Tome of Magic (TSR2121)

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Official Game Accessory

New spells and magical items for priest and wizard classesl

TSR, Inc. TSR Ltd.


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ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, inc.
PRODUCTS OF YOUR IMAGINATION, BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc.
e
1991 TSR, Inc. All rights reserved. Printed in the U.S.A.

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Distributed to the toy and hobby trade by regional d istributors.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

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consent of TSR, Inc.
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

Table of Contents Credits


Chapter 1: How to Use Tome of Magic 3 Design: David Cook (Wild Magic, Faith Magic)
Chapter 2: Wizard Spells 16 Nigel Findley (Numbers, Thought, War)
First-Level Spells 17 Anthony Herring (Elementalists, additional
Second-Level Spells 21 spells)
Third-Level Spells 24 Christopher Kubasik (Chaos, Law)
Fourth-Level Spells 28 Carl Sargent (Quest Spells, Metamagic)
Fifth-Level Spells 34 Rick Swan (Time, Travel, Wards)
Sixth-Level Spells 37
Supervision and Development: David Cook
Seventh-Level Spells 40
Eighth-Level Spells 43 Editing and Additional Development: Anne Brown
Ninth-Level Spells 45 Proofreading: Anne Brown, Rob King, Dori Watry
Chapter 3: Priest Spells 49 Cover Art: Jeff Easley
First-Level Spells 51 Black and White Art: Stephen Fabian
Second-Level Spells 56
Color Art: Brom, Clyde Caldwell, Carol Heyer, John
Third-Level Spells 63
Fourth-Level Spells 74 & Laura Lakey, Roger Loveless
Fifth-Level Spells 87 Icons: Stephen Sullivan
Sixth-Level Spells 98 Graphic Design: Stephanie Tabat
Seventh-Level Spells 105 Typesetting: Gaye O'Keefe, Angelika Lokotz
Quest Spells 112 Production: Sarah Feggestad
Chapter 4: Magical Items 123
Appendix 1: Wizard Spells by School 149
Appendix 2: Priest Spells by Sphere 152
Appendix 3: Alphabetical Index of Spells 155
Chapter i: How t o Use Tome of Magic

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

Priests Magical Items


The introduction of new priest spheres can Of all the new material in this book, magical
pose a logical problem in some campaigns—if an items require the least effort to introduce. Many
existing Power has influence in a certain sphere, are simply treasures that can be discovered in a
why did his priests never have these spells before? newly-won hoard. In this case, DMs are encour-
Why do they wake up one morning and suddenly aged not to reveal all the powers of a newly-
have access to spells never before seen? found item. Rather, the player should be forced
The DM can use several solutions to this ques- to puzzle out an item's powers. For example, the
tion. The first is most effective for such esoteric characters find a magical quill. What does it do?
spheres as Thought and Numbers. In this case, How is it used? Answering these questions is a
few (if any) existing Powers have access to these goal that players can set for their characters. Af-
spheres. Instead, priests arrive (as did wild ter spending time, spells, and money on research
mages) from distant lands, spreading the word and possibly more adventures, the characters
of their god. These NPC priests have strange may discover that they own a quill of law.
powers never before seen. In some locations, Another effective and logical method for intro-
they may be accepted, while in others, they may ducing never-before-seen magical items is for
be driven out with vengeance. As new player NPCs to possess these fascinating new devices.
characters are created, this "new" faith with all Thus, a wild mage might own a rod of disruption
its advantages and disadvantages becomes an or an elementalist a wand of corridors.
option.
Another explanation, particularly useful for
the spheres of War and Wards, is that the Power Patience, Patience, Patience
always had access to these spells, but never had An important thing for both the DM and play-
the need to grant them. A deity of war could rea- ers to remember is that the existence of Tome of
sonably withhold spells of the War sphere until Magic does not mean that everything in it needs
the threat of war exists. To introduce the War to be rushed into play. If the need for a particular
sphere into the campaign, the DM need only cre- spell does not exist right away, don't worry.
ate a little border tension and massing of Sooner or later, a player or DM will discover that
troops—the perfect background for many ad- it suits his needs perfectly. Properly used, the
ventures. Tome of Magic will become a source of surprises
Certain deities may be too aloof or remote to and inspiration for many adventures to come.
become involved in the affairs of men until the
need arises. This is particularly appropriate for
the spheres of Law and Chaos. A shift in the "har- New Rules for Wizards
mony of the universe" might warrant the atten- Mages and magic, great and small, are a key
tion of these Powers to "set things right." element of a fantasy campaign. While endowed
The introduction of subdivisions in the elemen- with considerable powers, there are still vast ho-
tal sphere can be effected in a similar manner. rizons for mages to explore. Just a small portion
Foreign priests may enter the campaign region of these possibilities is explored in the Tome of
and introduce the concept, or existing priests Magic—wild magic, elemental specialists, and
might discover their own deities suddenly taking metamagic.
a more active interest in their spells. Conflict or
rivalry on the elemental planes can be used to jus-
tify rigid adherence to a particular element. A fire Wild Magic
god, feeling the rising power of a sea god, may One of the newest discoveries from the great
enforce strict elemental selection to bolster the lands of the Forgotten Realms is wild magic.
devotion of his priests. Originally considered little more than the unfor-
Of all the new priest material, quest spells are tunate by-product of an epic struggle among the
the easiest to introduce. These are given by the gods of that world, the.strange effects of the wild
DM only when special conditions warrant. It is lands (as those areas affected by wild magic are
easy to justify that conditions have never yet known) have attracted the attention of many a
warranted the need for quest spells. curious or scholarly wizard.
In general, two types of wizards are drawn to
these strange areas. The first are the researchers:
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

Table 1: LEVEL VARIATION


True - Die Roll (D20)
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 -1 -1 - 1 - 1 - 1 0 0 0 0 0 0 0 0 0 0 + 1 +1 +1 +1 +1
2 -1 -1 -1 -1 - 1 - 1 0 0 0 0 0 0 0 0 +1 +1 +1 +1 +1 +1
3 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 0 0 + 1 + 1 + 1 +1 +1 +1 +2
4 -2 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 + 1 + 1 + 1 + 1 +1 +1 +2 +2
5 -3 -2 -2 -1 -1 -1 -1 -1 - 1 0 0 +1 +1 +1 +1 +1 +1 +2 +2 +3
6 -3 -3 -2 -2 -1 -1 -1 -1 - 1 0 0 +1 +1 +1 +1 +1 +2 +2 +3 +3
7 -4 -3 -3 -2 -2 -1 -1 -1 - 1 0 0 +1 +1 +1 +1 +2 +2 +3 +3 +4
8 -4 -4 -3 -3 -2 -2 -1 -1 -1 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4
9+ -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Boldface results indicate a wild surge; consult Table 2: Wild Surge Results.
How to Use Tome of Magic

Table 2: WILD SURGE RESULTS 28 10' x 10' pit appears immediately in


front of caster, 5' deep per level of the
D100
caster
Roll Result
29 Reverse gravity beneath caster's feet
01 Wall of force appears in front of caster
for 1 round
02 Caster smells like a skunk for spell
30 Colored streamers pour from caster's
duration
fingertips
03 Caster shoots forth eight non-
31 Spell effect rebounds on caster
poisonous snakes from fingertips.
32 Caster becomes invisible
Snakes do not attack.
33 Color spray from caster's fingertips
04 Caster's clothes itch ( + 2 to initiative)
34 Stream of butterflies pours from cast-
05 Caster glows as per a light spell
er's mouth
06 Spell effect has 60' radius centered on
35 Caster leaves monster-shaped foot-
caster
prints instead of his own until a dispel
07 Next phrase spoken by caster becomes
magic is cast
true, lasting for 1 turn
08 Caster's hair grows one foot in length 36 3-30 gems shoot from caster's finger-
tips. Each gem is worth Id6 x 10 gp.
09 Caster pivots 180 degrees
37 Music fills the air
10 Caster's face is blackened by small ex-
38 Create food and water
plosion
39 All normal fires within 60' of caster are
11 Caster develops allergy to his magical
extinguished
items. Character cannot control sneez-
40 One magical item within 30' of caster
ing until all magical items are re-
(randomly chosen) is permanently
moved. Allergy lasts Id6 turns.
drained
12 Caster's head enlarges for Id3 turns
41 One normal item within 30' of caster
13 Caster reduces (reversed enlarge) for
(randomly chosen) becomes perma-
Id3 turns
nently magical
14 Caster falls madly in love with target
42 All magical weapons within 30' of cast-
until a remove curse is cast
er are increased by + 2 for 1 turn
15 Spell cannot be canceled at will by
43 Smoke trickles from the ears of all
caster
creatures within 60' of caster for 1 turn
16 Caster polymorphs randomly
44 Dancing lights
17 Colorful bubbles come out of caster's
45 All creatures within 30' of caster begin
mouth instead of words. Words are re-
to hiccup ( +1 to casting times, — 1 to
leased when bubbles pop. Spells with
THAC0)
verbal components cannot be cast for 1
turn. 46 All normal doors, secret doors, port-
cullises, etc. (including those locked or
18 Reversed tongues affects all within 60
barred) within 60' of caster swing open
feet of caster
47 Caster and target exchange places
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing move- 48 Spell affects random target within 60'
ment to half normal and adding + 4 to of the caster
initiative rolls for Id3 turns 49 Spell fails but is not wiped from cast-
er's mind
21 Caster suffers same spell effect as
50 Monster summoning II
target
51 Sudden change in weather (tempera-
22 Caster levitates 20' for Id4 turns
ture rise, snow, rain, etc.) lasting Id6
23 Cause fear with 60' radius centered on
turns
caster. All within radius except the
caster must make a saving throw. 52 Deafening bang affects everyone with-
in 60'. All those who can hear must
24 Caster speaks in a squeaky voice for
save vs. spell or be stunned for Id3
Id6 days
rounds.
25 Caster gains X-ray vision for Id6
rounds 53 Caster and target exchange voices until
a remove curse is cast
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
How to Use Tome of Magic

DlOO 83 Target polymorphs randomly


Roll Result 84 Target falls madly in love with caster
54 Gate opens to randomly chosen outer until a dispel magic is cast.
plane; 50% chance for extra-planar 85 Target changes sex
creature to appear. 86 Small, black raincloud forms over
55 Spell functions but shrieks like a target
shrieker 87 Stinking cloud centers on target
56 Spell effectiveness (range, duration, 88 Heavy object (boulder, anvil, safe,
area of effect, damage, etc.) decreases etc.) appears over target and falls for
50% 2d20 points of damage
57 Spell reversed, if reverse is possible 89 Target begins sneezing. No spells can
58 Spell takes physical form of free- be cast until fit passes (Id6 rounds).
willed elemental and cannot be con- 90 Spell effect has 60' radius centered on
trolled by caster. Elemental remains target (all within radius suffer the ef-
for duration of spell. Touch of the ele- fect)
mental causes spell effect (THAC0 91 Target's clothes itch (+2 to initiative
equal to caster's). for ldlO rounds)
59 All weapons within 60' of caster glow 92 Target's race randomly changes until
for Id4 rounds canceled by dispel magic
60 Spell functions; any applicable sav- 93 Target turns ethereal for 2d4 rounds
ing throw is not allowed 94 Target hastened
61 Spell appears to fail when cast, but 95 All cloth on target crumbles to dust
occurs 1-4 rounds later 96 Target sprouts leaves (no damage
62 All magical items within 60' of caster caused, can be pruned without harm)
glow for 2d8 days 97 Target sprouts new useless appendage
63 Caster and target switch personalities (wings, arm, ear, etc.) which remains
for 2dlO rounds until dispel magic is cast
64 Slow spell centered on target 98 Target changes color (canceled by dis-
65 Target deluded pel magic)
66 Lightning bolt shoots toward target 99 Spell has a minimum duration of 1
67 Target enlarged turn (i.e., a fireball creates a ball of
68 Darkness centered on target flame that remains for 1 turn, a light-
69 Plant growth centered on target ning bolt bounces and continues, pos-
70 1,000 lbs. of non-living matter within sibly rebounding, for 1 turn, etc.)
10' of target vanishes 100 Spell effectiveness (range, duration,
71 Fireball centers on target area of effect, damage, etc.) increases
72 Target turns to stone 200%
73 Spell is cast; material components
and memory of spell are retained
Everyone within 10' of caster receives Unless otherwise noted, all spells created by a
74
the benefits of a heal wild surge occur at the designated target point
Target becomes dizzy ( - 4 AC and and function normally (appropriate saving
75
THAC0, cannot cast spells) for 2d4 throws are allowed). The caster's true level is
rounds used when calculating range, duration, area of ef-
fect, etc. of these spells.
76 Wall of fire encircles target
The above list, while long, is only a small
77 Target levitates 20' for Id3 turns fraction of the possible results of a wild surge.
78 Target suffers blindness The DM is free to create his own tables for wild
79 Target is charmed as per charm mon-
surges.
ster
Tables like the one above cannot take into ac-
80 Target forgets count the situation at the instant of casting. It is
81 Target's feet enlarge, reducing move- not feasible to create tailored effects for every
ment to half normal and adding +4 spell used in every possible way. Therefore, it is
to all initiative rolls for 1-3 turns quite likely that some wild magic results will
82 Rust monster appears in front of make no sense, be impossible, or have no visible
target

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

1 st Level 2nd Level 3rd Level


Conjure Spell Component Chaos Shield* Alacrity
Fire Burst Hornung's Baneful Deflector* Alamir's Fundamental Breakdown
Fist of Stone Insatiable Thirst Alternate Reality*
Hornung's Guess* Maximilian's Earthen Grasp Augmentation I
Lasting Breath Nahal's Nonsensical Nullifier* Far Reaching I
Metamorphose Liquids Past Life Fireflow*
Murdock's Feathery Flyer Protection From Paralysis Fool's Speech*
Nahal's Reckless Dweomer* Ride the Wind Lorloveim's Creeping Shadow
Patternweave* Sense Shifting Maximilian's Stony Grasp
Minor Malison
Spirit Armor
Squaring the Circle
Watery Double
Wizard Sight

4th Level 5th Level 6th Level


Dilation I Far Reaching III Augmentation II
Divination Enhancement Khazid's Procurement Bloodstone's Spectral Steed
Far Reaching II Lower Resistance Claws of the Umber Hulk
Greater Malison Magic Staff Dilation II
Locate Creature Mind Fog Forest's Fiery Constrictor
Mask of Death Safeguarding Lorloveim's Shadowy Transformation
Minor Spell Turning Von Gasik's Refusal Wildshield*
Mordenkainen's Celerity Vortex* Wildstrike*
Summon Lycanthrope Waveform*
There/Not There*
Thunder Staff
Turn Pebble to Boulder
Unluck*

7th Level 8th Level 9th Level


Acid Storm Abi-Dalzim's Horrid Wilting Chain Contingency
Bloodstone's Frightful Joining Airboat Elemental Aura
Hatch the Stone From the Egg Gunther's Kaleidoscopic Strike Estate Transference
Hornung's Surge Selector* Homunculus Shield Glorious Transmutation
Intensify Summoning Hornung's Random Dispatcher* Stabilize*
Malec-Keth's Flame Fist Wildzone* Wail of the Banshee
Shadowcat Wildfire*
Spell Shape* Wildwind*
Steal Enchantment
Suffocate

Italicized spell is reversible.


An asterisk (*) indicates a wild magic spell.

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.

Lasting Breath (Alteration) Murdock's Feathery Flyer (Alteration)


Range: 5 yards/level Range: 0
Components: V, S Components: V, S, M
Duration: Id4 rounds +1 round/level Duration: 1 round/level
Casting Time: 1 Casting Time: 1
Area of Effect: One creature/level Area of Effect: The caster
Saving Throw: None Saving Throw: None
This spell increases the amount of time a char- Upon casting this spell, a feathery membrane
acter can hold his breath. As described in the grows under the wizard's arms, extending along
Player's Handbook, a character can hold his his sides all the way to his feet. The membrane
breath for a number of rounds equal to one-third appears to merge with the caster's skin and
his Constitution score. The effect of this spell is clothing.
added to that figure. If the caster spreads his arms and jumps from a
The duration of the spell is always unknown to height, he may glide through the air. For each
the recipient; the DM secretly rolls Id4 to deter- foot of elevation, the wizard can glide five feet
mine the exact duration. At the end of this time, horizontally. Thus, a wizard jumping from a 10-
the character must succeed a Constitution check foot wall could glide up to 50 feet. Gliding char-
or be forced to take a breath as per the rules. acters have a movement rate of 12 and
Maneuverability Class E.
Metamorphose Liquids (Alteration)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: l'-cube/level
Saving Throw: Special
This spell transmutes one type of liquid into an
equal amount of a different, nonmagical fluid
(water, wine, blood, oil, apple cider, etc.). The
caster must touch the fluid itself (not simply its
container) for the spell to take effect.
Magical liquids (such as potions) receive a sav-
ing throw vs. disintegration with a +3 bonus to
avoid the spell's effect. Fluids can be transmuted

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)

of individually targeted missile attacks (including


Second-Level Spells magic missiles and other spells). The caster desig-
Chaos Shield* (Abjuration) nates the position of the shell (protecting the
Range: 0 front, rear, side, or top of the recipient). The spell
Components: V, S does not protect against area effect spells or other
Duration: ldlO rounds+2 rounds/level attacks that strike several creatures at once.
Casting Time: 2 Whenever an individual missile attack is di-
Area of Effect: The caster rected at a protected creature, the baneful deflec-
Saving Throw: Special tor activates. Instead of striking the target
creature, the missile's target is determined ran-
Following the discovery of wild magic came domly among all creatures within a 15-foot hemi-
the discovery of wild surges and the personal sphere of the protected creature, including the
danger such surges create. After several wild protected creature. The missile then changes
mages destroyed themselves by rather spectacu- course toward its new target with normal chances
lar means (or suffered very odd side effects), the to hit. If the new target is beyond the range of the
chaos shield was created as protection from these missile, no target is hit. If the protected creature
surges. is struck, the spell immediately fails. If several
This spell imbues the wild mage with special people are protected by baneful deflector, a mis-
protection against the effects of wild surges. It sile will change course several times before reach-
protects only against wild surges caused by the ing its target.
caster's own spells, not from the effects of an- The material component is a small prism that
other mage's wild surges. shatters when the spell is cast.
When a wild surge affects a caster protected by
chaos shield, he is allowed a saving throw vs. Insatiable Thirst (Enchantment/Charm)
magic. If the saving throw is successful, the effect
of the surge on the caster is negated. If the saving Range: 5 yards/level
throw is failed, the caster is affected normally by Components: V, S
the surge. The spell does not protect against wild Duration: 1 round/level
surges that might be caused by its own casting. Casting Time: 2
The chaos shield protects only the caster and Area of Effect: One creature
does not negate the effects of a wild surge for oth- Saving Throw: Neg.
er characters who might be in the area of effect. This spell instills in the victim an uncontrolla-
The caster cannot voluntarily cancel the protec- ble desire to drink. The victim is allowed a saving
tion once he has learned the nature of a wild throw to avoid the effect. If the roll is failed, the
surge; the chaos shield protects from both good creature must consume any potable liquids it can
and harmful effects. Thus, if a wild surge resulted find (including magical potions, which might re-
in a heal spell for all characters within 10 feet of sult in strange effects if potions are mixed). Al-
the caster, the protected caster might not benefit, though poisons are not considered potable, a
while all others in the radius would be healed. victim may not realize that a liquid is poisonous.
The spell remains in effect until it negates a The victim will not consume a liquid he knows to
wild surge or the spell duration expires. be poisonous.
No matter how much the creature drinks, its
Hornung's Baneful Deflector* (Evocation) magical thirst is not quenched until the spell ends.
Range: Touch During this time, the creature can do nothing but
Components: V, S, M drink or look for liquids to drink. Victims of this
Duration: 2 rounds/level spell believe they are dying of thirst and (depend-
Casting Time: 2 ing upon their nature) may be willing to kill for
Area of Effect: One creature drinkable fluids.
Saving Throw: None
This spell partially surrounds the recipient in a
shimmering, hemispherical field of force. The
field is transparent and moves with the subject,
forming a shell about one foot away from his
body. The shell serves as a shield against all forms

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)

Protection From Paralysis (Abjuration) Sense Shifting (Alteration)


Range: Touch Range: 0
Components: V, S, M Components: V, S, M
Duration: 1 turn/level Duration: 3 turns
Casting Time: 2 Casting Time: 2
Area of Effect: One creature Area of Effect: The caster
Saving Throw: None Saving Throw: None
The recipient of this spell receives total immu- Sense shifting allows the wizard to affect all
nity to magical paralysis. Spells such as hold per- spells of levels 1 through 3 that he casts within the
son and slow have no effect on the individual. duration of the spell. For each spell, he can modi-
This spell also provides protection against the pa- fy one of three sensory features pertaining to the
ralysis attacks of monsters (a ghoul's touch, for spell: color, sound, or patterned visual appear-
example). This spell offers no protection against ance of the spell effect. The changes produced by
physical damage. this spell do not affect the functions of the affect-
The material component is a bit of cloth taken ed spell nor any saving throws that apply against
from a priest's robes. their effects.
Sense shifting might be used to produce green
Ride the Wind (Alteration) fireballs, magic missiles that streak through the
Range: 5 yards/level air with a scream, colored continual light globes,
Components: V, S, M customized designs for a hypnotic pattern, or a
Duration: 1 turn/level spectral hand that makes scrabbling sounds as it
Casting Time: 2 attempts to grasp a target.
Area of Effect: One creature/level Sense shifting cannot create any form of invisi-
Saving Throw: Neg. bility. It cannot completely silence a spell effect
(thus, a fireball's blast might be muted, but not
This spell allows creatures targeted by the cast- wholly eliminated).
er to become virtually weightless and be lifted The material component is a twist of multi-
upon the wind. Affected creatures can control colored ribbon with a small silver bell fastened to
their altitude by rising or descending at a move- its end.
ment rate of 12, but are at the mercy of the wind
for speed and direction. Recipients can stop for-
ward movement only by grasping something to
anchor them in place. If no wind is present, this
spell has no effect.
Unwilling targets are allowed a saving throw
to resist the effect.
Each subject and his equipment must weigh
less than 100 pounds per level of the caster. Thus,
a 6th-level wizard could affect six creatures each
weighing 600 lbs. or less. This spell may be cast
only on living creatures.
The material components are a small handful
of straw and a dry leaf.

23
Mi-?

gredients and formula for making a magical liq-


Third-Level Spells uid (potion, scroll ink, etc.).
Alacrity (Alteration) 14th Level: The caster may learn the formula
Range: 0 for creating any type of magical object, excluding
Components: V, S, M unique items and objects of extreme power (arti-
Duration: 1 turn + 1 round/level facts and relics).
Casting Time: 1 In all cases, simply knowing the proper formu-
Area of Effect: The caster la does not mean the wizard can successfully cre-
Saving Throw: None ate the item or material. The construction of
alchemical mixtures and magical items is a time-
The use of an alacrity spell allows the wizard to consuming and expensive undertaking.
speed up the casting of spells of 5th level and This spell has detrimental effects on the magi-
lower. Only spells that are cast within the alacrity cal item analyzed. Single-use items (potions, oils,
spell's duration are affected. etc.) are automatically destroyed; the spell con-
Casting times of 2-5 are reduced by 1; casting sumes the item in the process of analyzing it. Re-
times of 6-9 are reduced by 2; and a casting time usable magical items must make a saving throw
of one round is reduced to a casting time of 8. vs. disintegration. If the saving throw is failed,
Casting times for spells which require more than Alamir's fundamental breakdown releases the
1 round are reduced by 20% (e.g., an animate magic of the item in an explosive blast, rendering
dead spell affected by alacrity could be cast in on- it permanently nonmagical. The caster suffers
ly 4 rounds). Spells which have a casting time of 1 4d8 points of damage from the explosion.
are not affected by this spell. The material component is a wand cut from a
The material component is a miniature hour- 100-year-old oak tree. The wand is used to touch
glass which is destroyed when the spell is cast. the item in question, and vanishes in a puff of
Alamir's Fundamental Breakdown (Divination) smoke when the spell is complete.
Range: Touch Alternate Reality* (Alteration)
Components: V, S, M Range: 0
Duration: Special Components: V, S, M
Casting Time: 1 round Duration: Instantaneous
Area of Effect: One item Casting Time: 3
Saving Throw: Special Area of Effect: Creature touched
By casting this spell, the wizard learns what in- Saving Throw: None
gredients and formulas were used to create a With this spell, the caster creates a small varia-
chemical mixture or magical item. tion in probabilities. This variation lasts only a
The information instantly appears in the cast- moment, but creates alternate results for one re-
er's mind but may be lost if the wizard cannot cent event. When the spell is cast, any one event
comprehend it. The caster must roll an Intelli- attempted by the recipient during the previous
gence check; if successful, the wizard under- round is recalculated, essentially allowing (or
stands the formula and retains it in his memory. If forcing) the creature to make new die rolls.
the roll is missed, the caster cannot comprehend Only events that begin and end in a single
what he has learned and the information is imme- round can be affected. Only one die roll can be
diately forgotten. If the spell is cast a second time rerolled. If the creature touched is a willing recip-
on the same substance, the spell automatically ient, the player can choose which roll (the origi-
fails unless the wizard has advanced to the next nal or the new roll) affects him, more than likely
experience level. picking the most successful. If the creature is un-
The caster's level determines the type of infor- willing, he must redo the action. The second re-
mation gleaned: sult, whatever its outcome, cannot be changed.
5th Level: The type and quantity of ingredients Typical uses of this spell include allowing a
and the preparation process required to produce fighter to reroll an attack, forcing an opponent to
a non-magical mixture are learned. For example, reroll a saving throw, or allowing a wizard to re-
the wizard could learn how to produce Greek fire roll the damage caused by a fireball.
or gunpowder, or could learn the recipe for some- The material component is a small, unmarked
thing simple, like chocolate cake. die.
9th Level: The wizard may learn the proper in-

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)

Wizard Sight (Divination)


Fourth-Level Spells
Range: 0
Components: V, S Dilation I (Alteration)
Duration: 1 round/level Range: 0
Casting Time: 3 Component: V
Area of Effect: The caster Duration: Special
Saving Throw: None Casting Time: 4
Area of Effect: Special
Upon completion of this spell, the caster's eyes Saving Throw: None
glow blue and he is able to see the magical auras
of spellcasters and enchanted objects. Only the Dilation I allows a wizard to increase the area
auras of those things normally visible to the cast- of effect of any one spell of levels 1-3. The area of
er are seen; this spell does not grant the wizard effect is increased by 25%; thus, a stinking cloud
the ability to see invisible objects, nor does it give would fill a 25-foot cube, while a slow spell
him X-ray vision. This spell does not reveal the would affect creatures in a 50-foot cube. Frac-
presence of good or evil or reveal alignment. tions of feet or yards (as appropriate to the spell)
While wizard sight is in effect, a wizard is able are dropped.
to see whether someone is a spellcaster and Dilation I must be cast immediately prior to the
whether that person is a priest or a wizard (and spell to be dilated; if a complete round or more
what type of specialist, if any). He can sense if a elapses, the dilation is wasted. The dilation spell
nonspellcaster has the potential to learn and cast affects only spells which have areas of effect de-
wizard spells (e.g., whether a fighter will some- fined in feet or yards (numbers of creatures can-
day gain the ability to cast a spell). not be increased). The dilation affects only spells
Although a spellcaster's level cannot be dis- cast by the same wizard.
cerned, the wizard can see the intensity of a spell-
caster's aura and guess at the individual's magical Divination Enhancement (Evocation)
power (dim, faint, moderate, strong, overwhelm- Range: 0
ing). This can be extremely ambiguous even Component: V
when a wizard has some method of comparison; Duration: 2 turns+ 2 rounds/level
the DM might announce that a subject's intensity Casting Time: 4
is roughly equivalent to that of a companion, or Area of Effect: The caster
he might announce that a subject's aura is the Saving Throw: None
strongest the wizard has ever encountered. This spell allows a wizard to extend both the
An object's magical abilities cannot be dis- duration and range of the wizard eye spell and
cerned. The fact that it is magical and the type of any divination spells of levels 1-4. Duration and
magic (abjuration, alteration, etc.) are obvious. range are both increased by 50% for the length of
The wizard can see the intensity of an item's mag- the divination enhancement.
ical aura and guess at its power, but cannot tell All divination spells cast within the duration of
whether a magical item is cursed. the enhancement are increased. The expiration of
the enhancement cancels all divination spells in
effect.
Far Reaching II (Alteration)
Range: 0
Component: V
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell's function is identical to the 3rd-level
far reaching I spell, except that a spell of 1st or
2nd level has its range doubled and a spell of 3rd
level has its range increased by 50%. In addition,
any spell of 4th level has its range extended by
25%.

28
Wizard Spells (4th Level)

Greater Malison (Enchantment/Charm) Mask of Death (Necromancy)


Range: 60 feet Range: Touch
Component: V Components: V, S, M
Duration: 2 rounds/level Duration: 1 hour/level
Casting Time: 4 Casting Time: 1 round
Area of Effect: 30-foot-radius sphere Area of Effect: One creature
Saving Throw: None Saving Throw: None
This spell operates exactly like the 3rd-level By casting this spell, a wizard can change a
minor malison spell except that the wizard places corpse's features to make it appear to be someone
a —2 penalty on all saving throws of all hostile else. The caster must possess an accurate portrait
creatures within the area of effect. Optionally, of the individual to be duplicated, or must have a
the wizard may create a - 3 penalty to saving clear mental image of the person based on per-
throws against spells from one school of magic. sonal experience.
This penalty is not cumulative with a saving If animate dead is cast on the body, it can be
throw penalty which derived from the wizard be- animated to become a zombie that looks exactly
ing a specialist; the penalty is not increased to like the copied person. The double is a mindless
-4. automaton, however, having all the characteris-
tics of a normal zombie.
Locate Creature (Divination) This spell may be cast on a creature that has
Range: 50 yards/level already become a zombie. The wizard must suc-
Components: V, S, M cessfully touch the zombie in combat, unless the
Duration: 1 turn/level zombie is controlled by the caster.
Casting Time: 5 The material component of this spell is a drop
Area of Effect: One creature of doppleganger's blood.
Saving Throw: None
Minor Spell Turning (Abjuration)
This spell is similar to the 2nd-level locate ob-
ject spell. Instead of finding an inanimate object, Range: 0
however, it allows the wizard to find a creature. Components: V, S, M
The wizard casts the spell, slowly turns, and is Duration: 3 rounds/level
able to sense the direction of the person or crea- Casting Time: 4
ture, provided the subject is within range. The Area of Effect: The caster
wizard learns how far away the creature is and in Saving Throw: None
what direction it is moving (if at all). This spell is similar to the 7th-Ievel spell turn-
This spell can locate a general species of crea- ing, which causes spells cast against the wizard to
ture (a horse or umber hulk, for instance) or can rebound on the original caster. This includes
be used to find a specific individual. The wizard spells cast from scrolls and innate spell-like abili-
must have physically seen the individual or the ties, but excludes the following: area effects that
type of creature at least once from a distance of are not centered directly upon the protected wiz-
no more than 10 yards. ard, spell effects delivered by touch, and spell ef-
Unlike locate object, this spell is not blocked fects from devices such as wands, staves, and so
by lead. It is blocked, however, by running water forth. Thus, a light spell cast to blind the protect-
(such as a river or stream). Objects cannot be ed wizard could be turned back upon and possi-
found through use of this spell. bly blind the caster, while the same spell would
The material component is a bit of a blood- be unaffected if cast to light an area in which the
hound's fur. protected wizard were standing.
One to four (Id4) spell levels may be turned.
The exact number is secretly rolled by the DM;
the player never knows how effective the spell is.
Unlike the 7th level version of this spell, minor
spell turning is not capable of partially turning a
spell. For example, if a wizard has three levels of
spell turning, he can turn three lst-level spells,
one 1st and one 2nd, or one 3rd-level spell. He

29
Wizard Spells (4th Level)

can in no way turn spells of 4th level or above. If Summon Lycanthrope


the caster is the target of a spell of a higher level (Conjuration/Summoning)
than he is capable of turning, the caster receives Range: Special
the full brunt of the spell. Components: V, S, M
If the protected wizard and a spellcasting at- Duration: Special
tacker both have spell turning effects operating, a Casting Time: 1 turn
resonating field is created that has the following Area of Effect: One creature
effects: Saving Throw: Neg.
D100 This spell is effective only on the night of a full
Roll Effect moon and one night immediately preceding and
01-70 Spell drains away without effect following it.
71-80 Spell affects both equally at full damage For the spell to be effective, the caster and the
81-97 Both turning effects are rendered non- lycanthrope must be on the same plane of exist-
functional for Id4 turns ence; there is no other range limitation. When the
98-00 Both casters are sucked through a rift into spell is cast, the nearest lycanthrope (as deter-
the Positive Material plane mined by the DM) of the chosen species must at-
The material component of this spell is a tempt a saving throw. If successful, the creature
smoothly polished silver coin. is unaffected. If it fails, the lycanthrope instantly
appears near the caster.
Mordenkainen's Celerity Upon arrival, the creature can freely attack the
(Alteration, Invocation) wizard unless the caster has created a warding
Range: 0 circle. If a circle is present, the lycanthrope ap-
Components: V, S, M pears in the circle; otherwise, it appears ldlO feet
Duration: 1 turn away from the caster in a random direction (the
Casting Time: 4 DM should use the scatter diagram for grenade-
Area of Effect: Special like missiles found in the Dungeon Master's
Saving Throw: None Guide to determine direction).
A warding circle is a temporary prison drawn
Mordenkainen's celerity affects spells of levels with specially prepared pigments laced with sil-
1-3 which alter the movement of the wizard such ver filings. These pigments cost 100 gp for each
as feather fall, jump, spider climb, levitate, fly, foot of diameter of the circle (thus, a circle 10 feet
and haste. Spells to be affected must be cast with- across costs 1,000 gp). A warding circle must be
in 1 turn of the casting of the celerity. Spells do at least 5 feet in diameter; if smaller, the lycan-
not expire when the celerity expires. thrope is automatically freed. Preparing the circle
Spells cast following the celerity receive a 25 % takes one turn per foot of diameter.
bonus to duration. This effect may not be gained Even with such protection, the lycanthrope can
in conjunction with other means of magically ex- break out of the circle and wreak vengeance upon
tending a spell's duration. In addition, the caster's the summoner. The creature's base chance of suc-
movement rate is increased by 25 %. Feather fall cess is 20%, modified by the difference between
is an exception; the rate of descent may be re- its Hit Dice and the wizard's experience level. If
duced by 25% at the caster's option. the spellcaster is of a higher level, the difference is
The area of effect is always the caster, except in subtracted from the creature's chance of escaping
the case of the haste spell, for which the effects of the circle. If the lycanthrope is of higher Hit Dice
the celerity will operate on Id4 creatures in addi- than the wizard's level, the difference is added to
tion to the wizard. The celerity will not affect the its chance. Each creature is allowed only one at-
other creatures in any other manner. tempt to escape.
The celerity gives the wizard a + 2 bonus to his Any break in the circle spoils the power of the
saving throws against spells of levels 1-3 which spell and enables the lycanthrope to break free.
directly affect his movement. This includes web, Even a straw dropped across the line of a magic
hold person, and slow. The wizard also gains a circle destroys its power. Fortunately, the crea-
+ 2 bonus on all saving throws against magical ture cannot take any action against any portion
paralysis attacks. of the ward, for the magic of the barrier abso-
The material component is a small pouch or lutely prevents this.
vessel containing centipede or millipede legs. Once safely ensnared, the lycanthrope can be

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)

use of probes, long-handled ladles, tongs, or oth-


Fifth-Level Spells er equipment to gather the material. The caster
Far Reaching III (Alteration) cannot move completely through the gate.
Range: 0 The gate vanishes when the spell's duration ex-
Component: V pires or when the target or the wizard moves
Duration: Special more than 10' away from it.
Casting Time: 5 The gate is visible from both sides, and other
Area of Effect: Special creatures can reach through the gate. Breath
Saving Throw: None weapons, gaze attacks, missiles, spells, and simi-
lar attacks cannot be cast through the gate. Be-
This spell operates exactly like the 3rd-level far cause creatures can pass their limbs through the
reaching I spell except that the range of any spell gate, physical attacks and touch spells can be
of levels 1-3 is increased by 150% and the range used.
of any 4th- or 5th-level spell is increased by 50%. The only limit to the range of this spell is that
Khazid's Procurement the caster and the target must be on the same
plane of existence. Elemental forces (not crea-
(Divination, Summoning) tures) will not pass through the gate. Thus, the
Range: Special wizard does not run the risk of flooding his labo-
Components: V, S, M ratory by opening a gate beneath the sea, for ex-
Duration: 1 round/level ample. However, the spell does not provide any
Casting Time: 1 turn sort of protection against a hostile environment.
Area of Effect: Special The material components are an exquisite sil-
Saving Throw: None ver mirror of no less than 10,000 gp value and a
This spell allows the caster to more easily ac- black opal worth at least 1,000 gp which must be
cess rare or dangerous spell components. The powdered and sprinkled on the mirror. The mir-
wizard casts this spell upon a silver mirror while ror is not lost after casting and may be used
concentrating on a mental image of the material again, but the powdered opal is consumed in the
he desires. The base chance of success is 50%, casting.
modified by the following factors:
• +1 % per level of the caster Lower Resistance (Abjuration, Alteration)
• +10% if the caster has seen the same type of Range: 60 yards
substance or object before; this bonus is not Components: V, S, M
cumulative with the following bonus Duration: 1 turn + 1 round/level
• + 20 % if the caster has a sample of the mate- Casting Time: 5
rial or the same type of object in his posses- Area of Effect: One creature
sion; this bonus is not cumulative with the Saving Throw: None
bonus above Using this spell, a wizard may attempt to re-
• +30% if the wizard knows the location of duce the magic resistance of a target creature.
the desired object The magic resistance of the victim works against
• —50% if the caster has never seen the same the lower resistance spell itself, but at only half its
type of material or item before normal value. No saving throw is permitted in
If the percentile roll indicates failure, the caster addition to magic resistance.
is unable to locate the desired ingredient and the If the victim does not resist the effects of this
spell ends. If the roll indicates success, the wizard spell, his magic resistance is reduced by a base
has located the object or substance and the mirror 30% plus 1% per experience level of the wizard
becomes a magical gate through which the caster casting the spell.
can see the target. The size of the gate is deter- This spell has no effect on creatures that have
mined by the size of the mirror, to a maximum no magic resistance.
size of 3 feet by 2 feet. The material component is a broken iron rod.
The gate always appears within arm's length of
the target, allowing the wizard to reach through
the mirror, grasp the object of his desire, and
draw it back through the gate. The wizard must
risk his own safety—the gate does not allow the

34
Mi,
Wizard Spells (5th Level)

Magic Staff (Enchantment/Charm) ample, phantasmal force is a mind-affecting


Range: Touch spell; phantom steed is not.
Components: V, S, M The penalty to saving throws operates cumula-
Duration: Special tively with any penalties that operate for other
Casting Time: Special reasons. Affected creatures suffer the penalty as
Area of Effect: The wizard's staff long as they remain in the fog and for 2d6 rounds
Saving Throw: None thereafter.
This spell allows a wizard's staff to store one Safeguarding (Abjuration)
spell level for every three levels of the caster. Range: 0
Thus, a 9th-level wizard can store three spell Components: V, S, M
levels (three lst-level spells, one 1st and one 2nd, Duration: 1 turn + 1 turn/level
or one 3rd-level spell). Casting Time: 5
Spells that are to be stored in the staff must be Area of Effect: 15-foot-radius sphere
memorized normally by the wizard. The spells Saving Throw: None
are then cast as normal when charging the staff;
casting requires the spell's normal casting time Use of this spell protects the wizard and any-
plus one round. The spell is wiped from memory one in the area of effect from damage caused by
and material components are consumed. All the rebounding of the wizard's spells. This in-
spells to be stored must be cast into the staff with- cludes damage from a fireball cast in an area too
in 1 turn. small for its effects, a reflected lightning bolt, or
All stored spells have a casting time of 1. any other offensive area spell that overlaps the
Spells remain in the staff until cast or dispelled, safeguarding's area of effect. The protection is ef-
or up to 1 hour per level of the caster. After this fective against spells of 7th level and lower. The
time, all stored spells fade away. protection does not apply to damage from spells
Only wizards who know the magic staff spell rebounded by any form of magical spell turning.
can cast spells from another wizard's staff. This This spell does not protect the wizard against
applies to wizards who have never learned or damage from spells or attacks cast by enemies or
could not normally cast the spells stored in a other party members.
staff. It is common, however, for the staff's own- A wizard who has cast safeguarding is free to
er to implement a command word which must be move and act normally. The spell's effect is al-
known by anyone wishing to use the staff. ways centered on him, regardless of his actions.
The material component for this spell is a staff Other creatures are free to enter and exit the area
cut from an ash tree. For each spell level the wiz- of effect.
ard intends to imbue into the staff, it must be in- An area spell cast by the wizard will take effect
laid with rubies worth at least 1,000 gp. normally, but its effects will be negated within the
area of the safeguarding spell. This applies only
Mind Fog (Enchantment/Charm) to area spells centered outside the radius of the
Range: 80 yards safeguarding spell. If the wizard casts an offen-
Components: V, S sive area spell within the area of the safeguard-
Duration: 3 turns ing, the safeguarding is immediately negated and
Casting Time: 3 those within the area suffer full damage from the
Area of Effect: 20-foot cube spell. The wizard is free to cast non-offensive ar-
Saving Throw: Neg. ea spells and individually targeted spells within
the area of the safeguarding.
A mind fog is a physical block of fog that en- The material component is a piece of preserved
ables the wizard to weaken the mental resistance skin from any creature that possesses natural
of his victims. Victims are allowed a saving magic resistance.
throw at a - 2 penalty to avoid the effects.
A creature who falls victim to the mind fog suf-
fers - 2 penalties to all saving throws against two
categories of magic: all spells of the illusion/
phantasm and enchantment/charm schools that
affect the mind directly; and spells of 1st through
5th level which affect the mind directly. For ex-

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)

walk across land. He could, however, create a


roughly human shape with flowing arms that ris- Sixth-Level Spells
es out of the water, crashes forward in a huge Augmentation 11 (Evocation)
splash, then rises and repeats the process. Other Range: 0
possible shapes include gigantic waves, geysers, Components: V, S, M
whirlpools, and troughs. Duration: 3 turns
The shape takes one round to form, after Casting Time: 6
which it can be maintained by concentration. Area of Effect: Special
The shape can be directed to move in any direc- Saving Throw: None
tion at the rate of 90 feet per round. If the wave-
form moves into or through a body of water, the This spell functions exactly like the 3rd-level
form loses no intensity. However, if the wave is augmentation I spell except that five spells of
moved over dry ground, it loses one die of dam- levels 1-3 may be affected. For each die of dam-
age for every 10 feet crossed. age caused by augmented spells, one hit point is
If propelled against a target, the waveform added to the damage total.
causes Id4 points of damage per level of the cast- Augmentation II affects the first five spells
er to creatures in its path. The waveform can be which cause direct damage that are cast within
directed against creatures on the surface or the duration of the augmentation II spell. Only
underwater. Those struck are allowed a saving spells that cause direct physical damage are af-
throw; success indicates half damage. fected by this spell.
If the victims are in or on a body of water, the The material component is a pair of concentric
shape will sweep them along. Creatures of small circles of gold or platinum.
size are carried with the form, moving at its Bloodstone's Spectral Steed (Necromancy)
speed. Medium and large size creatures are swept
along at half the water's speed. Creatures larger Range: 10 yards
than this resist the movement. Those caught in Components: V, S, M
the current can make a Strength check each Duration: 1 hour/level
round to swim free of the current. Casting Time: 1 round
Boats and ships are particularly vulnerable to Area of Effect: Special
the waveform. If the waveform is twice the size of Saving Throw: None
the vessel or more, the ship must make a seawor- This spell allows a wizard to create a quasi-
thiness check (as described in Table 77 of the real, vulturelike creature. The flying steed can
DMG). Vessels passing the check suffer damage carry the caster and one other person per three
as described above, reducing seaworthiness rat- levels of the wizard's experience (four at 12th
ings for future checks by 2d6 points until repairs level, five at 15th, etc.). All passengers must be
are made. specifically named during the casting.
Alternatively, this spell can be cast directly at a The spectral steed looks like a huge, skeletal
single water-based creature—a water weird, wa- vulture with tattered wings. As it flies, it utters
ter elemental, or other creature from the elemen- hideous screeches that echo through the sky. The
tal plane of water. In this case, the spell causes spectral steed flies at a movement rate of 4 per
Id6 points of damage per level of the caster. The level of the caster, to a maximum movement rate
effect is instantaneous and the spell ends immedi- of 48. It appears with a bit and bridle, plus one
ately after the attack is made. saddle per passenger.
The material component is a small, carved oar All normal animals shun the spectral steed and
decorated with aquamarines worth at least 500 only monsters will attack it. The mount has AC 2
gp. The oar disintegrates when the spell is cast. and 10 hit points plus 1 hit point per level of the
caster. If it loses all of its hit points, the spectral
steed disappears. It has no attack mode.
The material component is a hollow bone from
a vulture's wing, which must be carved into a
whistle and blown when the spell is cast.

37
Wizard Spells (6th Level)

Claws of the Umber Hulk (Alteration) Forest's Fiery Constrictor


Range: Touch (Conjuration/Summoning)
Components: V, S, M Range: 10 yards/level
Duration: 1 turn/level Components: V, S, M
Casting Time: 1 round Duration: 1 round/level
Area of Effect: One creature Casting Time: 6
Saving Throw: None Area of Effect: One source of fire
When this spell is cast, the subject's hands wid- Saving Throw: Special
en and his fingernails thicken and grow, becom- This spell causes a tentacle of magical flame to
ing equivalent in size and power to the iron-like snake forth from any existing source of natural or
claws of an umber hulk. The transformation magical fire. The flaming tendril is 10 feet long,
takes one full round and is excruciatingly painful, has AC 7, can be hit only by magical weapons of
requiring a system shock roll. A failed roll causes + 2 or better, and has hit points equal to double
the subject to suffer 3d4 points of damage. the caster's level.
The subject can burrow as an umber hulk, cut- Any creature within 20 feet of the tentacle is
ting through 10 feet of solid stone or 60 feet of soil subject to attack as directed by the caster. The
per turn. The only limitation to this is the sub- victim must attempt a saving throw; if successful,
ject's stamina; at the end of each turn of burrow- the subject has avoided entanglement, but suffers
ing, the subject must succeed a Constitution Id6 points of fire damage from contact with the
check or be forced to rest for one turn. tendril. If the saving throw is failed, the victim is
Burrowing through soil does not necessarily entangled by the flaming serpent and suffers 3d6
create a passable tunnel. If the subject wishes to points of fire damage each round until the tendril
make a passage in which others can travel or that is destroyed or the spell expires.
he can exit when the spell ends, he must dig at a If the fire source from which the tentacle ema-
rate of 30 feet per turn. Cutting a tunnel through nates is extinguished, the remaining time that the
solid rock does not require extra care or time. fiery constrictor may exist is cut in half.
The recipient of this spell can make two claw The material component is a red dragon's
attacks per round, each inflicting 2d6 points of scale.
damage plus any Strength bonuses. Each attack is
made with a —2 penalty to hit. This penalty ap- Lorloveim's Shadowy Transformation
plies until the subject has made two successful (Illusion)
consecutive attacks (not necessarily in the same Range: Touch
round), at which time he is accustomed to using Components: V, S
the claws. The penalty is dropped for the remain- Duration: Id4 rounds+ 1 round/level
der of the spell. Casting Time: 6
The material component is an umber hulk's Area of Effect: Special
claw. Saving Throw: Neg.
Dilation II (Alteration) When this spell is cast, the illusionist trans-
forms one creature or a specified amount of non-
Range: 0 living material into shadow, making it
Component: V insubstantial. Thus, a door could be turned to
Duration: Special shadow and entered. The maximum amount of
Casting Time: 5 inanimate material that may be transformed is
Area of Effect: Special one cubic foot per level of the caster.
Saving Throw: None
Unwilling creatures are allowed a saving throw
This spell functions exactly like the 4th-level to resist the shadowy transformation. Magical
dilation I spell, except that the area of effect of a items and the magical effects of spells (such as
1st-, 2nd-, or 3rd- level spell is extended by 50%. Bigby's forceful hand or a wall of stone) cannot
Alternatively, the wizard may extend the area of be affected.
effect of one 4th- or 5th-level spell by 25 %. A transformed creature and all its gear become
insubstantial. The creature can pass through
small holes, narrow openings, and the smallest
cracks. The creature cannot fly without addition-
al magic.

38
Wizard Spells (6th Level)

No form of attack is possible when in shadow Wildstrike * (Conjuration/Summoning)


form except against creatures that exist on the Range: 30 yards
Ethereal plane. In this case, all attacks are nor- Components: V, S, M
mal; however, the shadowy creature may be Duration: 2d4 rounds
harmed only by magical weapons of +1 or Casting Time: 6
greater or by creatures able to affect those struck Area of Effect: One creature
only by magical weapons. Spells and special at- Saving Throw: Neg.
tacks have normal effects.
Most undead creatures will ignore a creature in This spell is used primarily against hostile
shadow form, believing it to be a wraith or spec- spellcasters. It distorts all attempts at spellcast-
tre; however, liches and powerful undead may ing, converting spell energy into wild surges.
save vs. spell with a —4 penalty to recognize the The victim of a wildstrike is allowed a saving
spell. A successful dispel magic spell forces the throw; if successful, the spell has no effect. If the
creature in shadow form back to normal form. saving throw is failed, the target is enclosed with-
in a field of wild magic. If the victim casts spells
Wildshield* (Alteration) or uses a charge from a magical item, a wild surge
Range: 0 is automatically created (refer to Table 2). When
Components: V, S, M determining the effects of this surge, the true level
Duration: Special of the wild mage who cast the wildstrike is sub-
Casting Time: 1 round tracted from the die roll, making the effects of the
Area of Effect: The caster wild surge more likely to affect the victim.
Saving Throw: None The material component is a small glass tube
that is shattered in the casting.
This spell cloaks the caster in a whirling band
of scintillating colors, completely concealing
him. The caster is able to see normally within and
outside the shield.
The wildshield protects the caster from the ef-
fects of spells and magical items. The shield can
completely absorb 2d6 spell levels (i.e., if the roll
of 2d6 results in 10, the shield could absorb ten
lst-level spells, two 5th-level spells, or any simi-
lar combination), thereby negating their effects
on the caster. Both area effect spells and those in-
dividually targeted at the wild mage can be ab-
sorbed. In the case of area spells, the wildshield
protects only the mage. All others in the area of
effect suffer normal effects from the spell.
Wildshield also protects against wild surges,
whether caused by the caster's magic or by an
outside source. Each wild surge is considered
equal to Id6 spell levels.
The spell remains in effect until it is either can-
celed by the caster or it reaches its spell level ca-
pacity. If the capacity is met exactly, the
wildshield simply ceases to function. However, if
the wildshield is struck by more spell levels than
it can absorb, it explodes in a wild surge. The
spell that triggered the surge is completely ne-
gated, its energy instead transformed into a wild
surge (see Table 2). Since the shield no longer
functions, the formerly protected wizard is sub-
ject to full effects of this wild surge.
The material component is a small sponge.

39
Wizard Spells (7th Level)

ited distance from his physical body as long as


Seventh-Level Spells they remain on the same plane of existence.
Acid Storm (Evocation) If intelligent, the possessed undead continually
Range: 10 yards/level tries to purge the caster with mental threats that
Components: V, S, M can be heard only by the wizard. The thoughts of
Duration: 1 round/level the undead are ghastly. During the first minute of
Casting Time: 7 each hour of possession, the caster must succeed
Area of Effect: 40-foot-diameter circle an Intelligence check in order to retain his sanity.
Saving Throw: V2 The roll is modified by the difference between the
creature's Intelligence and that of the spellcaster.
This deadly spell unleashes a downpour of If the undead has a higher score, the difference is
magical, gelatinous acid droplets. All creatures added to the die roll. If the necromancer has a
within the area of effect are coated by globs of higher Intelligence, the difference is subtracted
gooey acid. The acid can be washed off only with from the roll.
wine, vinegar, or by a successful dispel magic or If the roll is successful, nothing happens and
similar spell. The acid remains present for 1 the caster may continue to possess the undead. If
round per level of the caster, then vanishes. the Intelligence roll fails, the wizard's intellect de-
Creatures coated by the acid suffer Id4 hit generates, making him a raving, homicidal mani-
points of damage each round during rounds 1-3, ac. His spirit is immediately forced to return to
Id6 points in each of rounds 4-6, and Id8 points his body, and he must attempt a system shock roll
on each round thereafter. Characters who suc- with damage occurring as outlined above. The
cessfully save vs. spells during the first round suf- caster remains dangerously insane until a heal or
fer only half damage from the acid for the wish spell is used to restore his intellect.
remaining rounds. When the spell expires, no fur- This spell can be very useful when combined
ther damage is inflicted. with the mask of death spell.
Acid damage can be healed through any means When the spell's duration expires, the necro-
except regeneration. The material component is a mancer's spirit immediately returns to his body.
drop of acid.
Hatch the Stone from the Egg
Bloodstone's Frightful Joining (Necromancy) (Alteration, Enchantment, Evocation)
Range: Touch Range: Touch
Components: V, S Components: V, S, M
Duration: 1 turn/level Duration: Special
Casting Time: 7 Casting Time: ld4 + 4 hours
Area of Effect: One undead creature Area of Effect: One alchemical mixture
Saving Throw: Special Saving Throw: None
When this powerful spell is employed, the wiz- When a wizard wishes to create the magical
ard transfers his spirit to the body of an undead item known as the philosopher's stone, he must
creature, totally dominating it. If the undead first discover its alchemical formula, which tells
creature has intelligence, it is allowed a saving him the necessary ingredients and the method of
throw vs. spell to resist the joining. If the save is preparing them. This information is not provided
successful, the caster's spirit is forced back into by this spell, and this spell is useless without the
his own body. The wizard must make a system formula. (The exact ingredients and formula are
shock roll; if the roll fails, the wizard suffers 5d6 decided by the Dungeon Master and must be dis-
points of damage. If the roll succeeds, the wizard covered by the wizard by adventuring.)
suffers half this damage. When the formula has been discovered and the
If the creature's save fails, the necromancer ingredients prepared, the wizard enchants the al-
joins his life essence with that of the undead. chemical mixture with the enchant an item spell.
While in the creature's body, the caster can use all Hatch the stone from the egg is then cast upon the
of its special attacks and innate abilities, exclud- mixture. This spell slowly transmutes the mixture
ing spells memorized by the creature. into its final form as the philosopher's stone. The
The wizard's body remains comatose, is sub- process is completed with a permanency spell.
ject to all regular attacks, and suffers damage The material component for this spell is a mag-
normally. The wizard's spirit can travel an unlim- ical item known as the philosopher's egg, which is

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)

Suffocate (Alteration, Necromancy)


Eighth-Level Spells
Range: 30 yards
Components: V, S, M Abi-Dalzim's Horrid Wilting
Duration: 1 round/level (Alteration, Necromancy)
Casting Time: 7 Range: 20 yards/level
Area of Effect: 10-foot-radius circle Components: V, S, M
Saving Throw: Neg. Duration: Instantaneous
Casting Time: 8
This spell draws the breath out of all creatures Area of Effect: 30-foot cube
within the area of effect who fail a saving throw. Saving Throw: V2
Their breath is placed within a small silk bag held
by the caster. This spell evaporates moisture from the bodies
Each round, a victim of this spell must attempt of every living creature within the area of effect,
a Constitution check. If failed, the creature suf- inflicting Id8 points of damage per level of the
fers 2d4 points of damage. If successful, the sub- caster. Affected creatures are allowed a saving
ject has taken in enough air to reduce the damage throw, with success indicating half damage.
to Id4. This spell is especially devastating to water ele-
As they struggle and gasp for air, affected crea- mentals and plant creatures, who receive a penal-
tures move and attack at half their normal rates, ty of — 2 to their saving throws.
have a - 4 Armor Class penalty, an attack penal- The material component is a bit of sponge.
ty of - 4 , and lose all Dexterity combat bonuses.
Effects of this spell continue each round re-
gardless of whether the victims remain in the Airboat (Alteration, Enchantment)
original area of effect. The damage accumulates Range: 1 mile
until the spell expires, the silk bag is opened, or a Components: V, S
successful dispel magic spell is cast upon the bag. Duration: 1 hour/level
The penalties to combat remain in effect for Id3 Casting Time: 1 round
rounds after the spell ends. Area of Effect: Special
The material component is a small silk bag Saving Throw: None
studded with black opals worth a total of no less This spell must be cast under a cloudy sky. The
than 5,000 gp. The bag is not destroyed during caster points at a cloud, which immediately de-
casting, but becomes useless for future castings if scends toward him. As it comes closer, the cloud
a successful dispel magic spell is used on it. changes shape, becoming any sort of vessel imag-
ined by the wizard (a dragon-shaped galley, a
one-man dinghy, etc.).
Although the airboat is made of cloud, it feels
solid and can support the weight of the caster
plus one passenger per level of the wizard. It can
fly at any speed up to 5 miles per hour per level of
the caster (to a maximum of 90 miles per hour).
The caster maintains total telepathic control
over the airboat's speed and direction. While con-
trolling the vessel, the wizard is able to perform
other actions but may not cast other spells.
Gunther's Kaleidoscopic Strike
(Invocation/Evocation)
Range: 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Neg.
When this spell is cast, a thin beam of shim-
mering, kaleidoscopic light shoots from the wiz-

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)

Only one chain contingency can be placed on Earth


the spellcaster at any one time. If a second is cast, • immunity to attacks from nonmagical weap-
the first chain contingency is cancelled. It is possi- ons made of stone or metal
ble to have both a contingency and a chain con- • immunity to physical attacks by creatures of
tingency operating at the same time, provided the elemental plane of Earth
that there is no overlap in the conditions specified • ability to breathe and move at full move-
for triggering the two spells. ment rate within the element of earth
Spells triggered by the chain contingency have • ability to cast wall of stone once
a casting time of 1. If the spell is triggered under Fire
conditions that are impossible to fulfill, it fails. If • immunity to normal and magical fire
one of the spells in a series cannot be fulfilled, the • total protection from physical attacks by
remaining spells in the series are lost. Normal creatures of the elemental plane of Fire
conditions, including line of sight to the target, • ability to breathe and move at full move-
must be fulfilled. All spells originate from the ment rate within the element of fire
caster; thus, it is not possible for a caster to tele- • total protection from hostile environmental
port and leave behind a series of fireballs to blast effects while traveling plane of Fire
his enemies. In this case, the fireballs would ei- • ability to cast wall of fire once
ther fail or destroy something at the caster's desti- Water
nation. • immunity to water- and cold-based attacks
The material components are (in addition to • total protection from physical attacks by
those of the companion spells) 500 gp worth of creatures of the plane of Water
quicksilver; a gem of at least 1,000 gp value; an • ability to breathe and move at full move-
eyelash from an ogre mage, ki-rin, or similar ment rate within the element of water
spell-using creature; and an ivory statuette of the • ability to cast wall of ice once
wizard (which is not destroyed in the casting of The auras do not restrict the caster in any way.
the spell) which must be carried by the spellcaster He is free to move and act normally while under
in order for the chain contingency to perform its the influence of an aura.
function when triggered.
Elemental Aura (Abjuration, Evocation) Estate Transference (Alteration)
Range: 0 Range: 0
Component: V Components: V, S, M
Duration: 1 hour/level Duration: Permanent
Casting Time: 1 round Casting Time: 10 turns
Area of Effect: The caster Area of Effect: 1,000 square feet/level
Saving Throw: None Saving Throw: None
This spell has four very different effects de- This powerful spell allows a caster to transfer a
pending on the type (air, earth, fire, water) of ele- large area of land in the Prime Material plane to
mental aura cast. Only the caster may receive an any of the elemental planes. All buildings, peo-
elemental aura, and it is not possible to benefit ple, and wildlife within the area of effect are also
from more than one aura at one time. transported. The land forms a pocket of the
Each aura is three inches thick and covers the Prime Material plane within the elemental plane.
caster's entire body. An aura of air is hazy white The pocket is a sphere with a diameter equal to
in color, an aura of earth is dull grey, an aura of the diameter of the land. The surface of the pock-
fire is flickering red, and an aura of water is shim- et allows creatures to enter or exit the pocket, but
mering blue. The auras have these effects: prevents the elements from entering the pocket.
Air Inside the pocket, the land is surrounded by air
• immunity to gas and air-based attacks of a temperature matching that of the Prime Ma-
• total protection from physical attacks by terial plane at the moment the land was moved.
creatures of the elemental plane of Air In addition, a source of water is created within
• ability to cast fly and protection from nor- the pocket.
mal missiles once each Before the spell is cast, the area to be moved
must be surrounded by solid markers of material
from the destination plane. Thus, if a wizard

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)

Wildfire* (Invocation/Evocation) This spell is similar in effect to wildstrike and


Range: 0 wildzone. When cast, a wall of faint, multi-
Component: V colored lights springs into existence at the point
Duration: Variable indicated by the caster. These lights form a line
Casting Time: 1 150 feet long. After the first round of the spell,
Area of Effect: Variable the wizard can move the wall of lights. Each
Saving Throw: Variable round, the caster can move the wall in the same
direction or as much as 45 degrees to either side.
By means of this spell, the wild mage is able to Once the wall is set in motion, it cannot be
channel raw magical energy through himself, stopped unless the spell is cancelled or dispelled.
shaping it into any form or effect he desires. The The lights can move 60 feet per round.
energy is similar in many ways to a wish spell, The wildwind has two significant effects. First,
but has unique differences. all creatures struck by the magical lights suffer
Wildfire allows the caster to create the effect of 2d6 points of damage. Second, any spellcaster
any wizard spell of 8th level or lower. He need struck while attempting to cast a spell automati-
only have general knowledge of the spell and its cally triggers a wild surge (use Table 2). Magical
effects; the spell does not need to be in his own items that expend charges that touch the wall of
spellbooks. lights automatically release one charge, also re-
Any normal saving throws vs. the spell effects sulting in a wild surge.
are made at a — 2 penalty.
Wildfire can also be used in the creation of
magical items. The energy created by the spell
may be used to generate effects that are not cre-
ated by known spells.
Wildfire can also be used to create items out of
nothing. The magical energy can be shaped and
hardened to form solid objects. These objects
have a greenish, glowing tinge and radiate magic.
These objects are stronger than steel yet possess
almost no weight. They are immune to fire, cold,
electricity, and all forms of magical attack except
dispel magic and wish spells. Even if they are sub-
jected to these spells, a saving throw is allowed
(equal to the creator's saving throw vs. spell).
When creating objects, the caster is limited on-
ly by his own skill and the dimensions of the ob-
ject. Items larger than a 10-foot-radius sphere
cannot be fashioned. Creating the object requires
only one round, regardless of size. Thus, a wiz-
ard could make an impenetrable dome or a small
boat with this spell.
Objects made of wildfire are neither stable nor
permanent. Since the object is made of magic sep-
arated from the magical continuum, the material
gradually deteriorates until the magical bonds be-
come too weak to hold the wildfire in the chosen
form. This decay takes Id6 +4 hours.
Wildwind * (Conjuration/Summoning)
Range: 100 yards
Components: V, S
Duration: Id3 turns
Casting Time: 8
Area of Effect: Special
Saving Throw: None

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

5th Level 6th Level 7th Level Quest Spells


Age Object Age Creature Age Dragon Abundance
Barrier of Retention Crushing Walls Breath of Life Animal Horde
Blessed Abundance Disbelief Divine Inspiration Circle of Sunmotes
Champion's Strength Dragonbane Hovering Road Conformance
Chaotic Commands Gravity Variation Illusory Fortifications Elemental Swarm
Clear Path The Great Circle* Mindkiller Etherwalk
Cloud of Purification Group Mind Shadow Engines Fear Contagion
Consequence . Land of Stability Spacewarp Health Blessing
Disguise Legal Thoughts Spirit of Power* Highway
Easy March Monster Mount Tentacle Walls Imago Interrogation
Elemental Forbiddance Physical Mirror Timelessness Implosion / Inversion
Extradimensional Reverse Time Uncontrolled Weather Interdiction
Manipulation Seclusion Mindnet
Extradimensional Pocket Skip Day Planar Quest
Grounding Sol's Searing Orb Preservation
Illusory Artillery Spiritual Wrath* Revelation
Impeding Permission Reversion
Meld* Robe of Healing
Memory Wrack Siege Wall
Mindshatter Shooting Stars
Repeat Action Sphere of Security
Shrieking Walls Spiral of Degeneration
Though twave* Stalker
Time Pool Storm of Vengeance
Unceasing Vigilance of Transformation
the Holy Undead Plague
Sentinel Warband Quest
Undead Ward Ward Matrix
Wolf Spirits

Italicized spells are reversible.


An asterisk (*) indicates a cooperative magic spell.

49
•¥, k%
Priest Spells (1 st Level)

First-Level Spells Anti-Vermin Barrier (Abjuration)


Sphere: Wards
Analyze Balance (Divination) Range: 30 yards
Sphere: Numbers, Divination Components: V, S, M
Range: 80 yards Duration: 1 hour/level
Components: V, S, M Casting Time: 1
Duration: 5 rounds+ 1 round/level Area of Effect: 10-foot cube/level
Casting Time: 1 round Saving Throw: None
Area of Effect: One creature, object, or 10' square With this spell, the caster creates an invisible
Saving Throw: None force field that repels nonmagical insects, ro-
This spell allows a priest to sense how far a dents, spiders, snakes, worms, and similar ver-
character, creature, object, or area is from a con- min of less than 1 Hit Die. The spell has no effect
dition of balance—in other words, the degree to on giant-sized versions of these creatures unless
which its alignment is removed from true Neu- they are less than 1 Hit Die. The barrier affects
tral. The spell gives no indication of the "direc- summoned creatures, such as those called by a
tion" in which the alignment is removed from summon insects spell.
true Neutral except under certain conditions Any vermin within the area of effect when the
which follow. The spell does, however, indicate spell is cast are not affected; however, when these
along which axis or axes of alignment the varia- creatures exit the area, they cannot return.
tion lies. The spell affects a cubic area whose sides are 10
For example, a priest uses this spell to analyze feet times the caster's level (for instance, a 2nd-
the balance of a Chaotic Neutral creature. The level priest could affect a 20' x 20' x 20' cube.
spell indicates that the creature is removed from The material components are the caster's holy
Neutral by one grade, and the variation is along symbol and a rodent's whisker.
the Law/Chaos axis; thus, the creature must be
either Chaotic Neutral or Lawful Neutral. If the Call Upon Faith (Invocation)
creature were Chaotic Evil, the spell would indi-
cate that it is removed from balance by two Sphere: Summoning
grades, one along each axis; thus, the creature Range: 0
must be Chaotic Evil, Chaotic Good, Lawful Components: V, S, M
Evil, or Lawful Good. Duration: 1 round
A priest has a 5 % chance per level of correctly Casting Time: 1
determining the direction of variation along one Area of Effect: The caster
randomly chosen axis. This means that a 10th- Saving Throw: None
level priest evaluating the balance of a Chaotic Before attempting a difficult task, the priest
Neutral creature would have a 50% chance of may cast call upon faith to aid his performance. If
learning that the creature is Chaotic (and hence the priest has been true to his faith (as determined
Chaotic Neutral, since it is only one step away by the DM), the priest gains a + 3 (or +15 %) bo-
from balance). nus to one die roll (his choice) needed to complete
Similar to spells such as detect evil, this spell the task. The bonus may be used to affect a sav-
will not yield a result on a hidden trap. If cast on ing throw, attack roll, ability check, etc. For ex-
a creature with an intelligence level of "animal" ample, if a priest were about to cross a narrow
or "non-," it will always read true Neutral (i.e., log high above a chasm, he could cast this spell
zero steps removed from balance). and gain a +3 bonus to his Dexterity ability
The material components are four iron coins check.
which the priest tosses in his hand while concen- The material component is the priest's holy
trating on the spell. The coins are not consumed symbol.
in the casting.

51
Priest Spells (1 st Level)

spell might reveal that the subject is coldly un-


Courage (Enchantment/Charm)
emotional at the moment, but not the fact that
Sphere: War the subject is contemplating the cold-blooded
Range: 240 yards murder of the priest.
Components: V, S, M Note that this reading is instantaneous. It re-
Duration: Special veals only the emotion that is strongest at the in-
Casting Time: 1 turn stant the spell is used. While this will usually be
Area of Effect: One unit up to 200 individuals related to the subject's overall emotional state, it
Saving Throw: None is always possible that the subject might be dis-
This spell imbues the target unit with a tempo- tracted for a moment or remember and respond
rary burst of courage. To cast this spell, the priest to past events.
must have an uninterrupted line of sight to the The subject is allowed a normal saving throw
target unit. vs. spells to resist this spell. If the saving throw is
A courage spell enables a unit to automatically successful, the priest receives no reading at all. If
pass its first morale check following the casting of the subject's roll exceeds the necessary number by
this spell. When circumstances arise that would six or more, the priest perceives an emotion dia-
necessitate a morale check, no die roll is made metrically opposite to the subject's true emotion.
and the unit is assumed to have passed the check. The material component is a square of un-
After this occurs, the spell ends and the unit must marked white wax.
make all future morale checks normally.
If a unit under the influence of a courage spell is Know Age (Divination)
not forced to make any morale checks, the spell Sphere: Time
expires at the first sunset. Range: 0
When several different events simultaneously Components: V, S, M
trigger morale checks, the BATTLESYSTEM™ Duration: Instantaneous
rules apply penalties to a single morale check. If Casting Time: 1
this occurs to a unit under the influence of a cour- Area of Effect: One object or creature
age spell, the player commanding the unit selects Saving Throw: None
one such event and its modifier is ignored.
No more than one courage spell can affect a This spell enables the caster to instantly know
unit at one time. Once the spell has expired, a the age of any single person, creature, or object
priest can cast the spell again on the same unit. on which he concentrates. The age is accurate to
The material component is a cube of cast iron. the nearest year.
The material component is a calendar page.
Emotion Read (Divination)
Know Direction (Divination)
Sphere: Thought
Range: 5 yards/level Sphere: Travelers
Components: V, S, M Range: 0
Duration: Instantaneous Components: V, S, M
Casting Time: 3 Duration: Instantaneous
Area of Effect: One creature Casting Time: 1
Saving Throw: Neg. Area of Effect: Special
Saving Throw: None
This spell allows the priest to perform an in-
stantaneous reading of a single subject's emotion- Know direction allows the caster to instantly
al state. It can be used on any subject possessing know the direction of north. The spell is effective
Intelligence of 3 or better. This reading is neither in any environment, whether underwater, under-
deep nor specific and cannot pick out mixed emo- ground, or in darkness (including magical dark-
tions or intricate details. For example, it might ness).
tell the priest that the subject is fearful, but the The material component is a small scrap of a
spell cannot reveal what the subject is afraid of or parchment map that is at least 100 years old.
why he is afraid.
Emotion read does not reveal individual
thoughts or the subject's motivation. Thus, the

52
Priest Spells (1st Level)

pletely legible and is recognizable as the hand-


Know Time (Divination) writing of the original author, but is contrary in
Sphere: Time content to the original message.
Range: 0 After the spell is cast, the message will appear
Components: V, S different every day. The DM decides the message
Duration: Instantaneous that the page will carry after the sixth day has
Casting Time: 1 passed. Following is a sample of the changes that
Area of Effect: The caster could take place in a message.
Saving Throw: None Day One: The words of the letter appear faint,
as if the author of the letter was running out of
Know time is particularly useful when the cast- ink as he wrote.
er has been unconscious. This spell enables the
caster to know the precise time of day to the near- Day Two: The words have moved slightly
est minute, including the current hour, day, from their original positions, as if the person
month, and year. writing the letter were shaking or in a moving
carriage when the letter was written.
Days Three and Four: The message is gibber-
Log of Everburning (Enchantment) ish. Although the ink forms groups of letters ar-
Sphere: Elemental Fire, Plant ranged in lines with punctuation, nearly all the
Range: Touch words are meaningless. This may appear to be
Components: V, S some sort of code, but it means nothing.
Duration: 1 hour /level Day Five: The ink has formed real words.
Casting Time: 1 However, the sentence construction is still mean-
Area of Effect: Special ingless (e.g., Egg west worse green!).
Saving Throw: None Day Six (and beyond): The message is coher-
ent, but the opposite intent of the original mes-
This spell increases the amount of time that a sage has been created. If the original letter read,
wooden object will burn before being consumed. "Send troops quickly," the new letter reads, "All is
Wood that is enchanted in this manner burns fine. Keep your men in reserve."
brightly without being consumed for the dura-
tion of the spell. When the spell ends, the wooden If mistaken missive is cast on the pages of a
object crumbles to ash. spellbook or a scroll, the ink on the page reforms
This spell does not cause the wood to catch into a new spell of the same level as the original
fire; it must be ignited normally. While it burns, spell. Thus, a darkness spell might become a
the wood gives off twice the normal amount of maze spell. However, the spell formula will be
heat; thus, a single log can make a cozy fire. wrong. Although it will look like a proper spell,
The affected wood radiates magic. The priest it will not function when cast.
may enchant up to 1 cubic foot of wood per level A coded message that is subjected to mistaken
of experience. The spell is effective on torches. missive will appear as a coded message on the
sixth day but will hold a different meaning than
Mistaken Missive (Alteration) the original message.
A glass of preserved words will allow the origi-
Sphere: Chaos nal message to be read correctly. Dispel magic
Range: Touch will restore the message to its original form.
Components: V, S, M The material component is three drops of ink.
Duration: Permanent
Casting Time: 1 Morale (Enchantment/Charm)
Area of Effect: One page/level
Saving Throw: None Sphere: War
Range: Special
This spell alters the appearance of words writ-
ten in ink. When the spell is cast upon a written Components: V, S, M
page, the ink imperceptibly begins to move. Over Duration: Special
the next few days, the message becomes progres- Casting Time: Special
sively more illegible. If the page is left undis- Area of Effect: One unit up to 200 individuals
turbed for six days, an entirely new message Saving Throw: None
forms on the page. The new message is com-

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)

circle. For each priest, assume a five-foot circum-


ference of the circle; thus, three priests would cre- Speak With Astral Traveler (Alteration)
ate a circle of 15-foot circumference. For easy Sphere: Astral
calculation, assume that for each priest, the circle Range: Touch
can accommodate four persons. Components: V, S
The barrier functions as a protection from evil Duration: 1 round/level
spell. Attacks by evil creatures suffer a — 1 penal- Casting Time: 1 round
ty for every priest forming the circle. Saving Area of Effect: One creature
throws made by the priests or anyone in the circle Saving Throw: None
against attacks from such creatures receive a +1
bonus for every priest in the circle. When a priest casts the 7th-level astral spell, he
leaves his physical body in suspended animation
Attempts at mental control over protected while his astral body travels. By touching the
creatures are blocked. Extraplanar and conjured comatose body and casting speak with astral
creatures are unable to touch the priests and traveler, a priest can mentally communicate with
those within the circle, although melee attacks the projected individual. Although communica-
against such creatures by those within the ring tion is mental, it takes the same amount of time as
break the barrier. a normal, verbal dialogue. The spell ends abrupt-
Because the priests casting the spell cannot ly when its duration expires.
move and must hold hands, they do not receive
any Dexterity bonuses to Armor Class. Further-
more, opponents gain a +2 bonus on attack rolls Thought Capture (Divination)
against the priests, since there is little they can do Sphere: Thought
to avoid a blow. Creatures within the ring are Range: 0
free to act as they wish. Melee attacks by those Components: V, S
within the ring are limited to piercing weapons Duration: Instantaneous
and suffer a - 1 penalty to attack rolls since the Casting Time: 3
priests intervene. Area of Effect: 10 yards
The reverse of this spell, ring of woe, functions Saving Throw: None
as detailed above except the effect applies to good
creatures as would a protection from good spell. One of the more bizarre contentions held by
priests of the School of Thought is generally
scoffed at by outsiders. The theory states that
Sacred Guardian (Enchantment/Charm) once a thought has occurred in someone's brain,
Sphere: Guardian it exists as a "freestanding mental object." This
Range: Touch "thought object" usually remains inside the brain
Components: V, S, M of the creature that created it, but sometimes it
Duration: 1 day /level escapes (this supposedly explains why people for-
Casting Time: 1 get things). When this happens, the thought ob-
Area of Effect: Creature touched ject stays in the geographical area where it was
Saving Throw: None lost. Any receptive brain (usually the brain of the
creature that initially created the thought) can
By use of this spell, a priest becomes instantly pick it up again simply by bumping into the invis-
aware when the recipient of the spell is in danger, ible, free-floating thought. According to the the-
regardless of the distance between the the priest ory, this is the reason that people can regain a lost
and the recipient. The recipient may be on a dif- thought by going back to the location where the
ferent plane of existence than the priest. thought was lost. This supposedly works because
When this spell is cast by a priest of at least 3rd the free-floating thought is recaptured, not be-
level, he receives a mental image of the endan- cause the locale reminds them of of the thought.
gered person's situation. At no time, however, Unfortunately for philosophers who disagree
does the priest know the person's location with this, thought capture seems to be extremely
through the use of this spell. strong evidence for this theory.
The material component is a rose petal that has This spell makes the priest's brain something of
been kissed by the spell recipient. a magnet that attracts thought objects in close
proximity. The priest can sense strong thoughts
and emotions and can sometimes even see mo-

55
Priest Spells (2nd Level)

mentary visions of creatures who died or suffered


some powerful emotion in the immediate vicini- Second-Level Spells
ty. Thought objects are always attracted to the
priest in the order of the strongest (those attached Aura of Comfort (Evocation)
to powerful emotions or significant events) to the Sphere: Travelers
weakest. Thus, if several thought objects share Range: Touch
the same vicinity, the priest will perceive infor- Components: V, S
mation about the most interesting or significant Duration: 1 hour/level
event. The priest might pick up images of a battle Casting Time: 2
from the point of view of a warrior who died Area of Effect: Creature touched
there, or he might gain information about the vic- Saving Throw: None
tor of the battle.
When this spell is cast, a faintly shimmering
The DM dictates the information provided to aura surrounds the recipient. The aura insulates
the priest, and thus can use this spell to provide the recipient from the effects of nonmagical heat
players with important background information and cold in a range of —20° F. to 140° F. Any time
or can add texture to a campaign world. The infor- a traveler encounters temperatures in this range,
mation provided might be highly cryptic or sym- he maintains a comfortable temperature of 70° F.,
bolic, perhaps in the form of a rhyme or riddle. regardless of prevailing weather conditions. Ad-
The priest gains one thought object per casting ditionally, the spell acts as a shield against rain,
of the spell. The spell may be cast a number of snow, and hail, which are blocked by the aura.
times in the same locale, with the priest gaining a If a recipient encounters a temperature above
different thought object with each casting. A lo- or below the stated range, the temperature within
cale contains a finite number of thoughts, how- the aura is altered by an equal number of degrees.
ever, and once the priest has gained all of them For example, a recipient who encounters a tem-
(per the DM), the spell will fail in that locale. perature of 150° will actually experience a tem-
perature of 80° F.
Weighty Chest (Alteration) All physical objects other than rain, snow, and
Sphere: Wards hail can pass through the aura. The recipient can
Range: Touch cast spells normally while the aura of comfort is
Components: V, S, M in effect. The spell offers no protection against
Duration: 1 day/level magically generated weather, such as that caused
Casting Time: 1 by weather summoning and ice storm. It does not
Area of Effect: 5-foot cube protect against fire, nor does it shield against fire-
Saving Throw: None or cold-based attacks.
This spell enables the caster to enchant a chest,
book, package, or any other nonliving object no Calm Chaos (Enchantment/Charm)
larger than a 5' X 5' X 5' cube. When the enchant- Sphere: Law
ed object is touched by anyone other than the Range: 20 yards
caster, the apparent weight of the object in- Components: V, S
creases, becoming 2-5 (Id4 + 1) times the weight Duration: Special
of the person or persons touching it. This condi- Casting Time: 1
tion makes the object extremely difficult to move Area of Effect: Id6 creatures/level
for anyone but the caster. The caster can move Saving Throw: Special
the object normally throughout the duration of
the spell. This spell temporarily calms a chaotic situation
involving a group of people. The situation may
The material component is a lead ball. involve any range of emotions from violence (as
in a barroom brawl) to joy and merrymaking (as
in a festival or carnival).
Unlike the emotion spell, calm chaos does not
cause a change in the emotions of affected
creatures—anger, fear, or intense joy remain in
each individual. The emotion is simply restrained
rather than released. Thus, an angry character in-

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)

using the appropriate term; for example, steady,


Draw Upon Holy Might (Invocation) elite, etc.
Sphere: Summoning The material component is the priest's holy
Range: 0 symbol.
Components: V, S, M
Duration: 1 round/level Frisky Chest (Enchantment/Charm)
Casting Time: 2
Area of Effect: The caster Sphere: Wards
Saving Throw: None Range: Touch
Components: V, S, M
When this spell is cast, the priest's body shud- Duration: Permanent
ders and glows with a shimmering aura as it be- Casting Time: 2
comes a vessel for the power of his god. As a Area of Effect: 10-foot cube
result, the caster may choose to increase one abili- Saving Throw: None
ty score (only Strength, Dexterity, Constitution,
and Charisma are eligible) by +1 per three levels With this spell, the caster can enchant a chest,
of his experience (+1 at 3rd level, + 2 at 6th, etc.). book, or any other nonliving object no larger
Only one attribute may be increased. The ef- than a 10' x 10' x 10' cube. When any creature
fect lasts for the duration of the spell. Attributes other than the caster comes within three feet of
may be increased above the normal restrictions the enchanted object, it instantly sprouts append-
due to race and class, to a maximum of +6. All ages and moves away from the creature as quick-
benefits for exceptional attributes listed in the ly as possible. The enchanted object continues to
Player's Handbook apply; however, the divine move until it is at least 10 feet away from the
abilities found in the Legends & Lore book cannot nearest creatures in the area.
be gained by use of this spell. After the enchanted object has moved a satis-
For example, an 18th-Ievel priest with Strength factory distance from the nearest creature, the
15 could increase his Strength to 21 for 18 appendages disappear. When a creature again
rounds, granting him a +4 attack bonus, a +9 comes within three feet of the enchanted object,
damage adjustment, etc. the enchanted object sprouts appendages and
When the spell ends, the energy abruptly flees. This process continues until the enchant-
leaves the priest's body, leaving him physically ment is negated (through a dispel magic or similar
and mentally drained. He is nearly comatose and spell) or the enchanted object is subdued or de-
can do nothing but rest for the next 4d6 turns. A stroyed.
successful Constitution check (at the priest's nor- The enchanted object can sprout feet (MV 24),
mal attribute score) reduces this time by 50%. wings (Fl 24, maneuverability class B), or fins
The material components are the priest's holy (Sw 24), whichever is most advantageous. Thus,
symbol and a vial of holy water that has been a book on a shelf might sprout wings and fly
blessed by the high priest of the character's faith. away, while a table might gallop around a room.
The enchanted object can freely and instantly
trade appendages as necessary.
Emotion Perception (Divination) The enchanted object will move only through
Sphere: War open spaces. It will not crash through windows,
Range: 300 yards shatter a closed door, or dig through the earth. It
Components: V, S, M cannot attack or take any actions other than
Duration: Instantaneous movement. If surrounded or cornered, the en-
Casting Time: 1 turn chanted object moves in random directions until
Area of Effect: One unit/five levels it is restrained or destroyed.
Saving Throw: None The enchantment ends if the caster voluntar-
This spell allows the caster to sense the emo- ily negates it, if the enchanted object is de-
tional state and the level of determination of one stroyed (the object has the same vulnerabilities
or more military units. The priest must have an as it has in its normal state), or if the enchanted
uninterrupted line of sight to the entire target object is restrained for 2-5 (Id4 + 1) consecutive
unit. When this spell is cast, the priest instantly rounds. Restraint means that the object is pre-
learns the current morale rating and morale sta- vented from fleeing; if a creature is able to grap-
tus of the target unit. The DM describes morale ple, lift, or sit on the object, it is considered

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)

Undead creatures within the area are easier to


Rally (Enchantment/Charm) turn; any priest standing on sanctified ground
Sphere: War turns undead as if he were one level higher.
Range: 240 yards Although this spell can be cast by a single
Components: V, S, M priest, it is most effective when cast by several
Duration: Instantaneous priests at once. The duration of the spell is equal
Casting Time: 1 turn to one round per level of the caster. When several
Area of Effect: One unit of up to 300 individuals priests cast the spell, the level of the most power-
Saving Throw: None ful priest is used, with two rounds added for eve-
This spell allows the subject unit to make an im- ry contributing priest. Thus, one 8th-level and
mediate rally check. It allows the check during the three 6th-level priests would give the spell a dura-
Magic Phase, rather than forcing the unit to wait tion of 14 rounds (8 + 2 + 2 + 2).
for the Rally Phase in the BATTLESYSTEM™ Sanctify is often used in conjunction with focus
rules. If the priest casting the spell is of 12th level to protect the grounds of a temple or encourage
or higher, the subject unit receives a +1 bonus to men defending a castle.
its rally check die roll. The priest must have an un- The material components are the priest's holy
interrupted line of sight to the unit. symbol and a handful of dirt from the grounds of
The material component is a miniature dupli- an existing temple of the same faith.
cate of a pennant or standard that represents the The reverse of this spell, defile, functions in an
cause for which the unit is fighting (such as a na- identical manner with respect to saving throws
tional flag or the blazon of the unit's liege lord). for charm and fear. However, priests standing on
The pennant is consumed in the casting. defiled ground who attempt to turn undead do so
at one level lower than their current level.
The material components for the reverse are
Sanctify (Conjuration/Summoning) the priest's holy symbol and a handful of earth
Reversible from a grave.
Sphere: All
Range: 10 yards Zone of Truth (Enchantment/Charm)
Components: V, S, M
Duration: Special Sphere: Wards
Casting Time: 1 turn Range: 30 yards
Area of Effect: 10 yard x 10 yard square/priest Components: V, S, M
Saving Throw: None Duration: 1 round /level
Casting Time: 2
This cooperative spell allows the priests to cre- Area of Effect: 5-foot square/level
ate a beneficial atmosphere within a specified ar- Saving Throw: Neg.
ea. Companions of similar alignment to the
casters will feel fortified and encouraged while in This spell prevents creatures within the area of
the sanctified area. The spell can be cast by a sin- effect (or those who enter it) from speaking any
gle priest or a group of priests. deliberate and knowing lies. Creatures are al-
After casting sanctify, the affected area is im- lowed a saving throw to avoid the effects; those
bued with the deity's majesty. For followers of who fail the save are affected fully. Affected char-
that deity, the area radiates a holy aura. These acters are aware of this enchantment; therefore,
followers gain a +2 bonus to saving throws they may avoid answering questions to which
against all fear- and charm-based powers (a +2 they would normally respond with a lie or they
to morale for BATTLESYSTEM™ rules units). may be evasive as long as they remain within the
Persons of the same alignment as the caster but of boundaries of the truth. When a character leaves
different faiths gain a +1 to saving throws ( +1 in the area, he is free to speak as he chooses.
BATTLESYSTEM rules). The effect applies only The spell affects a square whose sides are five
as long as the characters remain in the sanctified feet long per level of the caster; thus, a 4th-level
area. priest could affect a 20 foot by 20 foot square.
Creatures intent on harming the priest or his The material components are the priest's holy
followers suffer a —1 on saving throws vs. fear symbol and a phony emerald, ruby, or diamond.
and charm ( - 1 to morale for BATTLESYSTEM
rules units) when on sanctified ground.

62
Priest Spells (3rd Level)

Third-Level Spells Astral Window (Divination)


Sphere: Astral
Accelerate Healing (Alteration) Range: 5 yards
Sphere: Time Components: V, S
Range: Touch Duration: 2 rounds/level
Components: V, S Casting Time: 3
Duration: 1-4 days Area of Effect: 10' x 10' area
Casting Time: 1 turn Saving Throw: None
Area of Effect: One creature When this spell is cast, a "window" appears in
Saving Throw: None the air before the priest, through which he (and
This spell enables the affected creature to expe- any others present) can see into the Astral plane.
rience natural healing at twice the normal rate for The astral window ranges in size from one square
1-4 days. In other words, a person affected by ac- foot up to a 10' X 10' square, at the caster's choos-
celerate healing regains 2 hit points per day of ing. The window is not mobile, and if the priest
normal rest or 6 hit points per day spent resting in moves more than 5 yards away from it, it imme-
bed. The spell has no effect on potions of healing diately vanishes and the spell ends.
or other magical forms of healing. By stating a subject's name, the priest may view a
specific creature or object in the window. More
Adaptation (Enchantment/Charm, Alteration) than one subject may be viewed during the spell's
duration. Each time a new subject is chosen, the
Sphere: War window becomes streaked with grey as the Astral
Range: Special plane flies past. This continues for Id4 rounds, until
Components: V, S, M the window finally focuses upon the chosen subject.
Duration: Special If the person is not in the Astral plane, the window
Casting Time: Special instead chooses a random location.
Area of Effect: One unit of up to 200 individuals The window operates from both sides; crea-
Saving Throw: None tures in the Astral plane can see the priest as easi-
This spell can be cast in two different ways. ly as he can see them. Verbal communication is
The first, appropriate for battlefield use, has a not possible, however.
range of 180 yards, a casting time of one turn, Normally, creatures cannot pass through the
and duration of Id4 +2 turns. During this period, window. If an attempt is made, there is a base 5 %
the affected unit can fight in one specific type of chance of success. This is modified by +1% per
terrain (specified by the caster) as if it were the level or Hit Dice of the individual. In order to
favored terrain (per BATTLESYSTEM™ rules) for pass through, the creature or object must be small
that unit. While this spell is in effect, the unit enough to fit through the window; otherwise, on-
gains no benefit when fighting in their actual fa- ly a portion of the subject may reach through
vored terrain; the magically-enforced favored (such as a monster's arm or searching tongue).
terrain takes precedence. The priest can cancel By casting the astral window spell, a character
the spell before the duration expires if desired. who subsequently casts the 7th-level astral spell
The material component is a pinch of clay may choose to arrive in the Astral plane at the
dust. place shown in the window.
The second effect requires preparation in ad-
vance. The priest and unit must be within 100 Caltrops (Evocation)
yards of a place of worship dedicated to the cast-
ing priest's deity. The casting time is 5 turns. Sphere: War
At the conclusion of the casting, the unit gains Range: 20 yards/level
the benefit described above, with two main differ- Components: V, S, M
ences. First, the unit does not lose the benefit of Duration: 1 turn/level
fighting in its own actual favored terrain (the unit Casting Time: 1 turn
effectively has two favored terrains). Second, the Area of Effect: Special
spell endures until the next sunset. Only priests of Saving Throw: None
12th level and higher can cast this variation. This spell allows a priest to plant a section of
The material component is the priest's holy ground with magically created caltrops.
symbol.

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)

the emotion is initially established, all subjects


must immediately make a morale check. Hope- Helping Hand (Evocation)
lessness counters (and is countered by) hope. Sphere: Travelers
Sadness: The subject feels uncontrollably glum Range: Special
and is prone to fits of morose introspection. All Components: V, S, M
attack rolls suffer a — 1 penalty and initiative Duration: 1 hour/level
rolls suffer a +1 penalty. The subject's chance of Casting Time: 1 round
being surprised is increased by —2. Sadness Area of Effect: Special
counters (and is countered by) happiness. Saving Throw: None
All subjects of the second version, even willing When a priest is trapped or otherwise endan-
targets, must save vs. spell to resist the emotion. gered, this spell can summon help. The spell cre-
In addition to all other modifiers, the saving ates a hovering, ghostly image of a hand about
throw is modified by — 1 for every three levels of one foot high. The caster can command it to lo-
the priest casting the spell. cate a character or creature of the caster's choice
The material component for both versions of based on a physical description. The caster can
the spell is a small bunch of fleece or uncarded specify race, sex, and appearance, but not ambig-
wool that is consumed in the casting. uous factors such as level, alignment, or class.
After the hand receives its orders, it begins to
Extradimensional Detection (Divination) search for the indicated creature, flying at a
movement rate of 48. The hand can search within
Sphere: Numbers, Divination a 5-mile radius of the caster.
Range: 0 If the hand is unable to locate the indicated
Components: V, S creature, it returns to the caster (provided he is
Duration: 1 round/level still within the area of effect). The hand displays
Casting Time: 3 an outstretched palm, indicating that no such
Area of Effect: One lO'-wide path, 60 feet long character or creature could be found. The hand
Saving Throw: None then disappears.
When extradimensional detection is cast, the If the hand locates the indicated subject, the
priest detects the existence of any extradimen- hand beckons the subject to follow it. If the sub-
sional spaces or pockets in a path 10 feet wide and ject follows, the hand points in the direction of
60 feet long in the direction he is facing. The the caster, leading the subject in the most direct,
priest may turn, scanning a 60° arc each round, feasible route. The hand hovers 10 feet in front of
or may move slowly while the spell is in effect to the subject, moving before him. Once the hand
change the sweep of the detection. leads the subject to the caster, it disappears.
Extradimensional spaces include those created The subject is not compelled to follow the hand
by spells such as rope trick and those contained or help the caster. If the subject chooses not to fol-
within such items as bags of holding and portable low the hand, the hand continues to beckon for
holes. The priest does not automatically know the duration of the spell, then disappears. If the
the size of the space or its source. spell expires while the subject is en route to the
This spell detects interplanar gates and the "gate" caster, the hand disappears; the subject will have
opened by the spell extradimensional folding. to rely on his own devices to locate the caster.
The spell can be blocked by a stone wall of one If there is more than one subject within a 5-mile
foot thickness or more, a one-inch thickness of radius that meets the caster's description, the
solid metal, or one yard or more of solid wood. hand locates the closest creature. If that creature
refuses to follow the hand, the hand will not seek
out a second subject.
The ghostly hand has no physical form. The
hand can be seen only by the caster and potential
targets. It cannot engage in combat or execute
any other task aside from locating the subject and
leading him back to the caster. The hand will not
pass through solid objects, but can pass through
small cracks and slits.
The material component is a black silk glove.

66
Priest Spells (3rd Level)

Invisibility Purge (Abjuration) Know Customs (Divination)


Sphere: Wards Sphere: Travelers
Range: 30 yards Range: Special
Components: V, S, M Components: V, S
Duration: 1 turn/level Duration: Special
Casting Time: 1 turn Casting Time: 3
Area of Effect: 10-foot square/priest Area of Effect: The caster
Saving Throw: None Saving Throw: Neg.
All invisible creatures who enter an area en- This spell allows a caster to gain general
chanted with invisiblity purge instantly become knowledge of the customs, laws, and social eti-
visible. Invisibility-related spells do not take ef- quette of a tribe or village. The caster must be
fect within the boundaries of the enchanted area, within 30 yards of a member of the tribe or vil-
and magical devices such as potions of invisibili- lage for the spell to have effect. The selected vil-
ty do not function. Creatures with the natural lager must possess the knowledge sought by the
ability to become invisible are unable to use this caster; for instance, he cannot be an infant, nor
ability within the area of effect. Invisible objects can he be mentally unstable or dead (although he
carried into the warded area also become visible. can be asleep or unconscious).
Invisible creatures or persons within the area The selected villager is allowed a saving throw;
of effect when invisibility purge is cast remain in- if he succeeds, the spell fails.
visible; however, if such creatures exit the area of If the saving throw fails, the caster gains a gen-
effect and later re-enter, they instantly become eral knowledge of the villager's local laws and
visible. Such creatures also lose any natural abil- customs, including those that apply to relevant
ity to turn invisible as long as they remain within tribal or clan types (such as customs observed by
the area of effect. all giants). Typical information revealed by
A creature who consumes a potion of invisibil- know customs includes common courtesies (out-
ity outside the warded area becomes invisible siders must avert their eyes when addressing local
normally, but becomes visible when he enters the officials), local restrictions (no animals or unac-
area of effect; if the duration of the potion of in- companied elves within the city limits), impor-
visibility has not yet expired when he exits the ar- tant festivals, and common passwords that are
ea of effect, he becomes invisible again outside known by the majority of citizens (such as a
the area. phrase necessary to pass the guards at the main
Creatures who are invisible in their natural gate). Additionally, the spell gives the caster a +1
state or have no visible form (such as invisible reaction adjustment to encounters with members
stalkers) are not affected by this spell. of the relevant tribe or village.
The material components are the priest's holy Knowing the local laws and customs does not
symbol and a silver mirror no more than three guarantee that the caster will conduct himself
inches in diameter. properly. Know customs is to be used as a guide;
The invisibility purge can be cast as a coopera- the DM is free to adjust the quality of informa-
tive magic spell. The potency of this spell can be tion provided by a villager.
increased if several priests cast it at the same
time. The duration of the spell is then equal to Line of Protection (Abjuration)
one turn per level of the most powerful priest, Reversible
plus one turn for every contributing priest. Each Sphere: Protection
priest also increases the area of effect by one Range: 0
10' x 10' square (these areas must be contiguous). Components: V, S, M
Thus, a 9th-level priest and two 5th-level priests Duration: 1 round/level
could create a 30' x 10' invisibility purge area Casting Time: 1 round
having a duration of 11 turns. Area of Effect: 30-yard line
Saving Throw: Neg.
This cooperative spell requires at least two
priests to cast the spell simultaneously. During
the casting, the priests determine whether the line
will be stationary or portable.

67
Priest Spells (3rd Level)

If the spell is stationary, each priest must in-


Memory Read (Divination)
scribe a magical sigil on parallel facing surfaces,
such as facing walls of a gatehouse or two tree Sphere: Thought
trunks. If the spell is portable, the priests must Range: 5 yards
stand at each end of the line, thereby anchoring it. Components: V, S, M
After the spell is cast, a shimmering field of Duration: 1 round/level
force appears between the two anchors (the sigils Casting Time: 1 round
or priests). The field is 10 feet high and sparkles Area of Effect: One creature
with energy. Objects on the opposite side of the Saving Throw: Neg.
translucent field, while recognizable, are hazy
This spell allows the priest to read the memory
and indistinct.
of a single subject. The priest experiences the
The field causes Id3 points of damage to all memory with the same intensity as the subject.
creatures passing through it; evil creatures and The time required to view a memory is one-
undead suffer Id8 points of damage from the fiftieth of the time that the actual event lasted.
field. Creatures that roll a successful saving Thus, a priest can view the memory of an event
throw suffer no damage. Creatures that can fly that lasted for one hour in a little more than one
over the field, burrow under it, or teleport to the round. The subject experiences the memory at
other side are immune to damage. the same time the caster reads it.
If the spell is cast in its portable form, the The subject must have an Intelligence score of 5
priests can move at half their movement rates or more and must remain within range of the
(limited to the rate of the slower priest). The priest throughout the time it takes to read the de-
priests can take no other action, since all their en- sired memory. Priests can cast this spell on un-
ergy is spent in walking and maintaining the conscious, sleeping, held, or paralyzed creatures.
field.
The subject receives a saving throw when the
Once created, the field cannot be increased or priest casts the spell (this saving throw is allowed
decreased in length and must remain straight. even if the subject is asleep or otherwise unaware
The priests could maneuver by pivoting, but of the attempt). In addition, if the memory that
could not walk toward each other or bend the the priest wants to view concerns something the
field around a corner. If the line of sight between subject wants to keep secret, or is something that
the two priests is blocked by any object of greater the subject is trying to suppress, the subject re-
than 5' diameter, the spell immediately fails. ceives a +5 bonus to the saving throw. If the
Thus, creatures, low walls, young trees, pillars, memory the priest wishes to view is more than six
and similar objects will not disrupt the spell. months old, the subject receives a second saving
As a cooperative spell, several priests can link throw, with bonuses depending on the age of the
together to create a longer field. Each priest (or si- memory as follows:
gil) forms the end of one field and the beginning of
another, much like fenceposts. Each section of the Age of Memory Bonus
spell must extend in a straight line, but the field 6-12 months 0
can be bent at each junction. Four priests could 1 to 4 years +1
form a long line, a square, or a Z pattern. The re- 5 years or more +3
strictions on moving the fields apply as outlined If the subject succeeds either of these saving
above. The DM may apply movement penalties throws, the spell fails.
depending on the complexity of the pattern. This spell creates a mental drain on the priest,
The material components are the priests' cro- causing him to temporarily lose 1-3 points of
ziers, staves, or religious standards, held aloft by Constitution. These can be regained only after
each caster. eight hours of rest. The spell cannot be cast again
The reverse of this spell, line of destruction, until the priest's constitution is restored.
causes Id3 damage to all creatures passing The material component is a small piece of lin-
through it. It causes Id8 damage to paladins and en cloth with threads of gold interspersed
creatures of good alignment who pass through it. throughout its weave. This is consumed during
Creatures that roll a successful saving throw suf- the casting.
fer no damage.

68
Priest Spells (3rd Level)

"force" that is most dominant at the time. To cast


Miscast Magic (Invocation/Evocation) the spell, the priest generates a series of random
Sphere: Chaos numbers and then studies the pattern contained
Range: 40 yards+ 10 yards/level in that string of numbers. This pattern contains
Components: V, S information about current conditions.
Duration: Special In game terms, when this spell is cast, the DM
Casting Time: 2 communicates to the priest's player a single word
Area of Effect: One creature or short phrase (no more than five words) de-
Saving Throw: Neg. scribing the "tone" of the situation. Examples of
Miscast magic can be cast only on a wizard. It suitable "tones" are "imminent danger" (the DM
causes the next spell cast by the affected wizard to knows a dragon is approaching the area); "peace
be chosen randomly from his memorized spells of and tranquility" (the woods in which the PCs
the same or lower level. Thus, if a wizard affected camp may look threatening, but the area is actu-
by miscast magic had four lst-level spells memo- ally free of evil influence); or "betrayal" (one of
rized (armor, feather fall, jump, and sleep) and he the PCs' hirelings is actually a spy of their ene-
my). The DM can make this comment cryptic,
attempted to cast the sleep spell, the DM would but it should always be accurate and contain
determine the resulting spell randomly from the some useful information.
wizard's four memorized spells. The wizard has
only a 25% chance of casting the sleep spell. This spell has no specified area of effect. The
Only spells currently memorized are eligible to result of moment reading will always concern the
be exchanged with the desired spell. If a wizard priest and anyone else in his immediate vicinity,
had only one spell memorized, the miscast magic but the definition of "vicinity" will vary depend-
would have no effect and the wizard's spell would ing on the circumstances. For example, the tenor
be cast normally. of the moment might be "severe danger" if the
priest is entering the territory of a dragon who
The miscast spell operates normally. If a wiz- attacks interlopers on sight.
ard tried to levitate a companion but a web spell
resulted, the companion would be trapped by the The tenor of the moment is always personally
webs and subject to all resulting effects. If the tar- applicable to the priest. For example, even if the
get of the spell were in range of the levitate spell priest is in a nation dangerously close to war with
but not in range of the web, the spell would be its neighbor, this condition will not appear in the
lost in a fizzle of energy and the web spell would tenor of the moment unless the priest is person-
be wiped from the caster's memory. ally involved (if he's currently in the direct path
of an invading army, for instance).
The wizard who casts the spell performs the
proper verbal and somatic components of the One casting of this spell tends to "taint" subse-
spell he wishes to cast; he does not discover the quent castings of the same spell unless they are sep-
altered results until the wrong spell takes effect. arated by a minimum length of time. If a priest casts
The wizard will also discover that the material this spell twice within 12 hours, the second reading
component for the resulting spell has vanished (in gives the same result as the first, regardless of the
addition to the material component for the de- actual situation. If a second priest casts the spell
sired spell). within 12 hours of another priest's use of the spell,
he receives an accurate reading.
Wizards who are targets of miscast magic are al-
lowed a saving throw vs. spell to avoid the effect. The material component is a set of 36 small
disks made of polished bone engraved with runes
that represent numbers. These disks are not con-
Moment Reading (Divination) sumed in the casting.
Sphere: Numbers
Range: 0 Random Causality (Alteration)
Components: V, S, M
Duration: Instantaneous Sphere: Chaos
Casting Time: 1 round Range: 10 yards
Area of Effect: Special Components: V, S, M
Saving Throw: None Duration: Special
Casting Time: 3 rounds+ 1 round /level
This spell allows the priest to determine the Area of Effect: One weapon
"tenor of the now"—in other words, to learn the Saving Throw: Neg.

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)
I

When telethaumaturgy is cast by a priest of


Telethaumaturgy (Enchantment/Charm) 11th level or higher, it has an additional effect. If
Sphere: Numbers the target is within the normal range of the subse-
Range: 0 quent spell (e.g., 80 yards for charm person), the
Components: V, S, M subject's saving throw suffers a penalty of —2.
Duration: Special Like the personal reading spell, telethauma-
Casting Time: 2 rounds turgy functions only if the priest knows the cor-
Area of Effect: One creature rect name of his subject. If the priest casts the
Saving Throw: None spell using an alias, he will not know that tele-
This spell requires the priest to perform a nu- thaumaturgy has not taken effect until the subse-
merological analysis of a subject's correct name. quent spell fails. The priest does not
The result is that the priest may cast another spell automatically know why the subsequent spell
that affects the subject individual at a range much failed (the subject might simply have made a suc-
greater than normal. In other words, by gaining cessful saving throw).
deep knowledge of the individual, the priest cre- The material component is a small book of nu-
ates a "channel" to that individual that makes a merological formulae and notes. This book is dif-
subsequent spell easier to cast on that subject. ferent from the book used in personal reading.
Only certain spells can benefit from tele- The book is not consumed in the casting.
thaumaturgy.
Thief's Lament (Alteration)
bless*
command Sphere: Wards
charm person or mammal Range: 10 yards/level
detect charm Components: V, S, M
hold person Duration: 1 hour/level
know alignment Casting Time: 3
remove curse* Area of Effect: 5-foot cube/level
probability control Saving Throw: Neg.
quest A thief entering an area enchanted with thief's
confusion (one creature only) lament suffers a great reduction in his thieving
exaction skills. The thief is allowed a saving throw to resist
For spells marked with an asterisk (*), tele- the effects of the spell; failure indicates that he
thaumaturgy also increases the range of the re- suffers the full effects of the lament. All attempts
versed spell. Unless indicated, telethaumaturgy to pick pockets, open locks, find/remove traps,
does not increase the range of the reversed spells. move silently, detect noise, climb walls, and hide
The increase in range depends on the level of in shadows are reduced by 25 % (although a skill
the priest casting telethaumaturgy: cannot be reduced below 5%, presuming the
character has at least a score of 5% in any skill).
Level Range Multiplier The spell affects a cube whose sides equal the
1-6 X2 caster's level times five feet (a lOth-level caster
7-11 X3 could affect a cube whose sides equal 50 feet).
12-16 X4 The material components are the priest's holy
17 + X5 symbol and a Silver key.
Thus, a 12th-level priest who has cast tele-
thaumaturgy on an individual could subsequent-
ly cast charm person on that individual at a range
of 320 yards, rather than the normal range of 80
yards.
A spell to be enhanced by telethaumaturgy
must be cast on the round immediately following
the completion of telethaumaturgy. Spells that
normally affect more than one individual (such
as confusion) will affect only the selected subject
when cast following telethaumaturgy.

72
Priest Spells (3rd Level)

effect suffer Id6 points of damage per priest to a


Unearthly Choir (Invocation) maximum of 20d6. A saving throw vs. spells re-
Sphere: Combat duces the damage to half. Those who fail to save
Range: 0 are deafened for ldlO rounds; those who succeed
Component: V are deafened only Id6 rounds. Undead creatures
Duration: Instantaneous of 5 hit dice or less are immediately destroyed.
Casting Time: 5 Undead with more hit dice are not allowed a sav-
Area of Effect: Special ing throw. Structures within the area of effect are
Saving Throw: V2 damaged as if they suffered a direct hit from a
catapult (one hit per four priests in the choir).
This cooperative spell requires at least three Doors, chests, and other breakable items are in-
priests casting the spell simultaneously. At the stantly shattered.
time of casting, the priests must be within 10 feet
of each other. Upon completion of the spell, the
priests sing a single, dissonant chord. The result Zone of Sweet Air (Abjuration)
of the spell depends on the number of voices in Sphere: Wards
the choir. Range: 10 yards/level
Trio. In this form, the spell projects a cone of son- Components: V, S, M
ic force 120 feet long and 40 feet wide at the base. Duration: 1 turn/level
All creatures within the area of effect must save Casting Time: 3
vs. spells or suffer 2d4 points of damage. Those Area of Effect: 10-foot cube/level
who successfully save suffer only Id4 points. Un- Saving Throw: None
dead suffer a - 2 penalty to their saving throws.
Quartet. With four voices, the spell has the same Zone of sweet air creates an invisible barrier
area of effect as described above. However, all around the area of effect that repels all noxious
those who fail their saving throw suffer 2d4 elements from poisonous vapors, including those
points of damage and are deafened for one created magically (such as a stinking cloud). The
round. Those who successfully save suffer half spell offers no protection against poisonous va-
damage and are not deafened. Undead creatures pors created by a dragon's breath weapon (such
are not allowed a saving throw. as the chlorine gas of a green dragon). Noxious
Quintet. Five singers produce a chord of major gases already within the area of effect when the
power. All within the area of effect suffer 3d4 spell is cast are not affected. Fresh air passes into
points of damage (saving throw for half damage). the area normally.
Undead are not allowed a saving throw. All crea- If a poisonous vapor is expelled within the area
tures are deafened for one round. Furthermore, of effect (for example, a stinking cloud is cast),
pottery, glassware, crystal, and similar breakable the spell takes effect normally but dissipates in
goods must save vs. fall or be shattered. half the time normally required.
Ensemble. An ensemble of singers consists of six The spell affects a cube whose sides equal the
to ten priests. In this case, the area of effect in- caster's level times 10 feet (for instance, a 10th-
creases to a cone 180 feet long and 60 feet wide at level caster could affect a cube whose sides are
the base. All creatures within this area suffer Id4 100 feet long).
points of damage per priest and are deafened for The material components are the priest's holy
Id4 rounds. A successful saving throw vs. spell symbol, a silk handkerchief, and a strand of spi-
reduces the damage and duration of deafness by der web.
half. Undead creatures of 3 hit dice or less are im-
mediately destroyed. All other undead suffer
normal damage, but are not allowed a saving
throw. Glass, pottery, crystal, bone, and all
wooden items that are the strength of a door or
less (chests, tables, chairs, etc.) must save vs.
crushing blow or be shattered.
Choir. The most powerful group, a choir, re-
quires eleven or more priests. In this case, the ar-
ea of effect expands to a cone 300 feet long and
100 feet wide at the base. All within the area of

>
Priest Spells (4th Level)

The object created by addition remains in ex-


Fourth-Level Spells istence for 1 turn per level of the caster. During
this time, it obeys all the laws of physics as if it
Addition (Alteration) were a "real" object. The object cannot be disbe-
Sphere: Numbers, Creation lieved and spells such as true seeing cannot distin-
Range: 30 yards guish it from a naturally-occurring object.
Components: V, S, M Priests of 11th to 15th level can create a single
Duration: Special inanimate object of up to 20 pounds in mass or
Casting Time: 1 round two identical objects, each of up to five pounds in
Area of Effect: Special mass. The object(s) so created remains in existence
Saving Throw: None for two hours (12 turns) per level of the caster.
The philosophy of the Sphere of Numbers Priests of 16th to 19th level can create a single
holds that the structure of reality—the "equation inanimate object of up to 50 pounds in mass or up
of the moment"—can be analyzed and modified to 10 identical objects, each of up to five pounds
by someone with sufficient knowledge and in mass. The object(s) is permanent unless de-
power. The addition spell allows a priest to add a stroyed. Since these objects are not magical con-
new mathematical term to the equation of the structs, but real additions to the "equation of the
moment. This effectively allows a new object or moment," dispel magic has no effect on them. Al-
even a living creature to be brought into existence ternatively, the caster can create a single normal
temporarily. (nonmonstrous) living creature of up to 20
pounds in weight. The creature, once created, be-
The effect of this spell varies depending on the haves as a normal member of its species; the cast-
level of the caster. At 10th level or lower, addi- er has no control over its actions. This creature
tion can create a single, inanimate object weigh- remains in existence for 5 rounds per level of the
ing up to 10 pounds. The spell gives the priest caster.
only rudimentary control over the creation proc-
ess, so the object cannot be complex. The object Priests of 20th level and above can create a sin-
must be described in a single word or short gle inanimate object of up to 100 pounds in mass
phrase (e.g., "a water pitcher" or "a block of or up to 10 identical objects, each of up to 10
stone"). The caster has no control over elements pounds in mass. The object(s) are permanent. Al-
such as shape or color; thus, the water pitcher ternatively, the caster can create a single normal
might be short, squat, and blue, or tall, slender, (nonmonstrous) living creature of up to 100
and red. pounds in weight and up to 2 hit dice. The crea-
ture, once created, behaves as a normal member
Objects created with this spell cannot be of any of its species; the caster has no control over its
greater mechanical complexity or technological actions. This creature remains in existence for 2
level than a crossbow. If the priest tries to create turns per level of the caster.
an object that breaks this prohibition, the spell
fails and nothing is created. Thus, if the priest The material component is a small table of nu-
tried to create "a pistol," assuming he had heard merological formulae inscribed on an ivory
the word somewhere, the spell would fail. plaque, plus a length of silken cord. During the
casting, the priest ties the cord into a complex
Objects cannot contain any information in an knot. As the magical energy is discharged, the
abstract form such as writing or diagrams. If the cord vanishes in a flash of light. The plaque is not
priest tries to create an object that breaks this consumed in the casting.
prohibition, there are two possible results: the
spell may fail, or the object may be created with-
out the information. Thus, if the priest were to Age Plant (Alteration)
attempt to create "a spellbook," the result would
be either a book similar to a spellbook with blank Sphere: Time
pages, or nothing at all. Range: 30 yards
The object appears at whatever location the Components: V, S, M
caster wills, as long as it is within spell range. The Duration: Permanent
object cannot appear in the same space occupied Casting Time: 1 round
by another object or creature, or within a hollow Area of Effect: One plant, seed, or tree/level
object (for example, the priest cannot create an Saving Throw: None
object blocking the trachea of an enemy).

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)

Casting the focus spell is a long and compli-


Focus (Invocation) cated process, accompanied by many ceremonies
Sphere: All and rituals. During the day spent casting the
Range: 10 feet spell, the priest will need the assistance of at least
Components: V, S, M two other priests of the same faith. These aides
Duration: Special need not memorize the spell (or even be capable
Casting Time: 1 day of casting it). Their duty is to provide the extra
Area of Effect: Special hands and voices needed at specific points of the
Saving Throw: None casting. A large number of worshipers must also
be present since the focus requires their energy.
This spell creates the necessary conditions for Not surprisingly, the casting of this spell is often
devotional energy to be used. For faith magic to incorporated into important holy festivals or spe-
work, the priest must create a focus to harness cial occasions.
the necessary devotional energy. This spell cre- The duration of the focus is one year. If the de-
ates that focus. A focus cannot function without votional energy falls below a minimum level, the
a source of devotional energy. spell ends sooner. A focus requires the devotional
The focus gathers devotional energy and re- energy of at least 100 devout worshipers. Lay
shapes it in order to amplify other spells cast by monks (those dedicated to the religion but not
the priest (or priests). The same energy keeps the priests) count as two worshipers, while priests (of
focus in existence. If the spell is cast and there is any level) count as ten. A focus could be main-
no immediate source of devotional energy within tained by a congregation of 100, a monastery of
100 feet, the focus immediately fails. fifty, or a seminary of as few as 10 priests (or any
Once created, most foci cannot be moved. This combination of the above). The focus must re-
condition and the need for a constant supply of ceive this energy for at least 10 hours out of every
devotional energy tends to limit the use of foci to day. If these conditions are not met, the focus
temples, churches, monasteries, shrines, and weakens. The area of effect of the amplified spell
seminaries—permanent structures where fol- decreases by 20% each day until it fades away
lowers of the religion gather on a regular basis. completely.
Sometimes a focus is created for a special gather-
ing such as a holy day, conclave, grand wedding, Once the focus is created, the priest or priests
or yearly festival. have 1 turn in which to cast the desired spell upon
Not all foci are identical. The particular form the focus. A focus can amplify only one spell,
of the focus depends on the power and nature of and each item, creature, or place can receive only
the spell being amplified. All foci can be seen by one focus. Spells that can be cast upon a focus are
detect magic. There are three basic types of foci: listed on Table 3.
site, item, and living. Table 3: FOCUSED SPELL EFFECTS
Site foci are connected to a place, whether a
room, building, field, or forest. Once cast, the fo- Possible
Focus
ci cannot be moved. It causes no disturbance in
the surroundings; it is invisible and intangible.
Spell Type
Item foci are centered on a single object. Cus- Anti-animal shell S/I/L
Anti-plant shell S/I/L
tomarily, this object is large and immovable, such
as an altar, but it is possible for the focus to be as Bless S/I
small as is practical. The item can be as elaborate Control temperature, 10' radius S*
or plain as desired, but should have some signifi- Control winds
Cure disease
s/r
I/L
cance to the religion.
Living foci are the rarest of all types. In this Cure blindness or deafness I/L
case, the focus is created on a living plant, ani- Detect poison S/I
mal, or person. Detect charm reveals the person Detect lie I
is somehow enchanted, although not under the Detect magic I
influence of a typical charm spell. Dispel evil S/I
The type of focus created (site, item, or living) Endure cold/endure heat
Know alignment
s*
I/L
depends on the religion and nature of the spell
amplified. These choices are listed in Table 3: Fo- Negative plane protection S/I
cused Spell Effects. Protection from evil S/I
Protection from lightning S

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)

spell, a creature behaves in a manner opposite to Leadership (Enchantment/Charm, Alteration)


the way he normally would behave. Thus, a Reversible
shopkeeper influenced by inverted ethics will
think it perfectly normal for someone to pick up Sphere: War
an item from his shop and walk out the door Range: Special
without paying for it. If someone tried to pay for Components: V, S, M
an item, he would be insulted. If the spell is cast Duration: Special
on a shopper in a store, he would find it natural Casting Time: Special
to steal the item, thinking that he is behaving in a Area of Effect: One creature
proper way. If the spell is cast on a professed Saving Throw: None
thief, he will no longer steal, choosing to pay for This spell can be cast in one of two variations.
his goods instead. The first, appropriate for battlefield use, has a
Inverted ethics does not cause a creature to ac- range of 240 yards, duration of Id4 + 6 turns, and
tively commit evil deeds (or good deeds). Thus, a casting time of 1 turn. The priest can cast the
an affected creature will not go on a shoplifting spell on any single individual (a commander or
rampage; he will steal only as the opportuntity hero) within his line of sight.
presents itself. While under the influence of this spell, the sub-
The spell affects one character per level of the ject's command radius is increased by 50%
caster within a 20' radius. Each target of the spell (round fractions up).
is allowed a saving throw vs. spell to avoid the The reverse of this variation, doubt, requires
effect. the target to make a saving throw vs. spell. If
The material component is a miniature golden failed, doubt halves the command radius (round
balance (i.e., similar to the scales of justice). fractions down) of the targeted individual for
ld3+4 turns.
The material component for this variation is a
Join With Astral Traveler (Alteration) pinch of steel dust.
Sphere: Astral The second variation must take place in or
Range: 0 within 100' of a place of worship officially dedi-
Components: V, S cated to the casting priest's deity. Both the priest
Duration: Special and the individual to be affected must be present.
Casting Time: 1 turn The casting time is 5 turns and involves an intri-
Area of Effect: The caster cate ritual and many prayers. At the conclusion
Saving Throw: None of the spell, the subject's command radius is dou-
bled. This effect lasts 2dl2 hours.
When a priest casts the 7th-level astral spell, he The priest can cast either aspect (but not both at
leaves his physical body in suspended animation once) on himself. No individual can be the subject
while his astral body travels. By touching the of more than one casting of this spell at one time,
comatose body and casting join with astral trav- whether different aspects or cast by different
eler, a priest can cause his own astral body to priests. If more than one spell is attempted on the
leave his physical body in suspended animation. individual, only the most recent casting takes effect.
His astral body then travels along the silver cord
of the originally projected priest. The caster joins The material component for the second varia-
the projected priest as if he were part of the origi- tion is the priest's holy symbol.
nal casting of the astral spell; i.e., his own silver
cord is connected to the priest's silver cord, and Mental Domination (Enchantment/Charm)
he is dependent upon the originally projected
priest. Sphere: Thought
Range: 50 yards
A priest who casts the 7th-level astral spell can Components: V, S, M
project as many as seven other creatures along
with himself. However, priests casting join with Duration: 3 rounds/level
astral traveler are an exception to this limit. Any Casting Time: 4
number of priests may join another priest in the Area of Effect: One creature
Astral plane by use of this spell. Saving Throw: Neg.
This spell is similar to the wizard spell domina-
tion in that it establishes a telepathic link between

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)

unconscious. The level of concentration required


is not extreme; the priest can move normally and Thought Broadcast (Alteration)
may engage in combat, but is unable to cast any Sphere: Thought
spell while maintaining a solipsistic illusion. Range: 30 yards
Solipsism can create only illusions that are ex- Components: V, S, M
ternal to the priest. Thus, the priest cannot create Duration: 1 turn+3 rounds/level
an illusion that he is the size of a giant, is un- Casting Time: 5
wounded, or has sprouted wings. Area of Effect: One creature
The material components are a lotus blossom Saving Throw: Neg.
that the priest must swallow and a bit of fleece. This spell turns the subject into a "thought
broadcaster." For the duration of the spell, every-
Tanglefoot (Alteration, Abjuration) one within 30 yards of the subject senses the sub-
ject's thoughts, making it impossible for him to
Reversible lie, keep secrets, conceal motives, etc. The sub-
Sphere: War ject is not automatically aware that his thoughts
Range: 240 yards are being sensed. Everyone who senses these
Components: V, S, M thoughts, on the other hand, knows their source.
Duration: 2 turns/level This spell causes the broadcast of only surface
Casting Time: 2 turns thoughts and motivations, not memories. There
Area of Effect: 100 sq. yards/level is no need for a common language between
Saving Throw: None broadcaster and receivers; for this purpose,
thoughts are considered to be symbolic, not de-
This spell temporarily doubles the movement pendent on language. The detail level of the
cost of one region of ground. Units allied to the thoughts is insufficient for others to learn specific
priest are unaffected and movement is made at skills from the subject. Thus, if the subject casts a
normal cost; only enemy units suffer the penalty. spell, everyone within range knows what spell is
A variety of effects result from the spell de- being cast before it takes effect, but no one learns
pending on the terrain: grass twists hinderingly any knowledge about how the spell is cast.
around troops' ankles, swamp becomes more vis-
cous, rocks and gravel shift underfoot, etc. If the broadcaster is invisible or hiding in
The spell affects only units—that is, groups of shadows, the broadcast functions normally, and
soldiers moving in regular or irregular formation. all receivers are aware that someone is in the vi-
The spell does not affect individuals or monsters cinity whom they cannot see. While receivers
moving and operating alone. (When using the cannot pinpoint the broadcaster's location, the
BATTLESYSTEM™ rules, figures that represent broadcaster's thoughts will inevitably reveal his
individual heroes are not affected by this spell.) general position ("Oh no, he's looking right at
me," etc.). A character hiding in shadows will be
When casting this spell, the priest must have an automatically detected, while attacks against an
uninterrupted line of sight to the terrain to be af- invisible broadcaster suffer a —2 penalty, rather
fected. The priest can choose the shape of the ar- than the normal - 4 . This spell totally negates the
ea, up to the maximum area of effect. This spell chance of surprise by the broadcaster.
can create only one continuous area of tangle-
foot. There is no way of detecting that a particu- The subject must have an Intelligence score of 1
lar area is under the influence of this spell simply or more to become a broadcaster, and must have
by looking at the area. Detect magic will reveal a "normal" mind as understood by PCs.
that the area is magically affected. Thoughts that are broadcast can be received only
The reverse of this spell, selective passage, cuts by individuals with Intelligence scores of 3 or bet-
the movement cost of an area in half (round frac- ter. An unwilling subject receives a normal saving
tions up) for friendly units. Again, individual he- throw vs. spell to avoid the effects. A willing sub-
roes and creatures are not affected by this spell ject can waive this saving throw.
(which means that advancing troops must be The material component is small balloon that
careful not to leave their leader behind!). the priest inflates upon casting. This balloon is
The material component is a drop of molasses consumed in the casting.
for tanglefoot, and a pinch of powdered graphite
for selective passage.

85
Priest Spells (4th Level)

Tree Steed (Alteration, Enchantment/Charm) Uplift (Alteration)


Sphere: Travelers Sphere: All
Range: 10 yards Range: 0
Components: V, S, M Components: V, M
Duration: 1 hour/level Duration: 1 turn
Casting Time: 4 Casting Time: 12 hours
Area of Effect: One log or plank Area of Effect: One priest
Saving Throw: None Saving Throw: None
This spell enchants a log, plank, or similar Uplift bestows increased spellcasting ability on
piece of wood to become a temporary steed. The one priest, including additional spells per level
log or plank must be at least one foot wide, three and use of spells beyond the caster's normal level.
inches thick, and three to ten feet long. Any type This cooperative spell requires two priests who
of wood is suitable. must spend the day casting this spell. During the
When the spell is cast, the log sprouts four casting, the priests must decide which additional
wooden, horselike legs. The tree steed may be spells (of all levels) are desired. Upon completion
ridden like a normal horse and may be used to of the casting, the priests touch palms, and the
carry equipment. The tree steed can carry up to priest of higher level receives a charge of magical
600 pounds of riders and gear before breaking. If energy. This charge temporarily boosts the level
the tree steed breaks under the weight of the of the priest for spellcasting purposes. The
riders or gear, the enchantment instantly ends amount of increase is one level per five levels of
and the tree steed again becomes a normal (al- the lower level caster (fractions rounded up). If
though broken) log or plank. both priests are of equal level, the casters must
The tree steed obeys all of the caster's verbal decide who benefits from the spell.
commands to move, slow, speed up, stop, and The spell grants the priest the spellcasting abili-
turn. It has a movement rate of 12 on land. It can ty of the new level. It does not improve hit
move in the water (Sw 6), floating on the surface points, attack rolls, or other abilities. If the in-
and paddling with its legs. The tree steed must re- crease allows more spells per level, the additional
main within 10 yards of the caster in order to spells are instantly placed in the character's mem-
move; if the distance between the tree steed and ory. A priest is also enabled to cast spells normal-
the caster exceeds 10 yards, the tree steed stops ly beyond his level. Range, duration, area of
until the caster is again within range. effect, and other variables are all based on the
The tree steed will not fight for the caster and is character's temporary level.
incapable of any action other than movement. The increased effect lasts only 1 turn. At the
The tree steed does not become fatigued and does end of the turn, all additional spells are lost and
not eat. It has all the vulnerabilities of normal the character reverts to his normal level.
wood, including fire, and can be damaged by As an example, consider a party with a fallen
both magical and physical attacks. It has AC 8 comrade. The two priests in the party are 7th and
and 20 hit points. 8th level, both unable to cast raise dead. After a
The material components are a log or plank of night's rest, each priest adds uplift to his memo-
suitable size and a horseshoe. rized spells. After casting the spell, the 8th-level
priest suddenly gains the casting abilities of a
lOth-level priest, including the ability to cast
raise dead. At the end of one turn, the priest's
abilities revert to 8th-level.
Casting this spell is an arduous task, causing a
severe drain on the priests. When the spell ex-
pires, the uplifted character suffers 2d6 points of
damage from mental exhaustion. This damage
cannot be healed by any means until the charac-
ter has had at least eight hours of rest.
The material components are the priests' holy
symbols and an offering worth at least 500 gp
from each priest.

86
Priest Spells (5th Level)

Weather Stasis (Abjuration) Fifth-Level Spells


Sphere: Wards
Range: 30 yards . Age Object (Alteration)
Components: V, S, M Reversible
Duration: 1 hour/level Sphere: Time
Casting Time: 1 turn Range: 10 yards
Area of Effect: 10-foot cube/level Components: V, S, M
Saving Throw: None Duration: Permanent
Weather stasis maintains the weather condi- Casting Time: 1 round
tions prevalent in the area of effect when the spell Area of Effect: 1 cubic foot/level
is cast. The spell affects a cube whose sides equal Saving Throw: None
the caster's level times 10 feet (a lOth-level caster With this spell, the caster can cause an amount
could affect a 100' x 100' x 100' cube). of nonliving, nonmagical matter to age dramati-
An area protected by weather stasis is unaffect- cally. Matter can be aged up to 20 years per level
ed by temperature variations in the surrounding of the caster. The following table gives typical re-
environment. The spell also acts as a shield sults of 100 years of aging for various objects, ar-
against rain, snow, and hail, which cannot enter ranged in order of descending severity:
the protected area. If conditions of precipitation
existed in the area of effect when the spell was Object Result of Aging
cast, the identical weather will continue for the diamond none
duration of the spell. silver becomes tarnished
For example, weather stasis is cast in an area masonry cracks and weakens
where the temperature is 75° F. and no precipita- iron rusts and corrodes
tion is falling. Half an hour later, the temperature parchment cracks, turns brittle
drops to 60 degrees and rain begins to fall. The wood rots, crumbles, turns to saw
protected area remains dry and the temperature dust
stays at 75 degrees. If the spell had been cast The caster controls the extent of the aging;
while rain was falling in the area of effect, rain thus, he could age a book so its pages become yel-
would continue to fall for the duration of the lowed and brittle but stop short of causing the
spell, even after it stopped raining in the sur- book to crumble to dust. As a guideline, each ad-
rounding area. ditional 100 years of aging causes an increasingly
All physical objects other than rain, snow, and severe reaction. Thus, after 200 years, parchment
hail can pass into the protected area. All crea- might become little more than powder, while iron
tures and characters can move freely into and out might begin to flake away at a touch.
of the area. The spell does not prevent water- Many items (especially gems) show little reac-
based spells or water-based creatures (such as wa- tion to age. The DM must adjudicate all effects.
ter elementals) from operating in the area. The material components are a flask of seawa-
The spell protects against both natural and ter and a piece of coal.
magically generated weather. Night and day pass The reverse of this spell, youthful object, re-
normally in the protected area, although temper- turns an object ravaged by the effects of time to
ature variations associated with night and day do its original condition; thus, rusty iron becomes
not occur. strong and shiny, crumbled masonry becomes
The material components are the priest's holy firm, and rotten wood becomes solid. The age of
symbol and a drop of rain. matter can be reduced by 20 years per level of the
caster.
The material components for youthful object
are a piece of eggshell and a hair from the head of
a human or humanoid infant.

87
Priest Spells (5th Level)

The material component is the priest's holy


Barrier of Retention (Abjuration) symbol.
Sphere: Wards
Range: Special
Components: V, S, M Champion's Strength (Alteration)
Duration: 1 turn/level Sphere: Law
Casting Time: 1 turn Range: 0
Area of Effect: lO'-cube/level Components: V, S, M
Saving Throw: Neg. Duration: Special
This spell creates a one-way invisible force Casting Time: 2
field around the area of effect. The spell creates Area of Effect: Special
one 10' X 10' X 10' cube for every level of the cast- Saving Throw: None
er. These can be arranged into any rectangular Champion's strength bestows one member of a
shape the caster desires. group with attack and damage bonuses from the
Intruders entering the protected area suffer no rest of the group. The recipient of the spell can
ill effects, but the barrier of retention prevents then fight as the group's champion.
them from leaving. The spell affects all creatures The spell draws bonuses from one person for
who fail a saving throw vs. spell. The caster can every two levels of the priest. All characters in-
pass in and out of the barrier freely. volved must be within a 3O'-radius of the priest.
Intruders trapped by the barrier of retention At the time of casting, the priest designates the
can cast spells out of the barrier and can use spells recipient of the spell and the contributors. All
such as teleport to escape the protected area. Ob- characters who contribute to the spell must do so
jects cannot be hurled out of the barrier but can willingly.
be carried out by an escaping creature. Dispel When the spell is completed, the designated
magic and similar spells negate the barrier. character (the group's champion) gains any non-
The material component is a small cage made magical bonuses to THACO and damage pos-
of silver wire. The caster must walk around the sessed by the characters who contributed to the
perimeter of the area of effect when casting. spell. Characters without bonuses or with com-
bat penalties could conceivably be included in the
spell; such characters count against the maximum
Blessed Abundance (Conjuration) number of creatures that can be affected. Penal-
Sphere: Creation ties are likewise applied to the champion; con-
Range: Touch tributors to this spell must be chosen carefully.
Components: V, S, M The bonuses gained through this spell are add-
Duration: Permanent ed to the character's own bonuses (if any). The
Casting Time: 1 round champion channels the energy of others through
Area of Effect: 1 cubic foot/level himself, improving his fighting ability.
Saving Throw: None The champion must be in the line of sight and
within 30 feet of the characters aiding him. Char-
This spell allows a priest to duplicate a speci- acters who contribute their bonuses must concen-
fied amount of animal or vegetable matter. Magi- trate on the champion for the duration of the
cal items and minerals (including rocks, metals, spell. If this concentration is broken (by moving
and gemstones) cannot be duplicated. Although more than 10 feet per round, fighting, being
organic materials (such as food or living plants) struck, or losing sight of the champion), that
can be duplicated, living creatures cannot be cop- character's contribution is immediately lost.
ied by this spell.
The spell expires when the last character con-
The caster can create 1 cubic foot of material tributing power to the champion ceases concen-
per his experience level. The material to be dupli- tration.
cated must be equal to or less than 1 cubic foot in
size or volume. For example, a 9th-level priest A champion may benefit from only one cham-
can create up to 9 cubic feet of animal or vegeta- pion's strength spell at one time. Contributors
ble matter. Using a loaf of bread 1 cubic foot in can aid only one champion at one time.
size, he can produce nine such loaves; using a The material component is a chain of five gold
bucket of apples totaling 1 cubic foot in volume, links worth at least 1,000 gp.
he can create nine such buckets.

88
Priest Spells (5th Level)

The material components are a knife blade and


Chaotic Commands (Enchantment/Charm) a straw from a broom.
Sphere: Chaos The reverse, clutter path, causes weeds, small
Range: Touch stones, and similar debris to litter a 10-foot path
Components: V, S, M extending 10 feet behind the caster. This hides a
Duration: 1 turn/level trail, making tracking more difficult. The caster
Casting Time: 3 can create a continuous path for the duration of
Area of Effect: One creature the spell. The chance to successfully track on a
Saving Throw: Special cluttered path is reduced by 50%.
Chaotic commands renders a creature immune The material components are a handful of peb-
to magical commands. Taunt, forget, suggestion, bles and a handful of weeds.
domination, geas, demand, succor, command,
enthrall, quest, exaction, and other spells that Cloud of Purification (Evocation)
place a direct verbal command upon a single indi-
vidual automatically fail. Sphere: Elemental Air, Water
In addition, anyone casting one of these spells Range: 30 yards
on a creature protected by chaotic commands Components: V, S
must save vs. spell. Failure means that the caster Duration: 1 round/level
must obey his own magic; the spell's effect has Casting Time: 5
backfired on the caster. Area of Effect: 20-foot cube
Saving Throw: None
The material component is a piece of eelskin.
This spell creates a billowy cloud of magical
vapors that moves in the direction of the prevail-
Clear Path (Alteration) ing wind at a rate of 20 feet per round. A strong
Reversible wind (greater than 15 miles per hour) breaks it up
Sphere: Travelers in 4 rounds, and a greater wind (25 MPH or
Range: 0 more) prevents the use of the spell. Thick vegeta-
Components: V, S, M tion disperses the cloud in 2 rounds.
Duration: 1 hour/level The cloud of purification transmutes organic
Casting Time: 5 filth, garbage, and vermin (mice, rats, rot grubs,
Area of Effect: Special and so on) into an equal quantity of pure water.
Saving Throw: None For example, a nest of rot grubs caught in the
cloud would "melt," becoming small puddles of
This spell clears away weeds, stones, and other clean water. If the spell is cast over a body of wa-
debris in a 10-foot-wide path extending 10 feet in ter, the cloud merges with a portion of the water
front of the caster. The caster can create a contin- equal to its own size, transmuting any filth, mi-
uous path for the duration of the spell, clearing a crobes, small fish, or other "impurities" into clean
10-foot-square ahead of him as long as he con- water.
tinues to move forward. The spell affects jungles,
forests, rocky ground, and snow. The cloud's vapors are heavier than air, so they
The resu\t of the cleared path is that movement sink to the lowest level of the land (.even down
costs are reduced by half. This is reflected in a holes in the ground). Thus, this spell is perfect for
reduction of the penalty against movement in cleansing a sewer or well.
rough terrain. (See Table 74 of the Dungeon Mas- This spell in no way affects magical creatures
ter's Guide for terrain costs for movement.) For or creatures larger than a normal rat.
example, if clear path is used in heavy jungle, the
movement cost is reduced from 8 to 4. In no case Consequence (Divination)
can clear path reduce movement cost below 1.
Sphere: Numbers, Divination
Clear path has no effect on rivers, lakes, or Range: 0
other bodies of water, nor does it affect quick-
sand, lava, or similar natural obstacles. It also Components: V, S, M
has no effect on magically-created terrain or Duration: Instantaneous
manmade barricades. Casting Time: 1 round
Area of Effect: Special
A priest using the clear path spell can be track- Saving Throw: None
ed easily. Tracking proficiency is not required.

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)

Easy march has no effect on modifiers to move- Level Multiplier


ment due to terrain, fatigue, weather, or other Up to 10 X2
normal factors. (Refer to Chapter 14 of the Play- 11 to 16 X3
er's Handbook for more about force marching.) 17 or above X4
The material component is a piece of shoe
leather. This means that a lOth-level priest can double
the capacity of a bag of holding or decrease it to
half its normal size. A 15th-level priest can triple
Elemental Forblddance (Abjuration) the capacity or reduce it to one-third capacity.
Sphere: Wards If the size and capacity of an extradimensional
Range: Special space is decreased, any contents of the space that
Components: V, S, M exceed the current capacity are expelled (deter-
Duration: 1 turn/level mined randomly). These contents are expelled
Casting Time: 1 turn from the space in the same way they originally
Area of Effect: 5'-cube/level entered it, if that path is still open. If the path is
Saving Throw: None closed, as it would be if a bag of holding were tied
shut or a portable hole were folded up, the "ex-
This spell prevents the entry of all elementals tra" contents are expelled into the Astral plane.
into the area of effect. Further, elementals outside Any items in an enlarged space when the spell du-
the area of effect cannot make physical attacks ration expires suffer the same fate.
against those inside. Spells and missile attacks
can be cast into the area by elementals. Placing an extradimensional space inside an-
The spell affects a cube whose sides equal the other such space, such as placing a bag of holding
caster's level times 5 feet (a 12th-level priest could inside a portable hole (see the Dungeon Master's
affect an area equal to a 60' x 60' X 60' cube). Guide), is a dangerous undertaking. Extradimen-
Elemental forbiddance has no effect on elemen- sional manipulation may be cast for the purpose
tals that are within the area of effect when the of removing this danger. When used in this man-
spell is cast. If such elementals leave the area of ner, the size of the space cannot be affected.
effect, they cannot reenter. However, while this version is in effect, the af-
fected extradimensional space can be placed
The material components are the priest's holy within another such space (or another extradi-
symbol and four glass beads, each of a different mensional space may be placed within the affect-
color (green, blue, red, and yellow). The priest ed space) with no adverse consequences. If one
must pace out the perimeter of the warded area at space is within the other when the spell expires,
the time of casting. the usual consequences ensue immediately.
If the space to be affected is being maintained
Extradimensional Manipulation (Alteration) by a spellcaster, as in the case of a rope trick, that
Sphere: Numbers spellcaster receives a saving throw to resist the
Range: 10 yards manipulation. If the space is created by a magical
item, however, no saving throw is allowed.
Components: V, S, M
Duration: 2dl2 rounds+4 rounds/level The material component is a strip of gold tissue
Casting Time: 5 worth at least 5 gp that is twisted into a Moebius
Area of Effect: One extradimensional space up to strip. The strip is consumed in the casting.
20 feet x 20 feet
Saving Throw: Special Extradimensional Pocket (Alteration)
This spell allows the priest to alter the charac- Sphere: Numbers
teristics of certain extradimensional spaces such Range: Touch
as those created by rope trick and similar spells or Components: V, S, M
those contained in items like bags of holding or Duration: Idl2 rounds+ 2 turns/level
portable holes. Casting Time: 1 round
Extradimensional manipulation can increase or Area of Effect: Special
reduce the size of a single extradimensional Saving Throw: None
space. The amount of increase or decrease de-
pends on the level of the caster: This spell allows the priest to create a single ex-
tradimensional space or pocket like the one inside

91
Priest Spells (5th Level)

a bag of holding. The spell must be cast on a con-


tainer such as a sack, bag, or backpack. Once un- Illusory Artillery (Enchantment/Charm)
der the influence of the spell, the container opens Sphere: War
into a nondimensional space and is much larger Range: 300 yards
inside than its outside dimensions. The container Components: V, S, M
always weighs a fixed amount, regardless of what Duration: Instantaneous
is put inside. This weight and the capacity of the Casting Time: 1 turn
extradimensional space depend on the level of the Area of Effect: 30 yard X 30 yard square
caster: Saving Throw: None
Apparent Weight Volume This spell creates a vivid illusion of incoming
Level Weight Cap. Cap. artillery fire (ballista bolts, catapult stones, etc.)
9-13 15 lbs 250 lbs 30 cu.ft at a target indicated by the caster. The illusion is
14-16 25 lbs 500 lbs 70 cu.ft complete, comprising both audial and visual ele-
17-19 35 lbs 750 lbs 100 cu.ft ments. It is impossible for victims to determine
20 + 60 lbs 1,000 lbs 150 cu.ft where the missiles were fired from; creatures un-
der attack notice the missiles only when they are
If the container is overloaded or if it is pierced about to strike.
by a sharp object, the bag immediately ruptures The missiles never actually strike—they vanish
and the contents are lost into the Astral plane. inches above the victims' heads and do no dam-
Any items within the bag when the spell duration age. The illusion is so terrifying, however, that
ends are also lost in the Astral plane. victims must immediately make a morale check.
The material components, in addition to the The first time a group or unit is the target of this
container, are 200 gp worth of powdered diamond spell, this morale check is made with no modifier.
and a sheet of platinum worth 500 gp. The plati- The second and subsequent times that the same
num sheet must be inscribed with a drawing of a unit is attacked with this spell, the unit receives a
Klein bottle (a paradoxical figure with only one +1 bonus to its morale score (for checks against
surface—the three-dimensional analogue of the this effect only) unless the unit has been the target
Moebius strip). The diamond dust is consumed of real artillery fire in the interim. In this case, the
during the casting—the platinum sheet is not. bonus does not apply.
The material component is a small, empty cyl-
inder made of brass.
Grounding (Abjuration)
Sphere: Wards
Range: 30 yards Impeding Permission (Enchantment/Charm)
Components: V, S, M Sphere: Law
Duration: 1 turn/level Range: 150 yards
Casting Time: 1 turn Components: V, S
Area of Effect: 10-yard square/priest Duration: 1 turn/level
Saving Throw: None Casting Time: 3
Grounding offers protection against normal Area of Effect: One creature
and magical electrical attacks within the area of Saving Throw: Neg.
effect. The protected area and creatures within it This spell may be cast only on creatures with
suffer no damage from normal electrical attacks Intelligence of 2 or greater and the ability to
(such as those caused by lightning bolts in a thun- communicate with the caster. The spell inter-
derstorm and nonmagical creatures such as elec- feres with the victim's ability to make decisions.
tric eels). Magical electrical attacks (including It prevents the victim from performing any
lightning bolt breath weapons) cause only 50% action without first gaining the permission of
of their normal damage. Additionally, creatures the caster or a character designated by the cast-
within the area of effect receive a +2 bonus to er. The victim will heed only the person desig-
saving throws made against electrical attacks, re- nated by the caster.
gardless of whether the attacks originate inside or Before the victim undertakes any action, he
outside the warded area. must gain permission. He will not follow through
The material components are the priest's holy with an action until he gains permission. If per-
symbol and a coil of silver wire. mission is denied, the victim cannot act until he

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)

quest. This effect is also limited to a single target.


Thoughtwave (Divination) In both cases, the target is allowed a saving throw
Sphere: Divination to avoid the effect of the suggestion or quest.
Range: 0
Components: V, S Time Pool (Divination)
Duration: Instantaneous
Casting Time: 1 Sphere: Time
Area of Effect: Special Range: Touch
Saving Throw: Special Components: V, S, M
This cooperative spell can be cast by either a Duration: 1 round/level
single priest or a group of priests. Thoughtwave Casting Time: 1 round
allows the priest to send a short but powerful Area of Effect: Special
message to one or more specific individuals, in- Saving Throw: None
forming them of his situation and general loca- This spell allows the caster to cause a mirror, a
tion. The spell instantly generates a powerful pool of water, or any other reflective surface to
mental impulse indicative of the caster's general reveal a specific event from the past. The image
mental state—anger, fear, pain, despair, etc. provides a perfectly clear picture with normal
The caster can designate as many as ten per- sounds, as if the caster were present at the scene.
sons to receive this message, provided they can The image continues for the duration of the spell.
all be specifically named or grouped in a general Time pool will not reveal images from other
category. Thus, the caster could designate a planes of existence.
group of characters by name or could target "fel- The spell's success is not automatic. The caster
low priests," "superiors," "adventuring compan- must know the general nature of the event he
ions," "knights of Lord Harcourt," or "villagers of wishes to view (i.e., "Show me the murder of
Dopp." If more than ten individuals are in the King Thamak"). The caster's base chance of view-
group, those closest to the source will receive the ing the desired scene is 50%, modified as follows,
impulse. to a maximum of 90%:
There is no range limitation to the spell, al- • Add 5% for each point of the caster's Wis-
though it cannot be projected outside the plane dom above 15.
occupied by the caster.
• Add 20% if the caster has successfully used
Creatures receiving the impulse automatically time pool to observe the same event before.
know who sent it (even if they have never met the
priest before) and gain a clear indication of the Only one of the following may apply:
mood and situation of the caster. Recipients also • Add 20% if the event is one in which the
intuitively know the general source of the spell, caster participated.
although they are unable to pinpoint rooms, • Add 10% if the caster is well informed about
dungeon levels, or landmarks. For example, a the event.
fighter could suddenly be struck by an image of • Add 5% if the caster is slightly informed
Father Rastibon, who is injured and in great pain about the event.
somewhere along the forest road. A priest might The caster cannot communicate or otherwise
suddenly sense that his patriarch is being tortured interact with the image. Spells cannot be cast into
in the dungeons of Castle Varrack. the time pool.
The spell can also be cast by more than one The material components are a suitable reflec-
priest, allowing them to either contact greater tive surface and a pinch of powdered quartz.
numbers of individuals or increase the intensity
of the message. If greater numbers are desired,
ten characters are contacted per priest involved
in the casting.
Increasing the intensity of the message makes it
more compelling. Doubling the intensity (requir-
ing at least three priests) causes the message to act
as a suggestion. In this case, the effect is limited to
a single target. Tripling the intensity (requiring at
least five priests) gives the spell the force of a

96
Priest Spells (5th Level)

Unceasing Vigilance of the Holy Sentinel Undead Ward (Abjuration, Necromancy)


(Alteration) Sphere: Wards
Sphere: Guardian Range: Special
Range: 0 Components: V, S, M
Components: V, S, M Duration: 1 turn/level
Duration: 1 hour/level Casting Time: 2 turns
Casting Time: 1 turn Area of Effect: 5-foot cube/level
Area of Effect: 5-foot-radius sphere Saving Throw: None
Saving Throw: None This spell prevents most types of undead crea-
This spell enhances a priest's ability to guard a tures from entering the area of effect (a cube
person, place, or object. The spell's effect must be whose sides equal the caster's level times 5 feet—a
centered on a specific area, for it creates an invisi- 15th-level caster could affect a cube whose sides
ble spherical boundary up to 10 feet in diameter. equal 75 feet).
The effect is not mobile; it cannot move with a When an undead creature attempts to enter the
living creature. protected area, the creature is affected by the
While within the area of effect of this spell, the ward as if it were being turned by a priest two
priest (and only the priest) gains several special levels lower than the caster. The casting priest
abilities: need not have the ability to turn undead himself.
• His sense of sight is magically enhanced. He Thus, an undead ward created by a lOth-level
can see through normal darkness and can see in- priest would turn creatures as if by an 8th-level
visible creatures and objects. He cannot see priest.
through solid objects, however, and the range of The results of the turning attempt are calcu-
his magical sight is limited to 60 feet. lated normally. If a large number of undead as-
• The priest has no need for food, water, or sault the warded area, not all of them are turned
rest. He does not feel fatigue and regenerates 1 hit by the spell, since the normal limitations apply.
point per hour spent within the circle. However, Undead who are unaffected by the turning at-
he does not actually rest and therefore cannot re- tempt ignore the undead ward for its duration.
gain spells until he sleeps. Undead within the area of effect when the spell is
• He is totally immune to the effects of magi- cast are not affected. However, when such un-
cal and natural fear, as well as sleep and charm dead leave the area of effect, they are subject to
spells. the effects of the spell if they attempt to reenter.
If the priest leaves the circle, the spell is bro- The material component is the priest's holy
ken. When the spell ends, the priest must rest for symbol, which must be carried around the perim-
1 turn per hour (or portion thereof) spent in the eter of the area to be warded.
circle. If the priest is forced into action (by being
attacked, for example), he can move at only half
his normal movement rate, has an Armor Class
penalty of —2, an attack penalty of —2, and loses
all Dexterity combat bonuses.
To cast this spell, the priest must trace a circle
of sigils and runes 10 feet in diameter using a spe-
cial ink containing the powder of a crushed sap-
phire (at least 1,000 gp value) and a drop of holy
water. This procedure takes 1 turn to complete.

!J\' •

97
Priest Spells (6th Level)

The reverse of this spell, restore youth, perma-


Sixth-Level Spells nently restores age that has been lost as a result of
magic (such as an age creature spell). Restore
Age Creature (Alteration) youth reduces the age of the targeted creature by
Reversible one year per level of the caster. The subject must
Sphere: Time make a successful system shock roll to survive the
Range: Touch change. Subjects who become younger regain the
Components: V, S, M lost ability scores described above. A subject can-
Duration: Permanent not become younger than his actual age as a re-
Casting Time: 1 round sult of this spell.
Area of Effect: One creature The material component is a pinch of pow-
Saving Throw: Neg. dered ruby.
This spell ages the targeted creature one year
per level of the caster. Unwilling subjects may at- Crushing Walls (Enchantment)
tempt a saving throw to resist the spell. Subjects
affected by age creature must make a successful Sphere: Wards
system shock roll to survive the change. Range: Touch
Subjects cannot be aged beyond their natural Components: V, S, M
life spans. If the priest's level indicates that a crea- Duration: Permanent until activated
ture would be aged beyond this level, the creature Casting Time: 1 turn
is aged to one year short of his maximum age. Area of Effect: Special
The spell cannot cause a subject to die. Saving Throw: None
Human and humanoid characters affected by This spell enables the caster to enchant a floor,
the spell experience changes in appearance associ- ceiling, or single wall of a room to crush in-
ated with increased age, such as gray hair and truders. The enchanted surface can be no larger
wrinkles. More significantly, they suffer losses in than a square whose sides equal the caster's level
Strength, Dexterity, and Constitution when they times 2 feet (a 13th-level priest could affect a
reach certain age levels. These are summarized in 26'x 26'surface).
Table 12: Aging Effects in the Player's Handbook. The spell activates Id4 rounds after any crea-
The Player's Handbook also provides rules for ture other than the caster enters the room. The
determining a character's base age. intruder must be larger than a normal rat (larger
Nonmagical monsters can be affected by age than one-half cubic foot or weighing more than
creature. The DM determines a monster's current three pounds). When activated, the enchanted
age and natural life span based on its description surface moves toward the opposite surface at a
in the Monstrous Compendium or based on his rate of 3 feet per round. Unless the spell is can-
own judgment. To determine the effects of aging celed by the caster, the enchanted surface con-
on a monster, assume the following: a monster is tinues to move until one of the following events
middle-aged when it reaches half its natural life occurs:
span; a monster reaches old age at two-thirds of • A creature with sufficient Strength (mini-
its natural life span; a monster reaches venerable mum score of 19) stops the enchanted surface
age in the last one-sixth of its years. A monster from moving by succeeding a Strength check.
suffers the penalties which follow when it reaches Such a creature suffers no damage from the en-
these age levels. The penalties are cumulative and chanted surface. If the creature prevents the en-
permanent (unless the affected monster becomes chanted surface from moving for three
younger). consecutive rounds, the wall returns to its origi-
nal position and the spell is negated. If multiple
Age Penalty creatures attempt to stop the wall, the highest
Middle Age — 1 to all saving throws strength score is used as a base score; one point is
Old Age — 1 to all saving throws added to that score for every creature assisting.
— 1 to all attack rolls Thus, a creature with 16 Strength assisted by
Venerable — 1 to all saving throws three creatures could attempt to stop the wall.
- 1 to all attack rolls
• A strong or heavy object made of stone,
The material component is a pinch of pow- wood, or metal is placed in the path of the wall. If
dered emerald. the item survives a saving throw vs. crushing

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)

be moved only on the most gentle of slopes. By


Gravity Variation (Alteration) raising or lowering the effective elevation of siege
Sphere: War engines by 2", the priest can totally immobilize
Range: 10 yards/level them by positioning them on a slope too steep to
Components: V, S, M negotiate. In the case of siege towers, there is a
Duration: 1 turn/3 levels 50% chance that the structures will topple over
Casting Time: 2 turns (totally destroying them).
Area of Effect: 120-yard x 120-yard square The material component is a tiny plumb bob;
Saving Throw: None the plumb line must be made of platinum wire
This spell changes the characteristics of a while the bob itself must be a gem of at least 1,000
square region of terrain. The area can be no more gp value. The device is consumed in the casting.
than 120 yards on a side. The priest can effective-
ly turn a flat plain into a slope of any direction, The Great Circle (Abjuration)
or may flatten an existing slope. The spell does Reversible
not allow the priest to alter the pull of gravity,
however. Sphere: Sun
This spell lets the priest create or negate a Range: 0
height differential of as much as 20 feet (a 2" Components: V, S
slope in BATTLESYSTEM™ rules measurements) Duration: 1 round
within the area of effect. This can have various Casting Time: 6 turns
consequences; the best way to discuss the effects Area of Effect: Special
is by example. Saving Throw: Special
Example 1: Two units face each other on a flat The great circle is a powerful cooperative spell
plain. The priest can alter the slope of the terrain that can be used only by four or more priests,
so that one unit is 2" of elevation higher than the each casting the spell simultaneously. Because of
other. The unit that is upslope gains the combat the nature of this spell and its casting time, it is
benefits for higher ground, and the unit that is often used to cleanse grounds in preparation for
downslope must pay the movement cost for mov- the construction of a temple or sanctuary.
ing uphill if it wishes to approach the other unit. When casting the great circle, the priests stand
Example 2: One unit is on flat terrain; another in a circle of no more than 20-foot diameter. Each
unit, 6" away, is on a hill of 2" elevation. Using faces inward; when the spell is completed, each
this spell, the priest can effectively eliminate this priest faces outward, directing the energy of the
difference in elevation (raising the low ground or spell.
lowering the high ground). All combat and When the casting is complete, the spell takes
movement involving these two units is then con- the form of a radiant halo of golden light 20 feet
ducted as if there were no elevation difference above the ground. This halo quickly expands in a
(i.e., no movement penalty, no combat benefit shimmering wave. It can pass through objects,
for higher ground, etc.). Alternatively, the priest with small arcs of the halo disappearing momen-
could increase the height differential by 2" . Com- tarily and reappearing on the far side. As the halo
bat and movement would now be conducted as if moves, it generates a high-pitched hum that var-
the total difference in elevation were 4". ies in pitch, almost like a chorus. The halo moves
Example 3: A unit faces a hill of 3" elevation. slowly at first, but builds speed, reaching its max-
The priest casts gravity variation, decreasing the imum range at the end of one round.
effective elevation of the hill to 1" . The unit pays The radius of the golden halo is dependent on
a lower movement point cost to climb the hill. the number of priests casting the spell. Each priest
Alternatively, if the unit facing the hill were an adds 60 feet to the radius. Thus, four priests
enemy unit, the priest could increase the effective could generate a halo that extends 240 feet in all
elevation to 5". directions from the circle of priests. Theoreti-
cally, there is no limit to the number of priests
The priest must specify the degree and direc- who may contribute to this spell, but the need for
tion of change at the moment of casting. These the priests to be within a 20-foot diameter circle
parameters cannot be changed while the spell re- sets a practical limit of 20 casters.
mains in effect.
Gravity variation can have dramatic effects on The halo is pure energy tapped from the Posi-
siege engines and towers. Most siege engines can tive Material plane. It causes harm to undead and

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)

The material component is an etched silver ar-


Reverse Time (Alteration) row bent into a circle. The arrow must be no
Sphere: Time more than 3 inches long and worth no less than
Range: 30 yards 500 gp. The arrow is destroyed in the casting.
Components: V, S, M
Duration: 1-4 rounds
Casting Time: 6 Seclusion (Alteration)
Area of Effect: One creature Sphere: Numbers
Saving Throw: Neg. Range: Touch
This spell is similar to the 9th-level wizard spell Components: V, S, M
time stop. When reverse time is cast, time stops Duration: 3dl2 rounds + 4 rounds/level
within a 30-foot diameter of the subject. All crea- Casting Time: 6
tures and items in the area of effect stand motion- Area of Effect: One creature
less, rivers stop running, and arrows hang Saving Throw: Neg.
suspended in the air. Any creature, person, or ob- This spell encloses one individual in an extradi-
ject entering the area of effect is likewise frozen in mensional space. Creatures to be affected must
time. The caster is affected if he is within the area be of size M or smaller. The space can contain on-
of effect, unless he is the subject of the spell. ly one creature, regardless of size. The priest may
An unwilling subject is allowed a saving throw use the spell on himself or any creature he touch-
vs. spell; if successful, the spell is immediately ne- es. Unwilling targets are allowed a saving throw
gated. Otherwise, the victim is forced to relive all vs. spell to avoid the entrapment.
the actions taken in the previous 1-4 rounds in re- While inside the space, the enclosed character
verse. Beginning with the most recent round, the is invisible and totally undetectable by any form
subject moves backward, arrows fired by the of scrying. Powerful magic such as contact other
subject return to his bow, and so on. All effects of plane will indicate that the character is "else-
these actions are negated. At the end of the spell's where," but will give no more information.
duration, normal time resumes and all creatures The creature within the extradimensional space
immediately continue their activities, picking up can see and hear everything that occurs around
right where they had stopped. him. However, he cannot cast spells, and no
Consider the following example. A party is action of his can affect anyone or anything in the
battling a spellcasting red dragon. In the first "real world."
round, the dragon breathes fire, roasting the par- While occupied, the extradimensional space is
ty's wizard. The rest of the group attacks and in- totally immobile. If the caster chooses to occupy
jures the dragon. On the second round, the the space, he can pass in and out of the space at
dragon bites and kills the group's thief. More will. Other creatures can leave or reenter the
damage is caused to the beast, but it is still alive space only if the caster allows it. To an outside
in the third round, when it uses magic missile to observer, an enclosed character who exits the
kill the ranger. At this point, the priest casts re- space simply appears from nowhere.
verse time on the beast. Fortunately, it fails its If the space is occupied when the spell termi-
saving throw and is forced to reverse the last four nates, the occupant is immediately ejected back
rounds. While everyone else freezes, the dragon into the real world and suffers Id6 hit points of
goes into reverse. The magic missiles zoom back damage in the process.
to the dragon (and it regains the ability to cast Any time the extradimensional space is empty,
that spell), it "unbites" the thief (removing that or when the occupant is someone other than the
damage from the character), and then inhales its priest, the space follows the priest around. Thus,
fiery breath (leaving the roasted wizard alive and the priest may seclude a comrade in the extradi-
uncooked). The dragon is then reversed through mensional space, walk past some guards into a
one more round—the round before it encounterd building, then release the comrade.
the party. The spell then ends and actions resume. If any other form of extradimensional space
The dragon must now roll for surprise since it (such as a bag of holding) is taken into the space
is encountering the party for the first time. The created by seclusion, both spaces are ruptured
party is immune to surprise, since it was fighting and all contents are expelled onto the Astral
the beast previously. All damage suffered by the plane. Extradimensional manipulation can tem-
dragon remains, since these actions were caused porarily prevent this.
by the group and not the beast.

103
Priest Spells (6th Level)

The material components are a tiny crystal box


of the finest workmanship (worth at least 1,500 Sol's Searing Orb (Invocation)
gp) and a gem of at least 250 gp value. The gem is Sphere: Sun
consumed in the casting; the box is not. Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Skip Day (Invocation/Evocation) Casting Time: 6
Sphere: Time Area of Effect: One gem
Range: 0 Saving Throw: Special
Components: V, S This spell must be cast upon a topaz. When the
Duration: Instantaneous spell is complete, the stone glows with an inner
Casting Time: 1 round light. The gem must be immediately thrown at an
Area of Effect: 10-foot radius opponent, for it quickly becomes too hot to hold.
Saving Throw: Neg. (The acts of casting and throwing occur in the
When this spell is cast, all persons and intelli- same round.) It is not possible for the priest to
gent creatures within 10 feet of the caster are in- give the stone to another character to throw.
stantly transported 24 hours into the future. The stone can be hurled up to 30 yards. The
Creatures outside the area of effect will believe priest must roll normally to hit; he gains a +3
that the affected characters have disappeared. bonus to his attack roll and suffers no penalty for
Unwilling creatures can attempt a saving throw nonweapon proficiency. In addition, the glowing
vs. spell to resist the effect of skip day. gem is considered a +3 weapon for determining
No time passes for creatures affected by skip whether a creature can be struck (creatures hit
day; they are in the exact condition that they only by magical weapons, for example). There is
were in before the spell was cast. They are fa- no damage bonus, however.
tigued, have recovered no hit points, and carry When it hits, the gem bursts with'a brilliant,
the same spells. Wizards must wait for actual searing flash that causes 6d6 points of fire dam-
time to pass before they can memorize spells. age to the target and blinds him for Id6 rounds.
The affected creatures remain in the same loca- The victim is allowed a saving throw vs. spell. If
tion as they were before skip day was cast. Their successful, only half damage is sustained and the
immediate environment is likely to have target is not blinded. Undead creatures suffer
changed; for instance, fires have burned out, ene- 12d6 points of damage and are blinded for 2d6
mies who were attacking have departed, and rounds (if applicable) if their save is failed. They
weather has changed for better or worse. receive 6d6 points of damage and are blinded for
Although skip day is a possible substitute for Id6 rounds if the save is successful.
teleporting out of a dangerous situation, it is not If the gem misses its target, it explodes immedi-
without risk; characters could reappear in a situ- ately, causing 3d6 points of damage (or 6d6
ation more threatening than the one they left be- against undead) to all creatures within a 3' radi-
hind (for instance, a forest fire may have started us. It blinds them for Id3 rounds (Id6 rounds vs.
or a pack of hungry wolves may have arrived). undead). All victims are allowed a saving throw
vs. spell, with success indicating half damage and
no blindness. The DM should use the rules for
grenade-like missiles found in the Dungeon Mas-
ter's Guide for determining where the stone hits.
The material component is a topaz gemstone
worth at least 500 gp.

104
Priest Spells (7th Level)

Spiritual Wrath (Invocation) Seventh-Level Spells


Sphere: Combat
Range: 300 yards Age Dragon (Alteration)
Components: V, S Sphere: Time
Duration: Instantaneous Range: 30 yards
Casting Time: 1 turn Components: V, S, M
Area of Effect: Special Duration: 1 round/level
Saving Throw: V2 Casting Time: 1 round
Area of Effect: One dragon
This powerful cooperative spell is rarely in- Saving Throw: Neg.
voked since it requires the concerted effort of six
or more high-level priests. The casting effort se- This spell allows the caster to cause any dragon
verely weakens the priests, discouraging casual to temporarily gain or lose one age level per five
use of this spell. levels of the caster. For instance, a 14th-level caster
To cast the spell, six or more priests must be could cause a dragon to gain or lose two age levels;
within a 15-foot radius. Each priest must cast a mature adult dragon could be temporarily trans-
spiritual wrath at the same time. Before begin- formed into a young adult dragon or into a very
ning the spell, the priests must decide upon the old dragon. A dragon's age cannot be reduced be-
area of effect. The spell causes 10d6 +ld6 points low hatchling or increased beyond great wyrm.
of damage per priest casting the spell. (The mini- Unwilling dragons are allowed a saving throw
mum damage, therefore, is 16d6.) Creatures vs. spells with a - 4 penalty to avoid the effect.
within the area of effect are allowed a saving A dragon affected by age dragon temporarily
throw vs. spell to reduce the damage to half. acquires the armor class, hit points, spell abili-
The spell strikes as a great wave of force that ties, combat modifiers, size, and other attributes
descends from the sky. Small objects must save of his new age level. The dragon retains his mem-
vs. crushing blow. Structures suffer damage as if ories and personality. At the end of the spell's du-
hit by a heavy catapult (2dl2). The force of this ration, the dragon returns to his normal age level.
spell often raises a great cloud of dirt and dust, If the dragon suffered damage while experienc-
obscuring the area for Id4 + 1 rounds. ing his modified age, these hit points remain lost
The spell's area of effect is determined by the when he resumes his normal age. If the dragon
number of casters. Each priest contributes 10 feet loses more hit points at his modified age than he
to the radius of the spell. Six casters would create has at his actual age, he dies when the spell ex-
a spell with a radius of 60 feet. No more than pires. For example, a young adult bronze dragon
twelve casters can cooperate to cast this spell with 110 hit points is aged to a mature adult with
(maximum of 22d6 damage and a 120-foot radius 120 hit points. The dragon suffers 115 hit points
area of effect). This converts to an 8-inch circle in in combat. Unless the dragon is healed of 6 points
the BATTLESYSTEM™ rules ground scale. of damage before the spell expires, the dragon
The spell is difficult to cast, physically taxing dies at the end of the spell since his damage is
the spellcasters so much that each caster suffers greater than his actual hit points.
3dlO points of damage from the effort. There is If a dragon is killed while under the effect of
no saving throw allowed to avoid this damage. age dragon, he is dead at the end of the spell's du-
ration.
The material component is a handful of dirt
taken from a dragon's footprint.

Breath of Life (Necromantic)


Reversible
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

105
Priest Spells (7th Level)

This powerful spell enables the caster to cure


many persons (even an entire community) who Divine Inspiration
are afflicted with a nonmagical disease. The Sphere: Thought, Divination
priest need not touch or even see the diseased Range: 0
people for the spell to be effective, although re- Components: V, S, M
cipients must be within the area of effect. Duration: Instantaneous
This spell does not cure all diseases in the com- Casting Time: 5
munity at one time; the caster must specifically Area of Effect: The caster
state which disease is to be eliminated (black Saving Throw: None
plague or yellow fever, for example) with each This spell is a more powerful version of the ge-
casting of the spell. nius spell. The priest's player may ask the DM
When the spell is cast, the priest exhales a one question about the current situation or about
sweet-smelling breath. This forms into a breeze events that will occur within the next five rounds.
that radiates outward, forming a circle that ex- Questions about the future must relate to exter-
pands in a 50-yard radius per hour. During this nal events, such as "Will the guards respond to
time, the caster must remain at the center of the the sentry's yell?" Questions cannot refer to the
area of effect. For example, after 12 hours, the outcome of combat, such as "Will we win the bat-
breath of life would cover a circle 1200 yards in tle?" The priest's player is allowed to use this spell
diameter (600-yard radius). The breath is of a to ask the DM for advice. In this case, the spell is
magical nature rather than a physical nature; the equivalent of asking the gods, "Okay, how do
therefore, it is unaffected by prevailing winds. we get out of this one?"
The breeze blows through the community, in- Like the genius spell, the DM must be careful in
stantly eliminating the specified disease from all adjudicating this spell. The answer to the ques-
afflicted citizens. The breath of life spell does not tion is always relevant and correct, although not
destroy parasitic monsters (such as green slime, necessarily complete. The answer can also be
rot grubs, and others), nor does it cure lycanthro- cryptic, in the form of a riddle or rhyme, depend-
py or other magical afflictions. The spell does not ing on the DM's assessment of the situation and
prevent recurrence of a disease if the recipients how potentially unbalancing the answer might
are again exposed. be. In general, the answer will be a short phrase
The material components are the priest's holy of no more than eight to ten words.
symbol and a cone of incense that has been bless- The material component is a gem of at least 500
ed by the highest priest of the character's religion. gp value. This spell can be cast only once in any
The breath of death, which produces a foul- 24-hour period.
smelling wind, is the reverse of this spell. Victims
who fail a saving throw vs. death magic are af-
flicted with a nonmagical, fatal disease. To deter- Hovering Road (Conjuration/Summoning)
mine the results of this spell, the DM should roll
saving throws for major NPCs in the area of ef- Sphere: Travelers
fect. The effect on the rest of the community can Range: 0
be calculated as a percentage, based on the saving Components: V, S, M
throw. Duration: 1 turn/level
Casting Time: 1 round
Infected creatures do not heal hit points until Area of Effect: Special
the disease is cured. The disease is fatal within Saving Throw: None
Id6 weeks (the duration varies from person to
person). This spell enables the caster to create a magical
The material components are the priest's holy 10-foot-wide road extending 10 feet in front of
symbol and a handful of dust taken from a mum- him. The caster can create an unbroken road for
my's corpse. the duration of the spell, creating a 10-foot area
ahead of him as long as he continues to move for-
ward.
The road is approximately one foot thick and
hovers in the air. It has the texture and color of
black granite. Characters and creatures can move
on the hovering road at their normal movement
rate, ignoring the effects of surrounding terrain.

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)

that amount on both the ore and the bandit.


Spacewarp (Alteration) The center of effect can be anywhere within 50
Sphere: Numbers yards of the priest. Possibly one of the most de-
Range: 50 yards structive uses of this spell is to cast it directly on
Components: V, S, M an enemy creature. Everyone and everything
Duration: 1 round /level within 50 feet of that creature falls toward him
Casting Time: 7 and strikes him, inflicting damage.
Area of Effect: 50-foot-diameter sphere When the spell terminates, gravity returns to
Saving Throw: None normal. If the spell has lifted any characters or
According to one view of the universe, what objects off the ground, they immediately fall
we perceive as gravity is actually a localized back to the ground, suffering the appropriate
warping of the fabric of space-time. The space- amount of falling damage.
warp spell creates a temporary but very intense The material components are a lodestone and a
warping in a limited area. sphere of obsidian, both of which are consumed
in the casting.
When the priest casts this spell, he selects a spe-
cific point to be the center of effect. This point
may be anywhere within 50 yards of the caster, Spirit of Power (Summoning, Invocation)
including in midair.
When the spell is completed, this center of ef- Sphere: Summoning
fect gains a gravity field equal to the force felt at Range: 0
the surface of the earth. In other words, gravity is Components: V, S, M
centered at this point; everything within 50 feet Duration: 1 hour
of this center that is not attached to something Casting Time: 3 turns
immovable will fall toward the selected point. Area of Effect: The casters
Saving Throw: None
This localized gravity affects only loose objects
and creatures capable of movement (i.e., not This cooperative spell is rarely used or spoken
trees, whose roots are buried in the ground). It of, since its requirements are strict and the out-
does not affect the ground itself—soil, plants, come is uncertain. The spell must be cast by six
desert sand, lake water, etc. are immune to the priests of the same faith. All six must touch hands
effect. at the time of casting. At the completion of the
An object falling toward the center of gravity spell, the priests fall into a trance. The life es-
gains speed exactly as it would if it were falling sences of the priests leave their bodies and merge
toward the ground. When the object reaches the at a point within 10 feet of the casters. The spirits
center, it instantly ceases its movement. If objects of the priests meld together to form the avatar of
are already at the center, newly arriving objects the priests' deity.
will slam into them, causing normal falling dam- In this manner, the six characters become a sin-
age (Id6 per 10 feet) to the newly arriving ob- gle being with all the powers and abilities allowed
jects. Objects previously at the center must save to that avatar. The only stipulation is that the
vs. paralyzation or suffer half that amount of priests' deity cannot have created all avatars al-
damage. lowed to it at that moment. If this has happened,
Consider the following example. An ore is 10 the spell fails and the priests are drained as de-
feet away from the center of effect when the spell scribed below.
is cast. He falls 10 feet to the center and stops. His If the spell succeeds, the priests have com-
companion, a bandit, is 30 feet from the center. It pletely given their wills over to their deity, essen-
takes him longer to fall to the center, so the ore is tially forming the vessel into which it funnels
already there when he arrives, and the two char- power. In becoming the avatar, the priests retain
acters collide forcefully. The bandit suffers 3d6 the ability to make most of their own decisions.
hit points of damage—the falling damage associ- (The six must work in harmony or allow one of
ated with a 30-foot fall. The ore must save vs. their number to decide all actions.) However, the
paralyzation or suffer half that amount. deity can assume direct control of the avatar at
Other things are caught in the effect as well. any time it desires—the avatar is, after all, an
The bandit's horse was 50 feet away from the cen- earthly manifestation of the deity.
ter of effect, so it arrives at the center after the ore Although the spell has a duration of one hour,
and the bandit. It falls 50 feet, suffering 5d6 the deity is not obliged to release the priests at
points of damage, and potentially inflicting half that time. If the priests are not released at the end

109
Priest Spells (7th Level)

of the spell's duration, they instantly die. A deity


can choose to sacrifice its priests in order to main- Tentacle Walls (Enchantment)
tain its avatar on the Prime Material plane. Such Sphere: Wards
a cruel and unjust action is almost never under- Range: Touch
taken by good deities or those that have any re- Components: V, S, M
spect for life, free will, or mercy. For dark and Duration: Special
sinister gods, the question is much more uncer- Casting Time: 1 round
tain. If a deity chooses to maintain the avatar Area of Effect: 50-foot cube
longer than one hour, control of the avatar in- Saving Throw: None
stantly and permanently passes to the DM.
(Clearly, a DM should seldom if ever exercise this Tentacle walls enables the caster to enchant a
power.) single room whose volume is less than or equal to
the area of effect. The spell activates Id4 rounds
While the priests are formed into the avatar, after any creature other than the caster enters the
their bodies remain in a death like trance. The room. The intruder must be larger than a normal
priests have no idea what might be happening to rat; that is, it must be larger than one-half cubic
their real bodies (unless the avatar can observe foot or weigh more than three pounds.
them). Any damage to a priest's body requires an
instant system shock roll. If successful, the dam- When the spell is activated, six black, leathery
age is recorded normally, but the damage does tentacles sprout inside the room; the tentacles are
not take effect until the spell ends (at which point evenly divided among the room's surfaces (for in-
the priest will almost certainly die). If the system stance, if the room is a cube, one tentacle sprouts
shock roll is failed, the character instantly dies from the floor, one sprouts from the ceiling, and
and the spell ends. Characters who die in this one sprouts from each of the four walls).
manner cannot be raised, resurrected, or reincar- The whip-like tentacles grow to the length of
nated. They have been taken to the ultimate re- the room and swing wildly. Each round, a tenta-
ward (or punishment) for the service they have cle has a 30% chance of striking a random crea-
rendered. If the bodies are moved from their posi- ture in the room, inflicting Id6 points of damage
tions, the spell ends. (save vs. spell for half damage). Each tentacle has
AC 0 and 25 hit points. When a tentacle is re-
Even if the deity releases the priests, they are duced to 0 hit points, it disappears in a puff of
left severely drained. All spells memorized are black smoke.
lost until the priest can rest and perform his pray- If all creatures are killed or withdraw from the
ers once again. The physical drain leaves each room, the surviving tentacles withdraw, disap-
priest with only 1 hit point upon awakening, re- pearing into the walls. If the spell is activated
gardless of the number of hit points the character again, six tentacles reappear; new tentacles are
had when the spell was cast. Since damage suf- created to replace any destroyed previously. As
fered during the spell takes effect instantly, any long as one tentacle survives an encounter, the
priest who is hurt dies immediately (although tentacles will continue to be replaced. Only when
quick action by others might save him). all six tentacles are destroyed is the spell perma-
Each priest who survives the spell will be nently negated.
bound by a quest (a duty that must be completed The material component is the dried tentacle of
in exchange for calling upon their god). an octopus.
The material component is an offering appro-
priate to the deity. The DM determines the exact
nature of this offering. Timelessness (Alteration)
Sphere: Numbers
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: Neg.
This spell totally stops the flow of time for a
single individual. All signs of life stop and the
subject is incapable of any movement or thought.

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)

wolverines. The animals will begin arriving in


Quest Spells one round and will be assembled at the priest's
The quest spells that follow are designed to be location at the end of three turns.
used only in extraordinary circumstances as de- The animals will not fight among each other
termined by the DM. Players and the DM should even if they are natural enemies. Monsters (drag-
read the explanatory notes about quest spells in ons, gorgons, hell hounds, etc.) cannot be sum-
the introduction to this book before entering moned with this spell.
these spells into play. The summoned animals will aid the priest in
any means of which they are capable. They will
enter battle, protect the priest and his compan-
Abundance (Alteration) ions, or perform a specified mission until the
Sphere: Creation, Plant priest dismisses them or the spell expires. During
Range: 0 this time, the priest can automatically communi-
Duration: Permanent cate with his animals.
Casting Time: 1 turn At the end of the spell, the animals instinctive-
Area of Effect: Special ly return to their lairs. For the first three turns af-
Saving Throw: None ter the spell expires, the animals will not attack
By casting an abundance spell, the priest the caster, his companions, or other summoned
quickens the ripening of a harvest or the growth animals. After this time, the animals will behave
of woodland. Fields of crops in the affected area normally.
will grow, ripen, and be ready for harvest in a
single day. Seed must be sown any time before Circle of Sunmotes
the casting of the spell. (Alteration, Invocation/Evocation, Necromancy)
An area of woodland will grow as if it had
grown for 25 years in one day plus five years per Sphere: Sun
day for another three days. There must be soil ca- Range: 200 yards
pable of supporting the woodland for the growth Duration: 3 turns
to remain healthy. Casting Time: 1 round
The priest must stand anywhere within the ar- Area of Effect: 60-foot-radius hemisphere
ea to be affected. The priest designates the exact Saving Throw: None
size and shape of the area in the casting. By casting circle of sunmotes, the priest creates
The area of effect is 10 square miles for ripen- a hemispherical shell filled with sparkling, glow-
ing a harvest and 25 square miles for woodland ing motes of bright sunlight. A one-foot radius
growth. This spell does not create effects such as globe of sunlight appears at the height of the cast-
entanglement or enlargement of the flora within er's head in the exact center of the circle.
the area of effect. Creatures within the area of effect who are
friendly to the cleric experience the glowing
motes as warm, invigorating, inspiring, and heal-
Animal Horde (Conjuration/Summoning) ing. They are healed for Id6 hit points, gain the
Sphere: Animal, Summoning benefit of an aid spell for 1 turn after the circle of
Range: 0 sunmotes is created, gain +1 bonuses to all at-
Duration: 1 day tack and damage rolls, and gain a +2 bonus to
Casting Time: 1 turn morale.
Area of Effect: 10-mile radius Enemies of the priest experience the same sun-
Saving Throw: None motes as blinding, burning, and damaging. They
This potent spell summons a number of ani- must save versus spell or be blinded for 1 turn af-
mals to the priest. For each level of the priest, a ter the sunmotes are created. Each enemy is
number of animals totaling 10 hit dice appear. struck by a small fiery mote causing Id4 + 1
points of damage (no saving throw is allowed,
The Power who grants the spell enables the but creatures with magical fire resistance suffer
priest to know exactly what types and numbers only half damage), and suffers a —2 penalty to
of animals are within the area of effect. The priest morale.
may specify the numbers of animals he wants; for
instance, a 16th-level priest could summon 60 Companions of the cleric who step within 10
HD of wolves, 40 HD of bears, and 60 HD of feet of the glowing miniature sun at the center of

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)

tion against ill health; it also enables subjects to


Fear Contagion (Abjuration) heal others.
Sphere: Charm, War Recipients of a health blessing are immune to
Range: 240 yards nonmagical disease, gain a +4 bonus to saving
Duration: Special throws versus poison and death magic, and can
Casting Time: 1 round cast cure light wounds on themselves once per
Area of Effect: Special day for the duration of the spell. In addition, a
Saving Throw: Special recipient of health blessing can heal one other
creature per day as a paladin does by laying
A priest casting fear contagion selects a single hands. The healing conferred is 1 hit point per
creature to be the focus of the spell. The creature level or hit die of the healer.
is affected by magical fear and receives no saving
throw to avoid the effect. All creatures within 10
yards of the target creature must make a saving Highway (Alteration, Evocation)
throw versus spell with a - 4 penalty; failure in-
dicates that they are also affected by fear. Sphere: Travelers
If BATTLESYSTEM™ rules are used, the spell Range: 0
forces the affected unit to make a Morale Check Duration: 1 day
at a —6 penalty. If this roll fails, the unit auto- Casting Time: 1 turn
matically routs. Area of Effect: 1,000 square yards
Creatures affected by fear will flee in a direc- Saving Throw: None
tion away from the spellcaster for as long as they The highway spell creates a shimmering plane
are able to run (refer to Chapter 14 of the Player's of force that acts as a magical conveyor for the
Handbook for rules). Such creatures will then priest. By standing at the forward edge of the
spend one full turn cowering after being forced to 10 X 100 yard plane, the priest and as many fol-
rest. During this time, affected creatures suffer lowers as can fit onto the square can travel as out-
— 4 penalties to attack rolls, and all dexterity bo- lined below.
nuses are negated. The highway travels 30 miles per hour (MV 88)
When using BATTLESYSTEM rules, fear- over all terrains. The priest sets the height of the
struck creatures are permitted rally tests with a highway in a range from 1 foot to 100 yards
- 3 penalty and must engage in rout movement above ground level. The highway moves as the
until they rally. However, a rally test is not per- priest wills; if the priest wishes to fix a destination
mitted until two turns of rout movement have in his mind, the highway will take the shortest
been completed. route to that destination until the priest changes
As creatures run in fear, their fear is conta- the course in his mind.
gious. Any creature that comes within 10 yards The highway cannot be used offensively. It will
of a creature affected by this spell must make a automatically travel over or around obstacles
saving throw (no penalties) or be forced to flee such as buildings and large creatures. It protects
from the spellcaster. In BATTLESYSTEM™ rules, creatures traveling on it from adverse effects of
creatures make a standard Morale Check with a the elements (ice, rain, gales, etc.). The highway
— 3 penalty. can hover in place, but hovering can be achieved
Creatures affected by fear no longer cause fear only at a height of 12 inches above ground level.
in others after they have passed one mile from the When the spell expires or the destination is
original center of the spell effect. reached, the highway gently lowers the priest and
his party to the ground. The priest may order the
highway to drop off creatures and collect others
Health Blessing (Necromancy) at intermediate destinations, although the priest
Sphere: Healing, Necromantic who cast the spell must remain on the highway or
Range: 100 yards it will disappear.
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: 50 creatures
Saving Throw: None
Health blessing provides a number of human,
demi-human, or humanoid creatures with protec-

114
\ 4

J
Priest Spells

Imago Interrogation the effect kills/destroys the target instantaneous-


(Divination, Enchantment/Charm) ly unless it makes a successful saving throw ver-
Sphere: Astral, Divination, Time sus death magic at a - 4 penalty.
Range: 0 The priest can affect one creature per round
with this spell. After each round, the priest must
Duration: Special make a Constitution check. If this fails, the priest
Casting Time: 1 turn is overwhelmed with the effort of sustaining the
Area of Effect: The caster spell, at which time the spell terminates, leaving
Saving Throw: None the priest fatigued (the equivalent of being
The imago is a mental image—a form of men- stunned) for Id4 rounds. The maximum possible
tal magical body. After casting this spell (requir- duration of the spell is 3 turns.
ing 1 turn), the caster falls asleep. After Id6 turns
of sleep, the imago of the priest begins to travel.
The imago is not subject to any forms of attack Interdiction (Abjuration)
and has no effective attacks. Sphere: Chaos, Law, Wards
The imago may travel to as many as four dif- Range: 240 yards
ferent locations separated by any distance, even Duration: 1 day
across the planes and/or backward in time. At Casting Time: 2 turns
these locations, the imago may interrogate the Area of Effect: 200-foot cube/level
imagos of as many as 10 other sentient creatures Saving Throw: Special
(other than Powers), compelling them to reply
truthfully to its questions. A maximum of 40 This powerful spell affects all enemies of the
questions may be asked during the spell duration. spellcasting priest who enter the area of effect.
Asking one question and listening to the reply The spell inflicts a —2 penalty on saving throws,
takes 4 rounds of time in the caster's world. Each a —1 penalty to armor class, and a —1 penalty to
planar/time jump lasts 3 turns in that world. attack and damage rolls. Creatures friendly to
Imago communications are telepathic. The the cleric gain corresponding bonuses— + 2 to
questions must be able to be answered in a sen- saving throws, +1 to attack and damage rolls,
tence of reasonable length, or the interrogated and a bonus of 1 to AC. Additional effects are
creature becomes confused and cannot answer. possible, depending on the Power granting the
spell; effects must correspond (or at least not con-
The imagos of interrogated creatures will have flict) with the spheres the priest normally uses.
no recollection of their interrogations. As a re- Multiple effects are possible.
sult, history cannot be changed through back-
ward time travel using this spell. The variation for the Sphere of Wards requires
that each hostile creature entering the area of ef-
fect make a saving throw vs. spells with a - 4
Implosion/Inversion (Invocation) penalty or suffer 4d6 points of damage. An af-
Sphere: Numbers, Combat fected creature must then flee the area; it is un-
Range: 120 yards able to return. The creature must make a second
Duration: Special saving throw vs. spell with a —4 penalty as it
leaves the area or be blinded until magically
Casting Time: 1 round cured.
Area of Effect: One or more creatures
Saving Throw: Neg. The variation for the sphere of Law requires
that a hostile creature make a saving throw every
By use of this spectacular spell, the priest rear- time it wishes to change an action. Thus, if a crea-
ranges the extradimensional and spatial geome- ture wishes to stop running and draw a weapon,
tries of the molecules of one or more creatures. a successful save is needed or the creature con-
The result is that the rearrangement of the target tinues to run. Actions that cannot be continued
creature causes it to implode (collapse inward (e.g., firing an arrow if the archer has no more
upon itself) or invert (its insides become its out- arrows) are repeated as empty automatisms. In
sides and vice versa). addition, creatures hostile to the priest automati-
The result is usually inversion, unless the tar- cally fail saving throws against Enchantment/
get would not be adversely affected by this proc- Charm spells cast by the priest.
ess (e.g., a slime, ooze, golem, elemental, etc.). In The variation for the Sphere of Chaos requires
this case, implosion takes place. In either case, that hostile creatures make saving throws vs.

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

the elemental plane of Earth) at its normal move-


ment rate. Revelation (Divination)
In the outer planes, similar immunities apply. Sphere: Divination
The priest is also granted a power compass (de- Range: Special
scribed in Manual of the Planes). Hostile en- Duration: 1 day
counters in an outer plane occur only half as Casting Time: 1 turn
often as normal. Area of Effect: Special
The duration of this spell is decided by the Saving Throw: None
Power who grants it. Normally, it is sufficient to
allow the priest and his party to undertake the The revelation spell grants the priest extraordi-
quest that the Power has set forth. When the nary divination powers. He gains the following
quest has been completed successfully or has abilities that are effective to a range of 240 yards.
failed beyond recovery, the priest and his party • The priest gains true seeing as per the 5th-
are returned to the Prime Material plane. level priest spell.
• The priest can see and identify all priest spell
effects in the area (assume a line of sight in a 60°
Preservation (Abjuration) arc).
• The priest is instantly aware of any crea-
Sphere: Wards ture's attempt to lie to him.
Range: 480 yards • The priest can communicate with animals,
Duration: Special creatures, and monsters of all types. He can com-
Casting Time: 1 turn municate with any number of creatures, but may
Area of Effect: One structure converse with only one at a time.
Saving Throw: None
• The priest can communicate telepathically
This spell creates a powerful set of protective with humanoids.
wards that operate on a single fortified building, • The priest may use a suitable item as a crys-
temple complex, tower, or similar structure. tal ball once per hour, as per the magical item de-
These wards protect the physical integrity of the scribed in the DMG (including range). He gains a
structure and prevent magical access. + 20% bonus to all rolls to determine success.
A building protected by preservation suffers
only 25% of normal structural damage from
sources such as siege engines, earthquakes (both Reversion (Alteration, Invocation)
natural and magical), and powerful weather- Sphere: Time
affecting spells. Spells which directly affect the Range:0
physical integrity of the structure (e.g., passwall, Duration: Instantaneous
stone shape, transmute rock to mud) simply fail Casting Time: 1
when cast on the protected building. Area of Effect: 10-foot-radius sphere
Preservation creates a permanent protection Saving Throw: None
from evil spell on the affected building. Every By casting this spell, the priest reverses certain
surface of the building benefits from the effects of recent events in the area of effect. The spell af-
the spell. fects only creatures friendly to the priest. The
Magical spells allowing access to the building magic takes effect immediately after the spell is
fail. Thus, creatures attempting to teleport or fly completed rather than at the end of the round.
into the building are stopped. Birds and creatures All damage suffered by the priest's allies during
with natural flight may enter the building nor- the previous turn is undone. This includes energy
mally. drains, poison, and all special attack forms unless
If the building is a temple (or other consecrated these resulted in instantaneous death. Death from
building) dedicated to the Power that granted the cumulative physical damage is undone, however.
spell, all priests inside it gain the benefit of a sanc- Any creature brought back to life by the rever-
tuary spell for the duration of the preservation. sion spell is not required to make a resurrection
The preservation spell expires if the building is survival roll.
destroyed or after 60 days have passed. Any spells cast by the priest's allies during the
previous turn are restored and may be used
again. This does not apply to magical or spell-like
effects from magical items or scrolls. Material

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)

to facilitate rapid movement as follows.


Storm of Vengeance (Evocation) All allies of the priest are able to blink (as per
Sphere: Elemental, War, Weather the 3rd-level wizard spell) once per round, with
Range: 400 yards the ability to select the direction of movement.
Duration: 1 turn As many as 10 creatures (designated by the
Casting Time: 1 turn priest at the time of spellcasting) can use the tele-
Area of Effect: 120-yard radius circle port without error spell. They may teleport any-
Saving Throw: Special where within the area of effect of the
transformation spell once during the duration of
This spell requires the priest to concentrate and the spell.
cast the spell for the full duration of the spell. The
casting time and duration are simultaneous; both As many as 10 creatures (specified by the priest
activities occur in the same turn. at the time of spellcasting) gain abilities as if
In the first round of casting, the priest sum- wearing boots of striding and springing for the
mons an enormous black storm cloud over the ar- spell duration.
ea of effect. Lightning and crashing claps of At any time during the spell, the priest and as
thunder appear within the storm; creatures in the many as 10 other creatures can be affected as per
area of effect must make a saving throw or be a shadow walk spell. Creatures to be affected
deafened for Id4 turns. must stand in a circle and touch hands. As soon
as the priest who cast the transformation spell
On the second round, acid rains down in the leaves the area of effect via the shadow walk, all
area, inflicting Id4 +1 points of damage. No sav- other effects of the transformation are canceled.
ing throw is allowed.
On the third round, the caster calls six light-
ning bolts down from the cloud. Each is directed Undead Plague (Necromancy)
at a target by the priest (all may be directed at a
single target or they may be directed at six sepa- Sphere: Necromantic
rate targets). Each lightning bolt strike causes 8d8 Range: 1 mile
points of damage (a successful saving throw indi- Duration: Special
cates half damage). Casting Time: 2 rounds
On the fourth round, hailstones rain down in Area of Effect: 100-yard square/level
the area, causing 3dlO points of damage (no sav- Saving Throw: None
ing throw). By means of this potent spell, the priest sum-
On the fifth through tenth (and final) rounds, mons many ranks of skeletons to do his bidding.
violent rain and wind gusts reduce visibility to The skeletons are formed from any and all hu-
five feet. Movement is reduced 75%. Missile fire manoid bones within the area of effect. The num-
and spellcasting from within the area of effect are ber of skeletons depends on the terrain in the area
impossible. of effect; a battlesite or graveyard will yield 10
The sequence of effects ceases immediately if skeletons per 100 square yards; a long-inhabited
the priest is disrupted from spellcasting during area will yield three skeletons per 100 square
the 1 turn duration of the spell. The priest may yards; and wilderness will yield one skeleton per
opt to cancel the effects at any time. 100 square yards.
The spell's maximum area of effect is 10,000
square yards. Thus, no more than 1,000 skele-
Transformation
tons can be summoned by this spell.
(Alteration, Enchantment, Illusion) The skeletons created by this spell are turned as
Sphere: Numbers zombies and remain in existence until destroyed
Range: 0 or willed out of existence by the priest who cre-
Duration: 3 turns ated them.
Casting Time: 1 round
Area of Effect: 100-yard-radius sphere
Saving Throw: None
The transformation spell allows the priest to
alter extradimensional and relative geometries
within the area of effect. This enables the priest
and his companions to use extradimensional links

121
Priest Spells (Quest Spells)

less a linked area is destroyed or a Wards spell is


Warband Quest (Enchantment/Charm) dispelled. Any location that is destroyed or has
Sphere: Charm, War its Wards spell dispelled is removed from the ma-
Range: 240 yards trix; other connections remain intact for the du-
Duration: Special ration.
Casting Time: 1 round
Area of Effect: 200 creatures Wolf Spirits
Saving Throw: Neg. (Conjuration/Summoning, Invocation)
A priest may cast warband quest on any group Sphere: Animal, Guardian, Summoning
of 200 creatures who are capable of understand- Range: 30 yards
ing his commands. The creatures are then affect- Duration: Special
ed in a manner similar to the 5th-level priest spell, Casting Time: 2 turns
quest. Unwilling creatures are allowed a saving Area of Effect: Special
throw with a —4 penalty to avoid the effects. Saving Throw: None
The specified quest must be related to the rea- The priest casting this spell calls upon the "spir-
son that the Power granted this spell (perhaps a its" of wolves (or another animal, if appropriate).
quest to slay or overcome a specified enemy). The notion of wolf spirits is akin to the Wild
Warband quest gives subjects of the spell a bo- Hunt of Celtic mythology: a pack of enormous
nus of 2 hp per level of the caster (maximum 20 magical wolves led by a human master who range
hp). Subjects also gain the effects of a prayer spell Celtic lands seeking to destroy evil. The wolf
and have Morale of 18 while on the quest. These spirits spell summons 2d4 + 2 such entities to
benefits last for the duration of the spell; the spell serve the priest as master.
ends when the specified task is completed. A
creature who abandons the quest is subject to the Wolf spirits' statistics are as follows: AC — 4;
wrath of his deity. MV 36 Fl 36 (B); HD 5 +5; #AT 1; Dmg 3d6; AL
N; SZ M; ML 20; THAC0 14. They are immune
to all forms of mind control, illusions, gases, par-
Ward Matrix (Invocation/Evocation) alyzation, and spells which affect only corporeal
creatures. They cannot be harmed by weapons of
Sphere: Wards less than +2 enchantment.
Range: Special Wolf spirits can be instructed to perform a serv-
Duration: 60 days ice in the manner of the animal summoning spells.
Casting Time: 6 turns In this variation in the Animal and Summoning
Area of Effect: Special spheres, the spell does not expire until the spirits
Saving Throw: None have performed their commanded service, to a
The ward matrix spell links as many as six lo- maximum duration of 14 days. In the Guardian
cations within the Prime Material plane. Only lo- variation of this spell, the spirits can only be com-
cations that have a functioning Wards spell may manded to keep watch over an area or creature.
be linked. Ward matrix conjoins the different The spell lasts 100 days for this type of service.
Wards spells so that each linked site gains the pro-
tection of all other wards in the network.
From the place where the ward matrix is cast,
magical connections spread to the other desig-
nated sites. These can be seen with a true seeing
or similar spell as tendrils of magical energy run-
ning through the air just above ground level. The
connections target their destinations and move
toward them at a rate of 40 miles per turn. They
can evade barriers such as anti-magic shells by
moving above or around them. When the con-
nections reach their destinations, they multiply
and spread to connect all other locations in the
network; this secondary linkage is established at
a rate of 20 miles per turn.
The conjoining of Wards lasts for 60 days un- iJv

122
Chapter 4: Magical Items (Tables)

Table 4: POTIONS AND OILS 8 Amulet of Metaspell Influence


(W) 3,000
D20 XP 9-10 Amulet of Perpetual Youth 2,000
Roll Item Value
300 11 Brooch of Number Numbing 4,000
1-4 Aroma of Dreams
Curdled Death 750 12 Gem of Retaliation 2,000
5-6
13-14 Medallion of Spell Exchange
7-12 Murdock's Insect Ward 200
Oils of Elemental Plane (W) 3,000
13
Invulnerability 5,000 15-16 Necklace of Memory
Enhancement 1,000
14-15 Oil of Preservation 750
16-17 Potion of Elemental Control 600 17-18 Scarab of Uncertainty 1,000
19-20 Talisman of Memorization (W) 1,000
18-20 Starella's Aphrodisiac 250

Table f5: RINGS Table 9: MISCELLANEOUS MAGIC: Bracers,


Gloves, Hats, Robes
D20 XP
Item Value D20 XP
Roll
— Roll Item Value
1-3 Affliction
1-4 Bracers of Brandishing 3,000
4-6 Armoring (W) 2,000
Bureaucratic Wizardry (W) — 5-8 Fur of Warmth 5,000
7-8
9-12 Reglar's Gloves of Freedom 3,000
9-11 Elemental Metamorphosis 3,000
13-16 Robe of Repetition (P,W) 6,000
12-14 Fortitude 1,000
15-17 Randomness (P) — 17-20 School Cap (W) 2,000
18-20 Resistance (W) 1,000
Table 10: MISCELLANEOUS MAGIC: Bags,
Bottles, Pouches, Containers
Table t>: RODS, STAVES, WANDS
D20 XP
D20 XP
Roll Item Value Roll Item Value
1-4 Rod of Distortion 5,000 1-3 Bag of Bones (P) 3,000
5-6 Staff of the Elements (W) 10,000 4-8 Flatbox 5,000
7-12 Wand of Corridors 4,000 9-13Jar of Preserving 500
13-14 Wand of Element 14-15Nefradina's Identifier (W) 1,000
Transmogrification 2,000 16 Tenser's Portmanteau of
15-17 Wand of Misplaced Objects 2,000 Frugality (W) 6,000
18-20 Wand of Prime Material Pocket 5,000 17-20 Thought Bottle 1,000

Table 11: MISCELLANEOUS MAGIC: Candles,


lable 7: MISCELLANEOUS MAGIC: Books,
Dusts, Ointments, Stones
Librams, Manuals, Tomes
D20 XP
D20 XP
Roll Item Value Roll Item Value
Manual of Dogmatic Methods — 1-3 Candle of Propitiousness 750
1-7
4-5 Dust of Mind Dulling 1,000
8-16 Tome of Mystical Equations (P) 1,000
6-7 Powder of the Black Veil 1,000
17-20 Trimia's Catalogue of Outer
8-9 Powder of Coagulation 500
Plane Artifacts (W) 12,000
10-11 Powder of the Hero's Heart 750
12-13 Powder of Magic Detection 1,000
Table 8: MISCELLANEOUS MAGIC: Jewels,
14-15 Puchezma's Powder of Edible
Jewelry, Phylacteries
Objects 1,000
D20 XP 16-19 Salves of Far Seeing 1,000
Roll Item Value 20 Warp Marble 5,000
1-2 Amulet of Extension (W) 1,000
3-4 Amulet of Far Reaching (W) 1,000 Items followed by a letter in parentheses are
5-6 Amulet of Leadership 5,000 usable only by specific classes: P = Priest, W =
7 Amulet of Magic Resistance 5,000 Wizard, Wr = Warrior.

123
)V.- Magical Items (Tables)

Table 12: MISCELLANEOUS MAGIC: Table 13: MISCELLANEOUS MAGIC:


Household Items, Tools, Musical Instruments The Weird Stuff
D20 XP D20 XP
Roll Item Value Roll Item Value
1 Crucible of Melting (W) 1,000 1 Air Spores 500
2-3 Everbountiful Soup Kettle 1,000 2 Bell's Palette of Identity 1,000
4 Forge of Metal Protection 10,000 3 Claw of Magic Stealing (W) 3,500
5 Glass of Preserved Words 2,000 4 Contracts of Nepthas 1,000
6 Horn of Valor 5,000 5 Crystal Parrot 1,500
7 Hourglass of Fire and Ice (W) 2,000 6 Dimensional Mine —
8 Lens of Speed Reading 500 7 Disintegration Chamber 5,000
9-10 Lorloveim's Obsidian Mortar 8 Elemental Compass 10,000
and Pestle 500 9 Globe of Purification (P) 500
11 Mirror of Retention 1,200 10 Globe of Serenity (P) 500
12 Mirror of Simple Order — 11 Law's Banner (Wr) 5,000
13 Mordom's Cauldron of Air 3,000 12 Liquid Road 500
14 Philosopher's Egg (W) 1,000 13 Mist Tent 2,000
15 Pick of Earth Parting 5,000 14 Mouse Cart 3,500
16-17 Skie's Locks and Bolts 1,000 15 Portable Canoe 2,000
18-19 Tapestry of Disease Warding 2,000 16 Prism of Light Splitting 1,500
20 Zwann's Watering Can (P) 1,000 17 Quill of Law 7,000
18 Saddle of Flying 4,000
19 Teleportation Chamber 10,000
20 Time Bomb ^ 1,000

124
Magical Items (Oils, Potions)

feet of the wearer of this fragrance. Insectoid


Aromatic Oils monsters with Intelligence scores of 5 or more are
Aromatic oils are a special type of magical oil. allowed a saving throw vs. spell. If successful,
Like perfumes, their power comes from the scent they suffer no effects and may remain near the
released. All aromatic oils are inert until worn by wearer without need of further saving throws. If
a living creature. Once applied, the aromatic oil the save is failed, the creature cannot approach
gradually begins to react, and after Id4 rounds within 5 feet of the wearer. (Note that this still
have passed, the scent's stated effect begins. In all may be close enough to cause harm.) One dose is
cases, the creature wearing the aromatic oil is not effective for Id3 + 1 hours.
affected, but other creatures (both friends and
foes) within a 5-foot radius of the wearer are sub- Starella's Aphrodisiac: Any creature of a similar
ject to its effects. Note that only those creatures race and opposite sex who approaches within 5
with a sense of smell can be affected by a magical feet of the wearer becomes thoroughly enamored
fragrance. with the wearer as if under the effect of a power-
These precious perfumes are commonly found ful charm. Potential victims are allowed a saving
in tiny stoppered vials made of glass, clay, metal, throw vs. spell. If the roll is successful, the victim
or wood. Only a small amount is required per suffers no effects and may remain near the wearer
use. Each vial contains enough aromatic oil for without need of further saving throws.
ldlO +10 applications. If the save is failed, the creature is charmed as
long as he or she remains within 5' of the wearer
Aroma of Dreams: All creatures who come with- (as long as the aphrodisiac is still potent) plus 2d4
in 5' of the wearer of this oil are put to sleep. Po- turns outside that area. An affected creature re-
tential victims are allowed a saving throw vs. gards the wearer as a trusted friend, ally, and ro-
spell. If successful, the victim suffers no effect mantic interest to be heeded and protected. The
and may remain near the wearer without need of charmed individual does not behave as if he were
further saving throws. If the roll is failed, the a mindless automaton, but any word or action of
creature slumps to the ground, the victim of a the wearer is viewed in the most favorable way.
magical slumber that lasts ld4 + 4 rounds. This attitude does not extend to others, and it is
When an application of the oil is worn, the possible for the person so enamored to be over-
scent is potent for 3d4 rounds. After this time, the come by jealousy, viewing all others (especially
perfume evaporates and another dose must be other victims) as potential rivals.
applied if the wearer wishes to renew the effect. When a dose of Starella's aphrodisiac is worn,
it remains potent for 3d4 turns. After this time,
Curdled Death: Perhaps the most powerful of all the perfume evaporates and another dose must be
aromatic oils, the smell of curdled death has the applied if the wearer wishes to renew the effect.
ability to slay all living creatures of 3 or fewer Hit
Dice or experience levels who come within 5' of
the wearer. Magical, undead, and extraplanar Potions
creatures are immune to this oil, as are all crea- Potion of Elemental Control: When this potion is
tures of 4 or more Hit Dice or experience levels. consumed, the imbiber can influence one or two
Upon smelling the oil, potential victims are al- elementals in a manner similar to a charm mon-
lowed a saving throw vs. spell. If successful, a ster spell. The elementals must be within 60 feet
creature suffers no effect and may remain near of the imbiber and are allowed a saving throw vs.
the wearer without need of further saving petrification to avoid the effect. If only one ele-
throws. Those who fail the save drop dead in mental is influenced, it is subject to a —4 penalty
their tracks. on its save. If two are influenced, their saving
When a dose is worn, it remains potent enough throws gain a + 2 bonus because the effect of the
to kill creatures for Id3 rounds. After this time, potion is weakened.
the fragrance evaporates and another dose must If either elemental is controlled by another wiz-
be applied if the wearer wishes to renew the ef- ard, it gains a +2 bonus to its saving throw. Note
fect. that if the elemental was summoned by the 5th-
level conjure elemental spell, the summoner has a
Murdock's Insect Ward: This fragrance is a boon 50% chance of dispelling the creature. Control
to travelers, since it repels insectoid creatures lasts for 5d6 rounds.
(both normal and monstrous) that come within 5

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

A ring can be used three times per day at the


12th level of ability. Each ring functions normally
half the time, providing the indicated power.
However, the ring's curse causes the reverse of the
desired effect to manifest 50% of the time. The
DM should roll secretly each time the ring is used

129
Magical Items (Rod, Staff)

An occupied staff has the following powers de-


Rod pending upon the type of elemental trapped with-
Rod of Distortion: This unpredictable device is in. For example, if a fire elemental is held in the
capable of affecting the operation of all rods, staff, only those powers related to fire are availa-
staves, and wands within a 20-foot radius for a ble. Each requires the expenditure of one charge
single round. The wielder rolls ld20. On a roll of per use:
1-15, the rod of distortion does not influence oth- Air: stinking cloud
er items. On a roll of 16-19, it acts as a wand of wind wall
negation and rods, staves, and wands within 20 Earth: dig
feet simply do not function during that round Maximilian's stony grasp*
(but are otherwise unaffected). On a roll of 20, Fire: fireball
the rod of distortion completely disrupts the pyrotechnics
functioning of rods, staves, and wands. This dis- Water: water breathing
tortion results in the backfiring of these devices, watery double*
causing maximum damage to their users if the
item is used during that round (e.g., a wand of The following powers drain two charges per
lightning will fire a backward-directed bolt strik- use:
ing its user, a rod of cancellation will affect one Air: • cloudkill
random magical item possessed by its owner, and • solid fog
so on). Items used by the wielder of the rod are Earth: • passwall
unaffected. • transmute rock to mud
This rod cannot be recharged. Fire: • fire shield
• wall of fire
Water: • airy water
Staff • wall of ice
Staff of the Elements: This powerful item appears
to be a staff +2. If it is grasped by an elemental- The most powerful abilities of the staff drain
ist, however, its true powers become evident. four charges per use:
A staff of the elements is charged by the life- Air: • airboat*
force of an elemental trapped within it. The staff • suffocate*
has charges equal to the number of Hit Dice of the Earth: • crystalbrittle
elemental multiplied by 2. Thus, a staff holding a • stone to flesh (reversible)
12 HD elemental has 24 charges. Every time two Fire: • Forest's fiery constrictor*
charges are expended, the elemental loses one Hit • Malec-Keth's flame fist*
Die. When all charges are used, the elemental dies Water: • Abi-Dalzim's horrid wilting*
and the staff becomes dormant. • transmute water to dust
If a dormant staff is used to successfully strike
an elemental, the creature must immediately at- The powers of a staff of the elements may be
tempt a saving throw vs. rods, staves, and used only by an elementalist. Note that
wands. If the save is failed, the elemental is ab- elementalists are restricted against the use of
sorbed into the staff, thereby recharging the de- spells and magical items of the element that di-
vice. If the roll is successful, the creature avoids rectly opposes their element of specialty. Thus,
the effect, but suffers normal damage from the an elementalist specializing in water cannot use
strike of the magical staff (Id6 +2). the staff's powers if it contains a fire elemental.
It is possible to absorb an elemental only if the Using a staff of the elements can be dangerous.
staff is dormant. Only one elemental may be held Each time a power is used that requires the ex-
in the staff at one time. penditure of one or more charges, there is a 5%
The staff holds the following powers that do chance that the trapped elemental bursts forth,
not drain charges; each may be used once per day destroying the staff in the process. A successful
even if the staff does not hold an elemental: dispel magic spell cast on the staff automatically
• affect normal fires releases the creature. An escaped elemental will
• detect elementals within a 100' radius certainly seek revenge against its tormenter.
• fool's gold Powers marked with an asterisk (*) are new
• metamorphose liquids* spells found in this book.
• wall of fog

130
Magical Items (Wands)

The wand may be used once per round. It may


Wands be recharged.
Wand of Corridors: This wand allows its user to
clear short corridors through the plane of elemen- Wand of Misplaced Objects: This wand emits a
tal Earth and the quasi-elemental plane of Miner- multitude of golden orbs that rush toward a tar-
als. It does not function on any other plane, get creature. The orbs surround the victim and
although it radiates magic. It is especially useful swirl around him wildly for 1 round. During this
on the plane of minerals since travelers need not time the victim is confused and can take no
contact the sharp edges of the minerals. action.
One charge clears a 10'x 10'x 50' path. The At the end of the round, the orbs vanish and
corridor is completed in 1 turn. The wand has no the victim is free to act. He discovers, however,
effect on animals or living creatures. Thus, if the that all objects on his person have been moved.
wand clears a path through a space occupied by Some items are inconveniently located, while
an earth elemental, the creature is unharmed, but others are nowhere to be seen. A warrior might
is alerted to persons in the corridor. The wand find his magical ring on one of his toes, his sword
can be recharged. in his pants, his gold pieces in the sheath of his
sword, and his breastplate on his head. The more
Wand of Element Transmogrification: This wand possessions a victim owns, the more confused the
changes a quantity of one element into an equal situation becomes. The DM is encouraged to be
amount of another element (water into fire, earth devious.
into air, etc.). The element to be affected must be Because of the chaotic placement of items, the
within 60 feet of the wielder, who merely points victim suffers several penalties. Movement is re-
the wand at the element and speaks the command duced by half. Armor class of characters wearing
word. For every 10 cubic feet (or portion thereof) armor is reduced by 2, since pieces are not worn
transformed, one charge is drained from the properly. Attack rolls made by the victim are
wand. made at a — 2 penalty. These penalties are elimi-
The transmogrification is permanent unless a nated if the victim devotes 2-5 rounds (Id4 +1) to
successful dispel magic is cast on the element. rearranging his gear.
Elements created by this wand have special A character requiring an item carried in a back-
characteristics. Fire requires no fuel to burn. Wa- pack, pouch, pocket, or other container must
ter never evaporates. Air is absolutely pure, but spend 2-12 (2d6) rounds searching for the item.
unless contained, the air mingles with the atmos- This penalty is canceled if 3 turns are spent un-
phere and is lost forever. Earth can appear as soil, packing and repacking all gear.
sand, clay, or stone, at the wielder's option. It is The DM must define the locations of objects
not possible to create treasure such as valuable any time a character reaches for them or if they
metals or gemstones with this wand. impair motion or sight. When deciding locations
This wand has no effect upon creatures of any of objects, the DM should state the obvious ef-
kind, except those from the Elemental planes. By fects of impaired sight and movement immedi-
changing such creatures into their element of op- ately, such as boots worn on hands or a cloak
position (fire into water, air into earth, etc.), the over the face.
creature is totally obliterated. Thus, transmuting Items held within a bag of holding, Heward's
a water elemental into fire disintegrates it. handy haversack, or other magical containers are
A creature attacked by the wand is allowed a unaffected. However, the containers themselves
saving throw vs. rods, staves, and wands. If the are subject to relocation.
save is failed, the elemental is destroyed. If the The wand uses one charge per attack. It may be
save is successful, the creature is not obliterated recharged.
outright, but suffers 6d6 points of damage and re-
tains its true form. Wand of Prime Material Pocket: This wand al-
In attacking an elemental, the number of Hit lows a spherical pocket to be created in any
Dice of the elemental determines the number of plane. The conditions within the pocket are simi-
charges used: 1 charge for an 8 HD elemental, 2 lar to the environment of the wielder's Prime Ma-
charges for a 12 HD elemental, and 3 charges for terial plane. The pocket typically contains
a 16 HD elemental. It is not possible to use this ground, air, and a controlled temperature. The
wand to change an elemental into another type of lower third of the sphere is usually occupied by
elemental. land and water, while the upper portion of the

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.

Amulet of Leadership: This pendant or brooch


Miscellaneous Magic bestows a character of any level the ability of a
Air Spores: Rumors indicate that the famed wiz- 9th-level fighter to attract men-at-arms. The am-
ard Mordom created these odd, pollenlike ulet does not attract additional men-at-arms to a
spores. Only a few mages know how to make fighter who has already gained his followers.
them today. Air spores that still exist are usually A fighter normally gains troops at 9th level be-
sequestered as specimens of study in the labs of cause his name is so well known that he attracts
powerful wizards. the loyalty of other warriors. The amulet works
When air spores are ingested by a creature, the in much the same way. When a stranger meets a
spores work their way into the creature's lungs. character wearing the amulet, the stranger per-
There they grow, reproduce, and die. While liv- ceives the character to be a leader who is destined
ing out their lives, they create oxygen that the for greatness, regardless of the character's class.
host body can use to breathe when deprived of Just as the reputation of a 9th-level fighter
oxygen from the environment. The spore colony spreads, so the reputation of the person wearing
can live for 2d4 days. the amulet spreads. Roll on Table 16 of the Play-
In a normal environment, the spores hinder the ers Handbook to determine the followers.
character's normal respiration, causing all Con- If the amulet is lost or destroyed, the followers
stitution checks to be made with a —4 penalty. immediately lose faith in their leader. They grad-
Fortunately, 12 hours of breathing in a normal ually depart or desert. Once this occurs, the char-
environment for each day the spores were used acter's reputation is sullied such that he can never
will clear the lungs of the colony. benefit from the amulet again. A fighter can,
however, gain followers normally upon reaching
Amulet of Extension: When desired by the cast- 9th level.
er, this amulet can be used to increase the dura-
tion of 1st- and 2nd-level spells by 50%, and the Amulet of Magic Resistance: This powerful amu-
duration of 3rd- and 4th-level spells by 25%. let grants the wearer a degree of magic resistance
Fractions of one-half and above are rounded up ranging from 5% to 30%. The level of magic re-
(e.g., a spell with duration of 1 round extended sistance is determined when the amulet is found
to IV2 rounds is rounded to 2 rounds). Fractions by rolling Id6 and multiplying the result by 5.
less than one-half are rounded down (e.g., a Any time the amulet is worn and a spell is cast at
spell with 1 round duration extended to IV4 the wearer, the wearer is allowed a percentile roll
rounds is rounded down to 1 round and thus to avoid the full effects of the spell.
gains no benefit from the amulet). Only 50% of all such amulets confer magic re-

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

Flame Arrow (3rd) Chaos (5th) Eyebite (6th)


Monster Summoning I (3rd) Domination (5th) Lorloveim's Shadowy Transformation
Phantom Steed (3rd) Fabricate (5th) (6th)
Sepia Snake Sigil (3rd) Feeblemind (5th) Mirage Arcana (6th)
Watery Double (3rd) Hold Monster (5th) Mislead (6th)
Evard's Black Tentacles (4th) Leomund's Lamentable Belaborment Permanent Illusion (6th)
Monster Summoning II (4th) (5th) Programmed Illusion (6th)
Summon Lycanthrope (4th) Magic Staff (5th) Project Image (6th)
Conjure Elemental (5th) Mind Fog (5th) Shades (6th)
Khazid's Procurement (5th) Enchant an Item (6th) Veil (6th)
Leomund's Secret Chest (5th) Eyebite (6th) Mass Invisibility (7th)
Monster Summoning III (5th) Geas (6th) Sequester (7th)
Mordenkainen's Faithful Hound (5th) Guards and Wards (6th) Shadowcat (7th)
Summon Shadow (5th) Mass Suggestion (6th) Shadow Walk (7th)
Conjure Animals (6th) Charm Plants (7th) Simulacrum (7th)
Ensnarement (6th) Hatch the Stone from the Egg (7th) Screen (8th)
Forest's Fiery Constrictor (6th) Shadow Walk (7th) Weird (9th)
Invisible Stalker (6th) Steal Enchantment (7th)
Monster Summoning IV (6th)
Wilrfctrikp* (fith)
Antipathy-Sympathy (8th)
Airboat (8th) Invocation/Evocation
Drawmij's Instant Summons (7th) Binding (8th) Alarm (1st)
Intensify Summoning (7th) Demand (8th) Cantrip (1st)
Limited Wish (7th) Mass Charm (8th) Fire Burst (1st)
Monster Summoning V (7th) Otto's Irresistible Dance (8th) Magic Missile (1st)
Mordenkainen's Magnificent Mansion Sink (8th) Nahal's Reckless Dweomer* (1st)
(7th) Mordenkainen's Disjunction (9th) Shield (1st)
Power Word, Stun (7th) Succor/Call (9th) Tenser's Floating Disc (1st)
Prismatic Spray (7th) Wall of Fog (1st)
Maze (8th)
Monster Summoning VI (8th)
Illusion/Phantasm Flaming Sphere (2nd)
Hornung's Baneful Deflector* (2nd)
Power Word, Blind (8th) Audible Glamer (1st) Stinking Cloud (2nd)
Prismatic Wall (8th) Cantrip (1st) Web (2nd)
Symbol (8th) Change Self (1st) Augmentation I (3rd)
Trap the Soul (8th) Nystul's Magic Aura (1st) Fireball (3rd)
Wildzone* (8th) Phantasmal Force (1st) Lightning Bolt (3rd)
Gate (9th) Spook (1st) Melf's Minute Meteors (3rd)
Monster Summoning VII (9th) Ventriloquism (1st) Dig (4th)
Power Word, Kill (9th) Blindness (2nd) Divination Enhancement (4th)
Prismatic Sphere (9th) Blur (2nd) Fire Shield (4th)
Wildwind* (9th) Deafness (2nd) Fire Trap (4th)
Wish (9th) Fools' Gold (2nd) Ice Storm (4th)
Hypnotic Pattern (2nd) Mordenkainen's Celerity (4th)
Enchantment/Charm Improved Phantasmal Force (2nd)
Invisibility (2nd)
Otiluke's Resilient Sphere (4th)
Shout (4th)
Cantrip (1st) Leomund's Trap (2nd) There/Not There* (4th)
Charm Person (1st) Mirror Image (2nd) Thunder Staff (4th)
Friends (1st) Misdirection (2nd) Unluck* (4th)
Hypnotism (1st) Whispering Wind (2nd) Wall of Fire (4th)
Sleep (1st) Illusionary Script (3rd) Wall of Ice (4th)
Taunt (1st) Invisibility, 10' Radius (3rd) Bigby's Interposing Hand (5th)
Bind (2nd) Lorloveim's Creeping Shadow (3rd) Cloudkill (5th)
Deeppockets (2nd) Phantom Steed (3rd) Cone of Cold (5th)
Forget (2nd) Spectral Force (3rd) Dream (5th)
Insatiable Thirst (2nd) Wraithform (3rd) Leomund's Lamentable Belaborment
Ray of Enfeeblement (2nd) Fear (4th) (5th)
Scare (2nd) Hallucinatory Terrain (4th) Sending (5th)
Tasha's Uncontrollable Hideous Laugh- Illusionary Wall (4th) Vortex* (5th)
ter (2nd) Improved Invisibility (4th) Wall of Force (5th)
Hold Person (3rd) Minor Creation (4th) Wall of Iron (5th)
Minor Malison (3rd) Phantasmal Killer (4th) Wall of Stone (5th)
Suggestion (3rd) Rainbow Pattern (4th) Augmentation II (6th)
Watery Double (3rd) Shadow Monsters (4th) Bigby's Forceful Hand (6th)
Charm Monster (4th) Vacancy (4th) Chain Lightning (6th)
Confusion (4th) Advanced Illusion (5th) Contingency (6th)
Emotion (4th) Demi-Shadow Monsters (5th) Death Fog (6th)
Enchanted Weapon (4th) Dream/Nightmare (5th) Enchant an Item (6th)
Fire Charm (4th) Major Creation (5th) Guards and Wards (6th)
Fumble (4th) Seeming (5th) Otiluke's Freezing Sphere (6th)
Greater Malison (4th) Shadow Door (5th) Tenser's Transformation (6th)
Leomund's Secure Shelter (4th) Shadow Magic (5th) Acid Storm (7th)
Maeic Mirror (4th) Demi-Shadow Magic (6th) Bigby's Grasping Hand (7th)

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

Boldfaced spells are described in Chaotic Commands (5th) Alignment (2nd)


the Tome of Magic rule book. The Uncontrolled Weather (7th) Speak With Animals (2nd)
remaining spells are found in the Extradimensional Detection (3rd)
2nd Edition Player's Handbook. Locate Object/Obscure Object
Italicized spells are reversible. Charm (3rd)
The reverse name follows the slash. Command (1st) Speak With Dead (3rd)
An asterisk (*) indicates a coop- Remove Fear/Cause Fear (1st) Detect lie/Undetectable lie (4th)
erative magic spell. Enthrall (2nd) Divination (4th)
Hold Person (2nd) Reflecting Pool (4th)
Music of the Spheres (2nd) Tongues/Babble (4th)
All Mystic Transfer* (2nd) Commune (5th)
Bless/Curse (1st) Emotion Control (3rd) Commune With Nature (5th)
Combine* (1st) Cloak of Bravery/Cloak of Fear Consequence (5th)
Detect Evil/Detect Good (1st) (4th) Magic Font (5th)
Purify Food & Drink/Putrefy Food Free Action (4th) Thoughtwave* (5th)
& Drink (1st) Imbue With Spell Ability (4th) True Seeing/False Seeing (5th)
Sanctify/Defile* (2nd) Meld* (5th) Find the Path/lose the Path (6th)
Focus* (4th) Quest (5th) Speak With Monsters (6th)
Uplift* (4th) Confusion (7th) Stone Tell (6th)
Atonement (5th) Exaction (7th) Divine Inspiration (7th)

Animal Combat Elemental


Animal Friendship (1st) Magical Stone (1st) Create Water/Destroy Water (1st)
Invisibility to Animals (1st) Shillelagh (1st) Log of Everburning (1st)
Locate Animals or Plants (1st) Chant (2nd) Dust Devil (2nd)
Charm Person or Mammal (2nd) Spiritual Hammer (2nd) Fire Trap (2nd)
Messenger (2nd) Prayer(3rd) Flame Blade (2nd)
Snake Charm (2nd) Unearthly Choir* (3rd) Heat Metal/Chill Metal (2nd)
Speak With Animals (2nd) Flame Strike (5th) Produce Flame (2nd)
Hold Animal (3rd) Insect Plague (5th) Flame Walk (3rd)
Summon Insects (3rd) Spiritual Wrath* (6th) Meld Into Stone (3rd)
Animal Summoning I (4th) Holy Word/Unholy Word (7th) Protection From Fire (3rd)
Call Woodland Beings (4th) Pyrotechnics (3rd)
Giant Insect/Shrink Insect (4th) Stone Shape (3rd)
Repel Insects (4th) Creation Water Breathing/Air Breathing
Animal Growth/Animal Reduc- Create Holy Symbol (2nd) (3rd)
tion (5th) Create Food & Water (3rd) Water Walk (3rd)
Animal Summoning II (5th) Addition (4th) lower Water/Raise Water (4th)
Animal Summoning III (6th) Blessed Abundance (5th) Produce Fire/Quench Fire (4th)
Anti-Animal Shell (6th) Animate Object (6th) Air Walk (5th)
Creeping Doom (7th) Blade Barrier (6th) Cloud of Purification (5th)
Heroes' Feast (6th) Elemental Forbiddance (5th)
Wall of Thorns (6th) Spike Stones (5th)
Astral Changestaff (7th) Transmute Rock to Mud/
Chariot of Sustarre (7th) Transmute Mud to Rock (5th)
Speak With Astral Traveler (1st)
Wall of Fire (5th)
Astral Window (3rd)
Conjure Fire Elemental/Dismiss
Join With Astral Traveler (4th)
Plane Shift (5th) Divination Fire Elemental (6th)
Fire Seeds (6th)
Astral Spell (7th) Analyze Balance (1st) Part Water (6th)
Detect Magic (1st) Stone Tell (6th)
Detect Poison (1st)
Chaos Detect Snares & Pits (1st)
Transmute Water to Dust/
Improved Create Water (6th)
Mistaken Missive (1st) Locate Animals or Plants (1st) Animate Rock (7th)
Dissension's Feast (2nd) Augury (2nd) Chariot of Sustarre (7th)
Miscast Magic (3rd) Detect Charm/Undetectable Conjure Earth Elemental/Dismiss
Random Causality (3rd) Charm (2nd) Earth Elemental (7th)
Chaotic Combat (4th) Find Traps (2nd) Earthquake (7th)
Chaotic Sleep (4th) Know Alignment/Undetectable Fire Storm/Fire Quench (7th)
Inverted Ethics (4th)

152
Appendix 2: Priest Spells by Sphere

Transmute Metal to Wood (7th)


Wind Walk (7th) Guardian Numbers
Sacred Guardian (1st) Analyze Balance (1st)
Silence, 15' Radius (2nd) Personal Reading (1st)
Elemental Air Wyvern Watch (2nd) Moment (2nd)
Dust Devil (2nd) Glyph of Warding (3rd) Music of the Spheres (2nd)
Water Breathing/Air Breathing Unceasing Vigilance of the Holy Extradimensional Detection (3rd)
(3rd) Sentinel (5th) Moment Reading (3rd)
Air Walk (5th) Blade Barrier (6th) Telethaumaturgy (3rd)
Cloud of Purification (5th) Symbol (7th) Addition (4th)
Wind Walk (7th) Dimensional Folding (4th)
Probability Control (4th)
Healing Consequence (5th)
Elemental Earth Cure Light Wounds/Cause Light Extradimensional Manipulation
Meld Into Stone (3rd) Wounds (1st) (5th)
Stone Shape (3rd) Slow Poison (2nd) Extradimensional Pocket (5th)
Spike Stones (5th) Cure Serious Wounds/Cause Seri- Physical Mirror (6th)
Transmute Rock to Mud/ ous Woundsiith) Seclusion (6th)
Transmute Mud to Rock (5th) Fortify* (4th) Spacewarp (7th)
Stone Tell (6th) Neutralize Poison/Poison (4th) Timelessness (7th)
Transmute Water to Dust/ Cure Critical Wounds/Cause Criti-
cal Wounds (5th)
Improved Create Water (6th)
Animate Rock (7th) Heal/Harm (6th) Plant
Conjure Earth Elemental/Dismiss Entangle (1st)
Earth Elemental (7th) Locate Animals or Plants (1st)
Earthquake (7th) Law Log of Everburning (1st)
Transmute Metal to Wood (7th) Command (1st) Pass Without Trace (1st)
Calm Chaos (2nd) Shillelagh (1st)
Enthrall (2nd) Barkskin (2nd)
Elemental Fire Hold Person (2nd) Goodberry/Badberry (2nd)
Log of Everburning (1st) Rigid Thinking (3rd) Trip (2nd)
Fire Trap (2nd) Strength of One (3rd) Warp Wood/'Straighten Wood
Flame Blade (2nd) Compulsive Order (4th) (2nd)
Heat Metal/Chill Metal (2nd) Defensive Harmony (4th) Plant Growth (3rd)
Produce Flame (2nd) Champion's Strength (5th) Slow Rot (3rd)
Flame Walk (3rd) Impeding Permission (5th) Snare (3rd)
Protection From Fire (3rd) Legal Thoughts (6th) Spike Growth (3rd)
Pyrotechnics (3rd) Control Weather (7th) Tree (3rd)
Produce Fire/Quench Fire (4th) Hallucinatory Forest/Revealed
Wall of Fire (5th) Wood (4th)
Conjure Fire Elemental/Dismiss Necromantic Hold Plant (4th)
Fire Elemental (6th) Invisibility to Undead (1st) Plant Door (4th)
Fire Seeds (6th) Aid (2nd) Speak With Plants (4th)
Chariot of Sustarre (7th) Animate Dead (3rd) Sticks to Snakes/Snakes to Sticks
Fire Storm/Fire Quench (7th) Cure Blindness or Deafness/Cause (4th)
Blindness or Deafness (3rd) Anti-Plant Shell (5th)
Cure Disease/Cause Disease (3rd) Pass Plant (5th)
Elemental Water Feign Death (3rd) Liveoak (6th)
Create Water/Destroy Water (1st) Negative Plane Protection (3rd) Transport Via Plants (6th)
Water Breathing/Air Breathing Raise Dead/Slay Living (5th) Turn Wood (6th)
(3rd) Breath of Life/Breath of Death Wall of Thorns (6th)
Water Walk (3rd) (7th) Changestaff (7th)
Lower Water/Raise Water (4th) Mindkiller (7th)
Transmute Rock to Mud/ Regenerate/Wither (7th) Protection
Transmute Mud to Rock (5th) Reincarnate (7th)
Part Water (6th) Restoration/Energy Drain (7th) Endure Cold/Endure Heat (1st)
Transmute Water to Dust/ Resurrection/Destruction (7th) Protection From Evil/Protection
Improved Create Water (6th) From Good (1st)
Ring of Hands/Ring of Woe* (1st)

153
Appendix 2: Priest Spells by Sphere

Sanctuary (1st) Morale (1st)


Barkskin (2nd) Thought Emotion Perception (2nd)
Resist Fire/Resist Cold (2nd) Emotion Read (1st) Rally (2nd)
Withdraw (2nd) Thought Capture (1st) Adaptation (3rd)
Dispel Magic (3rd) Idea (2nd) Caltrops (3rd)
Line of Protection/Line of Destruc- Mind Read (2nd) Leadership/Doubt (4th)
tion * (3rd) Emotion Control (3rd) Tanglefoot/Selective Passage (4th)
Magical Vestment (3rd) Memory Read (3rd) Disguise (5th)
Negative Plane Protection (3rd) Telepathy (3rd) Illusory Artillery (5th)
Protection From Fire (3rd) Genius (4th) Gravity Variation (6th)
Remove Curse/Bestow Curse (3rd) Mental Domination (4th) Illusory Fortification (7th)
Remove Paralysis (3rd) Rapport (4th) Shadow Engines (7th)
Protection From Evil, 10' Radius/ Solipsism (4th)
Protection From Good, 10' Radius Thought Broadcast (4th)
(4th) Memory Wrack (5th) Wards
Protection From Lightning (4th) Mindshatter (5th) Anti-Vermin Barrier (1st)
Repel Insects (4th) Disbelief (6th) Weighty Chest (1st)
Spell Immunity (4th) Group Mind (6th) Frisky Chest (2nd)
Anti-Plant Shell (5th) Divine Inspiration (7th) Zone of Truth (2nd)
Dispel Evil/Dispel Good (5th) Mindkiller (7th) Efficacious Monster Ward (3rd)
Anti-Animal Shell (6th) Invisibility Purge (3rd)
Forbiddance (6th) Squeaking Floors (3rd)
Time Thief's Lament (3rd)
Zone of Sweet Air (3rd)
Summoning Know Age (1st)
Know Time (1st) Fire Purge (4th)
Call Upon Faith (1st) Hesitation (2nd) Weather Stasis (4th)
Draw Upon Holy Might (2nd) Nap (2nd) Barrier of Retention (5th)
Abjure (4th) Accelerate Healing (3rd) Elemental Forbiddance (5th)
Animal Summoning I (4th) Choose Future (3rd) Grounding (5th)
Call Woodland Beings (4th) Age Plant (4th) Shrieking Walls (5th)
Animal Summoning II (5th) Body Clock (4th) Undead Ward (5th)
Dispel Evil/Dispel Good (5th) Modify Memory (4th) Crushing Walls (6th)
Aerial Servant (6th) Age Object/Youthful Object (5th) Dragonbane (6th)
Animal Summoning III (6th) Repeat Action (5th) Land of Stability (6th)
Animate Object (6th) Time Pool (5th) Tentacle Walls (7th)
Conjure Animals (6th) Age Creature/Restore Youth (6th)
Wall of Thorns (6th)
Weather Summoning (6th)
Reverse Time (6th)
Skip Day (6th)
Weather
Word of Recall (6th) Age Dragon (7th) Faerie Fire (1st)
Conjure Earth Elemental/Dismiss Obscurement (2nd)
Earth Elemental (7th) Call Lightning (3rd)
Creeping Doom (7th) Travelers Control Temperature, 10' Radius
Exaction (7th) Know Direction (1st) (4th)
Gate (7th) Aura of Comfort (2nd) Protection From Lightning (4th)
Spirit of Power* (7th) Lighten Load (2nd) Weather Stasis (4th)
Succor/Call (7th) Create Campsite/Break Camp Control Winds (5th)
(3rd) Rainbow (5th)
Weather Summoning (6th)
Sun Helping Hand (3rd)
Know Customs (3rd) Control Weather (7th)
Light/Darkness (1st) Circle of Privacy (4th)
Continual Light/Continual Dark- Tree Steed (4th)
ness (3rd) Clear Path/Clutter Path (5th)
Starshine (3rd) Easy March (5th)
Blessed Warmth (4th) Monster Mount (6th)
Moonbeam (5th) Hovering Road (7th)
Rainbow (5th)
The Great Circle/The Black Circle*
(6th) War
Sol's Searing Orb (6th) Courage (1st)
Sunray (7th)

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

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