Rapid Reflex Response
This spell creates a cloud of pungent smoke Rapid Reflexive Response
exactly like the smoke produced when the sap (Alteration)
of the ranike tree is burned . This smoke limits
visibility as does a blizzard or dense fog, but its Level : 5
main asset is its ability to repel all insects and Range : 0
insectlike creatures, including thri-kreen, that Components : V, S, M
come in contact with it . Once those creatures Casting Time : 5
are engulfed in the cloud, they immediately flee Duration: 1 rd./level
the area in the manner of undead turned by a Area of Effect : The caster
cleric . Intelligent insects like the thri-kreen Saving Throw : None
might run before they are touched, once they
see what's coming. When cast, this spell enables the caster to
grab hurled or projected missiles, such as
The cloud moves away from the caster at a arrows, axes, bolts, small stones or similar ob-
speed of 10 feet per round, rolling along the sur- jects that weigh less than seven pounds, out of
face of the ground . A moderate breeze can alter the air and immediately hurl them back at the
the cloud's course, but not move it back toward attacker with a +4 bonus on the attack roll.
its caster. A strong wind breaks up the cloud
within four rounds ; stronger winds keep the The caster can grab one object with each
cloud from forming in the first place . Very thick hand and return them in the same round . An
vegetation disperses the cloud in two rounds attack roll is required for each attack . The spell
(the only place on Athas that qualifies as such expires at the end of the stated duration or as
terrain is the halflings' forest). The smoke does soon as the caster performs an action other than
not sink as do many vapors do (for example, the reflexive response . (The spell speeds up the
caster's reflexes to a superhuman level, so to
cloudkill) ; it cannot penetrate liquids or be cast perform a normal action, such as casting a spell,
the caster must end this spell .)
underwater-not a great concern on Athas .
The material component is a chunk of wood This spell was claimed by the infamous
Ramael the Reader, but most Halruans give
from the ranike tree. credit to the famous Mycontil .
Notes : Common for spellcasters from the
DARK SUN setting; otherwise, very rare .
726
Rary's Memory Alteration
The spell requires a glove once worn by a This spell enables the caster to sense the
halfling (or a throwing weapon specialist), basic emotions of a creature, person, or animal,
shaving of licorice root, and a frog's tongue . The such as fear, hunger, thirst, anger, pain, joy, or
caster eats the latter two components as part of love . The spell will work on all creatures pos-
the casting . The glove remains and can be sessing a mind, but not automatons, golems,
reused . undead, or nonhuman beings from other planes .
One creature can be probed every five rounds,
Notes : Common in the Halruaa region of the and must be within the caster's line of sight, not
FORGOTTEN REALMS setting ; otherwise, rare . behind a door or wall . A shielded mind cannot
be probed empathically.
Rary's Aptitude Appropriator
(Alteration, Divination) The material component for empathic per-
ception is a copper piece .
Level : 2
Range : Touch Notes : Uncommon or rare spell (WoG) .
Components : V, S
Casting Time : 1 rd . Rary's Memory Alteration
Duration : 1 turn/level (Enchantment/Charm)
Area of Effect : The caster (Mentalism)
Saving Throw : Special
Level : 4
By using this spell, the wizard can temporar- Range : 60 yds .
ily acquire the ability to use a nonweapon profi- Components : V, S
ciency known to another creature . The caster Casting Time : 1 rd .
must touch the creature already possessing the Duration : Special
desired skill . If the creature is willing to transfer Area of Effect : 1 creature
its knowledge of the proficiency, the transfer Saving Throw : Neg .
takes place without difficulty . If the creature is
unwilling to transfer the proficiency, the crea- This more powerful version of the forget spell
ture receives to a saving throw vs . spell to pre- allows the wizard to actively alter a part of a
vent the transfer from occurring . The creature creature's memory . The portion of memory the
touched does not lose its knowledge of the pro- caster can affect is limited to one specific event
ficiency, the spell merely allows the caster to in the creature's life . The memory of a real event
know the proficiency as well . can be altered as the caster wishes . The wizard
could replace real facts about the event with
Only nonweapon proficiencies can be trans- false ones, or even place a completely new
ferred . Other skills, abilities, powers, or types of memory into the creature's mind, causing the
knowledge are not transferred . The wizard's creature to remember an event that never hap-
level of ability with the proficiency is exactly pened . The caster, however, is unable to remove
that of the original owner, even if the appropri- a memory of an event in its entirety. There is no
ate ability for the proficiency differs between time limit on how far into the past an event can
the caster and creature . The proficiency is be altered . The creature is entitled to a saving
gained for one turn per level of the caster. throw vs . spell to avoid having its memory
changed . A heal, restoration, or wish spell cast
Notes : Uncommon or rare spell (WoG) . for this purpose will correct any alterations
made to a creature's memory.
Rary's Empathic Perception
(Divination) Notes : Uncommon or rare spell (WoG) .
(Mentalism)
Level : 1
Range : 5 yds ./level
Casting Time : 1
Components : V, S, M
Duration : 3 rds ./level
Area of Effect : 1 creature/probe
Saving Throw : None
727
Rary's Mind Scan
Rary's Mind Scan Rary's Mnemonic Enhancer
(Divination) (Alteration)
(Mentalism) (Mentalism)
Level : 4 Level : 4
Range : 10 yds ./level Range : 0
Components : V, S Components : V, S, M
Casting Time : 4 Casting Time : 1 turn
Duration : 5 rds ./level Duration : I day
Area of Effect : 1 creature/probe Area of Effect : The caster
Saving Throw : Special Saving Throw : None
This spell allows for deeper study of an un- By means of this spell, the wizard is able to
shielded mind than ESP can accomplish . The memorize, or retain the memory of, three addi-
caster can pick up the surface thoughts or emo- tional spell levels (three 1st-level spells, or one
tions of a creature on the first round of the 1st and one 2nd, or one 3rd-level spell) . The
probe, read deeper thoughts or memories on the wizard has two options :
second through fourth rounds (allows a saving
throw vs . spell), and can access the deepest A) Memorize additional spells . This option is
memories beginning with the fifth round . The
caster may learn a creature's dreams, sup- taken at the time the spell is cast . The additional
pressed memories, or primal desires . One major spells must be memorized normally and any
fact or subject can be learned or studied per material components must be acquired .
round of deep probing . The limits on which
topics can be probed are the same as for the ESP B) Retain memory of any spell (within the
spell .
level limits) cast the round prior to starting to
Notes : Uncommon or rare spell (WoG) . cast this spell . In the round after a spell is cast,
if the enhancer is cast successfully, then the
Rary's Mind Shield first spell is restored to the caster's memory .
(Alteration) However, the caster still must acquire any
(Mentalism) needed material components .
Level : 5 The material components of the spell are a
Range : Touch piece of string, an ivory plaque of at least 100
Components : V, S gp value, and ink consisting of squid secretion
Casting Time : 1 rd . with either black dragon's blood or giant slug
Duration : 1 hr. + 1/z hr./level digestive juice . These disappear when the spell
Area of Effect : Creature touched is cast .
Saving Throw : None
Notes : Common spell (PH) .
This spell is used to protect a creature from
intrusions into the mind . Spells or mental Rary's Plane Truth
powers that can probe a mind have no effect on (Divination)
the creature . The creature makes its saving
throw at +2 against all enchantment/charm Level : 7
magic that can affect thoughts, memories, or be- Range : Special
Components : V, S
havior-charm, fascination, suggestion, emo- Casting Time : 1 turn
tion, and others . The mind shield allows a Duration : 3 rds . + 1 rd ./level
saving throw at -2 to avoid a geas spell . Area of Effect : 1 creature/2 rds .
Saving Throw : None
Notes : Uncommon or rare spell (WoG) .
This spell is a more precise and exacting ver-
sion of know alignment . A creature's alignment
is revealed to the caster in the first round of
study. With a second round of concentration, the
creature's home plane is revealed . The deity or
deities worshiped by the creature also become
known to the wizard . The spell is blocked by
any means that foils the know alignment spell .
728
Rary's Spell Enhancer
One creature can be studied for every two Rary's Replay
rounds of the spell's duration . (Divination)
(Mentalism)
Notes : Uncommon or rare spell (WoG) .
Level : 5
Optional : In the SPELLJAMMER setting, this Range : 0
spell reveals the name of the creature's Components : V, S
home world . However, it has never re- Casting Time : 1 turn
vealed this information about the race Duration : Special
known as the Arcane . Area of Effect : Special
Saving Throw : None
Rary's Protection from Scrying
(Abjuration, Divination) This spell enables the caster to read the resid-
(Mentalism) ual psychic impressions in a room or area . (An
especially unusual or violent event often leaves
Level : 6 behind psychic vibrations that remain for years .
Range : Touch The more important the event, the stronger the
Components : V, S, M psychic residue and the longer the impressions
Casting Time : 1 turn last .)
Duration : 1 hr. + 1/2 hr./level
Area of Effect : Creature touched When the wizard casts the spell, the strongest
Saving Throw : None impressions currently in the area enter the
caster's mind . The event that produced the psy-
This spell protects a creature from scrying at- chic impressions is replayed in real time, so the
tempts and intrusive divination . Clairaudience, replay takes as long to complete as the original
clairvoyance, ESP empathy, telepathy, crystal event . The replay is crystal clear, so the caster
balls, a magic mirror, and the like will not suc- can readily identify persons, creatures, or ob-
ceed in locating, detecting, or studying the pro- jects .
tected creature . The warded creature immedi-
ately becomes aware of the attempt, no matter If the spell is cast again in the same area, the
how great the distance between the scryer and event that created the second strongest psychic
creature . Detect evil/good and know alignment impressions is replayed . The caster can continue
do not work on the protected creature . replaying past events, reading weaker and
weaker psychic impressions, until all psychic
If the wizard is the protected creature, the fol- residue in the area has been reviewed .
lowing apply : The wizard has a 5% chance per
level to learn the location of the scryer after one Notes : Uncommon or rare spell (WoG) .
round of concentration . The scryer receives a
saving throw vs . spell ; failure reveals the Rary's Spell Enhancer
scryer's identity to the wizard . (Alteration)
However, if the scrying is carried out by Level : 4
means of a direct visual link (either through an- Range : Special
other creature or by means of a spell such as Components : V
wizard eve), then the wizard has only a 5% Casting Time : Special
chance per level to detect the scrying . Only if Duration : Special
the linked observer is captured and examined Area of Effect : 1 spell
does the wizard have the 5% chance per level to Saving Throw : None
discover the identity of the scryer .
This one-word spell focuses and increases the
The protection is focused through a star sap- effectiveness of a spell cast by the wizard . The
phire worth 5,000 gp that must be kept on the spell enhancer is cast first, followed immedi-
person of the protected creature for the duration ately by the attack spell to be enhanced, during
of the spell . If it is removed, lost, or destroyed, the same round . The enhanced spell strikes with
the spell ends immediately. The stone can be greater power, resulting in a -2 penalty to all
reused. saving throws the spell requires .
Notes : Uncommon or rare spell (WoG) . Notes : Uncommon or rare spell (WoG) .
729
Rary's Superior Spell Enhancer
Rary's Superior Spell Enhancer Rary's Telepathic Bond
(Alteration) (Alteration, Divination)
Level : 5 (Mentalism)
Range : Special
Components : V Level : 5
Casting Time : Special Range : 20 yds .
Duration : Special Components : V, S, M
Area of Effect : Special Casting Time : I rd .
Saving Throw : None Duration : 2 turns/level
Area of Effect : Two or more creatures
This spell enhancer increases the amount of
damage caused by a spell cast by the wizard . within 60 ft .
Saving Throw : None
The one-word superior spell enhancer is cast
With this spell, the wizard can forge a tele-
first, followed immediately by the attack spell pathic bond between two or more creatures with
to be enhanced . When the attack spell is an Intelligence of 6 or higher. The bond can be
launched, all saving throws against the spell are established only between willing creatures . The
made at a -1 penalty. The spell inflicts an addi- creatures involved need not all speak the same
tional point of damage per die of damage of the language to communicate via the bond . The
spell, so a fireball inflicts 1d6+1 point of telepathic bond can be placed upon one creature
damage per die. When a magic missile is cast
after the superior spell enhancer, each missile for every three levels of the caster, so a 16th-
level wizard can forge a telepathic link among
inflicts l d4+2 points of damage . five creatures .
Notes : Uncommon or rare spell (WoG) .
Once the bond is formed, the creatures can
stay in contact only if they remain on the same
plane . No special power or influence is con-
ferred by establishing the bond . A permanency
spell cannot make a telepathic bond permanent.
A wish spell can, but no more than two crea-
tures can be permanently bonded together in
this way.
The material components are a piece of a shell
from the eggs of two species of egg-laying crea-
tures .
Notes : Uncommon or rare spell (WoG) . A
marginally different version appears in The
Complete Wizard's Handbook. This is the pre-
ferred form .
Rary's Urgent Utterance
(Alteration)
Level : 6
Range : 0
Components : V, S, M
Casting Time : 1 turn
Duration : Up to 24 hrs .
Area of Effect : I spell
Saving Throw : None
This spell empowers the wizard to specially
prepare another spell for quick casting in an
emergency. Urgent utterance is cast first, fol-
lowed by the spell to be readied, except the last
word of the spell . When the wizard needs to cast
730
Ray of Fatigue
the readied spell, the caster need only utter the Components : V, S
final word of the spell . The utterance of the final Casting Time : 2
word has a casting time of 1, saving much time Duration : I rd ./level
on most spells . Area of Effect : 1 creature
Saving Throw : Neg .
The readied spell will stay in the caster's mind
for only one day before it fades from memory . By means of a ray of enfeeblement, a wizard
No more than two readied spells can be in the weakens an opponent, reducing its Strength and
caster's mind at any time . Almost any spell of thereby the attacks that rely upon it . Humans,
6th level or less and a casting time of 1 round or demihumans, and humanoids of man-size or less
less can be readied for quick casting, except are reduced to an effective Strength of 5, losing
Tenser's transformation . all Strength bonuses and suffering an attack roll
penalty of -2 and a -1 penalty to damage . Other
The material component is a sapphire worth creatures suffer a penalty of -2 on attack rolls .
1,000 gp, crushed when the spell is cast . Furthermore, they have a -1 penalty for each die
of damage they inflict . (But no damage roll can
Notes : Uncommon or rare spell (WoG) . inflict less than 1 point per die of damage .) Your
DM will determine any other effects appropriate
Rastor's Mystical Spy to the affected creature . If the target creature
(Divination, Enchantment) makes its saving throw, the spell has no effect .
(Artifice) This spell does not affect combat bonuses due to
magical items, and those conferring increased
Level : 4 Strength function normally.
Range : 0
Components : V, S, M Notes : Common spell (PH) .
Casting Time : 4
Duration : 1/2 hr./level Ray of Fatigue
Area of Effect : Special
Saving Throw : None (Necromancy)
The spell is cast on a copper brooch . When Level : 1
the spell is cast and the brooch pinned on an- Range : 10 yds . + 5 yds ./level
other individual, the caster can see and hear Components : V, S
everything that individual witnesses . If the Casting Time : 1
brooch passes farther away than I mile per five Duration : 1 rd ./level
levels of the caster, then no information is re- Area of Effect: 1 creature
ceived . The spell is negated if the brooch is re- Saving Throw : Neg .
moved .
This spell affects the victim's life energies,
The spell requires a copper brooch, which can increasing any fatigue or exhaustion the victim
be reused . The brooch can be of any shape or currently possesses . Alert and well-rested crea-
style, but must be made mostly of copper. tures suddenly become tired and sluggish, and
those who are already fatigued may be reduced
Notes : Uncommon for diviners, enchanters, to near-helplessness .
and artificers ; otherwise, very rare . (Updated
from POLYHEDRON Newszine .) The ray adds one level of fatigue or encum-
brance to the target creature . Moderately en-
Ray of Cold cumbered characters suffer a -1 penalty to
A spell unique to the wizard Delsenora of the attack rolls ; heavily encumbered characters
Crystalmist Mountains in the WORLD OF suffer a -2 penalty to attack rolls and a -1
GREYHAWK setting. For all practical purposes, Armor Class penalty ; and severely encumbered
the spell is identical to the 5th-level spell, cone characters suffer a -4 penalty to attack rolls and
of cold . a -3 Armor Class penalty. (Assume that mon-
sters suffer a -1 penalty to their attack rolls and
Ray of Enfeeblement reduce their movement rates by 33% .) The
(Enchantment/Charm) target creature is allowed a saving throw vs .
spell to negate the spell's effects .
(Shadow)
Notes : Uncommon spell (PO: SM) .
Level : 2
Range : 10 yds . + 5 yds ./level
731
Ray of Oblivion
If using the fatigue rules from the successful saving throw vs . spell (spellcasters at
PLAYER'S OPTION": Combat & Tactics a -1 penalty) or forget one item of magical
book, fresh characters become fatigued, knowledge at random . If the target creature has
gaining one level of encumbrance ; fatigued one or more spells memorized, one spell will be
characters become exhausted, gaining two forgotten, harmlessly lost, as if an attempt to
levels of encumbrance ; and exhausted cast it had failed . If the creature is not a spell-
characters collapse unable to move or caster, or has no spells memorized at the time,
attack . any of the following may be forgotten : the com-
mand word of a magical item ; the name of a
Ray of Oblivion spellcaster known to the creature ; a legend,
(Enchantment/Charm) rumor, or piece of news involving magic use ;
(Mentalism) the name or configuration of a magical symbol,
glyph, or rune ; or some other fact of the same
Level : 4 sort . Only a heal, restoration, or wish spell re-
Range : 10 yds ./level stores the lost knowledge .
Components : V, S, M
Casting Time : 4 The target creature must have been seen,
Duration : Instantaneous however briefly, by the wizard in the turn prior
Area of Effect : 1 creature to the casting of the ray of oblivion . The ray will
Saving Throw : Neg . seek out a target that is within range but ob-
scured by cover, invisible, blinking, or even
From the caster's hand, a shimmering, color- ethereal at the moment of the completion of
less ray stabs out to the target ; if the target is casting ; the caster need not know the creature's
within range and not completely enclosed by precise location, only the fact that it is present
solid or liquid material, the ray strikes unerr- (and, presumably, within range) .
ingly (no attack roll required), dodging around
obstacles, other creatures, etc . The material component for this magic is a
pinch of dust ; it vanishes as the caster tosses it
When struck, the target creature must make a into the air and points at a target to complete the
casting .
Notes : Common for an incantatrix, rare for
732
Raze
an enchanter or mentalist; otherwise, very rare . Ray of Paralysis
Originally from the FORGOTTEN REALMS setting . (Necromancy)
(Updated from DRAGON Magazine .)
Level : 3
Ray of Ondovir Range : 20 yds . + 5 yds ./level
(Enchantment/Charm) Component : V, S
(Mentalism) Casting Time : 3
Duration : Instantaneous
Level : 2 Area of Effect: 1 creature
Range : 0 Saving Throw : Special
Components : V, S
Casting Time : 2 This spell projects a green, pencil-thin ray of
Duration : I rd . enervating energy at the subject . The target
Area of Effect : Ray, 80 ft . long (1 creature) creature is allowed a saving throw vs . breath
Saving Throw : Neg . weapon (Dexterity modifiers apply) to dodge
the narrow beam altogether ; if the creature
This spell creates a ray of glowing light that dodges the ray, another creature standing in a
leaps from the caster's fingertips to a distance direct line behind it might be struck, at the
of 80 feet . Only the first creature touched by the
ray is affected and it can avoid the ray by DM's discretion . A creature struck by the ray of
making a successful saving throw vs . spell at a
penalty of -3 . paralysis must make successful saving throw
vs . paralysis with a -2 penalty or be paralyzed
An affected creature exactly repeats the ac- for 3d4 rounds . A paralyzed creature is physi-
tions it took in the preceding round . Thus, if it cally helpless and can be bound or slain easily
took two steps forward and one step left in the by anyone with the opportunity to do so .
previous round, it would take two steps forward
and one step left in the current round . The re- Notes : Uncommon for necromancers, other-
peated actions are carried out even if they force wise, rare . (Updated from DRAGON Magazine) .
the affected creature into an obstacle, over a
cliff, or into a chasm . Raze
The ray of Ondovir ruins any attacks or spell- (Alteration)
casting that the target creature begins in the
same round that the ray strikes . If the creature Level : 4
struck by the ray had spent the previous round Range : Touch
readying weapons, it spends this round doing so Components : V, S, M
too; if it fought with weapons, it duplicates its Casting Time : 5 rds .
previous movements exactly-thus a mobile Duration : Special
opponent can avoid the creature's attacks and Area of Effect : Special
strike it with relative ease-the creature's Saving Throw : None
Armor Class is worsened by 4 for the round .
This spell duplicates the life-draining effects
If the affected creature cast a spell on the pre- peculiar to defiling magic . The spell can be cast
vious round, an attempt to cast the same spell by a defiler or a preserver, though a defiler will
must be made in the current round . If a second cause more damage with it .
identical spell has not been memorized no spell
effect occurs (even if a second spell is available The casting of the spell causes a large area of
it will be cast in the exact location as the first) . vegetation to instantly give up its magical po-
tential and turn to ash . Unlike the natural de-
When the round of helpless repetition caused struction defiling magic, raze affects all
by the ray of Ondovir is complete, the creature vegetation within the radius of the spell, regard-
is instantly released from all control . less of the terrain . The area of effect for a pre-
server is one yard per level of the caster. For a
Notes : Very rare spell from the FORGOTTEN defiler, it is five yards plus one yard per level of
REALMS setting . Known to be in the Tome of the caster (instead of normal defiling damage) .
Rathdaen .
The ash created is black and gray, completely
devoid of life or life-giving elements . Nothing
will grow there for half a year, leaving a lifeless
circular scar on the ground .
733
Razorfangs - Dragon
The material components for this spell are a saving throw vs . death magic, his head is sev-
handful of ash (either from a previous raze spell ered as if by a vorpal sword. The razorfangs
or from normal defiler magic) and a pinch of spell is useless to a nondragon .
salt .
Notes : Restricted to dragons ; uncommon .
Notes : Common for spellcasters from the (Updated from DRAGON Magazine .)
DARK SUN setting ; otherwise, very rare .
Read Arcane Runes
Razorfangs - Dragon (Divination)
(Alteration)
Level : 5 Level : 4
Range : 0 Range : 0
Components : V Components : V, S, M
Casting Time : 5 Casting Time : I rd .
Duration : 1 rd ./level Duration : 2 rds ./level
Area of Effect : Special Area of Effect: Special
Saving Throw : Special Saving Throw : None
This spell is a highly improved version of the Using a read Arcane runes spell, a wizard can
sharptooth spell . When a razorfangs spell is decipher the secret writing hidden in a text by
cast, the dragon's teeth become exceptionally means of an Arcane runes spell . Deciphering
hard, strong, and sharp . Due to this alteration, does not necessarily impart understanding . A
any successful bite attack inflicts +2 per age wizard who is not an Arcane must use this spell
category to each damage roll . Furthermore, on to peruse texts already deciphered, unlike a read
an unmodified roll of 19 or 20, the bite severs magic spell . Texts often referenced are usually
an opponent's limb (or other extremity, as ap- transcribed from Arcane runes into Common or
propriate), just as if the victim had been struck some other easily read language . Native Ar-
with a sword of sharpness . If the victim fails a canes can read Arcane runes on sight ; a non-
Arcane must be at least 7th level to use this
spell .
The spell's material component is a small
candle ; a hand lens is also required . The candle
is lit and held behind the sheet of paper or
parchment such that its light shines through .
The wizard looks through the hand lens and
reads the runes aloud .
Notes : Common for spellcasters from a
spelljamming culture; otherwise, very rare .
Read Illusionist Magic
(Divination)
Level : 1
Range : 0
Components : V, S, M
Casting Time : 1
Duration : 2 rds ./level
Area of Effect : Special
Saving Throw : None
This spell is the same as the 1st-level wizard
spell read magic, except that it applies only to
spells usable by and used by illusionists, as well
as to various other inscriptions written in illu-
sionist-type magical script by illusionists . Writ-
73 4
Read Object
ings decipherable by this spell cannot be read
with read magic, comprehend languages, or
similar spells .
Notes : Restricted to illusionists ; universal for
them.
Read Magic
(Divination)
(Universal)
Level : 1
Range : 0
Casting Time : 1 rd .
Components : V, S, M
Duration : 2 rds ./level
Area of Effect : Special
Saving Throw : None
By means of a read magic spell, the wizard is Read Object
able to read magical inscriptions on objects- (Divination)
books, scrolls, weapons, and the like-that oth- (Mentalism)
erwise would be totally unintelligible . (The
personal books of the wizard, and works already Level : 5
magically read, are intelligible .) Range : Touch
Components : V, S, M
This deciphering does not normally invoke Casting Time : 5
the magic contained in the writing, although it Duration : I rd .
may do so in the case of a cursed scroll . Fur- Area of Effect : Object touched
thermore, once the spell is cast and the wizard Saving Throw : None
has read the magical inscription, he is thereafter
able to read that particular writing without re- By handling an object, the wizard can deter-
course to the use of the read magic spell . The mine the current or previous owner's race, class
duration of the spell is two rounds per level of or profession, alignment, and possibly his fate .
experience of the spellcaster ; the wizard can These can be determined with 95% accuracy ;
read one page or its equivalent per round . failure results in no reading .
The wizard must have a clear crystal or min- The owner's fate is not revealed past the
eral prism, which is not expended, to cast the moment he lost possession of the item or died in
spell . its immediate vicinity ; for example, if the previ-
ous owner dropped his hat while being kid-
Notes : Common spell (PHB) . All those who napped, reading the hat tells the wizard nothing
cast wizard spells must know this spell, save about the owner's current location .
those with specific alternative disciplines
(hishna, pluma, paramanders, bards, the Old The caster has a 5% chance per level of deter-
Empire in the FORGOTTEN REALM setting, illu- mining a command word associated with a
sionists in some settings, and so on) . magical object . If the item is an artifact or relic,
the DM decides what information, if any, is
learned . If the object has a particularly tragic or
legendary history, the caster is 30% likely to ex-
735
Read Paramandic Magic - Paramander
perience a vision of the item's past . required to perform this function ; and this can
The material component of the spell is an in- be learned only from southern wizards .
cense of rare aromatics costing no less than 100 Since the creation of Thoth mage-script, read
gp . southern magic has spread and been adopted as
Notes : Uncommon for diviners and mental- a standard by all wizards of Muhlorand and
ists ; otherwise, rare . (Updated from Unther, and by some in Chessenta . While many
POLYHEDRON Magazine) .
southern wizards also know the standard read
Read Paramandic Magic - magic spell, these are rarely used .
Paramander
The wizard must have a clear crystal or min-
(Divination) eral prism, which is not expended, to cast the
spell .
Level : 1
Range : 0 Notes : Restricted to Old Empire wizards of
Components : V, M the FORGOTTEN REALMS setting, and to those
Casting Time : 2 trained by them ; universal for them .
Duration : 3 rds . + 1 rd ./level
Area of Effect : Special Reanimation
Saving Throw : None (Necromancy)
This spell allows a paramander to read the Level : 7
complex, guttural language used in paramandic Range : Touch
magic . With the exception of these parameters Components : V, S, M
and the material components of a pinch of bone Casting Time : 1 rd .
and a silk string, the spell is essentially identical Duration : 1 day/level
Area of Effect : Creature touched
to the 1st-level wizard spell read magic. Para- Saving Throw : Special
mandic writings do not yield to read magic,
comprehend language, or other such dweomers . This spell is identical to the 4th-level
Notes : Restricted to paramanders (a rare shukenja spell, reanimation . It allows a wu jen
form of paladin-mage) ; universal for them . (Up-
dated from DRAGON Magazine .) to revive a recently dead character (dead for no
more than 24 hours) into a state of half-life, nei-
Read Southern Magic - Old Empire ther dead nor fully alive . The reanimated char-
(Divination) acter must make a successful system shock roll
for the spell to have effect, although this does
Level : 1 not cause a loss of Constitution .
Range : 0
Components : V, S, M If successful, the reanimated character has I
Casting Time : 1 rd . hit point. The reanimated character cannot fight
Duration : 2 rds ./level or use magical items and has no spells memo-
Area of Effect : Special rized (nor can it regain spells), but it can move
Saving Throw : None and speak . The movement rate is half normal
and the speech is slow and slurred . Further-
In the Realms, one fundamental difference more, the reanimated character's memory is
between the magical discipline of the South and cloudy and confused and it has trouble remem-
the North is reflected in the system used for bering even basic details concerning its past life
recording spells . The southern discipline is and friends . If left unwatched, the character is
prone to wander off randomly with no concep-
known as Thoth mage-script. tion of where it is going or where it has been .
The reanimated character can be slain again
Following the rebellion of the Red Wizards of (and reanimated again if necessary) . While in
Thay, the priest-mages of Thoth created a new this state, the character has no need of food,
magical script with which to record their spells . sleep, or drink .
This writing was meant to prevent the Red Wiz-
ards of Thay from learning the priests' secrets . The reanimated character can be returned to
This writing is undecipherable to a standard
normal function by means of a raise dead, res-
read magic spell . A read southern magic spell is urrection, limited wish, or wish spell .
The material components for the spell are a
white shawl, incense, and a golden amulet
7 36
Recharge
shaped like a phoenix . Recall Spell - Savant
Notes : Common in oriental settings ; other-
Replaced by Mordenkainen's lucubration ; these
wise, very rare . are essentially the same .
Rebinding Recharge
(Alteration, Enchantment, (Enchantment/Charm)
Invocation/Evocation) (Artifice)
(Artifice)
Level : 6
Level : 7 Range : Touch
Range : Touch Components : V, S, M
Components : V, S, M Casting Time : 1 hr.
Casting Time : 2 turns Duration : 1 turn + 1 rd ./level
Duration : Special Area of Effect : I wand, staff, or rod
Area of Effect : 1 item Saving Throw : None
Saving Throw : Neg .
This spell acts as a funnel to channel magical
Rebinding is possibly the most powerful spell spell energy into a wand, staff, or rod as addi-
tional charges . Each spell cast into the device
known to hedge wizards, and it is certainly the restores the number of charges required to dis-
charge that spell effect from the device . For ex-
most rare . Rebinding is cast upon a broken mag-
ical item such as a long sword +1 to bind the ample, a fireball would restore two charges to a
wand offire . While only those spells cast by the
magics into the materials of the item . The item
must be forged anew or repaired by an expert (a recharging wizard are funneled into the device,
master swordsmith for a long sword, for exam-
that wizard can cast spells from scrolls, a ring of
ple), then rebinding must be cast again on the spell storing, or a similar source into the device .
item . Restored charges can be used for any device
On both occasions, the item must make a function that requires charges ; for example,
saving throw of 10 or better. It must fail both charges restored to a wand offire by a fireball
saving throws for the item to be remade . The spell can be projected later as a wall of fire.
item has a -1 penalty to the saving throw per
Using the recharge spell in other way ends it
2,000 XP value or fraction . Thus, a sword +1,
+4 vs . reptiles has a -l penalty, while eyes of immediately, with the funneled spell having its
the eagle have a -2 penalty. normal effect . Typical misuses include : Funnel-
ing spells and spell-like effects from devices or
The spell fails if the item was charged and other casters into the device ; recharging a
has run out of charges, has been disintegrated, is device that cannot be recharged ; recharging
missing some pieces, or has been fundamentally with a power that requires no charges ; and cast-
altered . (If, in the example, the long sword was ing a spell into a device that the device cannot
destroyed by a crystalbrittle or Mordenkainen s project (such as a cone of cold into a wand of
disjunction spell, it cannot be remade by a re- fire) . In last case, the wand would have to make
binding spell .)
an item saving throw vs . magical cold, and any
The spell is typically used to repair family creature in the cone's area would be subject to
heirlooms, items made in accordance with a its effects as well .
prophecy, or similarly irreplaceable items . Out
of a thousand hedge wizards, one might know The caster will seldom know exactly how
this spell . Its development requires many years many charges a wand, staff, or rod has, making
of research in secluded retirement, and locating the recharging process hazardous . If the caster
a caster able to employ this spell usually re- wants to fully recharge the device and does not
quires a special quest . know how many charges are safe, the DM can
secretly roll I d6 on the table provided . For ex-
The material component is two pieces of
lodestone and a skein of silver wire costing 50 ample, a wizard wants to recharge a wand of
gp, both vanishing during the casting of the fire, which he doesn't know has 90 charges . The
spell.
DM rolls a 6 (that is, 1 d4 charges over), then a
Notes : Restricted to hedge wizards, savants, three, the wizard believes that it is safe to add
sages, and the occasional artificer ; very rare . 13 additional charges to the wand, when in fact
it is only safe to add 10 charges .
737
Reckless Dweomer, Nahal's
A device that is overcharged burns out, be- Reckless Dweomer, Nahal's
coming useless, unless it has a retributive strike See Nahal's reckless dweomer.
(such as a staff of power) . In this case, the ret-
Reconnect
ributive strike is triggered . In either event, the
(Evocation)
recharge spell ends immediately.
Level : 5
The material components are one cubic inch Range : Touch
of the material from which the device to be Components : V, S
recharged was fabricated (iron, silver, oak, and Casting Time : 1 turn
so on), and a sapphire worth at least 2,000 gp Duration : 1 hr ./level
through which the spell energy is funneled . Any Area of Effect : The caster
material components for the funneled spells are Saving Throw : None
required as well . The verbal component must in-
clude the command word that triggers the fun- This spell is used to re-attune a wizard to his
neled spell .
own magical powers following spellslaying.
Notes : Uncommon for enchanters and artifi-
cers ; otherwise, very rare . (Updated from The duration of the spell determines how long
DRAGON Magazine .)
this "reconnection" lasts . If the spellslaying
Die Caster's Estimate of
Roll Remaining Charges would have kept the wizard from casting spells
1-2 1 d4 charges under true maximum
3-4 Accurate estimate of maximum for longer than this spell's duration, the wizard
5-6 1 d4 charges over true maximum
cannot cast spells when the reconnect spell
The original spell level for recharge was ends . After that, the spellslaying has to run its
4th . The change to 6th is deliberate-a basic
requirement for recharging is the ability to course .
construct the original item.
This spell is one of the best kept secrets of the
Brotherhood of the True Flame and should not
be available to player characters-unless those
characters manage to discover the spell in the
course of an adventure . This would be a very
difficult undertaking and would certainly put
the character at odds with the Brotherhood of
the True Flame .
Notes : Common for arabian spellcasters
from the Brotherhood of the True Flame ; other-
wise, virtually unknown .
Reconstruction
(Alteration)
(Artifice)
Level : 6
Range : Touch
Components : V, S, M
Casting Time : 1
Duration : I rd . + 1 rd ./level
Area of Effect : 1 cu . ft ./level
Saving Throw : None
By means of this spell, a wizard can tem-
porarily restore or make whole a broken physi-
cal object, even if it is badly shattered and with
portions or parts missing . The item is fully re-
stored and can function normally for the dura-
tion of the spell .
The reconstructed item will stand up to
almost every test as identical to the original
73 8
Reflection
object-smell, touch, and physical properties . A
detect magic spell will reveal the spell's
dweomer, and a true seeing spell or equivalent
will show the item as truly broken .
A fragmented gold coin can be restored to
full size by this spell, as can a crushed gem . A
magical item restored will radiate magic (from
the spell) but will not regain lost magical prop-
erties . Attempts to render a repair permanent
with permanency, enchant a weapon, or similar
magics end the reconstruction spell immedi-
ately. A reconstructed item can be broken again,
which breaks the spell . At the end of the spell
duration, the item falls apart again .
Living things cannot be affected by a recon-
struction spell, nor can an unbroken item be re-
stored to the original form of its component
materials .
The material components of this spell are a
pinch of fine sand and a dollop of sticky sap or
gum
Notes : Very rare spell from the FORGOTTEN
REALMS setting . Known to be in The Alcaister
Recruitment wall, or hide a small pool by making it appear to
Athasian Dragon-King be a continuation of the ground or floor.
magic; psionic
component renders the Notes : Common for witches, uncommon for
spell uncastable by illusionists ; otherwise, very rare . (Updated from
wizards. DRAGON Magazine .)
Reduce Reflection
Reversed form, see enlarge . (Abjuration)
Reflected Image - Witch Level : 5
(Illusion/Phantasm) Range : Special
Components : V, S, M
Level : 1 Casting Time : 5
Range : 40 yds . Duration : 1 rd./4 levels
Components : V, S Area of Effect : The caster
Casting Time : 1 Saving Throw : None
Duration : 1 day/level
Area of Effect : Surface up to 20 ft . square By means of this spell, the wizard reflects all
Saving Throw : None harmful 1st- through 3rd-level spells cast at him
back upon the casters . The casters are allowed
With this spell the witch can cause any visual saving throws against their own spells, as ap-
image in her mind to form on a single suitable plicable . The duration of this spell is one round
reflecting surface . Mirrors are the obvious for every four full levels of the caster ; for exam-
choice, but a calm, still pool or lake can be used ple, the spell lasts two rounds for an 11th-level
as well . The image is static once formed, and wizard .
lingers for one day per level of caster before dis-
appearing-breaking the mirror or disturbing The spell also reflects all normal and magical
the water ends the spell immediately . missiles hurled at the wizard during the spell's
duration . The reflection spell does not affect at-
For example, the caster could disguise a tackers physically meleeing the wizard, nor
mirror by creating an image that matches the
73 9
Reflection - Witch
does it affect area spells not cast directly upon Casting this dweomer causes a golden hemi-
the wizard .
sphere to attach to the shield arm of the target
The material component is a small mirror.
Notes : Rare for abjurers ; otherwise, very rare individual . The magical shield bestows a +3 AC
(WoG) . Believed to have been originated in the bonus and reflects magical projectiles, includ-
Valley of the Mage . ing the following spells : magic missile (includ-
Reflection - Witch ing similar spells), Melf' s acid arrow, flame
(Abjuration) arrow, and Melfs minute meteors. In addition
Level : 9 the shield halves the damage of lightning bolts
Range : 0 that are hurled at its bearer. The direction of the
Components : V, S
Casting Time : 1 rd . reflection is rolled randomly (see table) .
Duration : 2 turns
Area of Effect : The caster Notes : Very rare spell . (Updated from
Saving Throw : None
POLYHEDRON Newszlne .)
This evil spell creates a shimmering cloud
around the caster, causing any magical attacks Die Roll Reflection
against her to be turned against the attacker. At- 1-2 Right front
tacks with normal weapons are not reflected . 3-4 Left front
Magical weapon attacks are reflected, as are the 5-6 Rear
physical attacks of innately magical creatures 7-8 Front
such as unicorns, fiends, or ki-rin . 9 To caster
10 Above
Spells, items, and spell-like abilities that
affect an area that includes the caster are also Regenerate
reflected, the caster's portion is returned to the The Red Wizards of Thay are rumored to have an
attacker as a magical bolt with the same effect 8th-level spell that duplicates the 7th-level priest
as the caster's share of the attack . spell, regenerate .
A reflected spell or attack affects the origina- Regenerate Self
tor normally. Attack rolls, saving throws, and (Necromancy)
damage are all determined as if the character or
creature was striking at itself . Naturally, if the Level : 1
creature is immune to its own attack (a red Range : 0
dragon wielding a wand offire, for instance), it Components : V, S
has nothing to fear. Casting Time : I turn
Duration : 12 hrs .
Divination spells are not reflected, but give Area of Effect : The caster
no reading . Spells of banishment operate nor- Saving Throw : None
mally, and a dispel evil spell negates the reflec-
tion instead of returning the witch to her home This spell bestows on the caster a number of 1
place . hit points equal to half the damage the caster in-
flicts in hand-to-hand combat (melee, nonmis-
Notes : Restricted to witches ; uncommon . sile, nonspell) . It does not otherwise cause
regeneration or restore life or limb . In no case
Reflectorum Arcana will this spell increase the caster's hit point total
(Abjuration, Evocation) above his or her normal maximum . This spell
effect cannot be transferred to another creature
Level : 5 in any way.
Range : 0
Components : S, M Notes : Known to the wizard Delsenora, of
Casting Time : 5 the Crystalmist Mountains in the WORLD OF
Duration : 3 rds . + 1 rd ./level GREYHAWK setting . (Updated from POLYHEDRON
Area of Effect : 1 creature Newszine . )
Saving Throw : None
740
Release Weapon
Reincarnation Rejuvenate
(Necromancy)
(Alteration)
(Earth)
Level : 6 Level : 5
Range : Touch Range : Touch
Components : V, S, M Components : V, S, M
Casting Time : 1 turn Casting Time : 1 rd .
Duration : Instantaneous Duration : Special
Area of Effect : Person touched Area of Effect : 5-ft./level radius
Saving Throw : None Saving Throw : None
With this spell, the wizard can bring back to
life a person who died no more than one day per This spell grants to an area of ground the
ability to support vegetation . In the case of
level of experience of the wizard before the ground made barren by defiler magic, rejuve-
nate negates the ground's sterility ; it can imme-
casting of the spell . The essence of the dead diately support vegetation . The spell can be cast
on any ground short of solid rock, including
person is transferred to another body, possibly sand, rocky sand or soil, or dust . The spell af-
fects the ground in a circle extending away from
one very different from his former body . Rein- the caster, who stands in the center of the area to
be revitalized . The radius of the circle is 5 feet
carnation does not require any saving throw, per level of the caster. The soil is enriched and
moistened, and a layer of fine grass emerges in-
system shock, or resurrection survival roll . The stantly. Defilers cannot cast this spell .
corpse is touched, and a new incarnation of the Once cast, the moist soil and grass are not
magical, and are subject to all natural forces .
person will appear in the area in 1d6 turns . The They will, however, survive a week in even the
worst of conditions. Rejuvenate will otherwise
person reincarnated recalls most of his former last until another defiler spell destroys the vege-
tation there .
life and form, but the character class, if any, of
The material component of the spell is a seed
the new incarnation might be different indeed . (of any type) and a drop of water.
The new incarnation is determined on the fol- Notes : Common for spellcasters from the
DARK SUN setting; otherwise, very rare .
lowing table . If a player character race is indi-
cated, the character must be created .
Very good or very evil persons will not be
reincarnated as creatures whose general align-
ment is the opposite .
The material components of the spell are a
small drum and a drop of blood .
Notes : Common spell (PH) . Optional rules
for creating humanoid characters can be found
in the DMG and The Complete Humanoid
Handbook.
Reincarnation Table Release Weapon
(Alteration)
1d100 Roll Incarnation
01-05 Bugbear
06-11 Dwarf Level : 1
Range : 30 yds .
12-18 Elf Component: S
Casting Time : 1
19-23 Gnoll Duration : Instantaneous
Area of Effect : 1 creature/5 levels
24-28 Gnome Saving Throw : Neg .
29-33 Goblin
34-40 Half-elf
41-47 Halfling
48-54 Half-orc
55-59 Hobgoblin Release weapon causes a weapon-wielding
creature to drop its weapon immediately. A suc-
60-73 Human cessful saving throw vs . spell means that the
spell had no effect . Unless aware of the caster,
74-79 Kobold an affected being will likely believe that he
dropped the weapon due to his own clumsiness .
80-85 Orc Recovering the weapon requires a full round,
unless the weapon was dropped into a pit, over a
86-90 Ogre
91-95 Ogre mage
96-00 Troll
74 1
Remove Curse
cliff, etc . For every five additional levels of the It is possible for a wizard to devise his own
caster, one more creature can be affected . Thus, curse, and it should be similar in power to those
a 6th-level wizard can disarm two opponents, an given (the DM has final say) . The subject of a
11th-level caster can affect three, and so on .
bestow curse spell must be touched . If the sub-
This spell applies specifically to weapons or
objects being used as weapons . It does not cause ject is touched, a saving throw is still applicable ;
other items to be dropped . if it is successful, the effect is negated . The be-
Notes : Common in the MYSTARA setting ; oth- stowed curse cannot be dispelled.
erwise, very rare .
Notes : Common spell (PH) .
Remove Curse
(Abjuration) Remove Disease
Reversible (Necromancy)
Level : 4 Level : 2
Range : Touch Range : Touch
Components : V, S Components : V, S, M
Casting Time : 4 Casting Time : 1 turn
Duration : Instantaneous Duration : Special
Area of Effect : Special Area of Effect : 1 person
Saving Throw : Special Saving Throw : None
Upon casting this spell, the wizard is usually The remove disease spell is most often used
able to remove a curse-whether it is on an
object, on a person, or in the form of some un- by charlatans without true healing abilities . It
desired sending or evil presence . Note that the merely removes a patient's symptoms, an effect
that the practitioner tries to pass off as a full
remove curse spell cannot affect a cursed shield, cure . Sometimes this leads to an incidental cure,
if the patient's symptoms only prevented rest or
weapon, or suit of armor, for example, although eating well, but more often the patient's condi-
it usually enables a person afflicted with a tion secretly worsens .
cursed item to be rid of it . Certain special curses
may not be countered by this spell, or may be All effects dealing with the affected person's
countered only by a caster of a certain level or physical appearance and perception of pain or
higher. A caster of 12th level or higher can cure discomfort vanish, but losses of hit points and
lycanthropy with this spell by casting it on the ability scores continue, as do system shock
animal form . The were-creature receives a checks and saving throws . Because the subject
saving throw vs . spell and, if successful, the can feel no symptoms, he usually takes no fur-
spell fails and the wizard must gain a level ther steps to deal with the illness and eventually
before attempting the remedy again . dies from a disease he might otherwise have
survived (for example, a pneumonia sufferer
The reverse of the spell is not permanent ; the with symptoms removed might go out into the
cold and damp to do a day's work, and suffering
bestow curse lasts one turn for every experience double pneumonia without realizing it) .
level of the wizard casting the spell . It causes The material component is a fertile egg from
one of the following effects (roll percentile an avian or reptile .
dice) :
Notes : Rare in the DRAGONLANCE setting ;
d100 Roll Result virtually unknown elsewhere . (Updated from
1-50 Lowers one ability of the subject to 3 DRAGON Magazine .)
(the DM determines which by
random selection)
51-75 Worsens the subject's attack rolls
and saving throws by -4
76-00 Makes the subject 50% likely per
turn to drop whatever it is holding
(or simply do nothing, in the case of
creatures not using tools)
74 2
Remove Disease
Krynn Lore : Remove Disease the truth was known some people were will-
During the Age of Darkness, true clerics ing to pay the cleric's price in order to get
were not to be found on Krynn, but false cler- relief from aches and pains they suffered,
ics took their place. Some renegade wizards even knowing that the disease itself might
used "miracles" to con-
vince people of their still affect them . Given
authenticity as messen- a choice between pain,
gers of the gods ; one nausea, fever, and the
such was the dangerous like while waiting for a
remove disease spell, possible recovery (or at
still seen on rare occa- least feeling comfort-
sions in isolated areas able during the wait),
of Ansalon . many sufferers of this
When this spell is Age were willing to pay
performed, the symp- the price, which was
toms of the patient are wildly variable, and
transferred to the mate- take the gamble . Some-
rial component-a one in a later Age who
freshly laid, fertile egg acquires a scroll in-
from any avian or rep- scribed with this spell
tile, including dragons . will likely have no
Depending on the quick way of knowing
severity of the symp- the spell's true nature (a
toms, the creature de- successful Intelligence
veloping within the egg check The false clerics
is likely to be disfig- wisely attempted to
ured but strangely not keep the nature of this
ill (such as a chick with spell secret, but even
all of the ly not ill (such where the truth was
as a chick with all of known some people
the physical symptoms were willing to pay the
of the plague but with- cleric's price in order to
out the plague germs get relief from aches
themselves, which still and pains they suffered,
covertly attack the pa- even knowing that the
tient) . disease itself might still
If the patient should affect them . Given a
die from the disease choice between pain,
before the false cleric nausea, fever, and the
can get out of town, the like while waiting for a
egg can be brought possible recovery (or at
forth and broken, with the pitiful creature least feeling comfort-
inside being blamed for the miscasting of the able during the wait), many sufferers of this
spell ("If the egg you villagers had provided Age were willing to pay the price, which was
me was truly fresh, this would not have hap- wildly variable, and take the gamble .
pened ." [crack!] "See The evidence of your Someone in a later Age who acquires a
mistake is to be seen in the contents of the scroll inscribed with this spell will likely
egg .") have no quick way of knowing the spell's true
nature (a successful Intelligence check after
The false clerics wisely attempted to keep three hours of study reveals the spell's actual
the nature of this spell secret, but even where effects .)
743
Remove Life Level - Witch
Remove Life Level -Witch This spell has two forms ; the caster can
(Enchantment) decide which form to use at the time of casting .
The first form renders one creature or object
Level : 6 undetectable by smell for the duration of the
Range : Touch spell . No saving throw is required.
Components : V, S, M
Casting Time : 6 In its second form, the spell is cast upon a
Duration : Special living creature, depriving it of its sense of smell
Area of Effect : Creature touched for the duration . An unwilling creature receives
Saving Throw : Neg . a saving throw vs . spell to avoid the effect .
While attacks such as stinking cloud incapacita-
This spell is a specialized curse, allowing the tion do not affect a being who cannot smell,
caster to temporarily remove one life energy caustic fluids still burn, thick clouds obscure
level from the chosen victim . If the victim is vision, etc .
wary, the caster must make a successful attack
roll ; otherwise, a mere touch is sufficient . The The material component is a sliver of soap .
victim receives a saving throw vs . spell with a Notes : Very rare spell . Known to be in the
-5 penalty ; failure means the loss of an experi- Cyclopedia Phantastica Vol .III. (Updated from
ence level for the duration of the spell . DRAGON Magazine .)
The victim loses one Hit Die and any applic- Remove the Instrument of Death
able level-based abilities such as THACO, A MYSTARA setting spell, aka release weapon .
saving throws, thief abilities, and spells . The in-
dividual functions at the reduced level, gaining Repel Undead
no experience until the spell ends . If used (Abjuration, Necromancy)
against a 1st-level character, the character be-
comes 0-level for the spell's duration . A 0-level Level : 7
character affected by the spell is slain if a saving Range : Touch
throw vs . death magic is failed ; otherwise, the Components : V, S, M
character sickens within a day and requires Casting Time : 7
complete bedrest for the spell's duration . Duration : 1 rd ./level
Area of Effect : 15-ft . radius around creature
If cast by a full witch coven, the duration is a
year and a day ; otherwise, it is a month . A wish touched
can undo the curse before the spell ends, and the Saving Throw : Special
caster can remove it at will (usually in exchange
for a service) . The casting of this spell is an evil This spell forces undead away from the recip-
act . ient's person . Undead that fail a saving throw
vs . spell at a -3 penalty are repelled from the
The material component is a coin taken in area (in places dedicated to evil, evil undead
payment for a betrayal . may save at a lesser penalty, -2, -1 ; or normally,
at the DM's discretion) .
Notes : Restricted to witches and evil en-
chanters ; uncommon . (Updated from DRAGON Affected undead leave at their best speed. If a
Magazine .) solid barrier prevents them from fleeing the
area, they are held at bay until the spell expires
Remove Smell or the protected creature moves away . The spell
(Alteration) effect remains centered on and moves with the
(Alchemy) creature protected .
Level : 3 Undead failing the saving throw but able use
Range : 60 yds . missiles or spells can do so, but they cannot op-
Components : V, S, M erate freely in the spell's area for its full dura-
Casting Time : 3 tion, regardless of the subsequent actions or
Duration : 1 turn/level status of the protected creature and regardless
Area of Effect : 1 creature or object of any attacks made against them .
Saving Throw : None or Neg .
An undead creature making a successful
saving throw vs . spell at a -3 penalty can take
normal actions for one round but must save at
the beginning of each and every round . Upon
744
Resist Injury - Old Empire
any failure to save, the spell forces the undead Notes : Very rare spell . Known to be in Zala's
creature to move directly away from the caster Book of Barriers aka Lakharemtolma Zalarem .
at full movement rate . (Updated from DRAGON Magazine .)
The material component of this spell is a bar Repulsion
magnet with a drop of the caster's blood on one
end and a fragment of bone or carrion placed on (Abjuration)
the other. (Force)
Notes : Very rare spell from the FORGOTTEN Level : 6
REALMS setting . Known to be in the Book of
Shangalar the Black. Range : 0
Repulse Metal Components : V, S, M
(Abjuration) Casting Time : 6
(Earth) Duration : 1 rd ./2 levels
Area of Effect : 10 ft ./level x 10 ft .
Level : 4 Saving Throw : None
Range : 0
Components : V, S When this spell is cast, the wizard is able to
Casting Time : 4 cause all creatures in the path of the area of
Duration : 7 rds . effect to move directly away from his person .
Area of Effect : 10-ft . wide path, 100 ft . long Repulsion occurs at the speed of the creature at-
Saving Throw : None tempting to move toward the spellcaster. The re-
pelled creature continues to move away for a
By manipulating unseen forces, the wizard complete round even if this takes it beyond the
creates waves of magical force that impel all area of effect . The caster can designate a new di-
metal within the area of effect and not solidly rection each round, but use of this power counts
anchored to move away from the caster at the as the caster's principal action in the round . The
rate of 30 feet per round . The spell also affects caster can, of course, choose to do something
nonferrous metals like gold and lead . Metal ob- else instead of using the repulsion attack .
jects on the wizard's person are not affected .
The material component for this spell is a
The force ceases 100 feet from the caster, so pair of small magnetized iron bars attached to
a sword 99 feet away is pushed only 1 foot two small canine statuettes, one ivory and one
before it stops moving . The wizard can change ebony.
the direction of the force at the beginning of
each round simply by pointing, or can keep the Notes : Common spell (PH) .
force focused in one direction from round to
round if he prefers . Metal-tipped missiles and Resilient Sphere, Otiluke's
hurled weapons are repelled automatically if the See Otiluke's resilient sphere .
spell is directed at the missile-firing characters
or creatures . Resist Energy Drain
The Red Wizards of Thay are rumored to have a
The repulsive force is proportionate to the spell that duplicates the 3rd-level priest spell,
amount of metal present . A character carrying negative plane protection .
or wearing more than one pound of metal must
make a successful saving throw vs . spell even to Resist Injury - Old Empire
hold his position, and succeed by a margin of 4 (Abjuration)
or more in order to advance towards the caster.
(Such an advance is adjudicated by the DM, a Level : 7
maximum possible movement of 30 feet is sug- Range : 0
gested .) The character suffers a -1 penalty to Components : V, S, M
the saving throw for every 10 pounds of metal Casting Time : 7
carried (round up), so a warrior in 75 pounds of Duration : 2 rds ./level
plate mail would suffer a -8 to his saving throw. Area of Effect: The caster
A character can avoid the check or reduce the Saving Throw : None
penalties by releasing metal items and allowing
them to fly away. This spell protects the caster from injury, so
that all attacks cause only half damage against
745
Resist Magic
him (rounded up) .
For instance, if a warrior inflicts 13 points of
damage with an attack against a wizard who has
an active resist injury spell, the attack is re-
duced to 7 points of damage . Attacks that allow
a saving throw for half damage, such as
-sapbeflirodgnath,iflcdamge
if the saving throw fails, or one-quarter damage
if it succeeds .
This spell does not help the caster against at-
tacks that charm, drain life levels, or totally de-
stroy (such as death or disintegration spells) .
The material component for this spell is an
amethyst or jade pendent, which must be worn
for the duration of the spell .
Notes : Rare spell . As a FORGOTTEN REALMS
Old Empire spell, initial exposure requires a
mentor or a read Southern magic spell .
Resist Magic
(Abjuration)
Level: 7 Resist Turning
Range : Touch (Abjuration)
Components : V, S, M
Duration : 2 rds ./level Level : 2
Casting Time : 7 Range : Touch
Area of Effect : 1 creature Components : V, S
Saving Throw : None Casting Time : 2
Duration : 2 rds ./level unless triggered
By means of this Cerilian spell, a wizard can Saving Throw : None
bestow temporary resistance to magic on one Area of Effect : 15-ft. radius
creature. The recipient gains 50% resistance to
lesser magic (all spells in the schools of divina- This spell protects undead creatures from
tion and illusion, as well as all spells of 1st and being turned or commanded by priests (includ-
2nd level) and 25% resistance to true magic ing paladins) . When a turning attempt is made
(everything else) . against protected undead, the DM secretly rolls
a single resistance roll . The resistance succeeds
When a wizard casts this spell upon himself, on a 1d20 roll of 16 or more, adjusted for the
the magic is more potent . The caster gains 65% difference in level between the caster and turn-
resistance to lesser magic and 40% resistance to ing priest. Successful resistance means the at-
true magic spells. tempt fails . For example, if the caster is 9th
level and the turning priest is 5th level, the roll
A protected creature that becomes the target needed to resist turning is 12 or better . A resis-
of a spell immediately rolls to see if the magic tance roll of 1 means the resistance fails, re-
resistance repels the spell . Failure still allows gardless of level difference .
any saving throw that might apply. Resist magic Once this protection is triggered, the spell
protects undead in its area for that round, then
has no effect on spells already affecting the ends . If not triggered within two rounds per
creature at the time it is cast . level of the caster, the spell ends .
The material components for this spell are a The caster can center this spell on himself, on
piece of string, a block of wood, and an unlit
candle .
Notes : Common on Cerilia, the BIRTHRIGHT
setting ; unknown elsewhere . This spell func-
tions only in the Cerilian setting .
746
Reveal Invisible
a particular creature or object, or on a fixed lo- Reveal Invisible
cation . The spell protects undead within 15 feet
of the focal point at the instant of the triggering (Divination)
turning or command attempt . The area is mobile (Province : Wind)
with its focus .
Level : 3
Notes : Restricted to necromancers ; rare . Range : 10 yds ./level
(Updated from POLYHEDRON Magazine .) Components : V, S
Casting Time : 6
Restoration - Red Wizard Duration : 5 rds ./level
The Red Wizards of Thay are rumored to have a Area of Effect : 15-ft . radius
9th-level spell that duplicates the 7th-level Saving Throw : None
priest spell, restoration .
This spell creates a sphere that no one can
Restore Mind see . Invisible beings and objects within the
Reversed form, see dismind. sphere are clearly revealed to all observers . Nat-
urally invisible, magically invisible, and psioni-
Restore Wood cally invisible creatures and objects are
Reversed form, see wood rot . revealed . The sphere has no effect on other illu-
sion/phantasm magics, however ; it won't by
Return to Sand itself reveal extraplanar, out-of-phase, or dis-
(Alteration) placed creatures-unless they are invisible .
(Province : Sand)
The caster can move the sphere 30 feet hori-
Level : 7 zontally and 10 feet vertically per round . Many
Range : 20 ft ./level casters choose to center the area of effect on
Components : V, S themselves, and then will it to remain there, al-
Casting Time : 3 lowing the sphere to move with the caster. The
Duration : 1 turn/level caster must decide where the spell is centered at
Area of Effect : 1 object or a 5-ft . x 5 ft . area the time of casting, and cannot change this later.
Saving Throw : Neg .
No saving throws are allowed against this
By using this spell the wizard causes a
normal item of metal, stone, or earth to return to
the sand from which it was made . The spell af-
fects a single item but can also target a 5 x 5 x
1-foot area if so desired .
The item receives a saving throw vs . spell if
carried by a creature ; otherwise, the base saving
throw is 17 . Failure means it immediately crum-
bles into sand. It will remain sand until the end
of the spell's duration, at which point it returns
to its original form . If the affected area is part of
a larger whole, when it returns to its original
form it will also return to the whole from which
it came . This occurs even if the sand has been
dispersed .
This spell has no effect on creatures of any
kind, including golems or other enchanted con-
structs . The return to sand spell has no effect on
magical items .
Notes : Common for spellcasters from an ara-
bian setting ; otherwise, very rare .
747
Reveal Magic
sphere, although it is destroyed instantly if the Revelation
caster is slain or loses consciousness . An invis-
ible being or object returns to invisibility when (Divination)
the reveal invisible spell expires or when the Level : 6
Range : Sight
area of effect moves on . Components : V, S
Notes : Common for spellcasters from an ara- Casting Time : 1 rd .
Duration : 1 rd .
bian setting ; otherwise, very rare . Area of Effect : 1 portent
Saving Throw : None
Reveal Magic
(Alteration, Divination) By casting a revelation spell, a wizard imme-
Level : 1 diately understands, in unerring detail, the com-
Range : Special plete meaning of an omen or portent. This spell
Components : V, S can be used only when the spellcaster sees the
Casting Time : 2 omen, and must be used while the portent is re-
Duration : 1 rd ./level
Area of Effect : Special mains visible . The revelation spell cannot pre-
Saving Throw : None
dict the future, except as indicated by the
With this spell, a wizard can make the hidden portent, nor identify what power sent the omen.
auras of magical spells and items visible to all, The spell only reveals the exact meaning of the
rather than personally viewing the same via omen.
detect magic. The spell can be cast two different Should a spellcaster attempt to use revelation
ways, each with distinct effects . to understand an unusual event that is not an
omen, the spell fails, although the caster does
A) Cast on an Area . The spell reveals all learn that there is no great importance to the
supposed sign .
magical radiations within a 10-foot radius, with
an additional 5-foot radius for every two levels This spell can be blocked by magic or by
of the wizard (for example, a 7th-level wizard powers of demigod status or greater, in which
reveals magic in a 25-foot radius area) . This case only the general nature of the blocking
casting is immobile . The intensity and type of forces might be revealed .
magic cannot be determined, as all magical
items and fields glow equally bright (akin to Notes : Uncommon for diviners ; otherwise,
torchlight) .
very rare . (Updated from Legends & Lore.)
B) Cast on One Item . The spell reveals the
Revelation of Auras
item's magical aura as flickering flames ; the (Divination)
higher the flames, the more powerful the magic .
The color of the flames grants the wizard a 10% Level : 5
chance per level to identify whether a certain Range : Touch
type of magic is present : alteration, conjuration, Components : V, S, M
etc . If a curse is present on the item, the magical Casting Time : 3 hrs .
flames are 20% likely to be black ; otherwise, Duration : Special
they just register the type of magic in the item . Area of Effect : 1 creature
Saving Throw : Special
Like detect magic, this spell is blocked by 11-oswthfailncedk,m
This spell is most often used as an adjunct to
thickness, or a yard or more of solid wood .
The spell was created by Dagsumn of Water- the distort life, ritual of twaining, and similar
deep, and was sold to the Watchful Order of spells related to magical breeding . It gives the
Magists & Protectors for guild membership and wizard a 10% per level chance to divine the
enough gold to buy a townhouse in Castle Ward . exact nature of one "aspect" of a creature under
Dagsumn also sells the spell on scrolls to inspection . (An "aspect,' is a creature character-
anyone with 500 gp . istic chosen by the caster : size, coloring, a detail
of external or internal structure, a special abil-
Notes : Common the City of Waterdeep, un- ity, etc .) The subject must be held perfectly still
common elsewhere in the FORGOTTEN REALMS so that the auras are stable to the inner eye . Any
setting ; otherwise, very rare . failed roll within 10% of success gives a wrong
748
Reverse Fossilization
result ; otherwise, it just fails . Reverse Animal Growth
The material component is an eagle's eye, Reversed form, see accelerate animal growth .
which the wizard must swallow . Reverse Flow
Notes : Very rare spell . (Updated from IMAG- (Alteration)
Reversible
INE Magazine .)
Level : 4
Revenance Range : 60 yds .
(Necromancy) Components : V, S
Casting Time : I turn
Level : 3 Duration : 1 hr./level
Range : 0 Area of Effect : 1/4 sq . mile/level
Components : V, S, M Saving Throw : None
Casting Time : 1 turn
Duration : Special This spell allows the wu jen to reverse the
Area of Effect : Undead within 15-ft. radius flow of any body of water within the area of
Saving Throw : None effect . A stream or river would run upstream, an
ocean current would flow in the opposite direc-
By means of this spell, the caster makes a tion, even a waterfall would fall up . The change
number of undead creatures immune to one of direction has no ill effects on the body of
turning attempt by priests, paladins, or others water. The primary use of this spell is to aid the
with this ability. The spell does not provide im- travel of vessels against the prevailing current or
munity from magical items such as the mace of upstream . However, the spell also reverses the
disruption nor to magical spells such as protec- flow of pumps, drains, water traps, and the like .
tion from evil .
The reverse of this spell, normal flow, returns
One undead creature can be protected per ex- the water to its normal condition .
perience level of the caster ; however, no single
creature with more levels or Hit Dice than the Notes : Common in oriental settings ; other-
caster can be protected. Affected creatures radi- wise, very rare .
ate a faint aura of magic .
Reverse Fossilization
The protection for an individual creature lasts (Enchantment)
until a turning attempt is made that would other-
wise turn or destroy it. Once a successful turn- Level : 3
ing attempt is blunted by the revenance spell, its Range : Touch
protection ends for that creature . The spell oth- Components : V, S, M
erwise lasts a maximum of 24 hours . The pro- Casting Time : 1
tection given by this spell is not cumulative with Duration : 5 rds ./level
itself; all effects end immediately when the pro- Area of Effect : Weapon(s) touched
tection is triggered . Saving Throw : None
The material components of this spell are a This spell causes stone weapons to become
flake of ash, a pinch of dust, and a drop of equivalent to their bone counterparts, cutting
blood. their attack penalty from -2 to -1 (damage is the
same). This spell is not as potent as stoneiron (see
Notes : Very rare spell from the FORGOTTEN later), but is far more common on Athas due to its rel-
REALMS setting . Known to be in the tome, Stud- ative simplicity. One large or two small weapons can
ies in Death . be enchanted by a single casting of this spell ; missiles
lose the dweomer when they hit a target.
Revenge, Prismal's
See Prismal's revenge . The material component of this spell is a piece of
fossilized bone .
Revenge, Purdue's
See Prismal's revenge . Claiming this spell is be- Notes : Uncommon for spellcasters from the DARK
lieved to be the cause of Blackwolf Purdue's SUN setting ; otherwise, very rare . (Updated from
demise. DRAGON Magazine .)
Reversal, Prismal's
See Prismal's reversal .
749
Reverse Gravity
Reverse Gravity Reverse Loyalty
(Alteration)
Athasian Dragon-King
Level : 7 magic ; psionic
Range : 5 yds./level component renders the
Components : V, S, M spell uncastable by
Casting Time : 7 wizards.
Duration : 1 rd ./level
Area of Effect : 30 ft . x 30 ft . Reverse Missile - Old Empire
Saving Throw : None (Abjuration)
This spell reverses gravity in the area of effect, caus- Level : 6
ing all unattached objects and creatures within it to Range : 80 yds . + 10 yds./level
"fall" upward . The reverse gravity lasts as long as the Components : V, S
caster desires or until the spell expires. If some solid Casting Time : 6
object is encountered in this "fall," the object strikes it Duration : 3 rds ./level
in the same manner as it would during a normal down- Area of Effect : The caster
ward fall. At the end of the spell duration, the affected Saving Throw : None
objects and creatures fall downward. As the spell af-
fects an area, objects tens, hundreds, or even thousands This spell reflects attacks from all missile weapons,
of feet in the air above the area can be affected .
including spells such as magic missile andMelf'sacid
The material components of this spell are a lode- arrow, and large missiles such as ballast attacks (but
stone and iron filings. excluding non-missile ranged attacks, such as firebal
and disintegrate spells) . The missile returns to strike
Notes : Common spell (PH).
the one who fired it, as long as that being is within the
Reverse Lifeline range of the spell . If beyond the range, then the missile
Reversed form, see accelerate lifeline . drops to the ground upon reaching the reverse missile
range limit. Reflected missiles attack the creature they
turn back upon as if launched by the original attacker.
Notes : Rare spell . As a FORGOTTEN REALMS Old
Empire spell, initial exposure requires a mentor or a
read Southern magic spell .
To determine the magical effects the reverse
missile spell affects, use the following criteria : a)
Is there a physical missile b) Does the original
attacker make an attack roll If the answer to
both is yes, then the spell applies. Magic missile
should be viewed as a special exception ; a non-
physical energy attack that would normally fall
outside the spell effect . Since it is included, all
spells that function as magic missile are also re-
flected . Since magic missile automatically hits, it
also does so when reflected .
Reverse Plant Growth
Reversed form, see accelerate plant growth .
750
Ride The Wind
Reverse Teleport of teleportation receives a saving throw vs . spell
(Alteration)
to avoid being retrieved, but regardless of the
(Dimension)
outcome, the helm's teleportation spell is ex-
Level : 8
Range : 30 yds . pended .
Components : V Notes : Common in the MYSTARA setting ; oth-
Casting Time : I
Duration : Instantaneous erwise, very rare .
Area of Effect : Special
Saving Throw : Neg . Revoke Lifeforce Exchange
Within one round of another's teleport spell, Reversed form, see exchange lifeforce .
a caster can use reverse teleport to instantly
Revoke Lifeforce Transfer
bring the teleporter back (including any individ-
uals who went with him) . The caster must be Reversed form, see transfer lifeforce .
within 30 yards of the teleporter's point of de-
parture or the spell fails . Revoke Lifeproof
This spell works on any teleportation spell Reversed form, see lifeproof.
that operates on a single plane (such as dimen- Ride the Wind
sion door, Drawmij's instant exit, the priest spell (Alteration)
word of recall, and so on), but may fail if the (Air)
subject has teleported into a heavily warded, Level : 2
magically turbulent, or magically dead area . Range : 5 yds ./level
The spell will not bring back a creature that has Components : V, S, M
plane-shifted or gone through a magical portal Casting Time : 2
Duration : I turn/level
(cubic gate, phase door, etc .), or used an alter- Area of Effect : 1 creature/level
native mode of transport (psionics, probability Saving Throw : Neg .
walk, and so on) . An individual wearing a helm
This spell allows creatures chosen by the
caster to become virtually weightless and be
lifted upon the wind . If no wind is present, this
spell has no effect . This spell can be cast only
on living creatures, and these must be within 30
feet of each other at the instant the spell is cast .
Affected creatures can control their altitude by
rising or descending at a movement rate of 2,
but are at the mercy of the wind for speed and
direction . Recipients can stop their forward
movement only by grasping something to
anchor themselves in place . Unwilling creatures
are allowed a saving throw vs . spell to resist the
effect .
Each creature and its equipment must weigh
less than 100 pounds per level of the caster .
Thus, a 6th-level wizard could affect six crea-
tures each weighing 600 lbs . or less .
The material components are a small handful
of straw and a dry leaf.
Notes : Uncommon spell (ToM) .
75 1
Rift
Rift Ring of Swords
Athasian Dragon-King
magic ; psionic (Alteration)
component renders the
spell uncastable by Level : 9
wizards . Range : 10 yds ./level
Components : V, S, M
Ring of Disintegration Casting Time : 1 rd.
(Alteration) Duration : Special
(Artifice) Area of Effect : Special
Saving Throw : None
Level : 6
Range : 30 yds . This ward establishes an area defended by an-
Components : V, S, M imated metal-bladed weapons, usually swords .
Casting Time : 6 The spell is often used by wizards to defend a
Duration : Instantaneous sanctum or sleeping area, but is expensive and
Area of Effect : 1 creature requires preparation . The spell range is the dis-
Saving Throw : Special tance from which the spell can be cast on the
prepared location (see Preparation) . A ring of
Another of the stolen spells of "Mycontil," swords typically has four or more blades, with
this one is also falsely claimed by Ramael the an upper limit defined by the caster's willing-
Reader. When cast, a tiny bit of annihilating ness to spend money on components .
matter is brought into existence, growing to the
form of a six-inch circlet at impact . A success- The spell causes the blades to levitate and
ful attack roll must be made by the caster, with a drift into a ring of any size desired, up to a max-
+4 bonus . The target creature is entitled to a imum radius of 10 feet per level, as set by the
saving throw vs . petrification . Affected crea- caster. They orbit slowly around the boundaries
tures suffer I d6 points of damage per level of of the invisible protected area, forming a pro-
the caster (to a maximum of 15d6), and also tected sphere (MV 9) . Intruders are attacked and
lose an appendage . pursued as far as 70 feet from the protected area .
Creatures that successfully save suffer half The protected area can be safely entered and
damage and no appendage is lost . Large crea- left repeatedly by the caster, and by any who
tures (size L or larger) are not subject to the loss were in the area at the time of casting . In addi-
of a limb, since the sphere is too small to affect tion, the area can be entered by anyone who cor-
them in that way. For purposes of determining rectly speaks a certain pass-phrase upon coming
which appendage is lost, roll at random (the within 10 feet of a warding blade . The pass-
head counts as an appendage) . phrase, set at the time of casting, must be at
least four words long . Authorized beings can
This spell can be very dangerous . On an even touch or handle the blades without activat-
attack roll of a natural 1, the caster must make a ing their magic . When released, a blade flies
saving throw vs . spell or fumble the throw, back to the ring to resume its place .
losing his own hand.
Another being assuming the caster's shape
The material component for this spell is a never successfully fools the magic . Any intruder
specially prepared silver bracelet worth at least who enters or reaches into the protected area
100 gp, with 1 gram of mithral worked into it. It (including casting spells into it) triggers the
is consumed in the casting . magic, and the swords then attack .
Notes : Rare in the FORGOTTEN REALMS set- When activated, the blades from a ring of
ting (most common in Halruaa, the Shining swords fly at a rate of 21 (Maneuverability
South) ; virtually unknown elsewhere . Class B) . They strike twice per round with a
THACO of 4 . The blades attack only those who
trigger them ; and an intruder's companion who
strikes at, tries to divert, or attempts to restrain
an activated sword instantly becomes a target,
as well . The swords cease attacking and return
to their drifting ring when all intruders have
perished or withdrawn more than 70 feet from
the ring .
752
Rip
The activated swords are AC 0 . One can be during spellcasting . The caster can even make
rendered inanimate by dealing it 29 points of the power erupt from a nonmagical ring, to fool
observers into thinking the ring bears a perma-
damage in melee combat . Swords rendered nent dweomer. The power manifestations only
inanimate are not damaged . The spell ends come forth from this one focus item, and the
spell is broken if the item is destroyed .
when all of the swords are rendered inanimate,
A dispel magic cast directly on the item has
destroyed (by disintegrate, rust touch, etc .), the no effect on the functioning of the ringweave
caster ends the magic by uttering the pass- spell except to prevent any power discharge for
phrase in reverse (only the caster can end the one round per level of the caster of the dispel
magic. The ring power is called forth by silent
magic this way), or 29 years to the instant have
act of will, but the wizard can perform no other
passed since the caster of the ring of swords spellcasting in the same round as the ring is
died . called upon. If the ring power is carefully called
A dispel magic has no effect on a ring of upon, the caster may well be able to conceal the
focus item, which can be positioned anywhere
swords other than to cause a single blade to fall in spell range . The caster need not be wearing
the focus item or be in contact with it .
inanimate for one round per level of the caster
This spell will not duplicate the following
of the dispel. Magical barriers can be thrust ring powers :
through the ring, but the swords seek to fly ® Spell storing,
around them, attacking ceaselessly. ® Any power from a ring with limited charges
The blades in a ring of swords often vary in (those from the DMG include : djinni sum-
moning, mammal control, ring of the ram,
size and shape, as the caster uses what weapons telekinesis, wishes [both], and wizardry),
are available . Magical blades retain their ® Any power from an artifact or relic (for ex-
powers, and always strike to inflict the most ample, the Ring of Gaxx) .
potent result . The spell preserves the blades ® Any power from a cursed ring .
from the elements and does not harm them in
Notes : Restricted to the Seven Sisters, their
any way . apprentices, and select Harpers ; very rare .
Preparation : The material component of the Rip
spell is one sapphire, of not less than 4,000 gp (Alteration)
value, for each blade . These are powdered ;
some powder is then touched to each blade and (Mentalism)
some is sprinkled at the center of the area to be
protected, whereon it vanishes . Any attempt to
use magic to substitute for or bypass the mater-
ial component causes the spell to fail .
Notes : Very rare in the FORGOTTEN REALMS
setting ; virtually unknown elsewhere .
Ringweave Level : 5
(Alteration, Evocation) Range : 20 yds . + 10 yds ./level
Components : V, S, M
Level : 9 Casting Time : 5
Range : 20 ft ./level Duration : I rd ./level
Components : V, S Area of Effect : 1 creature or object
Casting Time : I rd . Saving Throw : Neg .
Duration : 1 day/level
Area of Effect : Special This spell telekinetically moves part of an
Saving Throw : None object in one direction while moving the rest of
the object in a completely different direction .
This spell enables the caster to precisely du- The resulting tug tears the object into two sepa-
plicate a single power or function of a magical rate pieces, killing most creatures outright .
ring that the caster has previously used . The Creatures or objects weighing more than 1,000
caster need not possess the ring or have investi- lbs . are not affected . As the movement is not es-
gated its enchantments . The ring power func- pecially rapid, damage builds up slowly.
tions as many times as the caster has experience
levels (if called on that many times before the If cast on a creature, the first round the crea-
spell expires), and the ring power erupts from ture takes 2 hit points damage ; on the second, an
any single nonliving item chosen by the caster additional 4 ; on the third, an additional 6 ; and so
on . By the fourth round, the target has taken 20
75 3
Rising Colossus
hit point damage (2+4+6+8) . The spell has a Rising Colossus
maximum duration of one turn . (Evocation)
If cast on an object, the object requires a suc- (Artifice)
cessful item saving throw or be torn in half (see
table) . Level : 8
Range : 10 ft./level
As noted above, the movement is not espe- Components: V, S, M
cially rapid, and bystanders are in no danger Casting Time : 8
Duration : 1 rd./level
from flying debris . A dispel magic dissipates Area of Effect : Special
Saving Throw : None
the ripping force but does not repair damage al-
ready done. Once the rip is cast, further concen- This spell calls into being a large humanoid
tration by the caster is unnecessary . torso (head, shoulders, and arms) that seems to
rise up out of the ground in front of the caster,
The material component of this spell are two facing away from its creator . The colossus can
black gloves, without a speck of dust on them . be up to 100 feet in height, with a reach of up to
These gloves cost 10 gp a pair and are con- 80 feet . It can turn all around, but its base
sumed in the casting . cannot move from the location in which it first
appeared. It is AC -2, has 99 hit points . and at-
Notes : Very rare spell . (Updated from tacks targets (chosen by silent will of the caster)
DRAGON Magazine .) with its fists . It can strike once with each fist in
a round using the caster's THACO, and it deals
Material Save Material Save 6d8 points of damage per successful blow . It
Bone/Ivory 12 cannot pick up anything (for example, to lift
Cloth 18 Pottery 12 someone or something safely up to a high place)
Glass 14 except the caster and beings and items touching
Leather 10 Rock, crystal 5 the caster. It cannot grasp or constrict things
Metal 7 otherwise, only smash them.
Paper 19 Rope 9
A colossus looks like a bald-headed human
Wood, thick 8 with no recognizable features except a mouth. It
seems to be made of the same substance as the
Wood, thin 14 ground it appears from, although it is purely a
spell manifestation . It can roar out a word or a
Note : Oils and potions are not affected . phrase of up to six words that are whispered by
the caster during the spell's casting, as often as
desired. These words cannot be a spell incanta-
tion, and they do not issue forth if they are
words that trigger or activate any magic .
The usual use for a colossus is to smash a
way into or out of a structure or to shield the
caster from harm . Its sheer bulk can block vol-
leys of arrows, and it magically attracts to itself
all magic specifically meant for the caster such
as magic missile, feeblemind spells, and so on .
The spell effects are then visited on the colos-
sus, not the caster. Spells that normally rebound
from solid forms or burst, such as fireball and
lightning bolt, are drawn into its body so that
they do no harm to the surroundings .
Any blow landed on a desired target by a
colossus shortens the duration of its spell "life"
by one round. Any spell that strikes the colossus
also shortens the spell's life by a round, even if
the spell does not destroy the colossus form by
7 54
River of Sand
cumulative points of damage . When the spell over-exertion during rituals .
duration runs out (possibly in a considerably Notes : Restricted to sha'irs, common . Found
shortened period), or the colossus is destroyed
by accrued damage, the colossus simply fades most often in an arabian setting .
away.
The material components of this spell are a
ball of clay that fills the caster's palm and a bit
of string wire, or natural fiber.
Notes : Very rare in the FORGOTTEN REALMS
setting; virtually unknown elsewhere .
Ritual of Twaining River of Sand
(Evocation)
Lost spell. A complex and arcane spell of 4th
level, used in magical cross-breeding of dis- (Province: Sand)
similar natural species ; creating, for example,
a rabbit-lion, an owl-bear, or some similar Level : 8
creature. Components : V, S, M
Range : Special
A recommended substitute is to treat this Casting Time : 8
ritual as a prerequisite to breeding a specific Duration : 1 rd ./3 levels of caster
combination . The processes required to pro- Area of Effect : Cylindrical path, 20-ft. diameter,
duce the combination are discovered through
the spell research system (the ritual of twaining 80 feet long
rabbit and lion being the equivalent of a 4th- Saving Throw : Special
level spell in terms of time and monetary cost) .
This spell creates a snakelike "river" of sand,
The DM has the final say over what combina- 80 feet long, which barrels over obstacles in its
tions are possible or viable once created ; the path . To cast it, a wizard begins with a mouthful
wizard in this case is merely studying a promis- of sand . Then he whispers (or mumbles) an in-
ing lead. cantation, and spits the sand in the desired di-
rection . The expelled sand travels along the
For example, a rabbit-lion might be white, ground, picking up more sand as it goes, gather-
furry, and herbivorous, with 4 limbs, a mane, a ing size and strength . Within one round, it be-
quivery nose, long ears, big canine teeth, and a comes a roaring torrent .
manic depressive disposition . Such a "success-
ful " crossbreed might well die off in the wild . The river travels 40 yards per round . During
the first round, it has no destructive force, but it
The original text appeared in Imagine maga- can sweep any item up to the size of a small hut
zine, along with age animal, animal magnetism,
clone animal, distort life, hasten growth, and
several other spells of this type.
Ritual Strength - Shai'ir
(Alteration)
Level : 3
Range : Touch
Components : V, S
Casting Time : 3
Duration : 1 hr./level
Saving Throw : None
Area of Effect: Self
This spell is used by sha'irs to prepare them-
selves for the strenuous rituals they must endure
in order to improve their gen . As long as the
spell lasts, the sha'ir suffers no effects from ex-
haustion due to ritual performance . This spell
has no effect beyond protecting sha'irs from
755
Rodbane
or large wagon out of its path . Thereafter, the Rolling Road
river has the power to tunnel through dunes, de-
stroy structures, inflict siege damage as a ram, Athasian Dragon-King
and strike beings so hard that their clothes and magic ; psionic
hair are stripped away . component renders the
spell uncastable by
All items in the river's path must make a wizards .
saving throw vs . crushing blow or be destroyed .
Individuals in the river's path must make a suc- Rope Trick
cessful Strength check to retain items that are
carried or held . If an individual tries to move (Alteration)
out of the river's way, he must make a Dexterity (Dimension)
check . Success means that he's flung 1 d20 feet
aside, taking 1 d4 + 1 points of impact damage . Level : 2
Failure means that he takes the full brunt of the Range : Touch
river-a potentially fatal blow. All creatures Components : V, S, M
struck fully the river suffer 6d8 points of Casting Time : 2
damage . They must also make a successful Duration : 2 turns/level
system shock roll . If the system shock roll fails, Area of Effect : Special
they perish instantly . Saving Throw : None
The caster cannot choose to restrict a river of When this spell is cast upon a piece of rope
sand's length ; it always grows to 80 feet . Nor
can the caster change this juggernaut's direction from 5 to 30 feet long, one end of the rope rises
once it begins to flow. into the air until the whole rope hangs perpendicu-
lar, as if affixed at the upper end. The upper end is,
A mouthful of sand and the spittle it collects in fact, fastened to an extradimensional space . The
are the material components of this spell . spellcaster and up to seven others can climb up the
rope and disappear into this place of safety where
Notes : Common for spellcasters from an ara- no creature can find them . The rope can be taken
bian setting ; otherwise, very rare . into the extradimensional space if fewer than eight
persons have climbed it; otherwise, it simply stays
Rodbane hanging in the air (extremely strong creatures
might be able to remove it, at the DM's option).
(Abjuration)
Spells cannot be cast across the interdimen-
Level : 7 sional interface, nor can area effects cross it .
Range : 90 yds .
Casting Time : 1 Those in the extradimensional space can see out of
Components : V, S it as if there were a 3-foot x 5-foot window cen-
Duration : 4d4 rds . tered on the rope . Creatures in the extradimen-
Area of Effect : 1 device sional space will not run out of air while the spell
Saving Throw : Neg .
lasts .
Rodbane temporarily prevents the wielder of The persons in the extradimensional space must
a rod, staff, or wand from using the item's climb down prior to the end of the spell, or they
powers . The wizard casts the spell upon a char-
acter in physical contact with a rod, staff, or are dropped from the height at which they entered
wand . If the subject has more than one such
device, the caster must specify which one the the extradimensional space . The rope can be
spell targets . Should the wielder fail a saving climbed by only one person at a time. Note that the
throw vs . spell, the device in question will not
function for that character for 4d4 rounds . Wand rope trick spell enables climbers to reach a normal
wielders save at -6, staff wielders save at -4,
place if they do not climb all the way to the ex-
and rod wielders save at -2 . Rodbane has no tradimensional space . Note also, that creating or
taking extradimensional spaces into an existing
effect on other magical items . extradimensional space is hazardous . The spell is
Notes : Very rare spell, based on the MYSTARA
ineffective in any locale where extradimensional
setting spells wandband and itembane .
spaces are inaccessible, such as the Astral Plane .
The material components of this spell are pow-
dered corn extract and a twisted loop of parch-
ment .
Notes : Common spell (PH) .
756
Run - Old Empire
Ruby Ray of Reversal prismatic sphere . It cannot affect any magics or
situations other than those listed .
(Alteration)
The material component is a ruby worth at
Level : 7 least 1,000 gp, which crumbles to dust when the
Range : 10 yds ./level spell ends .
Components : V, S, M
Casting Time : 7 Notes : Very rare spell from the FORGOTTEN
Duration : Instantaneous REALMS setting . Known to be in the tome,
Area of Effect : Special Unique Mageries.
Saving Throw : None
Run
The ruby ray of reversal is a powerful spell
developed by Nezram the Transmuter to reverse (Enchantment)
the effects of other spells and situations . It har-
nesses the magical energy naturally occurring Level : 1
within a ruby, creating a beam that lances out in Range : Touch
a straight line in the caster's chosen direction . Components : V, S, M
Casting Time : 1 rd .
Upon contact with any of the following situa- Duration : 4 hrs . + 1 d4 hrs .
tions or spells, the ruby ray will correct the situ- Area of Effect : One or more persons
ation as listed, then wink out of existence . The Saving Throw : None
ruby ray can affect only one such item, creature,
or situation per casting . Situations and spells af- Only persons (cf . charm person : human,
fected by the ray include : demihuman, or humanoid of man-size or
smaller) in their natural form are affected by
® Webs (natural and mystical) or viscous this spell . The run spell enables the person to
globs immediately melt away, one patch of run at twice normal speed, up to a movement
webbing or glob totally vanishing . rate of 24 . This pace can be maintained for 5 to
8 hours without tiring . However, after so run-
® Mechanical or magical traps are automati- ning the individual must spend a like number of
cally sprung, affecting normally any crea- hours resting, as well as drinking plenty of liq-
tures or objects in their area of effect . uids and eating heartily.
® Knots are untied ; chains, straps, and other For every 2 levels of experience of the spell-
restrictive devices fall loose . caster, another person can be affected : at 4th
level, 2 persons can be empowered to run ; at 6th
® An entangling device or situation brought level, 3 persons ; etc . The spell is mostly used for
about by spells is negated and those affected quick travel by messengers, scouts, and others
are freed . who must travel far and quickly. Generally, it in-
creases a day's foot travel rate by 70% to 100% .
® A locked and barred door is opened upon
the ruby ray striking it . The material component of this spell is an
elixir made of spring water and the oil of 5 to 8
® A wizard locked or held portal is opened . beans of a spurge (caster oil) plant .
® A 1-foot-wide hole is opened in a wall of
force or ,force cage . The force structure is Notes : Uncommon spell . (Originally pub-
lished in Unearthed Arcana .)
not destroyed by the spell, but the hole may
allow escape and opens a channel for spells Run - Old Empire
to pass through .
® An illusion struck by the ray is dispelled im- (Alteration)
mediately.
® A transformed individual, whether turned to Level : 2
stone or polymorphed, is returned to his Range : 60 yds .
original state . A system shock roll is re- Components : V, S, M
quired if normally necessary. Casting Time : 2
® A magic jar spell is reversed, freeing the Duration : 2 rds ./level
controlled individual and returning the in- Area of Effect : 1 creature
truder to the magic jar Saving Throw : None
The ruby ray cannot pass through solid ob- This spell causes a single creature to run at
jects, nor effect creatures or items in other di-
mensions . It cannot pierce an antimagic shell or
757
Ruornil's Footprints
triple ground movement rate . Thus a creature Rusting Grasp
with a normal running movement of 12 has a (Alteration)
ground movement of 36 while under the effect (Alchemy, Water)
of this spell . This spell can affect most creatures
with legs, including horses and summoned crea- Level : 5
tures, but it is not cumulative unnaturally fast Range : 0
movement or with magic, such as, for example, Components : V, S, M
a quickling or creature affected by a haste spell . Casting Time : 5
Duration : 1 rd ./level
Creatures moving at their maximum move- Area of Effect : The caster
ment gain a +2 bonus to their Armor Class Saving Throw : Special
while under the effect of this spell . This spell
does not affect other movement rates, such as By casting this spell, the wizard gains the
flight, burrowing, swimming, and climbing . power to corrode ferrous metals and alloys at a
touch. Iron and iron-based alloys such as steel,
The material component is a rabbit's foot . meteoric iron, and adamantite are affected, but
Notes : Uncommon spell . As a FORGOTTEN noble metals such as gold, silver, and copper are
REALMS Old Empire spell, initial exposure re- not subject to reduction through rusting . Any
quires a mentor or a read Southern magic spell . ferrous metal touched by the wizard must make
an item saving throw vs . disintegration (usually
Ruornil's Footprints a 17 or better on 1 d20) or be destroyed . Magical
Reversed form, see Ruornil's tracks . arms or armor apply their bonus to this save, so
a sword +3 would gain a +3 to its roll . Other
Ruornil's Tracks magical metal items may receive a +1 to a +6
(Alteration) bonus based on the DM's estimate of their
Reversible power.
Level : 2 The wizard employs rusting grasp in combat
Range : Touch by simply touching the equipment of metal-
Components : V, S, M wearing characters or creatures ; a successful
Duration : 1 turn/level attack roll against the character's unarmored AC
Casting Time : 2 is required. If the armor touched fails its save,
Area of Effect : Special rusting grasp permanently destroys 2d4 points
Saving Throw : None of AC through corrosion . For example, plate
mail +2 (base AC 1) that fails its item saving
This alteration enables the recipient to leave in throw is reduced to a base AC of between 3 and
his wake the tracks of a native animal instead of 9.
his own, thus thwarting those who attempt to
track his movements . Those in pursuit can iden- Weapons are more difficult to grasp ; the
tify the true nature of the tracks only if they make wizard must make an attack roll against AC 4,
successful tracking proficiency checks with a -2 modified by the opponent's Dexterity, in order
penalty. to touch the weapon . A weapon failing its
saving throw vs . disintegration is destroyed . A
For every experience level above 3rd, the deliberate touch is required, the wizard doesn't
wizard can affect one additional creature . Thus, a corrode weapons simply by being hit.
5th-level wizard could affect himself and two
other individuals . The spell can affect creatures Against metallic creatures, rusting grasp in-
up to large size, so a wizard could prevent horses flicts 2d8+1 point of damage per successful
or other mounts from leaving identifiable tracks . attack . The spell lasts for one round per level,
and the wizard can make one touch attack per
The reverse of this spell, Ruornil's footprints, round .
causes affected individuals to leave deep, notice-
able footprints or other marks of passage in their The material component is an antenna from a
wake . These tracks can be followed easily by rust monster.
anyone .
Notes : Uncommon spell ( PO. SM) .
The material component of either version is a
handful of ashes sprinkled at the caster's feet . Rust to Metal
Reversed form, see metal to rust.
Notes : Common in the BIRTHRIGHT setting ;
otherwise, rare or very rare .
75 8
Rusting Touch - Witch
Rusting Touch - Witch A magical item of nonferrous metal is allowed a
(Alteration) saving throw vs . disintegration with a +2 bonus .
Level : 8 If this spell is used against a creature of living
Range : Touch or animated metal, the creature must make a
Components : V, S, M successful saving throw vs . death magic or be
Casting Time : 8 destroyed, suffering 3d8+3 points of damage if
Duration : 1 turn successful .
Area of Effect : Object touched
Saving Throw : Special If used in combat to destroy an opponent's
armor, a successful attack roll against AC 5 is
A witch who casts this spell gains the power required, adjusted for the wearer's Dexterity and
of a cursed touch that affects metals of any type magic-based adjustments to Armor Class .
with a highly destructive version of the rust
monster's touch . Normal ferrous metals-iron, Destroying a weapon wielded by an enemy is
steel, and various alloys-are destroyed in- more difficult, requiring an attack roll against
stantly ; nonferrous metals and alloys such as AC 4 adjusted for the wielder's Dexterity . The
gold, platinum, copper, and even brass are enti- witch must touch the item to be affected, not the
tled to an item saving throw vs . disintegration (a other way around, so she can be injured or killed
roll of 17 or higher on a d20) to avoid destruc- by opponents wielding steel weapons .
tion . Protection from evil effects adjust the
saving throw. The witch can affect as many items as she can
touch in the spell's duration . Unusually large
A magical item of ferrous metal is allowed a objects (1,000 pounds or more) may require
saving throw vs. disintegration at a -3 penalty, more than one round of contact to destroy, at the
modified by the item's magical enchantment . DM's discretion .
For example, a sword +1 has a base save of 17
with a total penalty of -2, saving on a 19 or 20 . The material component is a rust monster
scale .
Notes : Restricted to evil witches ; rare . (Up-
dated from DRAGON Magazine .)
759
Sacremon's Acid Wit
Sacremon's Acid Wit wall), it eliminates forward inertia . If the
(Alteration) effect is oriented horizontally (as a
floor), it eliminates downward inertia .
Level : 5 For example, if the effect is positioned verti-
Range : 30 yds . cally to prevent missile fire, a missile loses its
Components : V, S forward inertia when it hits the effect, then falls
Casting Time : 5 straight to the ground . Should the effect be an-
Duration : 3 rds ./level chored so the safe fall area is at an angle, it still
Area of Effect : 1 creature eliminates inertia in only one direction ; a safe
Saving Throw : None fall positioned closer to the horizontal would
eliminate only downward inertia, and one posi-
When this spell is cast, a large floating tioned closer to the vertical would eliminate
mouth, similar to a magic mouth appears and only forward inertia . If the spell is positioned at
follows the victim . The mouth criticizes, ha- exactly 45 degrees, the DM should randomly
rangues, insults, and berates the victim in the determine in which direction inertia is blocked .
An object's inertia is eliminated when any
victim's native tongue . If the victim is fighting, part of it touches the area of effect as long as the
weight of that object does not exceed 200
he suffers a -2 penalty to all initiative and pounds plus 200 pounds per level of the caster;
larger objects are unaffected . If the object falls
combat rolls, as he is distracted by the constant downward to hit the area of safe fall, its down-
barrage of verbiage from the mouth . The mouth ward inertia is harmlessly dissipated when it
is immune to physical attacks, although a dispel hits the area of effect ; for the distance from the
magic spell will destroy it . effect to the floor or ground, the object falls as if
it had begun falling at the safe fall area of effect .
Notes : Very rare spell . (Updated from Safe fall can be cast directly onto a floor, as
POLYHEDRON Newszlne .) long as it can still be anchored to vertical walls,
fences, or other objects on two opposite sides . If
Safe Fall this is done, a falling object's inertia is elimi-
nated instantaneously as it hits the floor, pre-
(Alteration) venting falling damage .
The material component of this spell is a
Level : 2 square inch of a close-woven net .
Range : 5 yds ./level Notes : Very rare spell from the FORGOTTEN
Components : V, S, M REALMS setting . Known to be in Darsson's
Casting Time : 2 Notes .
Duration : 2 rds ./level
Area of Effect : Up to 100 sq. ft . Safeguarding
Saving Throw : None (Abjuration)
Safe fall resembles the 1st-level wizard spell Level : 5
. feather fall, but is more versatile . The spell can Range : 0
slow the falling rate of any number of objects Components : V, S, M
(or creatures) that hit its area of effect ; it can Casting Time : 5
also deflect incoming missiles . Only solid ob- Duration : I turn + I turn/level
jects are affected by the spell . Area of Effect : 15-ft . radius
Saving Throw : None
Safe fall creates an invisible, magical sheet
that must be anchored to at least two solid, dia- Use of this spell protects the wizard and
metrically opposed points, such as opposite anyone in the area of effect from damage caused
walls . The precise dimensions of the spell's area by the rebounding of the wizard's spells. This
are chosen when the spell is cast, but the area includes damage from a fireball cast in an area
must be rectangular. The area must have sides of too small for its effects, a reflected lightning
at least 1 foot in length (acceptable dimensions bolt, or any other offensive area spell that over-
include 1 foot x 100 feet, 2 feet x 50 feet, 4 feet laps the safeguarding s area of effect . The pro-
x 25 feet, etc .) . A side's length cannot exceed
the length of any item to which the side is an-
chored .
Safe fall eliminates inertia in one direction,
either forward (horizontal) or downward (verti-
cal) . If the effect is oriented vertically (as a
7 60
Sand Form
tection is effective against spells of 7th level mediately. The recipient wills the sand body to
and lower. The protection does not apply to
damage from spells rebounded by any form of move and act, and can even cast spells through
magical spell turning or reflection . This spell it-all while his own body is safely up to 100
does not protect the wizard against damage
from spells or attacks cast by enemies or other miles away. The sand body resembles the recip-
party members .
ient as closely as a pile of sand can ; unless illu-
A wizard who has cast safeguarding is free to sionary magic is cast upon it, few will believe it
move and act normally. The spell's effect is to be living flesh.
always centered on him, regardless of his ac-
tions . Other creatures are free to enter and exit The recipient (who may be the caster) can
the area of effect .
see, hear, and sense through the sand form . The
An area-effect spell cast by the wizard takes
effect normally, but is negated within the area of form can fight, talk hoarsely, and carry things-
in fact, it can perform all tasks less exacting
the safeguarding spell . This applies only to area
spells centered outside the radius of the safe- than lock-picking, sewing, and similar handi-
guarding spell . If the wizard casts an offensive
area-effect spell within the area of the safe- crafts. It can even go adventuring and earn ex-
guarding, the protection is immediately negated perience points for its "master ."
and those within the area suffer full damage The recipient's mind functions in two places si-
from the spell. The wizard is free to cast nonof-
fensive area-effect spells and individually tar- multaneously-within the sand form, and
geted spells within the protected area .
within his real body. The real body can still
The material component is a piece of pre-
served skin from any creature that possesses sense (see, hear, smell, etc .) exactly as before,
natural magic resistance. even benefiting from enhancements such as a
Notes : Uncommon spell (ToM) . magical ring. The tradeoff is paralysis . Besides
Salamander's Seismic Seizure breathing, blinking, and moving his eyes, the re-
cipient cannot move his real body while the
Lost spell. This 6th-level spell was reputed to
cause a huge and temporary crack in the earth . sand form is animated . (A few friendly guards
Those falling in and unable to escape before it
closed perished. Its effects on structures re- are a wise precaution . So is a pleasant or strate-
mains unrecorded.
gic view.) The real body does not need to eat,
Sam Shock drink, or sleep . It heals damage as if resting, re-
gardless of the sand body's activity.
Sam Shock is a legendary wizard credited with
creating the following spells (from POLYHEDRON The recipient is vulnerable when his sand
Magazine) : capacitor farseer, farspeaker, flash- form is the target of magical and psionic powers
light, lightning rod, magic ear, and ozone cloud. that affect the mind . The sand form can be
Sand Form fooled by illusion spells to the same degree as
(Necromancy)
(Province: Sand) the recipient himself . They are of "like mind ."
Level : 9 Physical attacks against the sand form don't
Range : Touch damage the real body, but they do harm the sand
Components : V, S, M form . The form has a number of hit points equal
Casting Time : 1 turn
Duration : 1 day/level to the recipient's normal maximum (even if the
Area of Effect : Special
Saving Throw : None recipient is currently crippled) . The sand form
This spell enables an individual touched by has the recipient's natural Armor Class, too . It
the caster to animate a body made of sand im- can wear armor and carry weaponry, with the
same restrictions that apply to the recipient . The
sand body does not benefit from anything worn
or carried by the recipient's real body, however .
Cuts and bruises on the sand body are reflected
by crumbling sand. Otherwise, the sand body
can withstand attacks just as well (or as poorly)
as the recipient can normally. There are two ex-
ceptions : if the sand body is immersed in water
for more than a turn, or exposed to heavy rain
for the same time, it disintegrates . If the sand
form drops to 0 or fewer hit points or disinte-
grates, the owner must make a system shock
roll . Failure indicates that the real body also
dies .
The recipient of this spell can abandon his
link with the sand form at any time, without
761
Sand Gems
harm to himself. The sand form collapses into of sand, a drop of water, spittle or tears, and a
drop of blood or sap, to heal wounds . Applied to
loose sand and the recipient immediately re- the wounds, the components cure 2d4 points of
gains control of his real body . The same thing damage, but can't heal blindness, disease, in-
sanity, or ongoing poison effects : only physical
occurs when the spell ends, or if the sand form hurts .
moves beyond the 100-mile limit or to another Notes : Restricted to the desert mages of the
Anauroch region of the FORGOTTEN REALMS set-
plane . Anything carried or worn by the sand ting and those trained by them .
form simply falls to the ground .
Sand Jambiya
If the recipient of this spell wishes to teleport (Evocation)
later, note that locales visited by the sand form (Province : Sand)
will count at least as "seen casually ." While the Level : 1
Range : Touch
sand form is animated, the recipient also can Components : V, S, M
Casting Time : 1
direct it to "carefully study" a locale . Duration : 1 rd./level + l d6 rds .
The material components of this spell are a Area of Effect : 1 item
Saving Throw : None
fistful of sand and a hair or piece of skin from
the recipient . This spell turns a fistful of sand into a keen-
edged, dun-colored metallic blade, held firmly
Notes : Common for spellcasters from an ara- by the caster. Like an actual jambiya (a kind of
bian setting ; otherwise, very rare . dagger), it is double-edged and curved . The
blade can measure no more than twice the
Sand Gems length of the caster's own hand, nor weigh more
(Alteration) than five pounds . The caster decides the size .
The weapon is as hard as steel, but cannot be af-
Level : 7 fected by magnetic forces or heat, and it is not a
Range : Touch good conductor.
Components : V, S, M
Casting Time : 1 rd . The sand jambiya deals 1 d4+1 points of
Duration : Instantaneous
Area of Effect : Special damage . For determining which creatures or ob-
Saving Throw : Special jects are vulnerable to it, the blade is considered
a +1 magical weapon .
This rare spell turns a handful of sand into
1d12 real, permanent, cut and polished gems . A sand jambiya crumbles into loose sand
They are always amber or red in hue, and of any
type and size visualized by caster, so long as under the following conditions : when it's dis-
they are small enough to all fit in the caster's pelled, upon the caster's mental command, upon
closed fist . Their value is equal to I d6 x 1,000 the caster's death or loss of consciousness, or at
gp, regardless of their size . Each time this spell the end of the spell's duration.
is cast, the caster must make three saving throws
vs . spell . Each time one of these saving throws When combined with flying jambiya, this
fails, the caster permanently loses 1 hit point .
spell can create an airborne weapon .
Notes : Known to the desert mages of the Notes : Common for spellcasters from an ara-
Anauroch region of the FORGOTTEN REALMS set-
ting ; virtually unknown elsewhere . bian setting ; otherwise, very rare .
Sand Healing Sand Quiet
(Necromancy)
Aka sand whisper.
Level : 4
Range : Touch Sand Seal
Components : V, S, M (Alteration, Conjuration)
Casting Time : 4
Duration : Instantaneous (Province : Sand)
Area of Effect : 1 creature
Saving Throw : None Level : 3
Range : 20 yds .
This spell enables the caster to use a handful
762
Sand Slumber
Casting Time : 3 Attack rolls against the recipient suffer a -4
Components : V, S, M THACO penalty. The recipient's vision is not al-
Duration : Special tered by the spell .
Area of Effect : I doorway or similar portal
Saving Throw : None The casting of this spell requires a pinch of
dry sand and an eyelash, which are tossed into
When casting this spell, the wizard must the air.
throw a handful of sand at the doorway to be
sealed. When the spell is complete, sand swirls Notes : Common for spellcasters from an ara-
in the doorway, coalescing into a solid barrier . bian setting ; otherwise, very rare .
This magical barrier of sand has l d6 hit Sand Shroud
points per level of the caster and an AC of 8 . To (Evocation)
remove the sand seal, it must be attacked and its (Province: Sand)
hit points reduced to zero . If the attack roll is a
1, the weapon is shattered (a magical weapon Level : 6
receives a saving throw vs . crushing blow, ad- Range : 10 yds ./level
justed for its bonus) . If the weapon is a hand, Components : V, S, M
foot, or other natural appendage, the attacker Casting Time : 6
suffers 1 d6 points of damage . The sand seal can Duration : Instantaneous
be magically dispelled . The material component Area of Effect : 1 creature or object/level
of this spell is a small lump of wax . Saving Throw : None
Notes : Common for spellcasters from an ara- This spell causes sand or loose earth to open
bian setting ; otherwise, very rare . up under a target like a grave, and then swallow
it up instantly. Enough sand or earth must be
Sand Shadow present-for example, the spell works in a
(Illusion/Phantasm) desert setting or barren field, but not on culti-
(Province: Sand) vated land or solid rock . A target creature or
object must be dead, undead, or never have
Level : 2 lived . Its size must be "Large" or less . It is
Range : Touch buried 60 feet deep, without any mark or trace
Components : V, S, M on the surface of its grave .
Casting Time : 2
Duration : 3 hrs . Intelligent undead, animated magical items,
Area of Effect : 1 creature and creatures able to assume gaseous form are
Saving Throw : None imprisoned for only 2d8 rounds . The spell is
typically used to quickly hide treasure or the ev-
The sand shadow conceals one being com- idence of a fatal fight .
pletely as long as the recipient is mostly or
wholly in shadow. Only those using magical de- The material component of this specialized
tection can see him . If the recipient moves from magic is a lump of mud, clay, dried dung, or
shadow to shadow by crossing an unshaded other powdery substance, which is crushed
area, he suddenly appears in the light, then van- during spellcasting .
ishes again, and can do this repeatedly.
Notes : Common for spellcasters from an ara-
The spell lasts three hours . It cannot be ended bian setting; otherwise, very rare .
prematurely by will of the caster or the recipi-
ent . However, dispel magic ends the sand Sand Slumber
shadow effect when cast upon the recipient . A (Enchantment/Charm)
light spell also makes the recipient visible (Province : Sand)
again, but only while he remains within the
light's area of effect . A concealed recipient Level : 1
might also reveal his position by picking up an Range : Touch
object-which remains visible unless a separate Components : V, S, M
sand shadow spell is cast upon it . Casting Time : 1
Duration : 1 d4 + 2 rds .
The recipient can attack and be attacked Area of Effect : 1 creature
without disrupting the sand shadow spell . Saving Throw : Special
763
Sand Sword
This spell causes a magical sleep to come Sand Sword
upon a single, living being of any species, class, (Evocation)
or level, provided the individual normally needs (Province: Sand)
sleep . The spell cannot affect undead creatures
or magical constructs . It can, however, affect Level : 3
genies and extradimensional beings . Range : Touch
Components : V, S, M
The target creature is allowed a saving throw Casting Time : I
vs . spell . If the save fails, the creature instantly Duration : 1 rd ./level + I d6 rds .
sinks into a slumber for the duration of the Area of Effect : l item
spell, typically falling down and dropping held Saving Throw : None
items . This fall never awakens the creature, but
any subsequent violent impact or attack will do Like sand jambiya, this spell creates a keen-
so . Noises alone cannot rouse the creature . If edged, metallic blade that is as hard as steel, is
the save succeeds, the creature is merely unharmed by magnetic forces or heat, and is a
slowed just as if affected by the 3rd-level poor conductor all from a small parcel of sand.
wizard spell for a single round . In this case, however, the blade is larger, and
The material component of this spell is a cannot be coupled with the flying jambiya spell.
pinch of fine sand, cast into or sprinkled upon
the face of the being to be affected. In combat, a The sand sword can be as long as the caster's
successful attack roll is required to apply the arm, but still cannot weigh more than five
sand . pounds . The weapon deals 2d4 points of damage
per strike, and is considered a weapon of +1 en-
Notes : Common for spellcasters from an ara- chantment for purposes of what it can hit . It can
bian setting ; otherwise, very rare . be wielded by someone other than the caster .
A sand sword crumbles into loose sand if the
sword is dispelled, if the spell's duration ends,
or if the caster so wills . It also disintegrates
upon the caster's death, but not if the wizard
merely falls unconscious .
The sand sword can be created anywhere, if
about two pounds of sand-the material compo-
nent-are available . The sand can be reused .
Notes : Common for spellcasters from an ara-
bian setting ; otherwise, very rare .
Sand Tools
(Alteration)
(Province: Sand)
Level : 3
Range : Touch
Components : V, S, M
Casting Time : I turn
Duration : 4 + 1 d4 hrs . (maximum)
Area of Effect : Creates one or more tools
Saving Throw : None
Mechanicians developed this spell so they
wouldn't need to be without their special tools .
When cast, it magically, fashions a small tool set
(useful for working on mechanicals) from a
small area of sand .
The spell creates a number of standard tools :
hammer, wrench, screwdriver, crowbar, etc . All
these tools are formed from sand but have the
764
Sand Whisper
strength of iron . Additionally, they adjust their Area of Effect : I creature or item
size to fit the current need, making them quite Saving Throw : Neg .
useful by duplicating a wide variety of tool
sizes and uses . Thieves' tools cannot be dupli- This spell causes silence to reign in the area
cated in this way. immediately surrounding a touched item or
creature . The effects resemble those of the
However, these tools cannot be carried about
and used whenever needed . The spell ties them priest spell silence, 15' radius, but without the
into the task at hand, and when that task is com-
pleted the spell expires . Thus, while the spell area effect . The target is muffled : All sounds
may last seven hours, if the job the tools were emanating from the target including those
created for only takes three hours, the tools will caused by something striking it are transmit-
disappear at that time . Also, if anyone attempts ted far away and emitted in a random location
to use the tools as weapons, they immediately (defined below) . Likewise, sounds created by
dissipate . something held by or attached to the target are
randomly displaced.
The material component for this spell is a
small bagful of sand from which the tools can The recipient item or being is allowed a
be drawn as needed . saving throw . If the saving throw succeeds, the
spell fails and is lost . As usual, a recipient who
Notes : Common for spellcasters from an ara- wishes to be silenced (such as the caster him-
bian setting ; otherwise, very rare .
self) can waive his saving throw . Unlike the si-
Sand Whisper lence spell, sand whisper does not prevent the
(Alteration) recipient from speaking words of activation,
(Province: Sand) such as those for magical items . Nor does it pre-
vent him from uttering the vocal components of
Level : 1 spellcasting . The recipient's ability to cast a
Range : Touch spell is unchanged as long as that spell's effect
Components : V, S, M is not sound-based . (The shout spell, for exam-
Casting Time : I ple, won't work .) Noise-based attacks (such as
Duration : I rd ./level + I d4 rds . the wail of a banshee or roar of an androsphinx)
are not canceled . They still occur, but like any
sound, their effects are turned elsewhere .
Where, then, do the muffled sounds go They
emanate from random locations as far from
their actual source as 2d6 miles plus 1 mile per
level of the caster. The new location may lie in
any of the eight cardinal directions from the
source-north, south, east, west, and their com-
binationsbut not up or down . (The DM rolls
1d8 and assigns a direction to each result .)
Other individuals at these locations can hear the
sounds clearly. These (often confused) individu-
als are vulnerable to the effects of any sound-
based attack cast against the recipient .
Due to the injury, confusion, and annoyance
such errant sounds can cause, several local
emirs have forbidden the use of this spell within
20 miles of their palaces . Other rulers both
permit and enjoy these interruptions . If the
errant sounds appear interesting, the emirs may
send out guards or wizards to investigate . Ad-
venturers should check local customs before
casting sand whisper.
The material component of this spell is two
handfuls of sand, sprinkled upon the recipient .
In combat, a successful attack roll may be re-
quired to apply the sand .
7 65
Sand Worm
Notes : Common for spellcasters from an ara- Sand Worm : AC 6 ; MV 9 Br 12 ; hp As
bian setting and among the desert mages of the creature ; THACO 17 ; #AT 1 ; Dmg 3d4 ; SZ L .
Anauroch area of the FORGOTTEN REALMS set-
ting ; otherwise, very rare . Sandcone
(Evocation)
Sand Worm (Province : Sand)
(Necromancy)
(Province: Sand) Level : 4
Range : 30 yds .
Level : 8 Components : V, S, M
Range : Touch Casting Time : 4
Components : V, S, M Duration : Special
Casting Time : 8 Area of Effect : Cone 10 ft . deep/level with 10-
Duration : 6 turns/level ft. diameter/level
Area of Effect : I creature Saving Throw : None
Saving Throw : Neg .
With this spell a wizard can excavate a cone-
This spell turns the recipient into a "sand shaped area of sand at a location upon which he
worm" a man-sized, mouthless, mute, mottled concentrates . The base of the cone is toward the
thing that no longer needs to breathe, eat, drink, surface ; the tip points downward . Excavated
or eliminate . It can burrow through sand with sand (or dust) is transported to a random loca-
case to hide or sleep beneath the surface . The tion I d6 miles away. Often, the sand is dis-
worm can sense major temperature changes, persed in a windy gust . Only sand and dust are
such as nightfall on the surface above, but tem- moved ; rocks, plants, animals, and buried ob-
perature extremes do not harm it . jects remain in place . As a result, this spell
works best in regions of great expanses of sand,
While underground, its infrared sense also such as open desert.
allows it to detect warm-blooded creatures who
are man-sized or larger within 30 feet ; above The sandcone spell keeps the area clear of
ground the range is doubled . Transformation
into worm-form heals 2d4 points of damage for sand as long as the caster remains conscious
the recipient . A sand worm can wriggle on the and concentrating . When this ceases, sand falls
surface with a movement rate of 9 . It can wrig- in normally. The cone's magic does not prevent
gle at the same rate upon a sea floor or lake sand slides or collapses if another individual
bottom, though it can't swim . When burrowing begins excavating around the cone .
beneath the sand, its movement rate increases to
12 . The sand worm can carry objects up to the The sandcone spell enables the wizard to dig
size and weight of an armored man-provided
someone else ties the cargo to the worm . The toward anticipated water and uncover buried
worm has no limbs (or mouth) with which to beings or things . It can also create a prison or
hold anything . trap . For the last purpose, the caster can create a
pit in the loose sand beneath an enemy's feet .
A sand worm's Armor Class is 6 and its When the foe falls in, the caster deliberately
THACO is 17 . It can fight only by rolling over ends the magic, trapping the opponent at the
or slapping at an opponent with its bulk, inflict- bottom of the pit .
ing 3d4 points of crushing damage per round .
The spell recipient's intellect and senses are un- The material components of this spell are the
changed, but the worm cannot speak or cast hair of a desert rat (jerboa) and a pinch of sand .
spells . Further, the recipient cannot escape his
worm-form before the spell expires unless the Notes : Common for spellcasters from an ara-
bian setting ; otherwise, very rare .
caster wills it, or unless someone applies dispel
magic or a similar spell . Sands of Time
(Alteration)
The material component of this spell is any Reversible
live worm, which must be swallowed by the
caster. Level : 7
Range : 10 yds .
Notes : Common for spellcasters from an ara- Components : V, S, M
bian setting ; otherwise, very rare . Casting Time : 8
7 66
Sands of Time
Duration : 1 rd . letters or images are severely eroded ; form indi-
Area of Effect : Up to 10 cu . ft ./level cates that time has eroded away all but the basic
Saving Throw : Neg . form of the original stone or metal . The frac-
tions 1/2 and 3/4 tell when the item has lost that
With this spell, a wizard can reverse the ef- amount of its original mass . Dust means the
fects of aging and erosion on any nonliving, ma- original item is completely gone, eroded away
terial object . The degree of aging that can be to nothing .
reversed depends upon the level of the caster.
An 18th-level wizard could, for example, turn
The table also shows the average effects of even a pile of dust back into the new, clean
time and the elements on various materials piece of papyrus it once was, turn the crumbled
(items protected from the elements might take remains of a staff back to its original form, or
longer to erode, but use these times for all even restore a painted map on the wall of a
restoration) . Papyrus and wooden objects fade temple constructed of soft stone . This spell
over time, making it difficult, but not impossible cannot restore damage done to an object by any-
to read or identify surface features . Fragile ob- thing other than natural aging or erosion ; for ex-
jects must survive an item saving throw vs . fall ample, it could not recover a wand whose final
each time they are used ; brittle items must sur- charge was expended . Use the table as a guide
vive vs . crushing blow. Crumbled items are un- for other objects that don't exactly fit into these
usable but still identifiable as papyrus or wood ; categories .
dust is completely unidentifiable and unusable .
The reverse of this spell, accelerate erosion,
Stone and metal items wear away over time,
and their shapes smooth out until the item is allows the wizard to speed up the erosion of any
completely worn away . Paint indicates that arti- nonliving material object. In the example above,
ficial coloration is gone or unrecognizable ; the 18th-level wizard could turn a clean piece of
etching means carved letters or pictures are papyrus to dust, turn a new staff of wood into
worn away ; relief indicates that deeply carved crumbled pieces, or erase a painted map from a
wall of stone .
Sands Of Time Table
Time Effects on :
Level Reversed Papyrus Wood Soft Stone Hard Stone Metal
-
9 30 days Faded - - -
-
10 1 year Fragile - -- -
-
11 2 years Brittle Faded -- -
-
12 5 years Crumbled Fragile - -
-
13 10 years Dust Brittle -- Paint
-
14 20 years - Crumbled Paint - Etching
-
15 50 years -- -- Relief
-
16 100 years - Dust Etching - Form
-
17 200 years -- Relief Paint 1/2
-
18 500 years - Form -
3/4
19 1,000 years -- 1 /2 Etching -
Dust
20 2,000 years - 3/4 -
21 5,000 years -- Dust Relief
22 10,000 years -- --
23 20,000 years -- - Form
24 50,000 years -- --
25 100,000 years -- - 1/2
26 200,000 years -- --
27 500,000 years -- - 3/4
28 1,000,000 years -- --
29 2,000,000 years -- - Dust
30 5,000,000 years -- --
767
Sandspray
The material components for this spell are a The material component is a pinch of sand .
tiny hour glass (during the spell, the sands run Notes : Common for spellcasters from an ara-
up) or for the reverse, a miniature sundial that bian setting ; otherwise, very rare .
timed the passage of at least 1 year .
Sandstorm - Old Empire
Notes : Common for spellcasters from the (Evocation)
DARK SUN setting ; otherwise, very rare. Option-
ally, uncommon for chronomancers . Level : 5
Range : 10 yds ./level
Sandspray Components : V, S, M
Casting Time : 5
(Alteration) Duration : 1 rd ./level
(Province : Sand) Area of Effect : 60-ft . radius
Saving Throw : None
Level : 3
Range : 10 yds ./level By means of this spell, the caster creates a
Components : V, M vortex of violently churning sand . All creatures
Casting Time : 3 within the area of effect suffer 3d10 points of
Duration : Instantaneous damage . The sand blinds creatures while they
Area of Effect : I creature are in its area of effect, and there is a 50%
Saving Throw : 1/2 chance that any creature trying to move in the
area falls down . Torches and small fires are ex-
The sandspray spell causes a pillar of sand up tinguished by the storm .
to 30 feet high to erupt around one creature . The
blinding spray causes 1 d6 damage for every two The material component for this spell is a
levels of the caster (round down) and requires no fistful of sand .
attack roll . The creature is allowed a saving
throw vs . spell for half damage . Even a creature Notes : Uncommon spell . As a FORGOTTEN
that saves will be blinded by sand for 1d4+1 REALMS Old Empire spell, initial exposure re-
rounds . While blinded, the creature cannot cast quires a mentor or a read Southern magic spell .
spells and attacks with a - penalty.
Sandswallow
(Evocation)
Level : 9
Range : 1 yard/level
Components : V, S, M
Casting Time : 9
Duration : Instantaneous
Area of Effect : 20-ft . radius
Saving Throw : Special
This spell can be used only in an area of sand,
quicksand, mud, or bog . It causes a circular area
of the surface to suddenly collapse 30 down-
ward, so the surrounding sand or mud rushes in
to fill the hole . Any creatures in the affected
area must save vs . spell to "swim" and avoid
being buried (they finish atop the morass, re-
duced to half movement rate and lacking any
items they were holding ; these are buried) .
Buried beings can dig upwards 6 feet each
round in which they make a successful Dexterity
Check . After the second round of imprisonment,
any creature without a magical source of air, or
the natural ability to exist in rock (for example,
an umber hulk) suffers I d4 suffocation damage
768
Sathrah's Ingenious Recollection
per round . This continues until death occurs or Oared ships lose 2/3 of their base move-
the creature digs its way free . In the round in ment rate, and may be delayed l d6 rounds
which they emerge, buried creatures cannot after they leave the area if their blades
move from the spot in which they come up, and become fouled with weed . Rower fatigue
all attacks against them automatically hit . is doubled in the weed . For example, with a
base movement of 9, the effective move-
Notes : Known by the desert mages of the ment of an oared ship is only 3, and the
Anauroch area of the FORGOTTEN REALMS set- rowers will tire more quickly.
ting ; virtually unknown elsewhere .
Sathrah's Ingenious Recollection
Sargasso (Alteration)
(Alteration) Level : 9
Range : 0
Level : 4 Components : V, S
Range : 10 yds ./level Casting Time : I rd .
Components : V, S, M Duration : Instantaneous
Casting Time : I rd . Area of Effect : The caster
Duration : 5 rds ./level Saving Throw : None
Area of Effect : 10 x 10 ft ./level
Saving Throw : Special This potent spell allows the wizard to replace
spells he currently has memorized with others
This spell creates a mass of thick seaweed in of the same level from his spellbook . Spells al-
a body of water, making it difficult to sail ready cast cannot be replaced . The wizard can
through. The approximate depth of the seaweed exchange up to one spell level per experience
is 5 feet . The caster can create a 10 x 10-foot level in this fashion, so an 18th-level caster
mass per level-about 35 feet x 20 feet at 7th could exchange three 6th-level spells on the
level . Ships sailing through the weed have their spot, or two 5th-level and one 8th-level spell, or
speed diminished by 2 mph if they are sail-pow- any other combination up to his total number of
ered, or 3 mph if they are oar-powered . Ships re- experience levels that he likes .
duced zero speed or less are entangled (as the Those who know this spell usually can feel
safe memorizing whatever spells they want .
spell), and unable to move . At least half the After all, if those spells seem inappropriate for a
ship's length must be in the area of effect for its situation that develops, the character can
movement to be reduced . A large ship might not change them . For example, if a wizard planning
be affected by a small sargasso region, even if it to study all day memorizes read magic, con-
sume knowledge, and similar spells, then comes
sails right through .
Swimming creatures have their movement re- under attack by an invisible stalker, the wizard
can change these spells to a more appropriate
duced by 6 . Air-breathing creatures reduced to a offensive and defensive selection .
move of 0 or less must make a successful saving
throw vs . death or be trapped below the surface . However, this spell cannot always save a
wizard . Sathrah himself, one of the most self-
The material component of this spell is a important figures ever to teach at the Great
small amount of seaweed and a handful of live School of Glantri, recently fell 100 feet to his
brine shrimp, which must be tossed into the death from the roof of his tower presumably
water.
while trying to obtain fly. Some former stu-
Notes : Common in the Sea of Fallen Stars
area of the FORGOTTEN REALMS setting, uncom- dents were disciplined for snickering over the
mon for Sea mages ; otherwise, rare . tragedy, theorizing that Sathrah should have de-
veloped a faster method instead of an ingenious
If the Ships and the Sea rules are used, a one . The mighty wizard Sathrah preferred to
sailing ship loses 1/s of its base movement
rate during any round in which it moves call this spell Sathrah 's ingenious method for
the instantaneous recollection of dweomers and
through a sargasso region able to affect it . enchantments, but most scholars familiar with
Thus, a ship with a base move of 12 loses 4
in the weeds . If the sail-driven movement is
only 6, then the actual movement rate is 2 .
769
Sathrah's Ingenious Method of Instantaneous Recollection of Dweomers and Enchantments
the work have reduced this grandiose title to Satire - Bard
Sathrah s ingenious recollection . (Conjuration/Summoning)
Notes : Common in the MYSTARA setting ; oth- Level : 5
erwise, very rare . A PC using this spell should Range : Special
not be given unlimited time to consider his Components : V, S
choices . Casting Time : l-12 days
Duration : Special
Optional Rule : In tournament play (and Area of Effect : 1 individual
otherwise at the DM's option), the player Saving Throw : Special
must choose and physically (legibly)
record his new spells within 60 seconds, as The use of this powerful song is a bit tricky. It
timed by the DM, with failure leaving the reflects the ability of a high level bard to
original selection unchanged. ridicule a prominent public figure who behaves
incorrectly. The scandalous song has the effect
Sathrath's Ingenious Method of of halving its target's Charisma until he repents
Instantaneous Recollection of and atones for his actions . However, the target's
Dweomers and Enchantments actions must truly be objectionable in the pre-
vailing moral climate of the area (DM's deci-
A MYSTARA setting spell, aka Sathrath's inge- sion, based on the prevailing alignment of the
nious recollection . region) ; otherwise, the satire is unjust and the
bard's own Charisma is halved instead, until he
travels at least 50 leagues away, and does not
return to the region for one full year. While
singing nasty songs about the evil Duke is fun,
woe to the bard unlucky enough to be caught in
the act by the Duke's men .
The bard must perform publicly before a
sizeable audience, at least once per day for a
number of days equal to a secret die roll made
by the DM . The spell also requires the bard to
play upon his instrument, while singing, as the
verbal and somatic components of the spell .
Notes : Restricted to bards ; common .
Scalding Spout
(Evocation)
Level : 3
Range : 10 ft ./level
Components : V, S, M
Casting Time : 3
Duration : Instantaneous
Area of Effect : 1 creature
Saving Throw : 1/z
Holding out a hand palm forward, a wizard
casting scalding spout projects a high-pressure
stream of boiling water at a single target within
range . The caster must make a successful attack
roll with a +2 bonus to aim the blast . If he
strikes his target, the victim suffers 2d6 points
of impact damage, plus I d6 points of heat
damage for each level of the caster (up to 10d6
points of heat damage) . The target creature must
770
Scapegoat
roll two saving throws vs . spell : one to resist the Scapegoat
impact and one to resist the heat . Success for (Enchantment/Charm)
either save cuts that portion of the spell's
damage in half. If the caster misses with his Level : 4
Range : Touch
attack roll, the scalding spout may endanger an- Components : V, S, M
Casting Time : 4
other character near the target, at the DM's dis- Duration : 1 rd ./level
cretion . Area of Effect : 20-ft . radius around
The material component is at least 1 ounce of creature touched
fresh water. Saving Throw : Special
Notes : Common in the MYSTARA setting ; oth- When a wizard finishes casting this enchant-
erwise, very rare . ment on a living being, all those within a 20-
foot radius believe the being is to blame for all
Scalesnare - Hishna of their troubles . The affected creatures attack
(Alteration, Evocation) the enchanted being until the spell wears off, the
Level : 2 being dies, or a dispel magic is cast .
Range : 0
Components : V, S, M Those within the area are affected if they
Casting Time : 1 rd . have animal Intelligence or higher . Affected
Duration : Special creatures are allowed a saving throw vs . spell
Area of Effect : 1 creature each round to come to their senses . The caster is
Saving Throw : Neg . not affected by the enchantment .
This spell allows the caster to turn an ordi- The material components are a pinch of
nary snake skin into a tenaciously-grasping ten- goat's hair and a stone that is thrown in the
tacle of hishna magic . The artisan enchants the chosen target's direction.
skin by casting the spell upon it ; he has one turn
to use it . He must hurl it at a target creature Notes : Very rare spell . (Updated from
within 10 feet, striking the victim with any part POLYHEDRON Newszine .)
of the skin . All creatures are assumed to have an
Armor Class of 10 against this attack.
The scalesnare enwraps the target victim
with a successful hit, pinning its arms (or front
legs, if it is a four-footed creature) . The en-
snared creature can make no attacks with hands
or forelegs, and loses any Dexterity benefit to
Armor Class . A huge creature, or a large crea-
ture with ogre strength or better can ignore the
scalesnare attack .
The snare remains effective for a full day. It
cannot be cut by any nonmagical blade even
one of metal . A creature that can bite or slash
creatures vulnerable to weapons of +1 enchant-
ment or better can free itself in an amount of
time decided by the DM .
Notes : Restricted to practitioners of hishna
magic (the Maztica setting) ; common .
77 1
Scare
Scare magical limbo . The spell is sometimes used to
transmit secret messages .
(Enchantment/Charm)
(Shadow) Notes : Common for geisya in oriental set-
tings, uncommon for wu jen and ninja spellcast-
Level : 2 ers ; otherwise, very rare .
Range : 30 yds . + 10 yds ./level
Components : V, S, M Scatterspray
Casting Time : 2
Duration : 1d4 rds . + I rd ./level (Alteration)
Area of Effect : 15-ft . radius
Saving Throw : Special Level : 1
Range : 10 yds ./level
This spell causes creatures with fewer than 6 Components : V, S, M
Hit Dice or levels of experience to fall into fits Casting Time : I
of trembling and shaking . The frightened crea- Duration : 1 rd .
tures have a -2 reaction adjustment and may Area of Effect : 10-ft . radius
drop items held if encumbered . If cornered, they Saving Throw : Neg.
fight, but with -l penalties to attack rolls,
damage rolls, and saving throws . Upon casting this spell, the wizard can point
to any collection of small, unsecured items
Only elves, half-elves, and priests are al- grouped together within the spell's range and
lowed saving throws against this spell . This cause them to fly off in all directions simultane-
spell has no effect on the undead (skeletons, ously . The items fly 10 feet in random direc-
zombies, ghouls, and so on), or on upper or tions, rebound against the limits of the spell,
lower planar creatures of any sort . and bounce around inside the area of effect for
one round, damaging those caught in the area .
The material component used for this spell is
a bit of bone from an undead skeleton, zombie, No less than six items nor more than 14 can
ghoul, ghast, or mummy. be affected . The items can be no larger than
chicken eggs and are typically such things as
Notes : Common spell (PHB) . coins, marbles, gems, dice, or sling bullets .
Items in pouches or otherwise restrained are not
Scarf - Geisya affected, though those in an open pouch can be
affected by this spell .
(Evocation)
Creatures of size S generally take 1d6 points
Level : 3 of damage from the shrapnel, while those of
Range : 10 ft . size M take I d4 and those of size L and larger
Components : S, M are unharmed . A successful saving throw vs .
Casting Time : Special spell negates the damage . Small creatures flying
Duration : Special into a scatterspray must successfully save vs .
Area of Effect : 3 scarves/level spell or be grounded, unable to fly, for 1d4
Saving Throw : None turns . Size M or larger flying creatures are un-
harmed . Magical protections such as shield,
The geisya casts the first half of this spell wall of force, Bigby's hands, and protection
when a number of scarves are at hand-the from normal missiles will protect those within
casting requires one round . The scarves begin to from the effects of the spray . The caster is
vanish one by one ; the geisya can make three always unharmed by the spray, even if within its
scarves per level of experience vanish . The area of effect .
geisya casts the second part of this spell (which
takes another two rounds) when the scarves are The damage from the scatterspray spell as-
to reappear . The scarves can be maintained in sumes hard objects are used for missiles . Eggs,
the spell's "holding area" for up to one day, at fruit, and other soft objects can be used, but this
which time they automatically reappear around reduces damage by 2 points in all cases (down
the geisya . A successful dispel magic spell to a minimum of 0) . Spellcasting is not possible
makes the scarves reappear immediately. from inside a spray if the spellcasting opponent
fails a saving throw vs . spell .
The geisya pulls scarves from her sleeves, the
robes of her audience, another geisya's ear, etc . The material components of this spell are a
The scarves are not detectable when in this flint and steel or tinderbox .
7 72
Screen
Notes : Very rare spell from the FORGOTTEN
REALMS setting . Known to be in Briel's Book of
Shadows.
Scintillating Sphere
(Evocation)
Level : 3
Range : 15 yds . + 10 yds ./level
Components : V, S, M
Casting Time : 3
Duration : Instantaneous
Area of Effect : 10-ft . radius
Saving Throw : 1/2
This spell causes a grape-sized sphere to of him and another playing chess for the dura-
appear near the caster. The sphere than travels in tion of the spell, but he could not have the illu-
a straight line at high speed to a location in sight sionary chess players take a break, make dinner,
of the spellcaster . and then resume their game . He could have a
crossroads appear quiet and empty even while
Upon reaching this location, the sphere an army is actually passing through the area . He
pulses outward twice and then disappears . could specify that no one be seen (including
Damage is caused by the second pulse only, and passing strangers), that his troops be unde-
is electrical . Damage caused is l d6 for every tected, or even that every fifth man or unit
level of the caster, to a maximum of 10d6 (save should be visible . Once the conditions are set,
vs . spell for half) . Saving throws for items are they cannot be changed .
made vs . lightning .
Attempts to scry the area automatically
The caster choses the location by pointing at detect the image stated by the caster with no
the spot and speaking the distance for the saving throw allowed . Sight and sound are ap-
sphere to travel . The sphere pulses at the dis- propriate to the illusion created . A band of men
tance spoken . standing in a meadow could be concealed as an
empty meadow with birds chirping, etc . Direct
The material components are a small glass observation may allow a saving throw (as per a
sphere and a pinch of iron oxide . The compo- normal illusion), if there is cause to disbelieve
nents are consumed in the casting . what is seen . Certainly onlookers in the area
would become suspicious if the column of a
Notes : Common in the Halruua region of the marching army disappeared at one point to
FORGOTTEN REALMS setting (the Shining reappear at another! Even entering the area does
South) ; otherwise, very rare . not cancel the illusion or necessarily allow a
saving throw, assuming the hidden beings take
Screen care to stay out of the way of those affected by
(Divination, Illusion) the illusion .
Level : 8 Notes : Common spell (PHB) .
Range : 0
Components : V, S
Casting Time : I turn
Duration : I hr./level
Area of Effect : 30-ft . cube/level
Saving Throw : Special
This spell combines several elements to
create a powerful protection from scrying and
direct observation . When the spell is cast, the
wizard dictates what will and will not be ob-
served in the area of effect .
The illusion created must be stated in general
terms . Thus, the caster could specify the illusion
773
Scrollsee - Hishna
Scrollsee - Hishna rently occurring within the area of effect . Stand-
(Divination, Enchantment) ing outside a castle, a wu jen could scry into a
pool of water to see what is currently transpir-
Level : 2 ing within the walls of the castle .
Range : Sight
Components : V, S, M The spell provides a perfectly clear picture
Casting Time : Special and normal sound just as if the wu jen were pre-
Duration : Up to 1 turn sent where the scene is taking place . The com-
Area of Effect : 1-ft . x 1-ft . sheet munication is strictly one-way-the wu jen
Saving Throw : None cannot speak or otherwise influence the scene
he is observing .
The scrollsee spell allows the caster to record
Spells cannot be passed through this mirror.
the events occurring around him on a piece of The scrying is blocked by a thin coating of lead
parchment, and to have those events replayed as or gold that is at least 1/8-inch thick . Of course,
moving pictures some time in the future . The magical protections likewise prevent the opera-
caster must have a plain sheet of papyrus,
parchment, or smooth bark . As he casts the tion of a scry spell .
spell, he looks at the scene he wishes to record .
The casting can continue for up to a turn, The element used as a spell focus returns to
though it requires full concentration from the its original state at the conclusion of the spell .
caster-he cannot move, though he can be
transported in a smooth-traveling craft . Horse- Notes : Common in oriental settings ; other-
back riding, however, or a human-borne litter wise, very rare .
are too rough to allow sufficient concentration .
Sculpt Features
The picture can be replayed by a recasting of (Alteration)
the same spell, by the same or a different caster .
The image is lifelike, but its quality is affected Level : 3
by the material used for the spell . Also, the size Range : Touch
of the image is about a foot square, so tiny de- Components : V, S, M
tails are indiscernible . Casting Time : 5 rds .
Duration : Special
Notes : Restricted to practitioners of hishna Area of Effect : Creature touched
Saving Throw : Special
magic (the Maztica setting) ; common.
This cosmetic polymorphing spell allows the
Scry caster to physically alter the appearance of any
one creature touched, including himself. He
(Divination) cannot create new appendages or organs, lose
old ones, or otherwise alter basic body struc-
Level : 3 ture . The caster also cannot alter the subject's
Range : 0 basic mass . An unwilling and resisting subject
Components : V, S, M receives a saving throw vs . spell to negate the
Casting Time : 1 turn spell's effect .
Duration : 3 rds./level
Area of Effect : 1/3 mi ./level The caster is free to rearrange the subject's
Saving Throw : None mass to a considerable extent . He can, for ex-
ample, make the subject up to 10% taller or
This spell allows the wu jen to see and hear shorter than its original height or create the im-
events within the area of effect of the spell, de- pression that the subject has gained or lost up to
spite most obstructions . The spell requires a one third of its original weight .
large bonfire, a pool of still water, a mass of
clouds, a section of smooth natural stone, or a Beyond these limitations, the caster can alter
quiet grove (depending on the element, if any, the subject's appearance as he chooses . He can
favored by the wu jen) . make a man look like an elf, change a wolf into
a Great Dane, turn a freckle-faced little girl into
Upon casting the spell, the element forms a a haggard old woman, or cover a cow's hide
smooth polished mirror, unaffected by any out- with purple spots .
side disturbance . By concentrating on this
mirror, the wu jen can call forth any scene cur- A caster who wishes to duplicate the exact
features of a particular creature must possess
either skill with disguises or artistic ability as a
774
Seal Path
sculptor . An appropriate proficiency check is swimming up from below.
required (or an Intelligence check if the non- The material component of sea sight is the
weapon proficiency rule are not being used) . If
the check fails, the copy is imperfect . eye of an octopus or squid, which is destroyed
during the casting .
The effects of a sculpt features spell are cos-
metic only. No system shock roll is required to Notes : Common for spellcasters from an ara-
survive the change and no magic is needed to bian setting ; otherwise, very rare .
maintain the change once it is made . The sub-
ject of a sculpt features spell does not radiate Seal Mouth
magic and does not return to its original form
through death or a dispel magic spell . The sub- (Alteration, Enchantment/Charm)
ject's new features become its natural features .
Level : 2
The material components of this spell are a Range : 10 yds ./level
few drops of doppleganger blood and a pow- Components : V, S, M
dered moonstone worth no less than 50 gp . Casting Time : 1
Duration : 2 turns/level
Notes : Very rare spell . (Updated from Area of Effect : 1 creature
POLYHEDRON Newszine . ) Saving Throw : Neg .
Sea Sight This spell prevents a person from being able
to speak against the caster. A subject who fails a
(Divination) saving throw vs . spell is unable to say anything
(Province: Sea) that he believes to be insulting, critical, or oth-
erwise defamatory about the caster-if he tries,
Level : 1 his lips seal shut and no words come out . This
Range : Touch seal cannot be dispelled, but a remove curse is
Components : V, S, M effective .
Casting Time : 1
Duration : 2 rds ./level The spell's material component is a mouse
Area of Effect : I creature hole, sealed with pitch .
Saving Throw : None
Notes : Common for evil witches, uncommon
The recipient of this spell gains the ability to for enchanters ; otherwise, very rare .
see beneath the waves almost as easily as he can
on land . His range of vision underwater be- Seal Path
comes twice what it is normally . (See the Un-
derwater Combat rules in the DMG for details .) (Abjuration)
For example, the base range of sight for charac- Reversible
ters is normally 50 feet in fresh water and 100
feet in sea water ; with this spell, it becomes 100 Level : 5
feet and 200 feet, respectively . Modifications Range : 10 ft./level
for depth, underwater vegetation, and darkness Components : V, S, M
still apply. For example, at a depth of 50 feet in Casting Time : 5
fresh water, a character can normally see 10
feet ; with this spell, he can see 20 feet . Duration : Permanent
More important, sea sight enables a recipient Area of Effect : 1 wizard
who is above the waters' surface to stare down Saving Throw : Neg .
into without the problems of refraction and re-
flection . His range of vision equals his usual The wizard affected by this spell can learn no
base range (doubled by the spell), minus his dis- more spells in a path, such as a school or other
tance above the water . There is no depth penalty, specialty (chosen by the caster from among
but rules for darkness and vegetation still apply . those the caster knows the target follows), until
For example, an ocean-faring character can nor- this spell is removed . A targeted wizard who
mally see up to 200 feet underwater with this fails a saving throw vs . spell by 4 or more also
spell . If he stands on a ship deck 20 feet above suffers the effects of a close path spell affecting
the water, he can still see 180 feet below the sur- the same path for the remainder of the day.
face . In this way, he can watch for attackers
A wizard who makes the saving throw by
more than 4 can reflect the spell back at the
caster . The caster is entitled to a saving throw
against the weakened, reflected spell with a +4
775