-
for that round; at the victim's initiative, he must ponents are on hand. These spells function exact-
ask permission to perform his action. If permis- ly as if the priest had cast them from his own
sion is denied, the victim can take no other action body.
that round. The caster can return control to the host at any
The only actions exempt from the need for per- time, restoring the character's abilities and per-
mission are involuntary actions such as breathing. sonality without harm.
Asking and gaining permission takes only a The spell is not without limitations and risks.
short amount of time in most cases. A simple re- The domination must be voluntary. If the host re-
quest, such as asking for permission to swing a sists the casting of the spell, it automatically fails.
sword in the middle of combat, can be accom- Once the spell is in effect, the host can attempt to
plished quickly. Complicated requests, such as resist the domination. He is then allowed a saving
getting permission to act on a complicated plan, throw. If successful, the spell immediately ends.
will naturally take more time. The DM may con- Whenever the host suffers damage, the caster
sider adding a modifier to the victim's initiative must make a saving throw vs. death to maintain
roll in such cases. the spell. If the save is failed, a wave of pain is
transmitted to the priest, causing Id6 points of
damage and canceling the spell. If the host should
Meld (Enchantment) die, the caster must make a system shock roll
Sphere: Charm with the risk of suffering instant death.
Range: 10 yards The material component is a chalice worth no
Components: V, S, M less than 1,000 gp. This chalice must be given as a
Duration: 12 hours gift to the host (who cannot return it to the donor
Casting Time: 1 turn for any reason).
Area of Effect: One priest
Saving Throw: Special
Memory Wrack
This cooperative spell requires only one priest (Alteration, Enchantment/Charm)
to cast it, but can be cast only on another priest of
the same faith. The recipient of the spell must Sphere: Thought
voluntarily surrender himself to the spell. The re- Range: 10 yards
cipient becomes a host for the caster. While the Components: V, S, M
recipient does not lose his own persona or ability Duration: 2 rounds/level
to act, the host can be dominated by the caster at Casting Time: 1 round
any time. For the most part, this domination is Area of Effect: One creature
complete. Saving Throw: Neg.
For the duration of the spell, the caster is essen- This nasty spell "disconnects" the subject's
tially detached from his own body. He can nei- short-term and long-term memory. While the
ther move nor act on his own. His mind is spell is in effect, the subject is incapable of storing
connected to the host's. He sees, hears, smells, information in long-term memory. Every mo-
tastes, and otherwise senses everything the host ment is virtually an independent event for the
does. He can telepathically communicate with subject; he or she can remember recent events,
the host. Once the spell is completed, there is no thoughts, and sensations for no more than a few
limit to the range over which it can function. seconds (the amount of time they remain in short-
However, both the caster and host must remain term memory).
on the same plane. Since the spell relies on tele- Memories of events that happened before the
pathic communication, thin lead sheeting will ef- onset of the spell are not affected at all; these are
fectively block the connection. safely stored in long-term memory. This means
When desired, the caster can dominate the that the subject can cast any spells memorized be-
host. When this happens, the host's own mind is fore the memory wrack took effect, but he is
pushed to the background and the caster's per- likely to have difficulty casting the spell as de-
sonality dominates. The host's personality, mem- scribed below.
ories, proficiencies, and spells are temporarily The subject of this spell has a limited ability to
93
Priest Spells (5th Level)
act. He is restricted to one action at a time and insane wizard might begin to follow the habits of
must concentrate mightily to keep the situation a warrior.) Obviously, a warrior who believes
and any planned actions in short-term memory. himself to be a wizard will be unable to cast spells
As long as the subject is able to maintain concen- (he might think that he's casting spells, or he
tration, he may act normally within these limits. might construct a sophisticated series of excuses
If the subject is distracted (he is struck in com- explaining why he's "not in the mood for magic"
bat, affected by a spell, startled, surprised, or a at the moment). A character who emulates a
similar event occurs), he forgets everything that member of another class does not gain any of the
occurred from the onset of the spell to the mo- skills of that class and makes all attacks and sav-
ment of distraction. The subject must re-evaluate ing throws as appropriate to his true class. Cer-
the situation as if it had just come to pass. tain consequences might arise if the character's
Consider the following example. The subject of emulation causes him to break restrictions of his
the spell is a soldier assigned to guard the en- class. For example, a priest emulating a warrior
trance to a building. The priest arrives and casts might break his deity's prohibition against edged
memory wrack on the guard. The guard has no weapons, or a paladin might emulate a Neutral
problem remembering his orders, since he re- Evil thief. Both will suffer the appropriate conse-
ceived them before the onset of the spell. He also quences as if they had been compelled to violate
remembers the arrival of the priest. The priest their beliefs while charmed. Such characters will
now tries to convince the guard that he is autho- certainly have to atone for their actions once they
rized to enter the building. The guard refuses him return to normal.
entry. The priest now picks up a rock and throws Dementia praecox: The subject is totally unin-
it at the guard, striking him and distracting him. terested in any undertaking. Nothing seems
The guard forgets everything that happened be- worthwhile, and the individual is lethargic and
tween the onset of the spell and the moment the filled with tremendous feelings of boredom and
rock struck. He forgets that the priest has already dissatisfaction. No matter how important the sit-
tried to con him and that he threw a rock at him. uation, it is 50% likely that the subject will ignore
He must reevaluate the situation as though the it as meaningless.
priest had just arrived. The priest is free to make Delusional insanity: The subject is convinced
another attempt at entering the building. that he is a famous figure: a monarch, demi-god,
When the spell expires, the subject remembers or similar personage. Characters who fail to rec-
nothing that happened while the spell was in ef- ognize the subject with the honor he deserves in-
fect, possibly leading to amusing consequences cur great hostility or disbelief. The subject acts
("By the gods, how did I get here?"). appropriately to a station that he does not hold.
The material component is a ruby of at least He directs orders at real and imaginary creatures
200 gp value, which is crushed during the casting. and draws upon resources that do not exist.
Paranoia: The subject is convinced that "they"
(whoever they are) are spying on him and plot-
Mindshatter (Enchantment/Charm) ting against him. Everyone around the subject,
Sphere: Thought even friends and allies, is part of the plot. If any
Range: 3 yards/level other character acts in a way that the subject can
Components: V, S, M interpret as reinforcing this delusion, the subject
Duration: Special has a 20% chance of reacting with violence.
Casting Time: 1 round Hallucinatory insanity: The subject sees,
Area of Effect: One creature hears, and otherwise senses things that do not ex-
Saving Throw: Neg. ist. The more stressful the situation is to the sub-
ject, the more likely he will hallucinate. Although
This spell allows the priest to create one spe- most hallucinations are external to the subject
cific form of insanity in the subject. Five forms of (that is, he perceives creatures, objects, and con-
insanity are possible through this spell. ditions that do not exist), there is a 10% chance
Schizophrenia: This form of insanity is charac- that any hallucination will involve the subject's
terized by personality loss. The subject has no self-perception. For example, the subject might
personality of his own, so he selects a role model suddenly believe and act as if he had sprouted
and makes every possible attempt to behave like wings, grown to giant size, etc.
that character. The chosen role model will be as
different from the subject as possible. (Thus, an
94
Priest Spells (5th Level)
When this spell is cast by a priest of 13th level second arrow in the direction of the recipient. If
or lower, the DM chooses or randomly selects the recipient is out of sight, the subject will fire in
one of these forms of insanity (and should feel the direction of the recipient's original location.
free to invent other interesting symptoms). If the The subject of a repeat action spell must be capa-
priest is 14th level or higher, he can personally se- ble of performing the indicated action a second
lect the form of insanity to afflict the subject. time. If a character has no arrows in his quiver, he
While under the effect of this spell, the subject cannot fire an arrow. If a wizard were ordered to
can cast spells and use innate powers; the use of repeat a spell, he would attempt the spell only if he
these abilities will be in accordance with the had the spell memorized and had sufficient material
symptoms of the insanity, however. Player char- components. If a subject discovered a gem during a
acters affected by this spell should be encouraged given round, repeat action will only compel him to
to role-play the appropriate effects to the limit. hunt again; he will not recover another gem unless
The duration of this spell depends on the sum a second gem is actually present.
of the subject's Intelligence and Wisdom scores. An unwilling subject is allowed a saving throw
A saving throw is allowed on a periodic basis de- vs. spell to resist the effects of repeat action.
pending on this total. The spell is broken if a suc- The material components are two identical
cessful saving throw is rolled. Refer to the table glass spheres, each an inch or less in diameter.
that follows.
Int + Wis Time Between Checks Shrieking Walls (Enchantment)
8 or less 1 month
Sphere: Wards
9 to 18 3 weeks
Range: Touch
19 to 24 2 weeks
Components: V, S, M
25 to 30 1 week
Duration: 1 day/level
31 to 35 3 days
Casting Time: 1 turn
36 or more 1 day
Area of Effect: 2O'-cube
Saving Throw: None
The effects of this spell can be removed by a
limited wish, wish (or equally powerful magic), This spell enchants any single room no larger
or by a heal spell cast for this specific purpose. than the area of effect. When any creature larger
The material component is a small bust of a hu- than a normal rat (larger than one-half cubic foot
man head, about 3" in height, made from fine, or weighing more than three pounds) enters the
delicate china. The priest shatters this bust during room, shrill shrieks begin to emanate from the
the casting. walls. The shrieks persist for 2-5 (Id4 + 1)
rounds. The walls do not undergo any physical
change.
Repeat Action (Enchantment/Charm)
The shrieks can be heard only by creatures in-
Sphere: Time side the room. Creatures hearing the shrieks ex-
Range: 30 yards perience no ill effects on the first round, allowing
Components: V, S them time to leave the room or cover their ears.
Duration: Special Silence, 15' radius protects against the effects.
Casting Time: 5 Creatures who remain in the room during the
Area of Effect: One creature second or subsequent rounds of the shrieks who
Saving Throw: Neg. have not protected their hearing are penalized as
follows:
This spell compels its victim to repeat the action
• Creatures whose levels or Hit Dice are
of the previous round. The result of the repetition is
greater than the level of the caster are stunned for
always identical to the original result.
2-8 (2d4) rounds.
For example, if a character fired an arrow and
inflicted 4 points of damage, a repeat action spell • Creatures whose levels or Hit Dice are less
will cause him to fire a second arrow that will al- than or equal to the level of the caster become
so inflict 4 points of damage. As long as the vic- deaf for 1-4 hours, suffering a — 1 penalty to sur-
tim of the first arrow is within range, the subject prise; deafened spellcasters have a 20 % chance of
affected by repeat action will adjust his aim and miscasting any spell with a verbal component.
fire the second arrow at him. If the victim of the The material components are a small golden
arrow moves out of range, the subject will fire his bell and a bee's wing.
95
Priest Spells (5th Level)
96
Priest Spells (5th Level)
!J\' •
97
Priest Spells (6th Level)
98
Priest Spells (6th Level)
blow, the object successfully braces the wall. If disbelieve a 12 foot by 15 foot area of 3-foot-
the object holds for three consecutive rounds, the thick wall). This volume must be centered on a
surface returns to its original position and the point no more than 20 yards from the caster.
spell is negated. The DM must use discretion in These two options are mutually exclusive; the
determining the types of objects that will brace priest can disbelieve only creatures or objects,
the wall. not a combination of both.
• Dispel magic or a similar spell or magical Disbelieving a creature includes all gear, equip-
item is used to cancel the crushing wall. ment, or treasure carried or worn by that crea-
Creatures can avoid being crushed by using a ture; it does not include other objects that come
potion of diminution, potion of gaseous form, or into contact with that creature, such as walls,
other devices or spells that reduce size. The doors, chairs, etc.
crushing wall almost never touches the opposite Disbelief is not automatic; it requires an ex-
wall, usually being stopped by debris. A gap of treme effort. To successfully disbelieve, the priest
two inches or more usually remains between the must make a saving throw vs. paralyzation. A
walls. successful save means the priest has disbelieved;
If the wall is not stopped, it causes crushing an unsuccessful check means that the spell has
damage to everyone in the room. All creatures failed and the priest has not convinced himself of
must make a saving throw vs. death. Those who the creatures' or objects' non-existence.
fail are crushed to death. Those who save suc- While this spell is in effect, the DM must record
cessfully suffer 5dlO points of damage. When the any damage suffered by the priest from disbe-
wall can move no farther, it returns to its original lieved creatures. When the spell ends, the caster
position and the spell is negated. makes a saving throw vs. spell. If the saving
throw is successful, the priest suffers only one-
The material components are a 1-inch iron eighth of any damage inflicted by the creatures
cube and a walnut shell. (round all fractions down); if the priest fails the
saving throw, he suffers one-half of any damage
Disbelief (Enchantment/Charm) inflicted (round fractions down).
Sphere: Thought
Range: 0 Dragonbane (Abjuration)
Components: V, S
Duration: 1 round/level Sphere: Wards
Casting Time: 5 Range: 10 yards/level
Area of Effect: Special Components: V, S, M
Saving Throw: Special Duration: Id4 rounds+ 1 round/2 levels
Casting Time: 1 round
This spell allows the caster to temporarily con- Area of Effect: 5'-cube/level
vince himself that certain objects or as many as Saving Throw: Neg.
four creatures within the area of effect do not ac-
tually exist. While disbelief remains in effect, This spell prevents any dragon who fails its
these objects or creatures cannot harm or hinder saving throw from entering the area of effect. The
the caster. He can pass through them as if they spell affects a cubic area whose sides equal the
did not exist and takes no damage from their at- caster's level times 5 feet; thus, a 16th-level caster
tacks or actions. However, since these objects or could affect a cube whose sides each equal 80
creatures temporarily do not exist for the priest, feet. The dragon can cast spells, blast breath
he can take no action against them. If the crea- weapon, or hurl missiles (if possible) into the area
tures attack, the caster receives no Dexterity bo- of effect.
nus to armor class (since this bonus represents Dragons within the area of effect when the
dodging, and the priest is unable to dodge a crea- spell is cast are not affected. If such dragons leave
ture that does not exist for him). the area of effect, they must succeed a saving
throw to reenter the area.
The caster can attempt to disbelieve as many as
four creatures within 60 feet of his position at the The material components are the priest's holy
time of casting. He disbelieves the same four crea- symbol and a dragon scale.
tures for the duration of the spell. Alternatively, The spell's effectiveness can be greatly in-
the priest can disbelieve any or all inanimate ob- creased with the casting of a focus spell.
jects of up to 20-cubic-yard volume (thus, he may
99
Priest Spells (6th Level)
100
Priest Spells (6th Level)
evil beings within the area of effect. Undead crea- ication. The priest can maintain only one group
tures of 8 or fewer hit dice are instantly destroyed mind spell at any time; thus, he cannot communi-
and are not allowed a saving throw to avoid the cate with multiple groups.
effect. More powerful undead suffer Id8 points This spell cannot be used on unwilling sub-
of damage per caster. A successful saving throw jects.
vs. death magic reduces this damage to half.
Creatures of evil alignment suffer Id6 points of
damage per caster (a saving throw is allowed for Land of Stability (Abjuration)
half-damage). Sphere: Wards
The reverse of this spell, the black circle, cre- Range: 10 yards/level
ates a ring of shimmering black energy. Paladins Components: V, S, M
and priests of good alignment suffer ldlO points Duration: 1 day/level
of damage per priest in the circle. All other good Casting Time: 6
creatures suffer Id4 points of damage per caster. Area of Effect: 10-foot-cube/level
Affected creatures are allowed a saving throw vs. Saving Throw: None
death magic to reduce the damage to one-half.
Land of stability protects the area of effect and
all creatures and objects within it from the fol-
Group Mind (Divination, Enchantment/Charm) lowing natural disasters:
• Earthquakes—vibrations do not affect the
Sphere: Thought warded area and fissures will not open beneath
Range: 0 the warded area;
Components: V, S • Floods—the warded area remains dry, even
Duration: 1 turn + 1 round/level if submerged;
Casting Time: 1 round • Windstorms—the warded area suffers no
Area of Effect: 30-yard-diameter circle damage from strong winds and objects cannot be
Saving Throw: None blown into the warded area;
This spell is a deeper and more extensive ver- • Lava and ash eruptions—lava and ash flow
sion of rapport, in that it lets the priest communi- around the warded area; and
cate silently and instantly with several willing • Avalanches—stones and snow will not fall
subjects. The number of subjects (in addition to on the warded area.
the priest) depends on the caster's level:
Land of stability offers no protection against
Number of magically-generated disasters or spells that dupli-
Level participants cate natural disasters. Disasters in progress in the
13 and below 2 area when the spell is cast are not affected.
14-16 4 This spell affects a cubic area whose sides equal
17 6 the caster's level times 10 feet; thus, a 15th-level
18 7 caster could affect a 150' x 150' x 150' cube.
19 + 8 The material components are the priest's holy
symbol and a pinch of volcanic ash.
As with rapport, the spell lets the participants
share thoughts, emotions, and memories. Each
participant sees, hears, and otherwise senses Legal Thoughts (Enchantment/Charm)
everything experienced by the other, although Sphere: Law
such "vicarious" experiences feel weak and can- Range: 10 yards
not be mistaken for direct sensations. Partici- Components: V, S
pants can shut off these experiences at will if they Duration: Permanent
find them confusing or distracting. Casting Time: 1 turn
The participants can share such personal con- Area of Effect: One creature
cepts as plans, hopes, and fears, although they Saving Throw: Neg.
cannot communicate complex or detailed infor- A priest casting this spell forces the victim of
mation. It is impossible to communicate the pro-
cedure for casting a spell or picking a lock. the spell to follow one specific law. The priest
may choose any law prevalent in the area in
Communication through group mind is ap- which the priest and the victim currently reside.
proximately 30 times faster than verbal commun-
101
Priest Spells (6th Level)
Thus, if a city has no laws about murder, the When the enchantment ends or is broken, the
priest cannot command the person not to kill. creatures take no action for one round, then be-
The victim of the spell is forced to obey the let- have as their natural instincts direct.
ter of the law to the best of his ability. Thus, if a
victim were commanded not to commit murder,
Physical Mirror (Alteration)
he would go to any length to avoid murdering
someone. Sphere: Numbers
Since the essence of this spell is tied to legal Range: 30 yards
(and not moral) interpretation, characters may Components: V, S, M
find loopholes that will allow them to work Duration: ld4 + 8 rounds
around the law in specific cases or to ignore the Casting Time: 6
law in light of extenuating circumstances. Area of Effect: Special
When casting the spell, the priest must speak Saving Throw: None
the law to the recipient in such a way that he can This spell causes a localized folding of space.
hear it. The victim is allowed a saving throw vs. The folded space takes the form of an invisible
spell to avoid the effect. If the save is failed, the disk up to 20 feet in diameter. Any missile weap-
victim will never willingly violate the stated law on or spell that intersects this disk is instantane-
as long as the spell is in effect. ously reversed in direction. Melee factors such as
Legal thoughts can be negated by dispel magic. speed, range, and damage are unaffected; the di-
The victim of this spell never perceives anything rection of the object or force is simply rotated
wrong with adhering to the law, and therefore through a 180° arc. The sender of the spell or mis-
never seeks to have the spell removed. sile finds himself the target of his own attack.
The physical mirror operates from only one di-
Monster Mount (Enchantment/Charm) rection; that is, only one side of the mirror re-
flects attacks. The caster of the mirror may direct
Sphere: Travelers spells and missile attacks normally through the
Range: 30 yards space occupied by the mirror.
Components: V, S In the case of physical attacks, the attacker
Duration: 1 hour/level must roll to hit himself (without the armor class
Casting Time: 6 benefits of Dexterity or shield). Spells turned
Area of Effect: 20-foot radius circle back may require the caster to make a saving
Saving Throw: Neg. throw vs. his own spell. In both of these cases,
This spell compels one or more living creatures range is important. If the distance between the
to serve as mounts for the caster and his compan- initiator of the attack and the physical mirror is
ions. The spell affects up to 10 Hit Dice or levels more than twice the range of the attack, the at-
of creatures with Intelligence of 4 or lower. Crea- tacker is safe; the attack has insufficient range to
tures used as mounts must be of suitable size to travel from the attacker to the mirror and back
carry at least one rider; smaller creatures can be again.
used as pack animals. When the priest casts the spell, he must specify
Each intended mount receives a saving throw the location and orientation of the physical mir-
vs. spell. Creatures failing their rolls become doc- ror disk. Once it is created, the disk cannot be
ile and obedient, allowing riders to mount them, moved.
and moving at the speed and direction indicated If two physical mirror disks touch or intersect,
by the caster. they destructively interact and both immediately
To maintain the enchantment, the caster must vanish. The resulting "ripples" in the space-time
remain within 10 yards of one of the affected crea- continuum are exceedingly destructive and inflict
tures, and each affected creature must remain 3dlO hit points of damage on any creature within
within 10 yards of another. The affected creatures 35 yards (a saving throw is allowed for half-
will do nothing for the caster other than carrying damage). This always includes the casters of the
riders and gear; they will not fight (although they physical mirror spells.
will fight to defend themselves), nor will they in- The material component is a tiny mirror of pol-
tentionally endanger themselves. Any overtly hos- ished platinum, worth at least 500 gp.
tile act by the caster or a rider against any mount
breaks the enchantment for all the mounts.
102
Priest Spells (6th Level)
103
Priest Spells (6th Level)
104
Priest Spells (7th Level)
105
Priest Spells (7th Level)
106
Priest Spells (7th Level)
The hovering road must originate from a solid the wall appears real; when viewed from the end,
surface. Once anchored, the caster controls the from above, or from the "inside," the wall is total-
contour of the road, causing it to rise and fall as ly invisible except for a faint outline of the shape
he wishes. The road can thus be used to traverse of the wall. This means that friendly troops, con-
rivers (if the road is anchored on the shore), cealed from enemy view by the illusory wall, can
swamps, and similarly hostile terrain. The caster see their opponents clearly. The wall is most ef-
can cause the hovering road to rise over a jungle fective if friendly troops are informed of the
or cross a chasm. wall's presence and are careful not to walk
The road has AC 0. It is impervious to non- through the illusion. Such an occurrence does not
magical weapons. If the road suffers 100 points of end the spell, but it will probably advise the ene-
damage (from magical weapons or other magical my of the nature of the wall.
forces), it dissipates in a black mist; all those on Spells cast at the wall and shots fired at the illu-
the road fall to the ground below. sory fortification by siege engines appear to
Unless the road is destroyed, the entire hover- strike the wall and inflict normal damage. In real-
ing road remains intact from beginning to end for ity, the missiles or spells pass through the illusion,
the duration of the spell, even if the caster is possibly striking troops or real fortifications be-
killed or incapacitated. At the end of the spell's yond. Such "hits" do not disturb the illusion.
duration, the entire road dissipates. As soon as an enemy unit moves within 10
The material components are a chunk of black yards of the illusory fortification, the spell termi-
marble and a loop of gold wire. nates and the wall vanishes.
There are two ways in which the spell can be
terminated before it expires. First, the priest can
Illusory Fortification (Illusion/Phantasm) terminate the spell at any time. Second, if a
Sphere: War friendly unit makes an attack, whether melee or
Range: 240 yards missile combat, through the illusory wall from
Components: V, S, M the "inside" to the "outside," the spell terminates
Duration: Special instantly.
Casting Time: 10 turns Once the illusory fortification has been cre-
Area of Effect: Special ated, the priest does not need to concentrate on
Saving Throw: None the wall. The spell remains in effect even if the
casting priest is killed in the interim.
The ritual required to cast this spell is time-
consuming and extremely complex. As its name The material components are the priest's holy
implies, illusory fortification creates an illusion symbol, a handful of stones, powdered mortar,
of a wall of heavy stonework up to 30 feet tall and a gem worth at least 3,000 gp. All compo-
and 160 yards long, topped with crenellations. nents except the holy symbol are consumed in the
The illusory wall can be of any color and appar- casting.
ent age, potentially allowing the caster to match
the false wall with the real walls of an existing Mindkiller (Enchantment/Charm, Necromancy)
castle. The illusory wall must be continuous (it
cannot form two or more shorter walls), but it Sphere: Thought, Necromantic
can follow any corners or bends that the caster Range: 240 yards
desires. Components: V, S, M
In addition to the wall, the spell creates the illu- Duration: Special
sion of constant movement among the crenella- Casting Time: 1 round
tions, as if defending troops were moving atop Area of Effect: One creature
the wall. The formation of the crenellations Saving Throw: Neg.
makes it impossible for a distant observer to de- This powerful spell puts the personality of a
termine exactly how many and what types of de- single human or demihuman into stasis, turning
fenders are present on the illusory fortification. his body into a mindless automaton. The body
The illusory wall remains in existence for 2dl2 will follow any telepathic order given to it by the
hours unless the spell is terminated earlier. casting priest. Elves and half-elves receive no in-
The spell has one very significant limitation: it nate resistance to this spell. Priest and subject
is strictly two-dimensional and is visible from on- need not share a common language.
ly one side (the side that the caster deems to be The priest can force the subject into combat,
the "outside"). When viewed from the outside, but the subject's attack rolls suffer a - 2 penalty.
107
Priest Spells (7th Level)
The priest can attempt to force the subject to cast Characters using this spell are subject to any and
spells or use innate magical or magiclike abilities. all consequences involving deviation of align-
This is a difficult procedure for which the subject ment.
receives a normal saving throw vs. breath weap- The material component is a gem of at least 500
on. A successful save means that the priest has gp value, which is consumed in the casting.
failed to cause the subject to use a magical power;
a failed save means that the subject casts the spell
or uses the power as directed by the priest. The Shadow Engines (Illusion/Phantasm)
spell takes effect successfully only if the caster Sphere: War
possesses any necessary material components. Range: 240 yards
The priest can make only one attempt per round Components: V, S, M
to force the use of magic. Duration: 8 turns
The priest can force the subject to speak, al- Casting Time: 3 turns
though the priest cannot inject a full range of Area of Effect: 180-yard X 180-yard square
emotions into the subject's voice. At the DM's Saving Throw: None
discretion, any character who is very familiar
with the subject may make an Intelligence check This spell creates the illusion of as many as
to notice that something is wrong with the subject four siege engines. The casting priest may choose
(and possibly suspect that the subject's will is not from ballistae, siege towers, catapults, rams, or
his own). any combination thereof. Like the creatures cre-
ated by the spell shadow monsters, these illusory
This spell does not give the caster access to the engines have at least a tenuous reality and can in-
subject's thoughts or memory. However, the cast- flict damage on enemies.
er can see through the subject's eyes. Shadow engines are accompanied by illusory
To control the subject, the priest must be with- crews of the appropriate number and race. The en-
in spell range (240 yards) of the subject. If the gines can move at a rate of 20 yards per turn and
priest is 15th level or lower, he cannot force the are unaffected by terrain considerations. (The
subject to perform particularly delicate actions, caster can choose to slow them when passing
such as picking a lock. At 16th level or higher, through rough terrain to aid the illusion of reality.)
however, this restriction is removed. The priest Shadow engines cannot carry real troops.
could thus force a thief to pick a lock. Any such They can be fired at the same rate as real engines
delicate actions suffer a —20% penalty (—4 on of the appropriate type, but a hit causes only one-
ld20) to reflect the "remote control" nature of the half the damage normal for that type of engine
action. (round fractions down).
The subject's personality remains in stasis until A shadow engine remains in existence until the
the priest releases it with a mental command. It spell duration expires, until an enemy unit ap-
can also be released by a limited wish, wish, or a proaches within 10 yards, or until it suffers dam-
heal spell cast for this express purpose. If the age from an enemy missile attack. When any of
priest ceases concentration on controlling the these conditions occur, the engine vanishes. If a
body or if the subject moves out of range, the single spell has created multiple engines, only the
subject collapses into a comatose state. engine struck vanishes; the others remain.
With its personality in stasis, the subject's body The crew associated with a shadow engine
will remain alive for a number of hours equal to must remain with that engine; it cannot move
the subject's Constitution times five. When this more than 5 yards away from the engine itself.
time period expires, the body dies and the person-
ality is lost. The subject can be raised or resur- Shadow engines can move independently of
rected, however. other engines created by the spell as long as they
remain within the area of effect and remain with-
When the body dies, the priest's control termi- in 240 yards of the caster. The caster must main-
nates. The body's death trauma is felt by the con- tain concentration to control the shadow engines.
trolling priest as a wracking agony, potentially He cannot cast any other spells, and he is limited
strong enough to unseat the priest's reason. If the to a movement rate of 6. If the caster is struck for
priest has not released the victim prior to death, damage, the shadow engines vanish.
he must make a system shock roll at —15 to the
roll. An unsuccessful check means that the priest The material component is a finely detailed
becomes insane as if by a mindshatter spell. miniature model of a siege engine (of any type),
which is consumed during the casting.
Use of mindkiller is considered an evil act.
108
Priest Spells (7th Level)
109
Priest Spells (7th Level)
110
?
Priest Spells (7th Level)
While the spell is in effect, the subject is totally assault a desert, a heat wave will rage in polar
immovable and cannot be affected by any physi- wastelands, and tornadoes and hurricanes will
cal or magical forces. Weapons simply bounce off rip across gentle landscapes. A blizzard might
the subject as they would bounce off the hardest spring up in summer or a tornado might material-
stone. Spells, including dispel magic, are totally ize in the winter.
incapable of affecting the subject in any way. The The spellcaster has no influence over the
subject does not age. weather pattern that emerges. He cannot control
Aside from the fact that the subject remains the area of effect or the duration of the weather.
visible, frozen in place like a statue, he is effec- Four turns after the spell is cast, the trend of the
tively no longer part of the universe. (DMs may weather will become apparent—a sudden chill,
rule that the most powerful of magics, such as gust of wind, overcast sky, etc. The uncontrolled
wishes, and creatures of demigod or higher status weather arrives on the fifth turn. Once the weath-
can affect the subject.) er has arrived, it cannot be dispelled. If the spell is
When the priest casts the spell, he or she states canceled by the caster before the beginning of the
the duration for which the spell will remain in ef- fifth turn, the weather slowly reverts to its origi-
fect (the maximum is one full day per level of the nal condition.
caster). Once the spell is cast, this duration can- The effects of the spell are the decision of the
not be changed; the priest cannot terminate the DM. The effects should be grand and impressive.
spell before the stated time has elapsed. Following are suggested effects of the weather.
If the subject is unwilling to be affected by the Torrential Rain/Blizzard: Visibility is reduced
spell, the priest must touch the victim for the spell to 100 yards or less; travel is nearly impossible
to take effect; the subject receives a normal sav- due to water or heavy snow on the ground.
ing throw to resist the effects. A willing subject Storm/Hurricanes: All flying creatures are
need not make a saving throw. driven from the skies; trees are uprooted; roofs
The priest may cast this spell on himself if de- are torn off; ships are endangered.
sired. This spell can provide a powerful defensive Heat Wave: Intense heat immediately causes
maneuver; while the spell is in effect, the subject ice bridges to melt; avalanches of snow and ice
is totally invulnerable. Timelessness is also an ef- roll down mountains.
fective form of long-term imprisonment, as long The DM determines the area of effect random-
as the priest is around to cast the spell again at the ly. The maximum duration of the spell is one turn
appropriate time. per level of the caster; however, the DM may
This is an exceptionally powerful spell. Casting cancel the effect after a shorter time.
it puts a significant strain on the priest. Each time
he casts timelessness, the priest must make a sys-
tem shock roll. If the priest fails this throw, he or
she permanently loses 1 point of Constitution.
The material components are a gem worth at
least 1,000 gp and a small cylinder of obsidian.
Both are crushed during the casting.
Uncontrolled Weather
(Conjuration/Summoning)
Sphere: Chaos
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None
This spell allows the caster to summon weather
that is either appropriate or inappropriate to the
climate and season of the region. The summoned
effects are always dramatic—cool breezes or light
fog will not appear. Instead, torrential floods will
Ill
Priest Spells (Quest Spells)
112
Priest Spells (Quest Spells)
the effect are healed of Id8 + 2 hit points. This af- Elemental Swarm (Conjuration/Summoning)
fects each creature only once during the spell's Sphere: Elemental, Summoning
duration. Range: 240 yards
Enemies of the priest who come within 10 feet Duration: 6 turns
of the minisun are burned for ld8+2 points of Casting Time: 3 turns
fire damage. No saving throw is allowed, but Area of Effect: Special
creatures possessing magical resistance against Saving Throw: None
fire suffer only half damage.
Companions of the priest who are outside the ar- This spell enables the caster to open a portal to
ea of effect view enemies within the circle as if they one elemental plane of his choice (as appropriate
are affected by golden faerie fire. Creatures affected for his patron Power). He can then summon ele-
by the faerie fire suffer a - 2 penalty to armor class mentals from that plane.
from attacks by creatures outside the circle. After the first turn of casting, 3d3 elementals of
Enemies of the priest outside the circle view the 12HD each appear; after the second turn, 2d3 ele-
priest's allies as if obscured by a blinding light mentals of 16HD each appear; after the third
and suffer a - 2 penalty to missile attacks against turn, Id3 elementals of 20HD each appear. Each
them. elemental has at least 5 hit points per hit die. The
elementals remain for six turns from the time they
first appear.
Conformance These elementals will obey the priest explicitly
(Conjuration/Summoning, Invocation) and cannot be turned against the caster. The
Sphere: Law priest does not need to concentrate to maintain
Range: 0 control over the elementals. They cannot be dis-
Duration: 6 turns missed with spells such as dismissal; the elemen-
Casting Time: 1 round tals remain for the duration of the spell.
Area of Effect: 80-foot-diameter sphere
Saving Throw: None Etherwalk (Alteration)
The conformance spell has a simple principle Sphere: Astral, Travelers
with a profound effect: probable events always Range: Special
manifest. Duration: Special
In game terms, this means that events with a Casting Time: 5 rounds
probability of 51 % or better always occur. Thus, Area of Effect: Special
if a saving throw of 9 is required to avoid an ef- Saving Throw: Neg.
fect, no roll is necessary; the save is automati-
cally successful. If a warrior must roll 10 or better By casting this spell, the priest transports him-
to hit an enemy, he automatically hits. self and as many as 50 followers (who must join
Conversely, improbable actions (those with hands at the time of casting) to the Border Ethere-
less than a 50% chance) always fail. If a warrior al. Unwilling creatures are allowed a saving
must roll 12 or better to hit an enemy, he auto- throw at a - 4 penalty to avoid transportation.
matically fails. If a thief's chance to hide in The spell then allows the priest and his party to
shadows is 49%, he automatically fails. make as many as three round-trip journeys to
There are two conditions that affect this spell. and from the Inner Planes. It then allows them to
First, a prayer spell is continuously operative in return to the Prime Material plane.
the area of effect, shifting the balance of combat Travel rates in the Ethereal plane are at four
probabilities toward the favor of the priest who times normal speed. Travel times for locating or
casts this spell and his companions. Second, searching along curtains are all at the minimum
probabilities of exactly 50% always shift in favor time possible. Encounters with monsters occur at
of the spellcasting priest. For example, if a roll of one-fifth the normal frequency. The priest and his
11 or better is needed to save against a spell ef- party are not affected by the ether cyclone.
fect, this is a 50% chance for success. In such The spell expires when the priest and his party
cases, the priest and his friends always make the return to the Border Ethereal from an inner plane
save and enemies always fail. for the third time. They are then instantly trans-
This spell is particularly potent if bless and ported to the Prime Material plane.
chant spells are cast in the area of effect.
113
Priest Spells (Quest Spells)
114
\ 4
J
Priest Spells
116
Priest Spells
spells at —4 or be affected by confusion (as per mally cast. Such borrowing still causes the spell
the spell). Affected creatures have a 5% chance to be lost from the mind of the caster who memo-
per round of suddenly being attacked by a phan- rized it. A caster may not borrow spells outside
tasmal killer. his normal class restrictions. Priests and wizards
All creatures who enter the area of effect are within a mindnet cannot mix their priestly and
subject to the effects of the spell. All effects ex- wizardly spells, nor can a specialist borrow a
cept blindness cease 3 rounds after an affected spell from an opposition school.
creature leaves the area. Creatures reentering the Third, each member of the mindnet is in con-
area of effect must make new saving throws. stant mental communication. Each member
knows what is happening at the locations of all
other members.
Mindnet (Divination, Enchantment/Charm) Finally, twice per turn, the priest casting this
Sphere: Thought spell can instantly teleport any person linked by
Range: 0 the mindnet to any other person who is also a
Duration: 12 turns part of the spell. This massive effort results in a
Casting Time: Special + 4 penalty to any Constitution checks made by
Area of Effect: Special the priest.
Saving Throw: Special The priest casting the spell cannot perform any
The priest casting a mindnet spell establishes a other actions while the mindnet exists; if he does,
telepathic link with as many as 10 other creatures the spell is canceled. The priest must make a Con-
who may be separated from each other by as stitution check at the end of each turn in order to
much as 10 miles. Thus, a chain of creatures 100 sustain the spell. A failed check cancels the
miles long could be established. mindnet. The spell can last a maximum of 12
turns.
The Power granting this spell has the final
word on the individuals who may be included in
the spell. Most commonly, the spell will be cast to Planar Quest (Alteration)
include individuals familiar to the caster. How-
ever, depending on the purpose of the spell, the Sphere: Astral
Power may allow a stranger known to the caster Range: Touch
only by name to be included in the mindnet. Duration: Special
Unwilling creatures must make a saving throw at Casting Time: 5 rounds
a —4 penalty to avoid being included in the Area of Effect: Special
mindnet. Saving Throw: Neg.
Casting the spell requires one round per two By joining hands with as many as 12 compan-
creatures in the mindnet. The spell's duration be- ions and casting this spell, the priest transports
gins after all affected creatures have been linked. his party to any other plane of existence. The
Characters of any class may take part in this link- priest and his party may arrive at a specific loca-
age, benefiting from several effects. tion in a plane (if one is known) or at an un-
First, each member of the mindnet benefits known destination. Travel time to the
from Intelligence, Wisdom, and Dexterity bo- destination, whether known or unknown, will al-
nuses. The bonuses are equal to the bonuses held ways be at the minimum possible. In an inner
by the member of the mindnet with the highest plane, a friendly guide will always be available to
ability score. For example, if five creatures in a the priest. Hostile encounters occur at one-fifth
mindnet have Wisdom scores of 15, 15, 16, 17, normal frequency.
and 18, each creature would make saving throws, Unwilling creatures are allowed a saving throw
ability checks, and the like as if he had a Wisdom at a —4 penalty to avoid being transported.
score of 18. Bonus spells are not gained due to In the inner planes, the party is magically pro-
enhanced Wisdom, however. tected in any means necessary for survival. The
Second, spells may be pooled among the spell- party does not need to eat, drink, or rest if condi-
casters within the mindnet. Any priest may use a tions make these activities impossible. Party
spell memorized by another priest with two con- members are immune to fire in the elemental
ditions: the priest who has memorized the spell plane of fire, and similar immunities are granted
must allow its use; and a priest "borrowing" a by the Power in other planes as necessary. The
spell may use only spells of levels he could nor- party can move through any terrain (including
117
Priest Spells
118
Priest Spells
components consumed in spellcasting during this out of command unless they are in the line of
time are also restored. sight of their commander, regardless of his con-
The reversion spell affects only creatures and trol diameter.
characters. Equipment and magical items are not All exterior areas of the fortification have their
affected. hit points or Hits doubled (see Hits of Building
Casting this spell ages the priest one year. Features in BATTLESYSTEM™ rules).
The siege wall expires if the building is de-
stroyed; it lasts a maximum of 24 hours.
Robe of Healing (Enchantment, Necromancy)
Sphere: Healing
Range: Touch Shooting Stars (Conjuration, Invocation)
Duration: 1 hour Sphere: Combat, Sun, Weather
Casting Time: 1 round Range: 120 yards
Area of Effect: One robe Duration: Instantaneous
Saving Throw: None Casting Time: 1 round
Area of Effect: 40-yard radius
This spell enchants the priest's robe or cloak, Saving Throw: V2
enabling him to walk among wounded creatures
and heal them. By touching the robe, a wounded A priest casting shooting stars creates a violent
creature is cured of ld4+4 hit points. As many turbulence in the air above the area of effect,
creatures as can physically touch the robe within from which a number of fiery-orange,
the spell duration can be healed. A reasonable electrically-charged miniature fireballs erupt and
maximum is 20 creatures per round, allowing a shower onto the ground. Within the area of ef-
total of 1,200 creatures to be healed. A creature fect, all creatures suffer 6dlO points of combined
can be affected only once per week by the robe of fire and electrical damage. A successful saving
healing. throw at a —4 penalty indicates half damage.
In addition, four large shooting stars material-
ize within the area of effect. The priest can indi-
Siege Wall (Alteration, Invocation) vidually target these at specific creatures. If
Sphere: Creation, Guardian creatures are not specified, the targets are ran-
Range: 480 yards domly selected. Each shooting star causes 48
Duration: Special points of damage on impact (no saving throw is
Casting Time: 1 turn allowed). Any creature within 10 feet of impact
Area of Effect: One building suffers 24 points of fire damage (half-damage if a
Saving Throw: None saving throw at —4 is successful).
A siege wall uses magical energy to fortify all ex-
ternal areas of a fortified building, such as walls, Sphere of Security (Abjuration)
battlements, drawbridges, and gates. External sur-
faces to be protected must be contiguous. Sphere: Protection
The protective effects of the siege wall are com- Range: 0
patible with BATTLESYSTEM™ rules (see Chap- Duration: 6 turns
ter 7). Creatures assaulting the protected building Casting Time: Special
have their movement rates reduced by half when Area of Effect: 10-foot-radius sphere
trying to scale the exterior surfaces (scaling lad- Saving Throw: None
ders, etc.). Attackers suffer a —2 penalty to dam- Sphere of security protects the priest who casts
age rolls for missile fire. the spell and his companions within the area of
Damage or AD caused by war machines is re- effect. Enemy creatures within the area are unaf-
duced by 2 die levels (if normal damage is Idl2, fected.
Id8 is rolled instead; if damage is ldlO, Id6 is The sphere grants affected creatures a + 2 bo-
rolled; ballista has AD8). Damage caused by nus to armor class, a +2 bonus to all saving
crushing engines is rolled at —2 to the damage throws vs. magic, and 50% magic resistance.
roll or ADs. Hits or hit points of crushing engines Casting this portion of the spell requires 1 round.
are reduced by half. In addition, the priest can specify as many as
All enemies attacking a building protected by four additional specific protection effects from
siege wall who enter an enclosed wall space are the List of Protection Scrolls in Appendix 3 of the
119
Priest Spells
DMG. Each additional protection lengthens cast- • Permanent magical items (swords, boots, ar-
ing time by 1 round. The priest may create one mor, etc.) temporarily lose all effects until the
effect per 5 levels of his experience, to a maxi- spell expires or until the items leave the area of
mum of four effects. effect and for ldlO rounds thereafter.
Single-use and charged items are permanently
Spiral of Degeneration affected by this spell. A potion destroyed by this
(Enchantment/Charm, Invocation) spell remains useless even after the spell ends.
Within the area of effect, magical communica-
Sphere: Chaos, Thought tion is impossible due to thought blocks and cha-
Range: 0 otic effects. No communication magic {ESP,
Duration: 6 turns sending, etc.) will function; any spellcaster trying
Casting Time: 1 round to cast such a spell will be stunned for 1 round per
Area of Effect: 50-foot-diameter sphere level of the spell he attempts to cast. A reverse of
Saving Throw: Special the tongues spell operates continuously in the ar-
This potent spell affects all creatures hostile to ea of effect. Telepathic communication (e.g., with
the priest within the area of effect. The Power a familiar) is also impossible.
granting the spell causes the spell's effects to man- In the Chaos variation of the spell, the center
ifest in one of two ways: the Chaos variation or of the area of effect moves 10' per round. The di-
the Thought variation. rection is randomly determined using Id8 roll
In the Chaos variation, the fabric of reality is and compass points (1 = N, 2 = NE, 3 = E, 4 = SE,
altered to change events. Magical items dysfunc- 5 = S, 6 = SW, 7 = W, 8 = NW). The radius of the
tion because the fabric of magical reality is spell effect will never exclude the priest who cast
changed. the spell; re-roll any result that leads to this oc-
In the Thought variation, the thoughts of the currence.
victims of the spell are distorted and altered so
that they find themselves unable to function co-
herently and effectively. Magical items dysfunc- Stalker (Conjuration/Summoning)
tion because the thoughts of their users are Sphere: Creation, Guardian, Plant
warped to either convince them that the items Range: 30 yards
cannot function or block thought so that proper Duration: Special
commands cannot be given. Casting Time: 1 round
The effects on the victims of the spell are the Area of Effect: Special
same for both variations. Each round, there is a Saving Throw: None
50% chance that a degeneration effect will occur A priest casting this spell conjures Id4 +2 plant
in the area of effect. When this occurs, two events creatures which have statistics identical to sham-
take place. First, spellcasters lose one spell from bling mounds of 11HD. These creatures will aid
each level of spell currently memorized (e.g., a the caster in combat or battle, perform a specific
spellcaster who has memorized three spells each mission, or serve as bodyguards. The creatures
from levels 1 through 3 loses one spell from each remain with the priest for seven days unless he
level for a total of three). Lost spells may be re- dismisses them. If the stalkers are summoned on-
gained normally through rest and memorization. ly for guard duty, however, the duration of the
Second, magical items are affected in the fol- spell is seven months. In this case, the stalkers
lowing ways: can only be ordered to guard a specific site or lo-
• Weapons and armor lose one level of en- cation.
chantment (a sword +3 becomes a sword +2, The stalkers gain resistance to fire as per sham-
etc.). bling mounds only if the terrain is suitable
• Magical items that carry charges (wands, (marshy, close to a body of water, etc.).
rods, staves, etc.) are drained of ldlO charges.
• Magical items without pluses or charges
must make a saving throw versus spell (using the
saving throw of their owner) or become non-
magical.
• Potions lose all magic and scrolls lose one
randomly determined spell.
120
Priest Spells (Quest Spells)
121
Priest Spells (Quest Spells)
122
Chapter 4: Magical Items (Tables)
123
)V.- Magical Items (Tables)
124
Magical Items (Oils, Potions)
125
mm
Magical Items (Powders)
The type of elemental subject to a particular tection from both natural and magical aging.
potion is randomly determined. One flask of oil of preservation will protect 1
cubic foot of surface area. The effects of the oil
D4 Roll Elemental Type
wear off after one century, at which time normal
1 Air
aging resumes.
2 Earth
3 Fire
4 Water Powders
Magical powders are usually stored in small
Oil of Elemental Plane Invulnerability: These
paper packets, cloth pouches, or hollow blow
precious oils provide total invulnerability against
tubes made of glass, wood, metal, or bone. A
the elemental forces on one inner plane, as well as
packet or pouch can be shaken out to cover the
offering the same protection as the oil of elemen-
area all around the user to a radius of 5 feet. This
tal invulnerability. Any character covered in the
action lasts an entire round. Note that powders
oil suffers no ill effects from the harsh environ-
used in this manner can affect the user.
ments of the elemental, para-elemental, and
quasi-elemental planes. Attacks by elemental Alternatively, powder in a tube can be blown
creatures are effective, but with a - 1 penalty per outward in a ten-foot-long cone shape that is one
die of damage. foot wide at the apex and five feet wide at the
end. Used in this manner, the powder has no
A flask of oil contains enough oil to coat one
chance of affecting the user (unless it rebounds on
man-sized creature six times or six individuals
him due to wind or similar circumstances).
once. An application is effective for 24 hours.
Powders may also be blown from the user's
The protection the oil offers is determined ran-
hand, but can only affect a single individual with-
domly with two die rolls. First, Id4 is rolled to
in five feet of the user.
select a table below: 1 = Table A, 2 = Table B,
3 = Table C, 4 = Table D. Second, Id4 is rolled on
that table. Powder of the Black Veil: This sooty, black pow-
der causes temporary magical blindness to all
Table A Table B those in the area of effect. If a creature's saving
D4 Roll Plane D4 Roll Plane throw is successful, he suffers no effects. If the
1 Air 1 Smoke roll fails, the creature is blinded and suffers a — 4
2 Water 2 Ice penalty to attack rolls, a - 4 penalty to Armor
3 Earth 3 Ooze Class, and a +2 penalty to initiative rolls. Blind-
4 Fire 4 Magma ness persists each round until the victim succeeds
at a saving throw vs. spell, at which time the ef-
Table C Table D fect is instantly negated. An entire packet or blow
D4 Roll Plane D4 Roll Plane tube must be used for each application.
1 Lightning 1 Vacuum
2 Steam 2 Salt Powder of Coagulation: When placed on an open
3 Radiance 3 Ash wound, a pinch of this yellow powder stops all
4 Minerals 4 Dust bleeding and heals Id6 hit points of damage. Each
pouch or packet contains 4d4 pinches. A blow
Anyone covered in the oil can see, breathe, and tube contains one use, but stops bleeding and
move in the respective plane without difficulty. heals Id4 hit points for all creatures in the area of
Just as a character can move through flames or effect.
water without difficulty when covered in the
proper oil, a character doused in the oil of earth Powder of the Hero's Heart: When used, this dull
can pass through the stone of the elemental plane red powder instills bravery in all creatures within
of Earth as if it were air. the area of effect (both friends and enemies). It
grants such creatures a morale bonus of + 2 and
Oil of Preservation: Any nonliving, non-magical negates the effects of magical fear. The effect lasts
object may be coated with a layer of oil of preser- for 5d4 rounds. An entire packet, pouch, or blow
vation. If every surface of the object is covered, it tube must be used for each application.
will suffer no ill effects from the passage of time.
Thus, wood will not rot, metal will not rust, and Powder of Magic Detection: Under close inspec-
masonry will not crumble. The oil provides pro- tion, this ordinary-looking powder can be seen
127
Magical Items (Rings)
for what it truly is—an extremely fine powder of Ring of Bureaucratic Wizardry: This cursed ring
minute, crystalline granules. When this powder is indistinguishable from a ring of wizardry, but
contacts a magical object, the crystals spark and has one important difference. When a wizard
flash with a rainbow of colors. This effect does casts any spell while wearing the ring, a sheaf of
not reveal the nature or intensity of the papers and a quill pen suddenly appear in his
enchantment—only that the item is magical. hand. The papers are forms that must be filled
A small pinch of powder is needed for each out in triplicate explaining the effects of the spell,
use, no matter how large or small the object. why the wizard wishes to cast it, whether it is for
Each packet contains ldlO + 10 pinches. Powder business or pleasure, and so on. The forms must
that is placed on a nonmagical item yields no ef- be filled out before the effects of the spell will oc-
fect and cannot be reused. cur. The higher the level of the spell cast, the
more complicated the forms become. Filling out
the forms requires one round per level of spell.
Rings As soon as the papers are filled out, the forms
Ring of Affliction: When an identify spell is used and the pen disappear and the spell effects occur
on this cursed ring, it will appear to be a ring of as the spellcaster desired.
resistance. The ring will function as such until the The ring cannot be removed willingly. Remove
wearer makes a saving throw to any school in op- curse or a similar spell must be cast upon the
position to the school represented by the ring. wearer in order to remove the ring.
The school of magic represented can be deter-
mined by rolling Id8 on the table below. Ring of Elemental Metamorphosis: There are
D8 Roll Represented School four types of these rings, each corresponding to
1 Abjuration one of the four elements. When one of these rings
2 Alteration is discovered, the type is determined randomly.
3 Conjuration/Summoning D4 Roll Element
4 Enchantment /Charm 1 Air
5 Illusion/Phantasm 2 Earth
6 Invocation/Evocation 3 Fire
7 Lesser/Greater Divination 4 Water
8 Necromancy
Each of these rings has the power to poly-
The first time the wearer of a ring of affliction morph the wearer into an elemental of the appro-
makes a saving throw against any school in op- priate type. When the transformation occurs, the
position to the school of the ring worn, the ring of subject's equipment is absorbed into his new
affliction's true properties are revealed. The ring form. The affected character retains his mental
causes the wearer to suffer a —2 penalty on all abilities, but cannot cast spells.
saving throws vs. spells of the ring's opposing Characters who are not accustomed to the new
school or schools. Once this power is activated, form suffer a —2 penalty on attack rolls until
the beneficial effects of the ring no longer oper- they successfully strike an opponent in two con-
ate. Once the curse has been activated, the wear- secutive combat rounds. After this occurs, it is
er can remove the ring only through a remove assumed they have mastered their new shape.
curse spell. The polymorphed character acquires the form
and physical abilities of the appropriate elemen-
Ring of Armoring: A wizard wearing this ring tal. This includes Armor Class (but the character
gains an additional +1 bonus to any AC bonus is subject to attacks by weapons of less than +2
he receives from casting a spell upon himself. enchantment), movement rates, and attack rou-
Thus, an armor spell grants the wizard AC 5 in- tines (including special attacks). Hit points and
stead of AC 6, and a shield spell grants the wizard saving throws are identical to those for the char-
AC 1 versus hand-hurled missiles instead of AC acter's natural form.
2. Restrictions that apply to a spell (for example, Additionally, the character is immune to dam-
armor does not affect a character already wear- age from exposure to the element he has become,
ing armor) are in no way altered through use of and may move and breathe freely within the nat-
this ring. ural element. Thus, a character metamorphosed
into a fire elemental could swim in a pool of non-
128
Magical Items (Rings)
magical lava without risk of injury, but the same to determine whether the result is the desired ef-
character could be damaged by magical fire, such fect or the reversed effect. Thus, a person casting
as that from a fireball spell. continual light has a 50% chance of getting either
The ring may be used once per day for Id4 + 1 light or darkness.
turns, at which time the character reverts to his If the ring is used to cure blindness or deafness,
normal form. The wearer can end the metamor- a reversed result yields a special curse. Since
phosis at any time. When returning to his own cause blindness has no effect on a blind character,
form, the wearer regains Idl2 hit points. the ring further distorts the spell effect by shifting
If a successful dispel magic spell is cast upon to cause deafness. Thus, a priest attempting to
the subject at any time while he is transformed, cast cure blindness whose ring indicated a re-
he is forced back into his normal form and must versed result would cause his victim to become
succeed at a system shock roll or die. The wearer deaf.
returns to his own form when slain or when the In addition, the priest runs the risk of his spells
effect is dispelled, but no hit points are restored in reversing every time he uses a reversible spell
these cases. (even those cast normally).
The ring can be removed only with a success-
Ring of Fortitude: When worn, the ring of forti- fully cast dispel magic spell.
tude grants the wearer a bonus of +4 to one ran-
domly selected ability score (roll I d l 2 : Ring of Resistance: This ring grants a wizard a
1-6 = Dexterity, 7-11 = Wisdom, 12 = Constitu- saving throw bonus identical to the bonus gained
tion) for the purposes of spell resolution only. It by a specialist in a particular school of magic.
does not affect ability checks or other aspects of The magical school affected is randomly deter-
ability scores, except those as a direct result of mined on the table below by rolling Id8.
spells or spell-like abilities.
D8 Roll Affected School
For example, a character with a natural Consti-
1 Abjuration
tution of 14 would have an enhanced score of 18
2 Alteration
while wearing such a ring. He does not gain any
3 Conjuration/Summoning
extra hit points from wearing it, but his system
4 Enchantment/Charm
shock for resolving the polymorph other spell is
5 Illusion/Phantasm
increased to 99%. With the Constitution-
6 Invocation/Evocation
enhancing ring, the bonuses even apply to the
7 Lesser/Greater Divination
raise dead and resurrection spells. All effects are
8 Necromancy
lost when the wearer removes the ring.
When required to save against a spell from that
Ring of Randomness: When an identify spell is school, the wearer gains a + 1 bonus to his saving
cast on this cursed clerical ring, it radiates the au- throw. When the wearer casts a spell from that
ra of a beneficial ring to disguise its nature. The school, his opponent suffers a —1 modifier to all
DM should roll ldlOO to determine the ring's saving throws. This ring does not allow a wizard
power. to cast spells from a school in opposition to his
D100 Roll Power own.
01-25 protection from evil These modifiers are cumulative with all others,
26-40 continual light including those in effect for specialization.
41-60 bless
61-70 cure light wounds
71-80 remove fear
81-90 heat metal
91-100 cure blindness or deafness
129
Magical Items (Rod, Staff)
130
Magical Items (Wands)
131
Magical Items (Miscellaneous Magic)
sphere is usually occupied by atmosphere. The amulet has no effect on spells with instan-
The surface of the pocket is semipermeable, al- taneous or permanent durations. A maximum of
lowing creatures to exit and enter the sphere, but ldlO +4 spell levels can be affected by the amulet
keeps the elemental conditions of the pocket each day. Each amulet has its own individual lim-
completely separate from the elemental plane. it, secretly determined when it is found. If this
One charge creates a sphere 10' in diameter. If limit is exceeded on any given day, the amulet
the wielder wishes, multiple charges can be used shatters and is destroyed permanently.
to create larger spheres. Thus, a 3O'-diameter
sphere could be created using three charges. Amulet of Far Reaching: When willed by the
The conditions inside the pocket are of the caster, this amulet increases the range of lst-level
wielder's choosing, although they must be similar spells by 30%, 2nd-level spells by 20%, and 3rd-
to an area that naturally exists on the Prime Ma- and 4th-level spells by 10%. Fractions of one-half
terial plane. The pocket cannot contain buildings and greater are rounded up; all others are round-
or man-made items. ed down.
The pocket lasts ld6+6 hours on any plane The amulet affects only range and does not al-
other than the plane of Fire, on which the pocket ter a spell's area of effect. The amulet cannot af-
will last Id6 hours. The wielder may choose to fect spells with ranges of 0 or touch.
use the wand before the pocket dissipates to ex- A maximum of ldlO + 4 spell levels can be af-
tend the life of the existing pocket. The pocket fected by the amulet each day. Each amulet has its
can be destroyed through the use of a dispel mag- own individual limit, secretly determined when it
ic spell. The wand is not rechargeable. is found.
132
Magical Items (Miscellaneous Magic)
sistance against all spells. The remaining 50% ex- ishes itself every sunset if the bones have been
tend magic resistance only to spells of 1st through used.
6th levels. Such amulets have no effect on spells A bag of bones will work only on a battlefield
more powerful than these. The DM should se- in the full heat of battle. (For the purposes of this
cretly determine this information when the ring is definition, a "battlefield" is a place where units
discovered. are in conflict and where at least 100 individuals
All such amulets, regardless of the degree of re- per side are involved.) The unit will never split
sistance conferred, are delicate magical struc- up, and will obey no orders other than to enter
tures. If the wearer rolls for magic resistance at combat.
any time and the roll is 95-00, this fragile item has Certain war deities may frown upon the use of
been disrupted and the amulet shatters into use- undead or conjured troops, believing them to be
less scrap. unworthy and cowardly. Priests worshipping
these deities may suffer divine consequences if
Amulet of Metaspell Influence: This amulet does they choose to use a bag of bones.
not appear to have any magical function (al-
though it radiates magic if detected) until it is Bell's Palette of Identity: This device offers pro-
worn by someone using one of the dilation, far- tection against polymorph spells and other magi-
reaching, or extension spells. When such a spell is cal effects that change a person's physical
cast, the amulet adds 50% to the functional effect appearance.
of the spell. For example, if extension I is used to The item is an artist's palette covered with
increase the duration of a 3rd-level spell by 50%, bright, mystical paints. To use the item, a person
the wearer of this amulet can add one-half (50%) must paint a self-portrait. The painting does not
to that effect size, raising it to a 75% extension need to be created with any expertise, but the
effect. painter must believe that the portrait is accurate.
Any time a character carries his self-portrait on
Amulet of Perpetual Youth: This amulet glows his person, the portrait suffers the effects of un-
continuously with a faint, blue light. The wearer successful saving throws for him when mass-
has temporary immunity to the effects of both morph, polymorph other, polymorph any object,
natural and magical aging; the amulet grows old- or seeming spells are cast on him. The portrait al-
er instead of the wearer. As the amulet ages, it so suffers the effects if a character steps in front of
gradually becomes dimmer. The amulet can ab- a mirror of simple order.
sorb 5-30 (5d6) years of aging, at which time its The character's saving throw is made normally.
light dims completely, its magic is negated, and If successful, the spell simply fails. If the saving
the wearer resumes aging at his normal rate. throw is unsuccessful, the portrait is altered, re-
flecting the effect of the spell, but the character is
Bag of Bones: This item, usable only by priests, unharmed. Once the portrait suffers these effects,
is a small, ordinary-looking leather pouch that it no longer can offer protection for the person it
contains a number of tiny bones. When these represents.
bones are scattered over a 40 by 20 yard area A person on the plane of Hades carrying a pic-
and the word of command is spoken, a unit of ture made from Bell's palette of identity is pro-
skeletons immediately springs from the ground. tected from the effects of fading on this plane. It is
This unit comprises eight BATTLESYSTEM™ the picture that slowly fades to grey while the
rules figures of skeletons (80 skeletons) armed person retains all of his color. After two weeks in
with swords. (The statistics for this unit are: AD Hades, a character makes a saving throw against
6, AR 8, Hits 1, ML n/a, MV 12". Hits from being trapped in Hades. If the saving throw is un-
piercing and slashing weapons are reduced by successful, the portrait becomes useless to the
half.) person who painted it.
The unit unconditionally obeys the combat or- There is always a risk that some denizen of
ders of the priest, never checking morale. The Hades will discover a baneful use for a discarded
unit fights until totally destroyed or until the sun painting. Travelers are wise not to leave such per-
sets (at which time the remaining skeletons crum- sonal effects behind on this plane.
ble into dust). Two out of three (1-66 on ldlOO) of A single Bell's palette of identity can be used to
these bags are "one-shot" magical items: once the paint 2-5 portraits.
bones are used, they are gone forever. One out of
three (67-100 on ldlOO) bags magically replen-
133
Magical Items (Miscellaneous Magic)
Bracers of Brandishing: These unpredictable and Candle of Propitiousness: This candle enhances
bewildering items appear similar to other magical attacks against a particular enemy within a de-
bracers, but their magic is revealed only when the fined area. The user lights the candle while speak-
character wearing them uses a charged rod, staff, ing the exact name of a single foe. If the exact
or wand. When a charge is expended from such name is not known, the user must precisely iden-
an item, the bracers of brandishing alter the tify the foe; saying, "the evil warrior" isn't precise
charge expenditure and the local balance of magi- enough, but stating, "the evil warrior who rules
cal forces in a chaotic manner. The drain on the the village of Fair Meadows and carries a golden
charged rod, staff, or wand is actually in the shield" is sufficient.
range of 5 charges to - 4 (i.e., the item is re- All characters who remain within a 50-foot-
charged). The number of charges used is ldlO — 5 radius of the lighted candle receive a + 2 bonus to
(with negative results indicating that charges are all attack rolls made against the stated foe, re-
restored). If an item is reduced below zero gardless of whether the foe is within 50 feet of the
charges by a drain, it crumbles into dust immedi- candle. Characters who venture outside the area
ately. of effect lose the bonus. When the stated foe is
Items that are not normally rechargeable can within the area of effect, he suffers a —1 penalty
be recharged through the chaotic operation of to all his attack rolls.
these items except for the rod of absorption. There can be no interposing surfaces such as
walls or doors between the candle of propitious-
Brooch of Number Numbing: This silver or gold- ness and characters whom it affects. The stated
en brooch (15% are set with jewels) is used to fas- foe is not allowed a saving throw to resist the ef-
ten a cloak or a cape. It magically clouds the fects of the candle.
mind of anyone conversing with the wearer of the The candle of propitiousness burns for up to
brooch, with the confusion applying only to one hour. If it is moved after it has been lit, its
numbers. magic is immediately and permanently negated.
The brooch must be in plain sight to have any Likewise, if its flame is extinguished, its magic
effect. Anyone conversing with someone wearing immediately ends. Any magical or natural force
the brooch is allowed a saving throw vs. spell to capable of extinguishing a normal flame, such as
avoid the effects. a gust of wind or a splash of water, can extinguish
If the save is failed, the victim falls under the a candle of propitiousness.
brooch's special enchantment. The victim forgets A candle of propitiousness can be lit and used
the relative value of numbers. He cannot remem- only once.
ber if five is greater than three or if tens are
smaller than hundreds. Further, the victim does Claw of Magic Stealing: This peculiar item is usu-
not recognize his inability to remember the val- ally fashioned in the form of a miniature silver
ues of numbers. While under the influence of the hand or claw. An attempt to identify it will sug-
brooch, the victim thinks that all numbers are gest that it is an item capable of casting the 2nd-
pretty much the same. He will accept any claim level wizard spell spectral hand three times per
pertaining to numbers and accept almost any fi- day. The claw can indeed do this, but this is only
nancial deal set before him. its secondary function.
The victim remembers the relative values of The claw's real purpose is to steal spells from
coins (that gold pieces are worth more than silver other spellcasters. If the victim of the spectral hand
pieces), but not their exact conversions. Thus, spell is a wizard, he must make a saving throw ver-
the victim is unable to remember whether two sil- sus spell. Failure to make this save means that a
ver pieces or 100 silver pieces are equal to one randomly selected spell is drained from his mem-
gold piece. ory and its energy is transferred to the claw's own-
The enchantment lasts only as long as the er. The owner of the claw may then use this
wearer is present and for 2d6 rounds thereafter. magical energy to "power" a memorized spell of
Once the effect wears off, the victim regains his his own, provided it is of the same or lower level.
normal understanding of numbers. Furthermore, Such a spell may be cast without being lost from
he remembers exactly what he did and said while the mind of the wizard possessing the claw.
under the influence of the brooch, although he The claw of magic stealing does not store magi-
may not be aware of the cause. cal energy in any way; either the owner of the
claw uses the energy to "power" a spell on the
next round, or the energy dissipates and is lost.
134
Magical Items (Miscellaneous Magic)
Contracts of Nepthas: These magical contracts one cubic foot of material. Note that magical items
are written in black ink on golden-brown vellum. are allowed an item saving throw vs. magical fire
The contracts are usually found in ivory tubes, to avoid destruction. Crucibles of melting are
each tube containing Id6 contracts. The con- most often found (when found at all) in the labora-
tracts are blank and can be filled in by the user. tories of wizards, particularly enchanters who spe-
The contracts will radiate magic if detected, but cialize in the construction of magical devices.
carry no overt signs of their special nature. Whenever a crucible of melting is used, there is
The contract of Nepthas automatically places a 5% chance of a mishap resulting in an explosion
an enchantment upon any persons who sign it in that inflicts 3dlO points of damage to all creatures
order to insure that both parties hold to the within 10 feet. A save vs. rod, staff, or wand is
agreement. Anyone who has signed a contract of allowed, with success indicating half damage.
Nepthas and breaks the contract is struck deaf, The crucible is allowed an item saving throw vs.
blind, and dumb. The effects of the punishment disintegration. If it fails, it is destroyed; other-
last until they are removed with a remove curse. wise, it is unharmed and may be used again.
A person who is both deaf and blind suffers a Half of all crucibles remain hot for 3 turns. The
— 8 penalty to his attack rolls and his opponents rest remain hot until a command word is spoken
gain a +8 bonus to their attack rolls. He loses all to cancel the heat.
bonuses for Dexterity and suffers —2 penalties to
saving throws versus spells, petrification/ Crystal Parrot: This is a 12-inch-high statue of a
polymorph, and rod, staff, or wand. parrot made of clear crystal that is useful in the
A contract involves two parties agreeing on a detection of trespassers. The crystal parrot is typ-
set of conditions. The conditions are usually very ically placed high on a bookcase, shelf, or a simi-
specific, but if they are not, they might be pervert- lar location that gives the parrot an unobstructed
ed in the same way that a wish spell might be mis- view of the area it is to oversee.
interpreted. If a group of adventurers signs a To activate the parrot, the user speaks the com-
contract with a king stating that they will slay a mand word, causing a soft red glow to appear be-
dragon in the Northern Hills by the eve of the new hind the parrot's eyes. Unless the crystal parrot is
moon, slaying any dragon will fulfill the contract, destroyed, it remains active for 30 days. The user
although the king may have had a specific dragon may also choose to deactivate it with a second com-
in mind. If the king agrees to pay the adventurers mand word, at which time the red glow in its eyes
upon the completion of the task, the king had bet- disappears. Once deactivated, it cannot be acti-
ter have the money when the party returns. vated again until 30 additional days have passed.
Contracts signed by persons under the influ- The active crystal parrot "sees" everything in a
ence of charm and similar spells are null and 180-degree arc in front of it, to a distance of 50 feet.
void. A forged contract is also void. If any per- The crystal parrot can see no better than a normal
son who signs a contract dies before its comple- parrot; that is, its vision can be obscured by normal
tion, that person's obligation is ended. Note, or magical darkness, or by physical barriers.
however, that if a group of adventurers signs a The user must instruct the parrot as to what
contract and one of their members dies, the survi- types of intruders it is to observe. The user may
vors are still bound to the contract. be specific ("Watch for a 7-foot human male with
A deadline for both parties' responsibilities a bald head and a red coat") or general ("Watch
must be stated in the contract in order for it to be for all humanoid and animal intruders").
activated. At the time an intruder enters the parrot's field
of vision, the user will hear a telepathic report
Crucible of Melting: A crucible is a small bowl, about all intruders matching the description. The
usually made of fired clay or porcelain, used for telepathic reports will be general in nature, sel-
heating substances to extreme temperatures. The dom more than brief phrases ("Man with red coat
bowl is usually placed on a furnace. The crucible enters" or "Two rats enter"). If the user was not
of melting, however, requires no furnace. It melts specific as to what types of intruders to watch
any metals placed within it when the command for, the crystal parrot will report only the number
word is spoken. It takes one turn to bring the cru- and type of intruders (such as "one woman en-
cible to a sufficient temperature to melt metals ters" or "a dozen ores enter"). The crystal parrot
placed within it. It has no effect on substances will not report the actions of intruders, merely
other than metals. their presence; it tells the user when the intruders
The average crucible of melting can hold up to enter and leave, but nothing else.
135
Magical Items (Miscellaneous Magic)
The telepathic reports can be transmitted over In the larger sizes, these devices are most often
an unlimited distance, but cannot be communi- installed permanently and cannot be carried
cated into other planes of existence. The telepa- away as part of treasure, unless arrangements are
thy is one-way; the user cannot communicate made to transport a small room or shack.
with the crystal parrot.
The crystal parrot has AC 3. It shatters and be- Dust of Mind Dulling: This harmless-looking
comes permanently useless if it suffers 12 points dust is the bane of spellcasters. One pinch of this
of damage. The user is instantly aware of the par- dust can be flung up to 30 feet from the user and
rot's destruction. will scatter to fill a 5-foot-radius sphere.
All spellcasters within the area must make a
Dimensional Mine: This nasty device can take saving throw versus spell or find their minds
the form of any small item, but most often ap- dulled and their wits slowed. All casting times
pears as a small figure carved of jet or other black less than 1 round are increased by 2 as the wiz-
stone, similar to a figurine of wondrous power. ards hesitate, trying to remember the procedures.
As soon as the mine is taken into an extradimen- Spells which normally require 1 round to cast
sional space, such as that created by a rope trick, now require 1 full round plus a casting time of 5
extradimensional pocket, or a bag of holding, it on the following round; spells which normally
ruptures that space. Everything in the space, in- have a casting time of 2 rounds or longer now re-
cluding the mine itself, is spewed into the Astral quire 50% longer than normal to cast. The dust
plane and is lost unless someone can retrieve it. If persists in the area for 1 turn unless somehow re-
the extradimensional space was created by a moved (e.g., a gust of wind spell). Those affected
magical item, such as a bag of holding, that item by the dust are impaired in their spellcasting for
is destroyed. Id4 +1 turns thereafter.
Disintegration Chamber: These frightful devices Elemental Compass: This device aids travelers
range in size from a 1' x 1' x 1' box to a seeking the elemental planes of Fire, Air, Water,
10' X 10' x 10' room. They are always made of or Earth. The compass, a small urn carved of
iron, with the interior walls covered with mir- stone and containing hollow pockets, works only
rored tiles. They are used to cause matter to van- in the Ethereal plane, an inner plane, or the Prime
ish, as per the 6th-level disintegrate spell. Material plane.
The amount of material to be affected is limited To make the compass work, a representative
only by the size of the chamber. Each use drains sample of material from the plane sought must be
the device of one charge. Disintegration cham- placed in the urn and the lid sealed. Thus, to find
bers generally have 81-100 charges (ld20 + 80) the elemental plane of Fire, a small, burning fire
and may be recharged. must be place in the urn. Once sealed, the fire will
The material to be obliterated is placed inside burn until the lid is opened (just as water will not
the chamber, the door is closed, and the activa- evaporate from the urn as long as the lid is
tion button is depressed. The interior of the sealed).
chamber and its doomed contents then begin to When used on an inner plane or the Ethereal
glow with a sickly green light, and the material plane, the urn glows yellow when the characters
vanishes, leaving only fine dust. Creatures and are heading in the direction of a portal of the ele-
objects that successfully save vs. spell are not af- mental plane they seek. On an inner plane, the
fected, but must attempt another saving throw compass leads to the para- or quasi-elemental
every time the chamber is reactivated. planar border that exists between planes. In the
The size of any given chamber can be deter- Ethereal plane, the urn leads to the Ethereal cur-
mined from the table below. tain of the desired plane. There are no range re-
strictions on the inner or Ethereal planes.
D6 Roll Size On the Prime Material plane, the compass
1 1'cube
2 2'X 2'X 3'box glows when the characters are headed for elemen-
3 3'x 3'x 6'box tal vortices of the correct element, provided the
vortex is within range. The range on the Prime
4 3'x 5'x 6'box Material plane is 300 miles.
5 5'x 5'x 10'box
6 10' x 10' x 10' box
136
Magical Items (Miscellaneous Magic)
Everbountiful Soup Kettle: When this two-gallon mor becomes immune to the effects of heat on the
metal kettle is filled with water, the liquid is inner planes. All metal items tempered in this
transformed into steaming, nutritious vegetable manner suffer no ill effects from heat on any of
soup. One full kettle is sufficient to provide a sin- the inner planes, but suffer the effects of heat nor-
gle meal for up to six normal appetites. No ingre- mally on the Prime Material plane.
dients are required for the soup, nor is heat The effect of the magical protection lasts 12 to
necessary. Any nonmagical, nonpoisonous liquid 30 days (2dl0 + 10). Magical armor or weapons
can be used in place of water. The everbountiful that are placed in the forge take on the protection
soup kettle can be used once per day. from heat, but temporarily lose their other magi-
cal properties. Thus, a sword +2 placed in the
Flatbox: A practical example of hypergeometry forge will not melt on the plane of Fire, but it
and hypermathematics, the flatbox appears to be ceases to functions as a sword +2 until the en-
a wooden box about 3' long, 2' wide, and two chantment wears off. A weapon with an ego re-
inches deep. It weighs eight pounds. The top of tains its ego, but loses all of its other magical
the box is a hinged lid. properties.
When the lid is opened, the interior of the box
is filled with impenetrable darkness. This dark- Fur of Warmth: These large, white furs (5' by 8')
ness cannot be dispelled by any form of magic; it are reportedly taken from the skins of creatures
is a characteristic of the hypergeometrical topog- native to the para-elemental plane of Ice. A per-
raphy of the box. son wearing the fur still feels cold in a cold envi-
Although from the outside the flatbox appears ronment (such as the para-elemental plane of
to be only two inches deep, it actually has the in- ice), but does not suffer damage from exposure.
ternal volume of a box six feet deep. (Thus, it has Anyone wrapped in the fur is immune to the
a volume of 36 cubic feet.) The maximum weight natural effects of cold, including the environ-
that can be loaded into a flatbox is 500 pounds. ments of the inner planes. Anyone wearing the
No matter how much of its volume is filled, the fur takes half-damage from coldbased attacks.
flatbox still weighs only eight pounds. The wearer need not be covered completely by
Since the inside of the box is completely dark, the fur to receive the enchanted protection; the
the only way to retrieve a specific item is to feel fur must simply be draped over him like a cape. If
around within the box. Finding an object this the fur is cut into more than one piece, it loses its
way takes Id4 rounds. magical property.
There is a significant danger associated with If the fur is worn in pleasant or hot weather, it
the flatbox. If it is taken into an extradimensional affects the wearer as any other large fur would.
space (such as within a portable hole), if it is tele-
ported, gated, or transported via dimensional Gem of Retaliation: The holder of this gem gains
folding or any analogous method, or if it ever a special protection against Evocation spells di-
suffers 15 hit points of damage, the flatbox ex- rected at him. The owner of the gem gains a +4
plodes violently. This explosion destroys all con- bonus to any saving throw made against such a
tents of the box and inflicts 4dlO hit points of spell, and also acquires a base save of 18 (but not
damage on any creature within 20 feet (save vs. the +4 bonus) against any Evocation spell which
spell for half damage). normally does not allow a saving throw (such as
ice storm). All standard modifiers (ring of protec-
Forge of Metal Protection: The first of these tion, Dexterity, etc.) apply.
heavy (1,000 lb.) forges was created an unknown Additionally, if the saving throw is successful,
number of centuries ago. Because of the specific the incoming spell is converted into outgoing
magical properties involved, it is believed that a magic missiles. The number of missiles is equal to
wizard, assisted by a number of dwarves (all of one-half the level of the spell negated, rounding
whom were interested in planar research), con- fractions up. The magic missiles then streak back
structed the device. Although the secret of the to strike the person or creature who cast the spell
construction has since spread, the forge is an ex- at the owner of the gem. Maximum range for this
tremely rare magical item. strike is 160 yards.
The forge is a furnace made up of enchanted Spell-like effects created from magical items
rocks held together with a network of steel rods. are not affected by the gem of retaliation (thus, a
When metal armor and weapons are placed with- wand of magic missiles will function normally
in the furnace and heated to glowing red, the ar- against someone using this gem).
137
Magical Items (Miscellaneous Magic)
An individual holding a gem of retaliation who ture does not rout or flee, but stays in place, tak-
comes under attack by an area spell {fireball, ice ing no action until rallied.
storm, etc.) gains the advantages as described Globes of serenity are best suited for lawful
above. Other persons in the area of effect suffer communities where open displays of emotion are
all effects normally. Even if the gem's owner saves frowned upon. Although crime and violence
successfully, the area-effect Evocation is not would be greatly reduced in these communities,
transformed into magic missiles as described pre- citizens would also lack a sense of spirit. The peo-
viously. ple would go about their daily routines like emo-
tionless automatons.
Glass of Preserved Words: This magical magnify-
ing glass has a band of silver around the lens and Horn of Valor: This golden horn is indistinguish-
an ivory handle. The glass has the ability to make able from any other magical horn until it is
illegible written words readable. Words that were sounded. When sounded, each unit hearing it
carved into stone but worn away through time, who is allied with or loyal to the character sound-
inked letters blurred due to moisture, messages ing the horn gains the following benefits. First,
clouded by magic, and magical and normal writ- the unit gains a +2 bonus to its morale for Id4
ings all become clear when read through the BATTLESYSTEM™ rules turns. Second, any
glass. routed friendly unit who hears it immediately
The actual words remain illegible; they are not makes a rally check with a bonus of 2 to its mo-
altered in any way. Only a character looking at rale (for that check only). (This check is made
them through the glass can read them clearly. when the horn is sounded—during the magic
The glass does not protect the reader from any phase—rather than in the rally phase. If this addi-
harmful effects as a result of a cursed scroll or tional check is failed, the unit is entitled to a sec-
trapped writings, nor does it make cryptically ond check in the rally phase, as normal.)
worded or coded messages understandable. Enemy units who hear the horn are also affect-
ed: they suffer a —1 penalty to morale for Id2
Globe of Purification: These enchanted glass BATTLESYSTEM rules turns.
spheres, 6 inches in diameter, contain the swirling Under normal conditions, the sound of the
blue-grey essence of a cloud of purification spell. horn can be heard at a range of 24" . Unusual con-
When the globe is broken, the cloud billows ditions, such as a raging storm, can decrease this
forth, acting exactly as if the spell had been cast range, but the horn can always be heard at a
by a 12th-level priest. These devices are often range of 9" (unless the character blowing the
given to a city's sanitation crews, who descend horn is within an area of magical silence, of
upon the streets and sewers during the wee hours course).
of the morning. The horn of valor can be sounded only once
per BATTLESYSTEM Rules turn, and no more
Globe of Serenity: These glass orbs look very than three times in any 12 hour period. If blown a
much like crystal balls. However, a globe of se- fourth time within this period, it becomes totally
renity emits a continuous, inaudible tone that af- nonmagical for Id6 days, and any effects remain-
fects all living creatures within 50 feet who fail a ing from earlier soundings immediately termi-
saving throw vs. spell. While in the area of effect, nate. Effects from multiple soundings are not
affected creatures feel the utmost serenity and cumulative. (Instantaneous effects such as the au-
self-control. Strong emotions such as joy, love, tomatic rally check for friendly units take place
and hatred are totally subdued. each time the horn is sounded.)
Creatures affected by the globe gain a + 3 sav-
ing throw bonus to resist spells and special at- Hourglass of Fire and Ice: This small, wooden-
tacks that affect emotions (such as charm, fear, or framed hourglass looks quite ordinary, but radi-
emotion). At the same time, they suffer a —2 to ates invocation/evocation magic if detected. Half
all Intelligence checks, the spark of insight also these hourglasses contain red sand and half con-
repressed. tain blue sand.
The globe also affects morale, raising the spir- An hourglass containing red sand in the lower
its of some while quelling the fires of fanaticism portion enables a spellcaster to cast fire-based
in others. All affected creatures have morale of spells with increased potency: +1 per die of dam-
10, regardless of their training or skill. If a morale age. Further, victims suffer a - 1 penalty to all
check is called for and failed, the affected crea- saves against such spells, and even saving throws
138
Magical Items (Miscellaneous Magic)
against illusions of fire are made at —1. in conjunction with read magic, the lens of speed
When the hourglass is tilted, the red sand flows reading enables the user to quickly scan scrolls
slowly through the aperture, turning blue as it and magical tomes to learn their contents, but it
does so. The hourglass takes 6 turns to fill with has no effect on the time required to cast spells.
blue sand. When the hourglass has filled with The lens will not decipher codes, improve illegi-
blue sand, all cold-based spells cast by the owner ble writing, or allow magic to be read without the
of the houglass have + 1 per die of damage. Vic- proper spells.
tims also suffer a —1 penalty to saving throws
against cold-based spells, including saves against Liquid Road: When sprinkled on water, swamp-
illusions of cold. land, quicksand, or a similar surface, liquid road
The hourglass may be inverted to re-create the causes the terrain to harden to the density of
red sand, with a corresponding flip in the effects granite, enabling easy passage. Liquid road is al-
after 6 turns. so effective in negating the effects of spells such as
The hourglass may be inverted up to three transmute rock to mud. The liquid road stays
times per day. However, with every inversion of hard for one hour, after which the terrain returns
the hourglass there is a 1% chance that it will to its original state. One flask of liquid road can
break, spilling its sands and losing its magic for- harden a 5' x 5' surface (for example, a path 25'
ever. long and 1' wide).
Jar of Preserving: This piece of magical glassware Lorloveim's Obsidian Mortar and Pestle: This
is able to hold up to one cubic foot of material. magical tool allows the wielder to grind even the
The round jar is equipped with a glass lid that hardest materials into a fine powder. Rocks,
screws into place. metals, and even gemstones of all types may be
Any animal or vegetable matter placed in a jar ground to dust in as little as Id4 rounds.
of preserving enters a form of suspended anima- Magical items pounded beneath the pestle are
tion. A rosebud never wilts, for example, and a allowed a saving throw vs. disintegration. If the
small animal never ages and does not require save is successful, the enchanted item cannot be
food, water, or air. Spell components placed in destroyed in this fashion. If the saving throw
the jar never lose potency. fails, the item is reduced to nonmagical powder.
The obsidian mortar is commonly used by wiz-
Law's Banner This blazing red standard has the ards in the preparation of spell components and
magical ability to raise the morale of troops when ingredients for magical items. Neither the mortar
held at the front of a lawful army. The banner in- nor the pestle is effective without the other.
spires any soldier in the army who is within a
quarter-mile of the banner and can see the flag. Manual of Dogmatic Methods: This silver-
Troops inspired in this manner receive a +2 modi- bound book, studded with jewels, appears to be a
fier to their base morale as per BATTLESYSTEM™ tome of considerable value. The book is actually
rules. In order for an army to be considered lawful, cursed, although this is not immediately obvious.
at least 90% of the troops must be of lawful align- The manual has the power to provide advice
ment and no more than 1% can be chaotic. on any action that its owner might consider tak-
If the banner falls, the effects are lost immedi- ing. The owner need only open to any page in the
ately. If the banner is raised within 1 turn, the ef- book, and there before him will be a list of
fect returns. If the banner is not raised within 1 actions, most of them ritualistic in nature, to in-
turn, the inspired troops become filled with sure the success of any project he undertakes.
dread, feeling that the battle has clearly gone The first time the book is used, the owner is
against their cause. The same troops now suffer a suddenly struck with the idea that he now owns a
— 2 morale penalty for the duration of the battle. source of information that can give him valuable
The standard may be raised any number of times, advice on any matter. It becomes a guide for his
but will improve or impair morale only once per whole life. He will not share the book or let any-
day. one take it away from him. If anyone tries to re-
move it, he will fight to keep the book.
Lens of Speed Reading: While looking through
this lens, the user can read any book, document,
or other written material at three times his nor-
mal speed with full comprehension. When used
139
Magical Item (Miscellaneous Magic)
Following the first use of the book, the owner Mirror of Retention: This appears to be an ordi-
cannot do anything without first checking the nary round silver mirror, about 12 inches in di-
book. The information in the manual is com- ameter. When the mirror of retention is hung in a
pletely worthless, but the owner of the book does 50 foot x 50 foot or smaller room and the com-
not realize this. The pages in the manual change mand word is spoken, the mirror records all
constantly, offering its owner an obscure (and events occurring in the room for 24 hours. Dur-
usually ridiculous) ritual to perform before doing ing this time, the mirror of retention appears to
anything. Thus, if a character is about to go into be a normal mirror.
battle, he might check the book and find several When the command word is spoken again, the
exercises he should undertake to loosen his mus- mirror replays all the events it recorded. The
cles. If he is going to speak to a duke, he might events appear as a series of silent images in the
find instructions for the color of his clothing ac- surface of the mirror. By rotating the mirror
cording to the day of the year and the time of day clockwise, the images can be accelerated, appear-
of the meeting. If he is going to pray to his god for ing as much as 10 times as fast as they occurred.
a spell, he might find six pages of cleansing rituals Rotating the mirror counter-clockwise causes the
that should be performed first. images to appear in reverse. If the mirror is held
The manual's instructions are almost never parallel to the floor, the image freezes. Thus, by
harmful, but they might delay the owner's rotating the mirror and freezing the images, the
actions at a crucial moment. user can scan for events, review previously
Whenever a character is in a situation that re- viewed images, or freeze selected images for clos-
quires hasty action (for example, he is attacked), er study.
the book will delay its owner by Id8 rounds. If When the command word is spoken a third
the owner is preparing for a lengthy activity (a time, the mirror of retention is cleared of all im-
long trip, for example), he will be busy for Id4 ages and is ready to record new images for an-
days getting ready for the event. The DM should other 24 hours.
be creative in detailing the tasks the owner must
perform before he can comfortably commit him- Mirror of Simple Order: When a character steps
self to his goal. in front of this mirror, he sees a strangely distort-
The compulsion to follow the manual's instruc- ed image of himself. The reflection moves as he
tions can be ended with a remove curse spell. Fol- does, but the face reflected in the mirror is the im-
lowing this, the next person to open the book age of an ordinary face. There are eyes, a mouth,
becomes its new owner. If an owner should die, and a nose, but all lack character. Although the
the book becomes the property of the next person figure moves as the character does, it is shorter or
to open its cover. taller than he is, adjusted in whatever direction
If possible, the DM should hint that the charac- approaches the average height of the character's
ter is actually gaining bonuses for using the book, race. Any clothing worn by the character is al-
while allowing the other characters in the group tered as well. Bright colors will be muted, appear-
to figure out the effects for themselves. ing to be shades of grey. Any ornamental work
on armor, weapons, or clothing will be gone.
Medallion of Spell Exchange: This medallion al- If the character stands in front of the mirror for
lows the spellcaster to exchange one memorized more than two rounds, he is instantly poly-
spell of up to 6th level for others of lower levels, morphed into the image in the mirror. The poly-
rather in the manner of Mordenkainen's lucubra- morphed character must succeed on a system
tion. The wizard loses the sacrificed spell and re- shock roll to survive the change.
calls one or more spells from those he had Like the polymorph other spell, there is a chance
memorized and cast within the past 24 hours. The that the subject's personality and mentality change
total levels of these spells must be one less in sum into that of the new form. In this case, each of his
than the spell sacrificed. For example, by sacrific- ability scores becomes 11 and his hit points be-
ing a 5th-level spell, a wizard could recall one lst- come the average for his Hit Dice at his level. He
and one 3rd-level spell, two 2nd-level spells, four retains his level and class, but is not as exceptional
lst-level spells, and so on. The medallion can as he might have been. He is bland and boring.
function only once per day. The wizard must The character's alignment changes to lawful neu-
have available any spell components required for tral, and he becomes interested in little else other
exchanged spells. than setting order to the world. He passionlessly
travels to wipe out chaos wherever he finds it.
140
Magical Item Descriptions (Miscellaneous Magic)
All effects of the mirror can be removed Mordom's Cauldron of Air: Mordom's cauldron
through a dispel magic spell. Until the effects are of air is a round pot about two feet in diameter,
removed, however, the character is unaware that weighing 60 pounds. There are two handles on
any change has occured. either side of the pot and a compartment built
like a small shelf under the cauldron. The com-
Mist Tent: A mist tent is contained in a small glass partment can be filled with wood or coal to heat
flask. Removing the stopper causes a stream of the cauldron.
white mist to pour from the flask. One round lat- Although the device is heavy and bulky, the
er, the mist shapes itself into the form of a cauldron is valuable for characters planning an
10' x 12' tent with a single, open flap in the front. expedition to a place with little or no air. The
The stopper must be replaced in the flask as soon cauldron functions as an air generator. To operate
as the mist tent takes shape, or the tent will dissi- the device, the cauldron is filled with water and a
pate as described below. fire is lit in the compartment. When the water
The mist tent has the density of a cloud when un- boils, vapor is released. The air from the vapor
occupied. When one or more characters enter the creates a bubble of breathable air 10 feet in radius
mist tent, the flap can be closed; from the inside, the centered on the cauldron.
flap has the density of canvas. From the inside, the The water must not be allowed to spill out of
walls and ceiling of the mist tent appear as opaque the cauldron and the fire must be kept burning.
white mist, and the floor is transparent. Despite its As long as these conditions are met, the cauldron
appearance, the entire mist tent has the density of will provide air continuously.
canvas once the flap is closed. When the flap is The air produced is the same temperature as
closed, the following effects occur: the surrounding environment. The device needs a
• The mist tent and all occupants and items in- minimum of one gallon of water per hour.
side become invisible to all creatures outside the
tent. A detect invisibility spell cast by a creature Mouse Cart: A mouse cart resembles a miniature
outside the tent reveals the mist tent. wooden cart with two wooden wheels and a tiny
• The mist tent rises 10 feet off the ground; it leather harness. When a normal mouse is secured
continues to hover in place as long as the flap re- in the harness, the cart expands to the size of a
mains closed. The transparent floor allows occu- normal cart (roughly 5 square feet). The mouse
pants of the tent to clearly see the surrounding retains its normal size, but becomes enchanted,
area. The floor of the mist tent can support 1,000 acquiring the ability to pull the cart plus 250
pounds without rupturing. pounds of cargo at a movement rate of 12.
If the flap is opened, the mist tent's walls, floor, As long as the mouse remains in the harness, it
and ceiling instantly become visible to outsiders, is compelled to obey all oral commands from the
appearing as a thin, white mist. Additionally, the person who put him in the harness. The mouse
mist tent slowly descends, landing gently on the will run forward, stop, turn, and obey all similar
ground. If the stopper is removed from the flask, commands; it will not attack or take any action
the tent dissipates, returning to the flask in a that a mouse is normally incapable of perform-
stream of white mist; if the bottle is not stoppered ing. No other creature attached to the mouse cart
immediately, the mist will pour from the flask to will activate the device's magical properties. A
form the mist tent again. character or other creature polymorphed or
otherwise transformed into a mouse can activate
The mist tent is unharmed by all types of fire, the cart's magic.
but does not offer such protection to its occu-
pants. The tent is susceptible to other forms of
damage. It provides no more protection to its oc- Necklace of Memory Enhancement: The wearer
cupants than a normal canvas tent. of this brass necklace receives two benefits.
The mist tent has AC 10. If the mist tent sus- • The wearer is immune to all memory loss,
tains 10 points of damage, it dissipates in a from both natural and magical causes (such as a
shower of light and is permanently negated. If forget spell). The necklace has no effect on a wiz-
this occurs while the mist tent is hovering, all oc- ard's spell memorization.
cupants plummet to the ground. If the mist tent • The wearer can recall with absolute clarity
sustains less than 10 points of damage, it can be any sight or conversation he experienced or any
returned to its flask, then re-released; all damage book he read within the previous seven days.
will be repaired. Memories prior to seven days ago are recalled
with only normal clarity. The necklace affects
141
Magical Item (Miscellaneous Magic)
only events that occurred while the necklace Pick of Earth Parting: This enchanted pick allows
was worn by the user. its wielder to cut through elemental earth quickly.
The wielder of the pick must have strength of 17
Nefradina's Identifier: This highly valued item is or better. By repeatedly swinging the pick at ele-
a magical test kit used to identify potions, pow- mental earth, the wielder can carve out a
ders, and other alchemical substances. It consists 10' x 10' x 60' tunnel per round. The pick's magi-
of a wooden box (typically measuring l ' x i ' x 3') cal properties create a smooth, clean surface re-
containing an assortment of vials, flasks, and gardless of the mining skill of the user. All rubble
beakers in small, padded compartments. Also in from the excavation magically disappears, leav-
the box is a copy of a text called Nefradina's Co- ing a clear passage.
dex. This book instructs the owner on how to use
the test kit. Portable Canoe: This ordinary, canvas-covered
When the owner wishes to identify a potion, canoe is capable of comfortably holding two pas-
powder, oil, perfume, or similar liquid or powdered sengers. The canoe includes two wooden pad-
magical item, he looks up the substance's character- dles. The portable canoe can be folded into a
istics (odor, color, consistency, and so on) in the co- 6-inch-square packet, about an inch thick, weigh-
dex and follows the directions given to create a test ing just under a pound. With the exception of the
mixture by combining a number of ingredients paddles, the portable canoe must be emptied of
found in the kit. He then adds a drop of the test all other objects before it can be folded. Folding
mixture to the substance he wishes to identify. The the canoe requires 5 rounds; unfolding requires 2
resulting effects (changes in color, sparks, smoke, rounds.
bizarre odors, small explosions, and so forth) are
looked up in the codex and the substance is identi- Prism of Light Splitting: This useful device re-
fied through a process of elimination. fracts light into the three primary colors of
The DM secretly rolls ldlOO to determine the light—red, blue, and green. The user can choose
actual results: the color of light that is emitted by the prism.
01-20: The test kit is missing a vital chemical and When creating a magical fluid or powder, the
can never identify that particular substance. wizard casts the enchant an item spell. Following
21-50: The user comes to a false conclusion and this, the wizard may use the prism of light split-
believes the substance to be something it is not ting to shine a blue, red, or green beam of light on
(DM's choice). the mixture. The light must shine on the sub-
51-100: The user successfully identifies the sub- stance for one full day. At the end of this time, the
stance. material gains an additional magical property,
depending upon the color of the beam employed.
The DM should modify the roll by + 2% per
level of experience of the character using the test Red: The potion, powder, or aromatic oil is
kit. stronger than normal; targets of its effects
The time required to perform a single test is suffer a - 2 saving throw penalty.
Id4 + 1 turns. A typical kit may be used ldlO + 40 Blue: The duration of the magical potion, pow-
times before it becomes useless. der, or fragrance's effect is doubled.
Green: The amount of liquid or powder is dou-
Philosopher's Egg: This item is an enchanted re- bled; the wizard now has enough for two
tort: a long-necked piece of glassware in which potions, powders, or aromatic oils.
substances are distilled. It is a highly prized addi-
tion to a wizard's laboratory, for it has two very Puchezma's Powder of Edible Objects: An invet-
important uses. erate traveler who was notoriously cheap, Pu-
The first use of the philosopher's egg is in the chezma could never bring himself to spend
creation of any magical or mundane fluid. The money on decent provisions or hire a quality chef
time required to create such a fluid is cut in half for his long wilderness excursions. In his efforts
through use of the philosopher's egg. to create a seasoning that would make the bland
The egg's second use is as a required compo- dishes of his second-rate cooks more palatable,
nent for creating the substance that turns lead in- Puchezma stumbled on a formula for the powder
to gold—the legendary philosopher's stone. of edible objects.
Thus, it is sometimes said by wizards that "the This powder, which resembles normal salt,
stone hatches from the egg." causes any normally indigestible material to be-
142
Magical Item Descriptions (Miscellaneous Magic)
come edible, nutritious food. The material must ed. The wearer of this robe acquires a unique and
be nonliving and nonmagical, and must be in a powerful augmentation to his magic. After cast-
form the consumer can swallow; for instance, ing a spell, there is a percentage chance that a
dirt and cotton cloth are acceptable (the diner mnemonic/harmonic effect occurs so that the
could chew up and swallow these materials), but magical energies liberated in spellcasting are am-
large stones and planks of hard wood are not plified and retained briefly. The wizard is then
(these objects would have to be broken up into able to cast the same spell a second time. This
small pieces before they could be swallowed). All must be done on the succeeding round or the bo-
poisonous and otherwise harmful properties nus spell is lost.
(such as sharp edges) are negated by the powder. Once the spell has been cast a second time, the
One pinch of powder of edible objects is suffi- energy is completely liberated. There is no possi-
cient to treat one cubic foot of material. The bility of a third casting. In all cases, the spell is
powder is normally found in small bags contain- lost from the wizard's memory until the wizard
ing 10 to 100 pinches. memorizes it again.
The chance of a spell being available for a sec-
Quill of Law: This magical pen is used by despots ond casting varies according to spell level:
and good rulers alike to ensure that their laws
and proclamations are obeyed. Anyone reading a 1st Level 50%
2nd Level 40%
posted proclamation or law that was written with
the pen must obey the law, regardless of whether 3rd Level 30%
it is a good law. 4th Level 20%
This effect applies only to persons who actu- 5th Level 10%
ally see the written message. If a person knows Energy from spells of 6th level and above are
about the law but has not read a notice written not retained within the robe's magical weave.
with the quill, he still has the option to obey or Furthermore, a maximum of 24 spell levels per
break the law. Once he has read it, however, he day can be reused with the benefit of this robe. If
must obey it. the wizard opts not to use a spell which is made
The magical effect is limited in that only the available for a second use, this counts toward the
three most recent laws written with the quill maximum limit.
maintain this power. Laws written prior to the If a wizard removes the robe, spells cast while
most recent three can still be the law, but citizens the robe is off do not count toward the spell limit.
are not compelled to obey them. For example, if a wizard casts 15 spell levels that
Creatures with 15 or greater Intelligence and 12 count against the robe's daily limit and he then
or more Hit Dice or levels are entitled to a saving removes the robe, subsequent spells do not count
throw vs. spell when viewing the proclamation. against the robe's limit. If the wizard then puts on
If the saving throw is successful, the effect is ne- the robe during the same day and casts more
gated and the person is left to his own moral deci- spells, the robe retains the 15 spell levels that
sions. counted against it and all spells cast subsequently
also count against the robe.
Reglar's Gloves of Freedom: These gloves appear Only one wizard may use the robe's magic in a
to be thick, leather, combat gloves. Silvered single day; if a second wizard puts on the robe, it
pearls are sewn along the stitching. does not function.
A character under the influence of a charm
spell or similar enchantment can be freed of the Saddle of Flying: This saddle resembles a normal
enchantment by shaking hands with the wearer leather saddle with a small, silver buckle near the
of the gloves. This item frees only characters who pommel. When the saddle is secured to a horse or
are enchanted against their will. Those who have any other nonmagical mount and the silver buck-
willingly submitted to a charm (such as a quest) le is fastened, the mount sprouts wings and ac-
are not affected by the gloves. The former victim quires the ability to fly at its normal movement
retains all memories of his enchantment. rate (Maneuverability Class D). The flying
The gloves do not protect or release the wearer mount can carry its normal encumbrance.
from such spells. The saddle of flying functions for only one
hour per day. When the silver buckle is unfas-
Robe of Repetition: This ordinary-looking robe tened or the duration expires, the wings disap-
radiates strong alteration magic if magic is detect-
143
Magical Item (Miscellaneous Magic)
pear and all flying ability is immediately lost, re- School Cap: The wearer of this cap gains a +2
gardless of whether the mount is airborne or on bonus to saving throws against spells of one par-
the ground. ticular school of magic. In addition, specialists of
the designated school do not inflict a - 1 penalty
Salves of Far Seeing: These salves allow a char- on a wearer's saving throws against their special-
acter who puts a drop of the salve into each of ist spells. The nature of the school cap is deter-
his eyes to see as well as he would on a brightly mined using a Id8 roll.
lit day on his Prime Material plane. The proper
salve also serves as a protection against blind- D8 Roll Affected School
ness on planes where protection is necessary. 1 Abjuration
Several types of salves exist for the different ele- 2 Conjuration/Summoning
mental, para-elemental, and quasi-elemental 3 Greater Divination
planes. The salves have no effect on normal or 4 Enchantment /Charm
magical blindness. 5 Illusion
The salves are found in small metal containers
6 Invocation/Evocation
made of precious metals. A container contains
7 Necromancy
4dl2 drops of salve. One drop in each eye be- 8 Alteration
stows the magical property for one day. A drop Of these caps, 10% are mixed blessings since
must be placed in every usable eye for the magic they have a cursed side-effect: The wearer suffers
to work. a - 1 penalty to saving throws against spells of
A different salve exists for each of the planes the opposition school(s). The curse takes effect
where such a salve is required, and each has a dis- the first time the wearer is subjected to a spell
tinct look and feel. The following table lists the from the opposition school(s). Once the curse has
planes that limit sight and the color and texture of been engaged, the cap cannot be removed except
each respective salve. The salves function only through a remove curse spell.
on their respective planes.
Skie's Locks and Bolts: This device looks like a
Plane Color Texture small, ornate lock with a tiny silver key. When
Water Blue Smooth the key is turned clockwise, all doors, windows
Earth Black Grainy, Thick and other portals within 50 feet of the item slam
Positive White Opaque Liquid shut and become wizard locked. For purposes of
Negative Clear Liquid opening them, the wizard locks are the equiva-
Smoke Ashen Liquid lent of those cast by a 12th-level wizard. The ef-
Ice Bluish-white Thick fect lasts until the key is twisted counterclockwise
Ooze Gray Rubbery or the device is transported more than 50 feet
Magma Copper Thick away.
Steam Gray Liquid Skie's locks and bolts are sometimes found in
Salt White Grainy the homes of wealthy merchants and secretive
Radiance Golden Smooth wizards.
Ash Gray Grainy
Minerals Silver Grainy Talisman of Memorization: This talisman allows
Dust Black Dry
a wizard to memorize spells in half the normal
time (i.e., 5 minutes per spell level). Half of these
Scarab of Uncertainty: This scarab has a specific amulets (1-5 on ldlO) affect memorization of
and potentially powerful effect. If the wearer is spells only of levels 1-5. The remaining half affect
within range of a monster summoning or similar memorization of spells of levels 1-8. Spells of 9th
spell (invisible stalker, conjure animals, etc.) level are never affected by this talisman.
when cast by another creature or character, the
summoned creatures make a saving throw versus
spell the instant they appear. If the summoned
creatures fail this saving throw, they mistakenly
believe that the wearer of the scarab is the indi-
vidual who summoned them and will then serve
the scarab wearer as best they can, rather than
the caster of the spell.
144
Magical Item (Miscellaneous Magic)
Tapestry of Disease Warding: This is a 3-foot- one charge. Teleportation chambers generally
square cotton tapestry bearing the image of a have between 81-100 charges (ld20 + 80) and
rainbow. When hung in a house or other building may be recharged.
(10,000 square feet or less), it protects the occu-
pants from nonmagical diseases. It has no effect Tenser's Portmanteau of Frugality: This moder-
on persons already suffering from diseases, but ately large, black leather traveling case contains a
protects healthy characters from contracting con- bewildering number of small instruments—
tagious diseases ranging from common colds to tweezers, measuring beakers, small ceramic jars,
deadly plagues. The tapestry offers no protection and the like. It can be used to extract the greatest
against any disease caused by magic or of a magi- possible benefit from certain single-use magical
cal nature. items by partly diluting or admixing them. All
The tapestry of disease warding is subject to potions, oils, dusts, incenses, glues, solvents, and
rips, fire, and other damage that could be sus- Nolzur's marvelous pigments can be affected by
tained by a normal tapestry, although it is al- Tenser's portmanteau.
lowed a saving throw. Its magic is permanent For every two potions, applications of dust, or
only as long as it remains intact. The tapestry similar substances that are treated by the port-
may be moved to a new location, but has no ef- manteau, a third active dose or use can be ex-
fect outdoors. tracted. Any such item may be affected only once
by the power of the portmanteau. Single doses (a
Teleportation Chamber: These devices are used single potion, etc.) do not provide sufficient mag-
to teleport matter (as per the 5th-level teleport ic for treatment by the portmanteau.
spell) and vary in size from a 1' x l' x l' box to a The process of extracting the magic is not a
10' X10' x 10' room. They are usually made of simple task. The work takes 2d6 hours to com-
ornate wood, but can be fashioned of stone or plete. At the end of this time, the wizard must
metal. In any case, the interior walls are always make an Intelligence check. If successful, the
covered with mirrored tiles much like disintegra- third dose is created. If failed, the third dose fails
tion chambers. A small, green sphere is fastened and only enough remains of the original materi-
to the outside of the chamber near the door, and als for a single dose of the magical substance.
another sphere is positioned on an inside wall. If Alamir's fundamental breakdown is cast dur-
To activate the device, a creature must touch ing the process, the wizard gains a + 2 to his Intel-
one of the spheres while concentrating on a men- ligence check. In this situation, the spell does not
tal image of the destination. The chance of error consume the magical items on which it is cast.
is exactly the same as that described in the Play- Each use of the portmanteau consumes some of
er's Handbook for casting the 5th-level teleport the special agents required for the process. When
spell, with one exception. If the contents of the discovered, the case holds enough materials to at-
chamber are being sent to another teleportation tempt 4dlO duplications.
chamber, the chance of a mishap is 0 %.
The number of people or objects that may be Thought Bottle: This item usually takes the form
teleported is limited only by the size of the cham- of a metal flask similar in appearance to an efreeti
ber. The size of any given chamber can be deter- bottle. Bottle and stopper are usually engraved
mined from the table below. with intricate runes. The bottle can be used to
store and protect important memories and
D6 Roll Chamber Size thoughts, and is often used by powerful charac-
1 1'cube ters as a way of managing their (potentially clut-
2 2'x 2'x 3'box tered) memories.
3 3'x 3'x 6'box
To use the bottle, a character concentrates on
4 3'x 5'x 6'box the thought or memory to be stored. He then un-
5 5'x 5'x 10'box corks the bottle and speaks the word of com-
6 10' x 10' x 10' box mand. The thought or memory is then
transferred from the character's brain into the
All travelers and materials in the chamber ar- bottle. All details of the thought or memory are
rive at the same destination, which is determined held within the bottle. The caster remembers the
by the activator. Distance is not a factor, but in- general nature of the thought ("Oh, that was my
terplanar travel is not possible by means of this thought on the design of an efreeti-powered
magical machine. Each use drains the device of steam engine") but need not worry about forget-
145
Magical Item (Miscellaneous Magic)
ting specific details, since these are trapped in the Tome of Mystical Equations: This book is indis-
thought bottle. tinguishable from other magical tomes. It con-
To retrieve a thought, a character uncorks the tains charts and equations relating to several of
bottle and speaks another word of command. the spells belonging to the sphere of Numbers. It
The thought or memory is then transferred di- can be used as the material component for the
rectly into the user's brain. spells personal reading, telethaumaturgy, and ad-
Thought bottles are sometimes used to protect dition. If it is used in this manner, the casting time
vital information. A messenger carrying vital for the spell is halved, and any saving throw that
plans through enemy territory where there is a the subject of the spell might be entitled to suffers
significant chance of capture and subsequent in- a —2 penalty.
terrogation might carry all sensitive plans in one
or more bottles. The messenger does not know Trimia's Catalogue of Outer Plane Artifacts: This
the contents or the command word and therefore magical device is a large book bound in heavy
cannot reveal the contents of the bottles. Like- wooden covers that do not reveal the title or na-
wise, a spy could gain secret information, trans- ture of the work. Upon opening to the first page,
fer it to a thought bottle, then use forget or the owner finds the title of the book along with a
modify memory to wipe this information from table of contents listing the various outer planes.
his mind. After this, regardless of the methods Upon opening the book to the desired page, the
used, the spy is incapable of revealing the sensi- owner finds either a blank page (25 % chance) or
tive information. a description of a magical device (75% chance)
Thought bottles axe sometimes used as "mem- that provides transportation to that particular
ory archives," where characters can save memo- plane. Along with the description of the device is
ries that are "cluttering up" their minds. (This a price ranging from 1,000 to 20,000 gp
would be more of a problem for long-lived races (ld2OX 1,000). If the appropriate sum is laid on
such as elves, since the sheer volume of memories the open book and a vanish spell is subsequently
recorded over several centuries could be over- cast on the coins, the transport device shown ap-
whelming.) pears in place of the cash. The page then immedi-
Thought bottles will function (in both storage ately goes blank and the catalogue disappears,
and retrieval) for any intelligent creature. teleported to a random location on the Prime Ma-
When discovered, 75% of all thought bottles terial plane.
can hold only a single thought or memory. The The transport device can deliver characters to
remaining 25% have a capacity of 2d4 separate the outer planes and can return them to their
thoughts or memories. There is a separate word point of departure on the Prime Material plane.
of command for each "thought slot." Each transport device brings a person or persons
to the upper layer of an outer plane. The point of
Time Bomb: A time bomb resembles a small arrival in the plane is left to the DM and usually
hourglass without sand. To set the bomb, the user changes each time the device is used.
removes one base from the hourglass and fills one Each device has a command word which is al-
end with an amount of sand of the user's choice ways the name of the plane associated with the
(ranging from one minute's worth of sand to one device. Unless otherwise noted, anyone touching
hour's worth). When the hourglass is set on a flat the device or touching the person who holds the
surface so that the sand begins to trickle from one device is transported to the upper plane of the
end to the other, the time bomb is activated. outer plane named.
When all the sand has trickled to the bottom of Each transport device can be used once per
the hourglass, it explodes in a ball of flame equal day. With each use, there is a 5 % chance the de-
to a fireball spell cast at 5th level, delivering 5d6 vice will malfunction, sending the characters to
points of damage and filling a 20-foot radius. Vic- the desired plane, but with the device itself disap-
tims within this area who make a successful sav- pearing.
ing throw vs. spell suffer only half damage. Nirvana: The device used to transport to the
If an activated time bomb is shattered, tipped plane of Nirvana is a small pocket watch, a de-
over, or otherwise disturbed before it detonates, vice of unspeakable rarity. The watch keeps per-
its magic is permanently negated; it cannot be re- fect time according to the yearly cycle of the sun
activated. From that time on, however, it can be and never needs winding. The watch is solid gold
used as a normal hourglass. and has two long, thin gold chains that run
through a metal loop at the top of the watch.
146
Magical Item (Miscellaneous Magic)
Arcadia: Arcadia's transportation device is a onto the rainbow is whisked up the colored path
palm-sized metal sculpture representing the out- and into the plane of Asgard.
lines of geometrical shapes. The largest shape is a Limbo: Limbo is reached through the use of a
six-sided cubic cage made of 12 silver rods. With- magical mirror. When a person stands before the
in this cube is a four-sided pyramid, also made of mirror, he sees his own image reflected normally.
silver rods. Inside the pyramid is a circle of silver. The reflected world behind him, however, is in
Seven Heavens: A featureless sphere of gold is utter chaos—the bricks from the wall behind him
used to travel to the Seven Heavens. The sphere float in the air, flames drift across the room, gold
is three inches in diameter and would appear to and silver pieces break apart and wander aim-
be nothing more than a valuable bauble if not for lessly. If the command word is spoken as a char-
the golden glow it always radiates. The glow has acter looks into the mirror, he is transported to
the properties of a continual light spell. any of the planes of Limbo. The mirror does not
Twin Paradises: This device appears to be a fea- travel to Limbo. Another means of returning to
tureless cube of silver measuring three inches on the Prime Material plane must be found.
a side. If it is carefully examined, four small, Pandemonium: This device is a jar perpetually
nearly invisible buttons will be visible. If the filled with black pitch. When the pitch is spread
four buttons are pressed in the correct order, the on a stone wall and the command word spoken, a
cube splits in half. (The correct order can be de- portal forms in the wall, leading to a cavern in
termined through the use of legend lore and sim- Pandesmos. The pitch evaporates after 5 rounds
ilar spells.) The device will teleport to the Twin and magically reappears in the jar.
Paradises when half the cube is held in each Abyss: Pazunia, the uppermost layer of the innu-
hand and the command word is spoken. The merable layers of the Abyss, can be reached
travelers arrive in Dothion, considered the top- through the use of a circular black cloth that
most plane. The two halves of the cube must be looks like a portable hole. The cloth is three feet
reassembled before it can once again be used to in diameter and can be folded to fit inside a pock-
teleport. et. When the cloth is spread on the ground and
Elysium: The device used to reach this plane is a the command word is spoken, the cloth becomes
sturdy currach, a primitive vessel made from a pit that leads to the plane. The cloth exists as a
thick hide stretched over a wood-and-wicker pit for 1 turn, then returns to its state as a piece of
frame. This device functions as a normal ship, cloth. It does not follow travelers to the Abyss.
with a seaworthiness rating of 95%. If anyone Tarterus: This device is a necklace of dull, reddish
touches the ship's mast and speaks the word Ely- pearls. A character who wears the necklace and
sium, the boat, its passengers and crew, and all speaks the command word will be transported
cargo are transported to the Oceanus River in the (along with anyone touching him) to Othrys, the
plane of Amoria. topmost layer of the plane.
Happy Hunting Grounds: A leaf sculpted of gold Hades: The device used to reach Hades is an iron
is the device used to arrive in the Happy Hunting keelboat. When any character on the boat speaks
Grounds. The leaf is about two inches long and is the command word, the keelboat and all it pas-
wrought in fine detail. sengers are transported to the river Styx in
Olympus: The device used to reach the plane of Oinos, the uppermost layer of Hades.
Olympus is a silver chariot. The chariot can com- Gehenna: Characters who wish to travel to Ge-
fortably hold four passengers and their gear or henna must gather in a small, enclosed room with
eight passengers without equipment. A team of this magical urn of silver and bronze. A flame
four horses must be attached to the chariot; when must be lit within the urn using materials that
the chariot is in motion and the command word is cause a great deal of smoke. When the room is so
spoken, the horses, chariot, passengers, and gear choked with smoke that breathing is almost im-
are transported to Olympus. The chariot arrives possible, the command word may be spoken.
in the plane in motion. This transports everyone and everything in the
Gladsheim: The device used to reach Gladsheim room, including the urn, to Khala, the uppermost
is a prism approximately three inches in length. layer of Gehenna.
To operate the device, the prism must be used Nine Hells: The Nine Hells can be reached by us-
outdoors to create a rainbow on the ground. ing special pieces of blood-red coal. When one of
When the command word is spoken, the rainbow these coals is lit or dropped into a flame, a ball of
grows out of the ground and rises up into the sky. fire flares out from the coal. It does no damage,
The rainbow lasts for 1 turn. Anyone who steps but transports all creatures and objects within 20
147
Magical Item (Miscellaneous Magic)
feet to Avernus. No command word is needed for the creature. If an attack roll is successful, the tar-
the effect to take place. get creature is allowed a saving throw versus
Acheron: The device used to reach Aceheron is a spell. Success indicates that the creature suffers
two-inch cube of black onyx. The cube always no effect. Failure indicates that the creature is
appears as a puzzle inside a black sack. The puz- trapped in the warp marble.
zle is made up of 43 small pieces, which must be If a marble is taken into an extradimensional
fit together to form the cube. When complete, the space (such as within a portable hole), if it is tele-
command word must be spoken. ported, gated, or transported via dimensional
Solving the puzzle require an Intelligence check folding or any analogous method, or if it is shift-
at half a creature's Intelligence score. Each at- ed to another plane of existence, any occupant of
tempt to solve the puzzle requires Id6 turns. the extradimensional space is immediately ex-
Once the cube has been used to teleport, it falls to pelled into the Astral plane.
pieces. The pieces all reappear in the sack, wher-
ever it might be. To use the device again, the piec- Zwann's Watering Can: Invented by the noted
es must be reassembled. botanist Salerno Zwann, this otherwise ordinary
watering can is activated when the user fills it
Warp Marble: This item is a small (1/2-inch diam- with two gallons of water and lets it stand undis-
eter) sphere of fine crystal, often appearing with a turbed for 30 days. At the end of that period, the
rich blue or aquamarine hue. Each marble has user may sprinkle the water from Zwann's water-
three words of command associated with it. ing can over a patch of tilled soil no larger than a
The first command triggers the marble to cre- 25-foot square. Seeds subsequently planted in
ate an extradimensional space large enough to this treated soil grow normally, but are perma-
contain a single large-sized creature. When this nently immune to disease, drought (the plants
word is spoken, the closest creature to the marble never need to be watered again), insects, bad
is instantly transported to and imprisoned within weather (such as hailstorms and early frost) and
this space. Similar to the seclusion spell, the in- all other forms of nonmagical trauma. The plants
habitant of this space can see and hear events in can be harvested normally by the planter.
the "real world," but can do nothing to affect any- Water from Zwann's watering can has no effect
thing outside the prison. Spellcasting and use of on already maturing plants. It cannot revive
psionics are impossible while within the prison. If withered, diseased, or insect-infested plants.
the prison is already occupied, this first word of The patch of soil retains its effectiveness for
command will have no effect. one year, after which time it must be watered
The second command word releases the occu- again for the effect to be renewed.
pant of the extradimensional space. The occu-
pant is immediately returned to the "real world,"
appearing within three feet of the marble (wher-
ever it might be). Note that this word of release
can be spoken and will be effective from within
the prison. Thus, the possessor of the marble can
use it as a sanctuary to escape from harm.
The third word of command sets the marble as
a trap. After this word is spoken, the first crea-
ture of large size or smaller to touch the marble is
immediately imprisoned within the extradimen-
sional space. If the first creature to touch the mar-
ble is larger than size L, the magic is not triggered;
if a size L or smaller creature subsequently touch-
es the item, the magic takes effect.
Once one creature has been imprisoned, other
creatures can touch the marble with no adverse
effects. A creature trapped in this method can be
freed only through the use of the word of release
from outside the marble.
A marble trapped in this manner can be
thrown at another creature in an attempt to trap
148
Appendix i: Wizard Spells by School
Boldfaced spells are described in the Spider Climb (1st) Leomund's Secret Chest (5th)
Tome of Magic rule book. The remain- Wizard Mark (1st) Lower Resistance (5th)
der are found in the AD&D® 2nd Edi- Alter Self (2nd) Passwall (5th)
tion Player's Handbook. Continual Light (2nd) Stone Shape (5th)
Italicized spells are reversible. The re- Darkness, 15' Radius (2nd) Telekinesis (5th)
verse name follows the slash. Deeppockets (2nd) Teleport (5th)
An asterisk (*) indicates a Wild Magic Fog Cloud (2nd) Transmute Rock to Mud/Transmute
spell. Fool's Gold (2nd) Mud to Rock (5th)
Irritation (2nd) Waveform* (5th)
Knock/Lock (2nd) Claws of the Umber Hulk (6th)
Abjuration Levitate (2nd) Control Weather (6th)
Alarm (1st) Magic Mouth (2nd) Death Fog (6th)
Cantrip (1st) Maximilian's Earthen Grasp (2nd) Dilation II (6th)
Pyrotechnics (2nd) Disintegrate (6th)
Protection From Evil/Protection From
Ride the Wind (2nd) Extension III (6th)
Good (1st)
Rope Trick (2nd) Glassee (6th)
Chaos Shield* (2nd)
Sense Shifting (2nd) Guards and Wards (6th)
Nahal's Nonsensical Nullifier* (2nd)
Shatter (2nd) Lower Water/Raise Water (6th)
Protection From Cantrips (2nd)
Strength (2nd) Mirage Arcana (6th)
Protection From Paralysis (2nd)
Whispering Wind (2nd) Mordenkainen's Lucubration (6th)
Dispel Magic (3rd)
Wizard Lock (2nd) Move Earth (6th)
Non-Detection (3rd)
Alacrity (3rd) Otiluke's Freezing Sphere (6th)
Protection From Evil, 10' Radius/
Alternate Reality* (3rd) Part Water (6th)
Protection From Good, 10' Radius (3rd)
Blink (3rd) Project Image (6th)
Protection From Normal Missiles (3rd)
Delude (3rd) Stone to Flesh/Flesh to Stone (6th)
Fire Trap (4th)
Explosive Runes (3rd) Tenser's Transformation (6th)
Minor Globe of Invulnerability (4th)
Far Reaching I (3rd) Transmute Water to Dust/Improved
Minor Spell Turning (4th)
Fireflow* (3rd) Create Water (6th)
Remove Curse/Bestow Curse (4th)
Fool's Speech* (3rd) Wildshield* (6th)
Avoidance/Attraction (5th) Duo-Dimension (7th)
Dismissal (5th) Fly (3rd)
Gust of Wind (3rd) Hatch the Stone From the Egg (7th)
Lower Resistance (5th) Hornung's Surge Selector* (7th)
Safeguarding (5th) Haste (3rd)
Infravision (3rd) Mordenkainen's Magnificent Mansion
Von Gasik's Refusal (5th) (7th)
Anti-Magic Shell (6th) Item (3rd)
Globe of Invulnerability (6th) Leomund's Tiny Hut (3rd) Phase Door (7th)
Repulsion (6th) Maximilian's Stony Grasp (3rd) Reverse Gravity (7th)
Banishment (7th) Melf's Minute Meteors (3rd) Spell Shape* (7th)
Sequester (7th) Secret Page (3rd) Statue (7th)
Spell Turning (7th) Slow (3rd) Suffocate (7th)
Hornung's Random Dispatcher* (8th) Squaring the Circle (3rd) Teleport Without Error (7th)
Mind Blank (8th) Tongues/Babble (3rd) Vanish (7th)
Serten's Spell Immunity (8th) Water Breathing/Air Breathing (3rd) Abi-Dalzim's Horrid Wilting (8th)
Elemental Aura (9th) Wind Wall (3rd) Airboat (8th)
Imprisonment/Freedom (9th) Wraithform (3rd) Glassteel (8th)
Prismatic Sphere (9th) Dilation I (4th) Incendiary Cloud (8th)
Stabilize* (9th) Dimension Door (4th) Otiluke's Telekinetic Sphere (8th)
Extension I (4th) Permanency (8th)
Far Reaching II (4th) Polymorph Any Object (8th)
Alteration Fire Shield (4th) Sink (8th)
Leomund's Secure Shelter (4th) Crystalbrittle (9th)
Affect Normal Fires (1st)
Massmorph (4th) Estate Transference (9th)
Burning Hands (1st)
Mordenkainen's Celerity (4th) Glorious Transmutation (9th)
Cantrip (1st)
Otiluke's Resilient Sphere (4th) Mordenkainen's Disjunction (9th)
Color Spray (1st)
Plant Growth (4th) Shape Change (9th)
Comprehend Languages/Confuse Lan- Succor/Call (9th)
guages (1st) Polymorph Other (4th)
Polymorph Self (4th) Temporal Stasis/Temporal Reinstate-
Dancing Lights (1st)
Rainbow Pattern (4th) ment (9th)
Enlarge/Reduce (1st)
Rary's Mnemonic Enhancer (4th) Time Stop (9th)
Erase (1st)
Feather Fall (1st) Solid Fog (4th)
Fire Burst (1st) Stoneskin (4th)
Turn Pebble to Boulder/Turn Boulder to
Conjuration/Summoning
Fist of Stone (1st)
Gaze Reflection (1st) Pebble (4th) Armor (1st)
Hold Portal (1st) Vacancy (4th) Cantrip (1st)
Jump (1st) Wizard Eye (4th) Conjure Spell Component (1st)
Lasting Breath (1st) Airy Water (5th) Find Familiar (1st)
Light (1st) Animal Growth/Shrink Animal (5th) Grease (1st)
Mending (1st) Avoidance/Attraction (5th) Mount (1st)
Message (1st) Distance Distortion (5th) Unseen Servant (1st)
Extension II (5th) Glitterdust (2nd)
Metamorphose Liquids (1st)
Fabricate (5th) Melf's Acid Arrow (2nd)
Murdock's Feathery Flyer (1st)
Far Reaching III (5th) Summon Swarm (2nd)
Shocking Grasp (1st)
149
Appendix 1: Wizard Spells by School
150
\ /
pendix 1: Wizard Spells by School
Delayed Blast Fireball (7th) Reincarnation (6th) Turn Pebble to Boulder (4th)
Forcecage (7th) Bloodstone's Frightful Joining (7th) Conjure Elemental (5th)
Hatch the Stone from the Egg (7th) Control Undead (7th) Distance Distortion (5th)
Limited Wish (7th) Finger of Death (7th) Passwall (5th)
Malec-Keth's Flame Fist (7th) Intensify Summoning (7th) Stone Shape (5th)
Mordenkainen's Sword (7th) Suffocate (7th) Transmute Rock to Mud (5th)
Bigby's Clenched Fist (8th) Abi-Dalzim's Horrid Wilting (8th) Wall of Iron (5th)
Binding (8th) Clone (8th) Wall of Stone (5th)
Demand (8th) Homunculus Shield (8th) Glassee (6th)
Gunther's Kaleidoscopic Strike (8th) Energy Drain (9th) Move Earth (6th)
Homunculus Shield (8th) Wail of the Banshee (9th) Stone to Flesh (6th)
Incendiary Cloud (8th) Transmute Water to Dust (6th)
Otiluke's Telekinetic Sphere (8th)
Astral Spell (9th)
Wild Magic Hatch the Stone From the Egg (7th)
Statue (7th)
Bigby's Crushing Hand (9th) Hornung's Guess* (1st) Glassteel (8th)
Chain Contingency (9th) Nahal's Reckless Dweomer* (1st) Sink (8th)
Elemental Aura (9th) Pattemweave* (1st) Crystalbrittle (9th)
Energy Drain (9th) Chaos Shield* (2nd) Elemental Aura (9th)
Meteor Swarm (9th) Hornung's Baneful Deflector* (2nd)
Wildfire* (9th) Nahal's Nonsensical Nullifier* (2nd)
Alternate Reality* (3rd)
Elemental Fire
Divination Fireflow* (3rd)
Fool's Speech* (3rd)
Affect Normal Fires (1st)
Burning Hands (1st)
Cantrip (1st) There/Not There* (4th) Dancing Lights (1st)
Detect Magic (1st) Unluck* (4th) Fire Burst (1st)
Detect Undead (1st) Vortex* (5th) Flaming Sphere (2nd)
Hornung's Guess* (1st) Waveform* (5th) Pyrotechnics (2nd)
Identify (1st) Wildshield* (6th) Alamir's Fundamental Breakdown (3rd)
Pattemweave* (1st) Wildstrike* (6th) Fireball (3rd)
Read Magic (1st) Hornung's Surge Selector* (7th) Flame Arrow (3rd)
Detect Evil/Detect Good (2nd) Spell Shape* (7th) Melf's Minute Meteors (3rd)
Detect Invisibility (2nd) Hornung's Random Dispatcher* (8th) Fire Charm (4th)
ESP (2nd) Wildzone* (8th) Fire Shield (4th)
Know Alignment/Undetectable Align- Stablize* (9th) Fire Trap (4th)
ment (2nd) Wildfire* (9th) Wall of Fire (4th)
Locate Object/Obscure Object (2nd) Wildwind* (9th) Conjure Elemental (5th)
Past Life (2nd) Forest's Fiery Constrictor (6th)
Alamir's Fundamental Breakdown (3rd)
Clairaudience (3rd)
Elemental Air Delayed Blast Fireball (7th)
Malec-Keth's Flame Fist (7th)
Clairvoyance (3rd) Feather Fall (1st) Incendiary Cloud (8th)
Wizard Sight (3rd) Lasting Breath (1st) Meteor Swarm (9th)
Detect Scrying (4th) Wall of Fog (1st) Elemental Aura (9th)
Locate Creature (4th) Fog Cloud (2nd)
Magic Mirror (4th)
Contact Other Plane (5th)
Ride the Wind (2nd)
Stinking Cloud (2nd)
Elemental Water
False Vision (5th) Whispering Wind (2nd) Metamorphose Liquids (1st)
Khazid's Procurement (5th) Alamir's Fundamental Breakdown (3rd) Insatiable Thirst (2nd)
Legend Lore(6th) Gust of Wind (3rd) Alamir's Fundamental Breakdown (3rd)
True Seeing (6th) Water Breathing (3rd) Water Breathing (3rd)
Vision (7th) Wind Wall (3rd) Watery Double (3rd)
Screen (8th) Solid Fog (4th) Ice Storm (4th)
Foresight (9th) Airy Water (5th) Wall of Ice (4th)
Cloudkill (5th) Airy Water (5th)
Conjure Elemental (5th)
Necromancy Control Weather (6th)
Cone of Cold (5th)
Conjure Elemental (5th)
Cantrip (1st) Death Fog (6th) Transmute Rock to Mud (5th)
Chill Touch (1st) Suffocate (7th) Lower Water (6th)
Detect Undead (1st) Airboat (8th) Otiluke's Freezing Sphere (6th)
Spectral Hand (2nd) Incendiary Cloud (8th) Part Water (6th)
Feign Death (3rd) Elemental Aura (9th) Transmute Water to Dust (6th)
Hold Undead (3rd) Acid Storm (7th)
Spirit Armor (3rd)
Vampiric Touch (3rd)
Elemental Earth Abi-Dalzim's Horrid Wilting (8th)
Elemental Aura (9th)
Contagion (4th) Fist of Stone (1st)
Enervation (4th) Fool's Gold (2nd)
Mask of Death (4th) Maximilian's Earthen Grasp (2nd)
Animate Dead (5th) Alamir's Fundamental Breakdown (3rd)
Magic Jar (5th) Maximilian's Stony Grasp (3rd)
Summon Shadow (5th) Dig (4th)
Bloodstone's Spectral Steed (6th) Stoneskin (4th)
Death Spell (6th)
151
Appendix 2: Priest Spells by Sphere
152
Appendix 2: Priest Spells by Sphere
153
Appendix 2: Priest Spells by Sphere
154
Appendix 3: Alphabetical Spell Index
Boldfaced spells are described in Aura of Comfort (P 2nd) 56 Clairaudience (W 3rd) 147
the Tome of Magic rule book. The Avoidance (W 5th) 165 Clairvoyance (W 3rd) 147
remainder are found in the AD&D® Claws of the Umber Hulk
2nd Edition Player's Handbook. B (W6th) 38
Italicized spells are reversible. Clear Path (P 5th) 89
An asterisk (*) indicates a coopera- Banishment (W 7th) 182 Cloak of Bravery (P 4th) 216
tive magic spell. Barkskin (P 2nd) 203 Clone (W 8th) 189
A double asterisk (**) indicates a Barrier o f R e t e n t i o n ( P 5 t h ) . . . . 8 8 Cloudkill (W 5th) 166
Wild Magic spell. Bigby's Clenched Fist (W 8th). .188 Cloud of Purification (P 5th) . . .89
Bigby's Crushing Hand (W 9th) 194 Color Spray (W 1st) 132
Bigby's Forceful Hand (W 6th) .173 Combine (P 1st) 198
A Bigby's Grasping Hand (W 7th) 182 Command (P 1st) 199
Abi-Dalzim's Horrid Wilting Bigby's Interposing Hand Commune (P 5th) 222
(W8th) 43 (W5th) 165 Commune With Nature (P 5th) 222
Abjure (P 4th) 215 Bind (W 2nd) 139 Comprehend Languages (W lst)133
Abundance (P Q) 112 Binding (W 8th) 188 Compulsive Order (P 4 th) 76
Accelerate Healing (P 3rd) 63 Blade Barrier (P 6th) 227 Cone of Cold (W 5th) 166
Acid Storm (W 7th) 40 Bless (P 1st) 198 Conformance (PQ) 113
Adaptation (P 3rd) 63 Blessed Abundance (P 5th) 88 Confusion (P 7th) 231
Addition (P 4th) 74 Blessed Warmth (P 4th) 75 Confusion (W 4th) 154
Advanced Illusion (W 5th) 164 Blindness (W 2nd) 140 Conjure Animals (P 6th) 227
Aerial Servant (P 6th) 226 Blink (W 3rd) 147 Conjure Animals (W 6th) 174
Affect Normal Fires (W 1st) . . .131 Bloodstone's Frightful Joining (W Conjure Earth Elemental (P 7th)232
Age Creature (P 6th) 98 7th) 40 Conjure Elemental (W 5th) . . . .166
Age Dragon (P 7th) 105 Bloodstone's Spectral Steed (W Conjure Fire Elemental (P 6th) .227
Age Object (P 5th) 87 6th) 37 Conjure Spell Component
Age Plant (P 4th) 74 Blur (W 2nd) 140 (W 1st) 17
Aid (P 2nd) 202 Body Clock (P 4th) 75 Consequence (P 5th) 89
Airboat (W 8th) 43 Breath of Life (P 7th) 105 Contact Other Plane (W 5th) . .167
Air Walk (P 5th) 221 Burning Hands (W 1st) 131 Contagion (W 4th) 155
Airy Water (W 5th) 165 Contingency (W 6th) 174
Alacrity (W 3rd)
Alamir's Fundamental Breakdown
24 c Continual Light (P 3rd)
Continual Light (W 2nd)
209
140
(W3rd) 25 Call Lightning (P 3rd) 209 Control Temperature, 10' Radius
Alarm (W 1st) 131 Call Upon Faith (P 1st) 51 (P 4th) 216
Alter Self (W 2nd) 139 Call Woodland Beings (P 4th) .216 Control Undead (W 7th) 183
Alternate Reality** (W 3rd) . . . .24 Calm Chaos (P 2nd) 56 Control Weather (P 7th) 232
Analyze Balance (P 1st) 51 Caltrops (P 3rd) 63 Control Weather (W 6th) 174
Animal Friendship (P 1st) 198 Cantrip (W 1st) 131 Control Winds (P 5th) 222
Animal Growth (P 5th) 221 Chain Contingency (W 9th) 45 Courage (P 1st) 52
Animal Growth (W 5th) 165 Chain Lightning (W 6th) 173 Create Campsite (P 3rd) 64
Animal Horde (P Q) 112 Champion's Strength (P 5th) . . .88 Create Food & Water (P 3rd) . .209
Animal Summoning I (P 4th) . .216 Change Self (W 1st) 132 Create Holy Symbol (P 2nd) . . .57
Animal Summoning II (P 5th) .221 Changestaff (P 7th) 231 Create Water (P 1st) 199
Animal Summoning III (P 6th) .226 Chant (P 2nd) 203 Creeping Doom (P 7th) 232
Animate Dead (P 3rd) 208 Chaos (W 5th) 166 Crushing Walls (P 6th) 98
Animate Object (P 6th) 226 Chaos Shield** (W 2nd) 21 Crystalbrittle (W 9th) 194
Animate Rock (P 7th) 230 Chaotic Combat (P 4th) 75 Cure Blindness or Deafness
Anti-Animal Shell (P 6th) 226 Chaotic Command (P 5th) 89 (P 3rd) 209
Anti-Magic Shell (W 6th) 173 Chaotic Sleep (P 4th) 76 Cure Critical Wounds (P 5th). .222
Anti-Plant Shell (P 5th) 221 Chariot of Sustarre (P 7th) 231 Cure Disease (P 3rd) 209
Antipathy-Sympathy (W 8th) .188 Charm Monster (W 4th) 154 Cure Light Wounds (P 1st) 199
Anti-Vermin Barrier (P 1st) 51 Charm Person (W 1st) 132 Cure Serious Wounds (P 4th) . .217
Armor (W 1st) 131 Charm Person or Mammal
Astral Spell (P 7th) 231 (P 2nd) 203
Charm Plants (W 7th) 183
D
Astral Window (P 3rd) 63
Atonement (P 5th) 221 Chill Touch (W 1st) 132 Dancing Lights (W 1st) 133
Audible Glamer (W 1st) 131 Choose Future (P 3rd) 64 Darkness, 15' Radius (W 2nd) .140
Augmentation I (W 3rd) 25 Circle of Privacy (P 4th) 76 Deafness (W 2nd) 140
Augmentation II (W 6th) 37 Circle of Sunmotes (P Q) 112 Death Fog (W 6th) 175
Augury (P 2nd) 203
155
ix 3: Alphabetical Spell Index
Death Spell (W 6th) 175 Endure Heat (P 1st) 200 Fog Cloud (W 2nd) 141
Deeppockets (W 2nd) 140 Energy Drain (W 9th) 194 Fool's Gold (W 2nd) 141
Defensive Harmony (P 4th) 77 Enervation (W 4th) 157 Fool's Speech** (W 3rd) 25
Delayed Blast Fireball (W 7th) .183 Enlarge (W 1st) 133 Forbiddance (P 6th) 228
Delude (W 3rd) 148 Ensnarement (W 6th) 176 Forcecage (W 7th) 184
Demand (W 8th) 189 Entangle (P 1st) 200 Foresight (W 9th) 195
Demi-Shadow Magic (W 6th). .175 Enthrall (P 2nd) 204 Forest's Fiery Constrictor (W
Demi-Shadow Monsters Erase (W 1st) 134 6th) 38
(W5th) 167 ESP (W 2nd) 141 Forget (W 2nd) 142
Detect Charm (P 2nd) 204 Estate Transference (W 9th) 46 Fortify* (P 4th) 80
Detect Evil (P 1st) 199 Etherwalk (P Q) 113 Free Action (P 4th) 217
Detect Evil (W 2nd) 140 Evard's Black Tentacles (W 4th) 157 Friends (W 1st) 134
Detect Invisibility (W 2nd) 141 Exaction (P 7th) 233 Frisky Chest (P 2nd) 58
Detect Lie (P 4th) 217 Explosive Runes (W 3rd) 148 Fumble (W 4th) 158
Detect Magic (P 1st) 199 Extension I (W 4th) 157
Detect Magic (W 1st) 133 Extension II (W 5th) 168
Detect Poison (P 1st) 199 Extension III (W 6th) 177
G
Detect Scrying (W 3rd) 155 Extradimensional Detection Gate (P 7th) 234
Detect Snares & Pits (P 1st) .. .200 (P 3rd) 66 Gate (W 9th) 195
Detect Undead (W 1st) 133 Extradimensional Manipulation Gaze Reflection (W 1st) 135
Dig (W 4th) 155 (P 5th) 91 Geas (W 6th) 177
Dilation I (W 4th) 28 Extradimensional Pocket (P 5th)91 Genius (P 4th) 80
Dilation II (W 6th) 38 Eyebite (W 6th) 177 Giant Insect (P 4th) 217
Dimension Door (W 4th) 155 Glassee (W 6th) 177
Dimensional Folding (P 4th)
Disbelief (P 6th)
...77
99
F Glassteel (W 8th)
Glitterdust (W 2nd)
189
142
Disguise (P 5th) 90 Fabricate (W 5th) 168 Globe of Invulnerability
Disintegrate (W 6th) 175 Faerie Fire (P 1st) 200 (W6th) 177
Dismissal (W 5th) 167 False Vision (W 5th) 168 Glorious Transmutation (W 9th)47
Dispel Evil (P 5th) 222 Far Reaching I (W 3rd) 25 Glyph of Warding (P 3rd) 210
Dispel Magic (P 3rd) 210 Far Reaching II (W 4th) 28 Goodberry (P 2nd) 205
Dispel Magic (W 3rd) 148 Far Reaching III (W 5th) 34 Gravity Variation (P 6th) 100
Dissension's Feast (P 2nd) 57 Fear (W 4th) 157 Grease (W 1st) 135
Distance Distortion (W 5th) .. .167 Fear Contagion (P Q) 115 The Great Circle* (P 6th) 100
Divination (P 4th) 217 Feather Fall (W 1st) 134 Greater Malison (W 4th) 29
Divination Enhancement 4 28 Feeblemind (W 5th) 168 Grounding (P 5th) 92
Divine Inspiration (P 7th) 106 Feign Death (P 3rd) 210 Group Mind (P 6th) 101
Domination (W 5th) 168 Feign Death (W 3rd) 149 Guards and Wards (W 6 t h ) . . . .178
Dragonbane (P 6th) 99 Find Familiar (W 1st) 134 Gunther's Kaleidoscopic Strike
Draw Upon Holy Might (P 2nd) 58 Find the Path (P 6th) 227 (W8th) 43
Drawmij's Instant Summons Find Traps (P 2nd) 204 Gust of Wind (W 3rd) 149
(W7th) 183 Finger of Death (W 7th) 184
Dream (W 5th)
Duo-Dimension (W 7th)
168
184
Fireball (W 3rd)
Fire Burst (W 1st)
149
17
H
Dust Devil (P 2nd) 204 Fire Charm (W 4th) 158 Hallucinatory Forest (P 4 t h ) . . .218
Fireflow** (W 3rd) 25 Hallucinatory Terrain (W 4th) .158
Fire Purge (P 4th) 78 Haste (W 3rd) 149
E Fire Seeds (P 6th) 227 Hatch the Stone from the Egg
Earthquake (P 7th) 233 Fire Shield (W 4th) 158 (W 7th) 40
Easy March (P 5th) 90 Fire Storm (P 7th) 234 Heal (P 6th) 228
Efficacious Monster Ward Fire Trap (P 2nd) 204 Health Blessing (P Q) 115
(P 3rd) 65 Fire Trap (W 4th) 158 Heat Metal (P 2nd) 205
Elemental Aura (W 9th) 46 Fist of Stone (W 1st) 17 Helping Hand (P 3rd) 66
Elemental Forbiddance (P 5th). .91 Flame Arrow (W 3rd) 149 Heroes' Feast (P 6th) 228
Elemental Swarm (P Q) 113 Flame Blade (P 2nd) 205 Hesitation (P 2nd) 59
Emotion (W 4th) 155 Flame Strike (P 5th) 223 Highway (P Q) 115
Emotion Control (P 3rd) 65 Flame Walk (P 3rd) 210 Hold Animal (P 3rd) 211
Emotion Perception (P 2 n d ) . . . .58 Flaming Sphere (W 2nd) 141 Hold Monster (W 5th) 169
Emotion Read (P 1st) 52 Fly (W 3rd) 149 Hold Person (P 2nd) 205
Enchant an Item (W 6th) 175 Focus* (P 4th) 79 Hold Person (W 3rd) 150
Enchanted Weapon (W 4th) .. .157
156
Appendix 3: Alphabetical Spell Index
Hold Plant (P 4th) 218 Know Customs (P 3rd) 67 Maze (W 8th) 190
Hold Portal (W 1st) 135 Know Direction (P 1st) 52 Meld* (P 5th) 93
Hold Undead (W 3rd) 150 Know Time (P 1st) 53 Meld Into Stone (P 3rd) 211
Holy Word (P 7th) 234 Melf's Acid Arrow (W 2nd) . . .144
Homunculus Shield (W 8th)
Hornung's Baneful Deflector**
44 L Melf's Minute Meteors (W 3rd) 151
Memory Read (P 3rd) 68
(W 2nd) 21 Land of Stability (P 6th) 101 Memory Wrack (P 5th) 93
Hornung's Guess** ( W 1st) . . . .17 Lasting Breath (W 1st) 19 Mending (W 1st) 136
Hornung's R a n d o m Dispatcher** Leadership (P 4th) 81 Mental Domination (P 4th) ... .81
(W 8th) 44 Legal Thoughts (P 6th) 101 Message (W 1st) 136
Hornung's Surge Selector* * Legend Lore (W 6th) 178 Messenger (P 2nd) 206
(W7th) 41 Leomund's Lamentable Belabor- Metamorphose Liquids (W 1st) .19
Hovering Road (P 7th) 106 ment (W 5th) 169 Meteor Swarm (W 9th) 195
Hypnotic Pattern (W 2nd) 142 Leomund's Secret Chest (W 5th)169 Mind Blank (W 8th) 190
Hypnotism (W 1st) 135 Leomund's Secure Shelter Mind Fog 5 35
(W4th) 159 Mindkiller (P 7th) 107
Leomund's Tiny Hut (W 3rd) . .151 Mindnet (P Q)
I Leomund's Trap (W 2nd) 143 Mind Read (P 2nd)
117
59
Ice Storm (W 4th) 159 Levitate (W 2nd) 143 Mindshatter (P 5th) 94
Idea (P 2nd) 59 Light (P 1st) 201 Minor Creation (W 4th) 160
Identify (W 1st) 135 Light (W 1st) 136 Minor Globe of Invulnerability
Illusionary Script (W 3rd) 150 Lighten Load (P 2nd) 59 (W4th) 160
Illusionary Wall (W 4th) 159 Lightning Bolt (W 3rd) 151 Minor Malison (W 3rd) 26
Illusory Artillery (P 5th) 92 Limited Wish (W 7th) 184 Minor Spell Turning (W 4th) . . .29
Illusory Fortification (P 7th). . .107 Line of Protection* (P 3rd) 67 Mirage Arcana (W 6th) 179
Imago Interrogation (P Q) . . . .116 Liveoak (P 6th) 228 Mirror Image (W 2nd) 144
Imbue with Spell Ability (P 4th)218 Locate Animals or Plants (P lst)201 Miscast Magic (P 3rd) 69
Impeding Permission (P 5th) . . .92 Locate Creature (W 4th) 29 Misdirection (W 2nd) 144
Implosion/Inversion (P Q) . . . .116 Locate Object (P 3rd) 211 Mislead (W 6th) 179
Imprisonment (W 9th) 195 Locate Object (W 2nd) 143 Mistaken Missive (P 1st) 53
Improved Invisibility (W 4th). .159 Log of Everburning (P 1st) 53 Modify Memory (P 4th) 83
Improved Phantasmal Force Lorloveim's Creeping Shadow Moment (P 2nd) 60
(W 2nd) 142 (W3rd) 26 Moment Reading (P 3rd) 69
Incendiary Cloud (W 8th) 189 Lorloveim's Shadowy Transforma- Monster Mount (P 6th) 102
Infravision (W 3rd) 150 tion (W 6th) 38 Monster Summoning I (W 3rd) 151
Insatiable Thirst (W 2nd) 21 Lower Resistance (W 5th) 34 Monster Summoning II (W 4th)160
Insect Plague (P 5th) 223 Lower Water (P 4th) 218 Monster Summoning III
Intensify Summoning (W 7th) . .41 Lower Water (W 6th) 178 (W5th) 170
Interdiction (P Q) 116 Monster Summoning IV
Inverted Ethics (P 4th) (W6th) 179
Invisibility (W 2nd)
80
142
M Monster Summoning V (W 7th)185
Invisibility, 10' Radius (W 3rd) 150 Magic Font (P 5th) 223 Monster Summoning VI
Invisibility Purge (P 3rd) 67 Magic Jar (W 5th) 169 (W8th) 190
Invisibility to Animals (P 1st). .200 Magic Mirror (W 4th) 159 Monster Summoning VII
Invisibility to Undead (P 1st) . .200 Magic Missile (W 1st) 136 (W9th) 195
Invisible Stalker (W 6th) 178 Magic Mouth (W 2nd) 143 Moonbeam (P 5th) 223
Irritation (W 2nd) 142 Magic Staff (W 5th) 35 Morale (P 1st) 53
Item (W 3rd) 150 Magical Stone (P 1st) 201 Mordenkainen's Celerity
Magical Vestment (P 3rd) 211 (W4th) 30
Major Creation (W 5th) 170 Mordenkainen's Disjunction
Malec-Keth's Flame Fist (W 7th) 41 (W9th) 196
Join With Astral Traveler (P 4th)81 Mask of Death (W 4th) 29 Mordenkainen's Faithful Hound
Jump (W 1st) 135 Mass Charm (W 8th) 190 (W5th) 170
Mass Invisibility (W 7th) 184 Mordenkainen's Lucubration
Massmorph (W 4th) 160 (W6th) 179
K Mass Suggestion (W 6th) 179 Mordenkainen's Magnificent Man-
Khazid's Procurement (W 5th). .34 Maximilian's Earthen Grasp sion (W 7th) 185
Knock (W 2nd) 143 (W 2nd) 22 Mordenkainen's Sword (W 7th)185
Know Age (P 1st) 52 Maximilian's Stony Grasp Mount (W 1st) 136
Know Alignment (P 2nd) 206 (W3rd) 26 Move Earth (W 6th) 179
Know Alignment (W 2nd) 143
157
'.ix 3: Alphabetical Spell Index
Murdock's Feathery Flyer Prismatic Spray (W 7th) 186 Ride the Wind (W 2nd) 23
(W 1st) 19 Prismatic Wall (W 8th) 191 Rigid Thinking (P 3rd) 70
Music of the Spheres (P 2nd).. .60 Probability Control (P 4th) 83 Ring of Hands* (P 1st) 54
Mystic Transfer* (P 2nd) 61 Produce Fire (P 4th) 219 Robe of Healing (P Q) 119
Produce Flame (P 2nd) 206 Rope Trick (W 2nd) 145
Programmed Illusion (W 6th). .180
N
Nahal's Nonsensical Nullifier**
Project Image (W 6th)
Protection From Cantrips
180
s
(W 2nd) 22 (W 2nd) 144 Sacred Guardian (P 1st) 55
Nahal's Reckless Dweomer* * Protection From Evil (P 1st) . . .201 Safeguarding (W 5th) 35
(W 1st) 20 Protection From Evil (W 1st) . .137 Sanctify* (P 2nd) 62
Nap (P 2nd) 61 Protection From Evil, 10' Radius Sanctuary (P 1st) 202
Negative Plane Protection (P 4th) 219 Scare (W 2nd) 145
(P 3rd) 212 Protection From Evil, 10' Radius Screen (W 8th) 192
Neutralize Poison (P 4th) 219 (W3rd) 152 Seclusion (P 6th) 103
Non-Detection (W 3rd) 152 Protection From Fire (P 3rd). . .212 Secret Page (W 3rd) 152
Nystul's Magic Aura (W 1st) . .136 Protection From Lightning (P Seeming (W 5th) 171
4th) 219 Sending (W 5th) 171
o Protection From Normal Missiles
(W3rd) 152
Sense Shifting (W 2nd)
Sepia Snake Sigil (W 3rd)
23
152
Obscurement (P 2nd) 206 Protection From Paralysis Sequester (W 7th) 186
Otiluke's Freezing Sphere (W 2nd) 23 Serten's Spell Immunity (W 8th)192
(W6th) 180 Purify Food & Drink (P 1st) . . .202 Shades (W 6th) 181
Otiluke's Resilient Sphere Pyrotechnics (P 3rd) 212 Shadowcat (W 7th) 41
(W4th) 160 Pyrotechnics (W 2nd) 144 Shadow Door (W 5th) 171
Otiluke's Telekinetic Sphere Shadow Engines (P 7th) 108
Shadow Magic (W 5th) 171
(W8th)
Otto's Irresistible Dance
190
Q Shadow Monsters (W 4th) 162
(W8th) 190 Quest (P 5th) 224 Shadow Walk (W 7th) 186
Shape Change (W 9th) 196
P R Shatter (W 2nd)
Shield (W 1st)
145
137
Part Water (P 6th) 229 Rainbow (P 5th) 224 Shillelagh (P 1st) 202
Part Water (W 6th) 180 Rainbow Pattern (W 4th) 162 Shocking Grasp (W 1st) 137
Pass Plant (P 5th) 223 Raise Dead (P 5th) 224 Shooting Stars (P Q) 119
Passwall (W 5th) 171 Rally (P 2nd) 62 Shout (W 4th) 163
Pass Without Trace (P 1st) . . . .201 Random Causality (P 3rd) 69 Shrieking Walls (P 5th) 95
Past Life (W 2nd) 22 Rapport (P 4th) 84 Siege Wall (P Q) 119
Patternweave** (W 1st) 20 Rary's Mnemonic Enhancer Silence, 15' Radius (P 2nd) . . . .206
Permanency (W 8th) 190 (W4th) 162 Simulacrum (W 7th) 186
Permanent Illusion (W 6th). . . .180 Ray of Enfeeblement (W 2nd). .145 Sink (W 8th) 192
Personal Reading (P 1st) 54 Read Magic (W 1st) 137 Skip Day (P 6th) 104
Phantasmal Force (W 1st) 137 Reflecting Pool (P 4th) 219 Sleep (W 1st) 138
Phantasmal Killer (W 4th) . . . .160 Regenerate (P 7th) 234 Slow (W 3rd) 153
Phantom Steed (W 3rd) 152 Reincarnate (P 7th) 234 Slow Poison (P 2nd) 207
Phase Door (W 7th) 185 Reincarnation (W 6th) 181 Slow Rot (P 3rd) 70
Physical Mirror (P 6th) 102 Remove Curse (P 3rd) 213 Snake Charm (P 2nd) 207
Planar Quest (P Q) 117 Remove Curse (W 4th) 162 Snare (P 3rd) 213
Plane Shift (P 5th) 224 Remove Fear (P 1st) 202 Sol's Searing Orb (P 6th) 104
Plant Door (P 4th) 219 Remove Paralysis (P 3rd) 213 Solid Fog (W 4th) 163
Plant Growth (P 3rd) 212 Repeat Action (P 5th) 95 Solipsism (P 4th) 84
Plant Growth (W 4th) 161 Repel Insects (P 4th) 220 Spacewarp (P 7th) 109
Polymorph Any Object (W 8th)191 Repulsion (W 6th) 181 Speak with Animals (P 2nd). . .207
Polymorph Other (W 4th) . . . .161 Resist Fire (P 2nd) 206 Speak With Astral Traveler
Polymorph Self (W 4th) 161 Restoration (P 7th) 235 (P 1st) 55
Power Word, Blind (W 8th) .. .191 Resurrection (P 7th) 235 Speak With Dead (P 3rd) 214
Power Word, Kill (W 9th) 196 Revelation (P Q) 118 Speak With Monsters (P 6th) . .229
Power Word, Stun (W 7 t h ) . . . .185 Reverse Gravity (W 7th) 186 Speak With Plants (P 4th) 220
Prayer (P 3rd) 212 Reverse Time (P 6th) 103 Spectral Force (W 3rd) 153
Preservation (P Q) 118 Reversion (P Q) 118 Spectral Hand (W 2nd) 145
Prismatic Sphere (W 9th) 196
158
Appendix 3: Alphabetical Spell Index
Spell Immunity (P 4th) 220 Thought Capture (P 1st) 55 Wall of Stone (W 5th) 173
Spell Shape** (W 7th) 42 Thoughtwave* (P 5th) 96 Wall of Thorns (P 6th) 230
Spell Turning (W 7th) 187 Thunder Staff (W 4th) 32 Warband Quest (P Q) 122
Sphere of Security (P Q) 119 Timelessness (P 7th) 110 Ward Matrix (P Q) 122
Spider Climb (W 1st) 138 Time Pool (P 5th) 96 Warp Wood (P 2nd) 208
Spike Growth (P 3rd) 214 Time Stop (W 9th) 197 Water Breathing (P 3rd) 215
Spike Stones (P 5th) 225 Tongues (P 4th) 220 Water Breathing (W 3rd) 153
Spiral of Degeneration (P Q). .120 Tongues (W 3rd) 153 Water Walk (P 3rd) 215
Spirit Armor (W 3rd) 26 Transformation (P Q) 121 Watery Double (W 3rd) 27
Spirit of Power* (P 7th) 109 Transmute Metal to Wood Waveform** (W 5th) 36
Spiritual Hammer (P 2nd) 207 (P 7th) 236 Weather Stasis (P 4th) 87
Spiritual Wrath* (P 6th) 105 Transmute Rock to Mud (P 5th)225 Weather Summoning (P 6th) . .230
Spook (Wist) 138 Transmute Rock to Mud Web (W 2nd) 146
Squaring the Circle (W 3rd) 27 (W5th) 172 Weighty Chest (P 1st) 56
Squeaking Floors (P 3rd) 70 Transmute Water to Dust Weird (W 9th) 197
Stabilize** (W 9th) 47 (P 6th) 229 Whispering Wind (W 2nd) . . . .147
Stalker (P Q) 120 Transmute Water to Dust Wildfire** (W 9th) 48
Starshine (P 3rd) 214 (W6th) 182 Wildshield** (W 6th) 39
Statue (W 7th) 187 Transport Via Plants (P 6th).. .229 Wildstrike** (W6th) 39
Steal Enchantment (W 7th) 42 Trap the Soul (W 8th) 193 Wildwind**(W9th) 48
Sticks to Snakes (P 4th) 220 Tree (P 3rd) 215 Wildzone** (W 8th) 45
Stinking Cloud (W 2nd) 145 Tree Steed (P 4th) 86 Wind Walk (P 7th) 236
Stone Shape (P 3rd) 214 Trip (P 2nd) 207 Wind Wall (W 3rd) 154
Stone Shape (W 5th) 171 True Seeing (P 5th) 225 Wish (W 9th) 197
Stoneskin (W 4th) 163 True Seeing (W 6th) 182 Withdraw (P 2nd) 208
Stone Tell (P 6th) 229 Turn Wood (P 6th) 229 Wizard Eye (W 4th) 164
Stone to Flesh (W 6th) 181 Turn Pebble to Boulder (W 4th) 33 Wizard Lock (W 2nd) 147
Storm of Vengeance (P Q) 121 Wizard Mark (W 1st) 139
Strength (W 2nd)
Strength of One (P 3rd)
146
71
u Wizard Sight (W 3rd)
Wolf Spirits (P Q)
28
122
Succor (P 7th) 235 Unceasing Vigilance of the Holy Word of Recall (P 6th) 230
Succor (W 9th) 197 Sentinel (P 5th) 97 Wraithform (W 3rd) 154
Suffocate (W 7th) 43 Uncontrolled Weather (P 7th) .111 Wyvern Watch (P 2nd) 208
Suggestion (W 3rd) 153 Undead Plague (P Q) 121
Summon Insects (P 3rd) 214 Undead Ward (P 5th) 97
Summon Lycanthrope (W 4th). .30 Unearthly Choir* (P 3rd) 73
Z
Summon Shadow (W 5th) 171 Unluck** (W4th) 33 Zone of Sweet Air (P 3rd) 73
Summon Swarm (W 2nd) 146 Unseen Servant (W 1st) 138 Zone of Truth (P 2nd) 62
Sunray (P 7th) 235 Uplift* (P 4th) 86
Symbol (P 7th) 236
Symbol (W 8th) 193 V
Vacancy (W 4th) 163
T Vampiric Touch (W 3rd) 153
Tanglefoot (P 4th) 85 Vanish (W 7th) 187
Tasha's Uncontrollable Hideous Veil (W 6th) 182
Laughter (W 2nd) 146 Ventriloquism (W 1st) 139
Taunt (W 1st) 138 Vision (W 7th) 187
Telekinesis (W 5th) 171 Von Gasik's Refusal (W 5th).. . .36
Telepathy (P 3rd) 71 Vortex** (W5th) 36
Teleport (W 5th) 172
Teleport Without Error (W 7th) 187
Telethaumaturgy (P 3rd) 72
w
Temporal Stasis (W 9th) 197 Wail of the Banshee (W 9th) .. .47
Tenser's Floating Disc (W 1st). .138 Wall of Fire (P 5th) 225
Tenser's Transformation Wall of Fire (W 4th) 163
(W6th) 181 Wall of Fog (W 1st) 139
Tentacle Walls (P 7th) 110 Wall of Force (W 5th) 172
There/Not There** (W 4th) . . . .32 Wall of Ice (W 4th) 164
Thief's Lament (P 3rd) 72 Wall of Iron (W 5th) 172
Thought Broadcast (P 4th) 85
159