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Published by archangel777, 2022-05-30 19:57:04

Wizards Spell Compendium Volume 3

Wizards Spell Compendium Volume 3

Searing Serpent

bonus ; if he succeeds there is no effect, but if he
fails the spell affects him normally. The spell
cannot be reflected more than once .

The seal on the chosen path can be removed
only by an open path spell (the reversed form of
seal path), a limited wish, or a wish spell .

The material component is a shining seal
made of a special alloy of lead and mithral . The
seal is inscribed with the victim's name or sigil .
Its cost is not less than 1,000 gp, and it disap-
pears when the spell is cast .

The reversed form, open path, removes the
effect of a seal path spell . The material compo-
nent is the same .

Notes : Very rare spell . (Updated from
DRAGON Magazine .)

Searing Serpent
(Conjuration/Summoning)
(Fire)

Level : 3
Range : 30 yds .
Components : V, S
Casting Time : 2
Duration : 2 rds . + 1 rd ./level
Area of Effect : Special
Saving Throw : Special

Use of this spell conjures a serpent composed
of writhing flame from the Elemental Plane of
Fire . The serpent appears anywhere within the
spell's range . It can be moved at a rate of 15 if
concentration is maintained and the serpent re-
mains within the spell's range . The serpent
strikes using the caster's THACO, causing 1d8
points of fire damage per successful strike . The
serpent also sets fire to flammable items that its
body contacts (wooden floor, bed, carpets, etc .),
requiring a saving throw vs . normal fire for
every round of contact . For every additional
round after the first that an item is fully exposed
to the serpent's flame, a -I penalty is applied to
the save, to a maximum of-3 .

Items on a target, such as clothing, are also
required to make an item saving throw . This
spell cannot be cast underwater . It is easily ex-
tinguished by as little as a quart of water (a suc-
cessful attack must be made against the serpent,
using the wizard's Armor Class, for the water to
extinguish the serpent) .

Notes : Rare for conjurers and fire mages ;
otherwise, very rare . (Updated from DRAGON
Magazine .)

776

Secure

Secret Chest, Leomund's cated with is named when the spell is cast and

See Leomund's secret chest . must be within hearing and visual distance of

Secret Page the caster. By means of secret signs, the caster

(Alteration) can communicate a complete thought of 25

(Geometry) words or less through a single gesture, utter-
ance, or even the placement of an object . The
Level : 3 message is understood by the creature regard-
Range : Touch
Components : V, S, M less of language, although the interpretation of
Casting Time : 1 turn
Duration : Permanent the message is another matter.
Area of Effect : 1 page, up to 2 ft . sq .
Saving Throw : None The wu jen could, for example, wave his hand
in the air transmitting the message, "Come see
When cast, a secret page spell alters the
me when all are asleep," or place a scroll on the
actual contents of a page so that they appear to
be something entirely different . Thus, a map can table in such a way to say, "Leave now and wait
be changed to become a treatise on burnishing for me to contact you ." Obviously, the recipient
ebony walking sticks . The text of a spell can be of the message must be able to see and hear the
altered to show a ledger page or even another
wu jen clearly for the spell to work . The secret
form of spell . Confuse languages and explosive signs spell cannot be used to trigger or deliver
runes spells can be cast upon the secret page,
but a comprehend languages spell cannot reveal other spells of any type .
The spell has no component other than the
the secret page's contents . The caster is able to
reveal the original contents by speaking a com- somatics of the specific method used to send
mand word, perusing the actual page, and then
returning it to its secret page form . The caster the message . Thus, this spell might be used even
can also remove the spell by double repetition when the wu jen is bound and gagged .
of the command word . Others noting the dim
magic of a page within this spell cloaking its Notes : Common in oriental settings ; other-
true contents can attempt to dispel magic, but if wise, very rare .

it fails, the page is destroyed . A true seeing spell Secret Word, Odeen's

does not reveal the contents unless cast in com- See Odeen's secret word.

bination with a comprehend languages spell . An Secure
erase spell can destroy the writing .
(Alteration)
The material components are powdered her-
ring scales and either will o'wisp or boggart Level : 5
essence . Range : Touch
Components : V, S, M
Notes : Common spell (PHB) . Casting Time : 5
Duration : Permanent
Area of Effect : 10 sq . ft ./level
Saving Throw : None

Secret Signs By casting this spell, the caster makes a door,
(Alteration)
chest, or portal proof against being opened or
Level : 1
Range : 0 passed through by any means short of physical
Components : S destruction of the door or chest . The portal,
Casting Time : 1 door, or chest cannot be opened by anyone, in-
Duration : 1 rd .
Area of Effect : Caster and one other cluding the caster himself. A dispel magic spell
Saving Throw : None can bring the secure spell to an end and a lim-
ited wish will end it, but otherwise the door or
This spell creates a secret method of commu-
nication between the wu jen and one other intel- chest cannot be opened normally again .
ligent creature . The creature to be communi-
The door or chest is protected from all physi-

cal attack for a number of rounds equal to the
caster's level . After that, the door or chest can be
broken physically but retains a number of other

protections : It cannot be damaged by fire, cold,

or electricity, nor can its object be affected by
spells that would change the nature of the area

777

Secure Shelter, Leomund's

of the spell effect : vanish, reduce, dig, or trans- Seduction I -Witch
mute rock to mud. Such spells do not have any
(Enchantment/Charm)
effect on the door or chest .
Level : 1
A knock spell does not open a secured area, Range : 60 yds .
though chimes of opening do . Glyphs, explosive Components : V, S
runes, and symbols cannot be cast upon an area Casting Time : 1
protected by a secure spell ; they immediately Duration : I turns
Area of Effect : 1 male human, demihuman, or
detonate or take effect if the attempt is made . A humanoid
portal protected by this spell can be bypassed by Saving Throw : Special

dimension breaching magic such as dimension Any male human or demihuman affected by
door or by entering the Ethereal Plane . Such this spell casts aside all weapons, armor, and
clothing in an attempt to seduce the witch ; a
movement does not alter the security of the male humanoid becomes a fanatical guardian
portal . The area protected by this spell radiates a and protector, instead . The victim is allowed a
strong aura of alteration magic . saving throw vs . paralyzation .

The material components of this spell are a The level of the seduction spell (I through
small piece of iron and a semiprecious gem-
stone of any type . VIII) and the witch's Reaction Check adjust-
ment for Charisma are applied as penalties to
Notes : Very rare spell from the FORGOTTEN the subject's saving throw . Wisdom adjustments

REALMS setting . Known to be in Orjalun's Arba- and any resistance to charm spells apply as well .
tel.
Warriors who are true to strict codes of chastity
Secure Shelter, Leomund's or virtuous behavior gain a +4 bonus to resist
See Leomund's secure shelter . the spell's effect . (At the DM's discretion, a
character with the opposite habits might receive
Seduction -Witch a penalty of -1 to -4 .) For example, a witch
with a Charisma score of 16 (Reaction Check
This series was originally presented in
an early DRAGON Magazine article detail- adjustment of -5) using seduction III (penalty
ing an NPC class, the Witch . Designed for
a combat-oriented playing style ; the classic of -3) creates a saving throw penalty of -8 .
encounter was the disarming of the hero A human or demihuman character who fails
before a trap was sprung . This update
brings the spell more into line with con- to resist first discards his gear, then approaches
temporary play. the witch with romance in mind, regarding her
as a beloved paramour ; note that it may take
The saving throw vs . spell is changed to several rounds to get rid of plate mail or other
one vs . paralyzation . This give the witch heavy armor. The witch can exercise the influ-
about a 50% chance of success (assuming a
Charisma in the "High" range) against ence of the charm person spell over him, but
characters of equal level (though warriors
and rogues will fare somewhat less well . . .) . about the only course of action that seems rea-
sonable to the subject is to passionately em-
DMs preferring the original version can brace the caster . If the witch wishes, she can
simply substitute a saving throw vs . spell, then attack (or have her allies attack) the un-
broaden the warrior code bonus to all armed and unarmored subject . If harmed by the
groups, and restrict the spell to affect male witch's minions, the victim immediately gains
humans and half-elves only. another saving throw to escape the witch's influ-
ence . If the witch herself injures him, the spell
is immediately broken .

The seduction I spell lasts for two turns, or

until broken by attack . When the spell ends, the
subject regains his senses, requiring one to four
rounds to re-arm and re-equip himself, depend-
ing on the type of armor worn .

Notes : Restricted to witches (common) and
female enchanters (uncommon) .

77 8

Seduction IV - Witch

Seduction I-VIII Seduction III -Witch

Charisma Reaction Adjustments (Enchantment/Charm)

Charisma Adj . Charisma Adj . Level : 3
1 -7 13 +1 Range : 60 yds .
2 -6 14 +2 Components : V, S
3 -5 15 +3 Casting Time : 3
4 -4 16 +4 Duration : 3 turns
5 -3 17 +5 Area of Effect : 1 male human, demihuman, or
6 -2 18 +6 humanoid
7 -1 19 +7 Saving Throw : Special

8-12 0 20+ +1/point This spell resembles seduction I and II in
most respects, with a base -3 penalty to the
Seduction II -Witch saving throw vs . paralyzation, and a duration for
the charm effect of 3 turns . The witch's Reac-
(Enchantment/Charm) tion Check adjustment for Charisma is a penalty
to the saving throw. Chaste or virtuous warriors
Level : 2 gain a +4 bonus to their saving throws . Resis-
Range : 60 yds . tance to charm spells can negate the spell .
Components : V, S
Casting Time : 2 A human or demihuman male who fails to
Duration : 2 turns make a saving throw vs . paralyzation discards
Area of Effect : I male human, demihuman, or his gear and approaches the witch with romance
humanoid in mind, regarding her as a beloved paramour ; a
Saving Throw : Special male humanoid becomes a fanatical guardian
and protector, instead .
This spell resembles seduction I in most re-
spects, with a -2 base penalty to the saving A male human or demihuman who fails to
throw vs . paralyzation, and a duration for the resist is effectively charmed, but with a roman-
charm effect of 2 turns . The witch's Reaction tic bent . The victim immediately gains another
Check adjustment for Charisma is a penalty to saving throw to escape the spell if injured or
the saving throw. Chaste or virtuous warriors harmed . If the witch herself injures him, this
gain a +4 bonus to their saving throws . Resis- spell is instantly broken .
tance to charm spells can negate the spell .
The seduction III spell lasts for three turns, or
A human or demihuman male who fails to until broken . When the spell ends, re-arming
make a saving throw vs . paralyzation discards takes one to four rounds, depending on the
his gear and approaches the witch with romance armor worn .
in mind, regarding her as a beloved paramour ; a
male humanoid becomes a fanatical guardian Notes : Restricted to witches (common) and
and protector, instead . female enchanters (uncommon) .

A male human or demihuman who fails to Seduction IV -Witch
resist is effectively charmed, but with a roman-
tic bent . The victim immediately gains another (Enchantment/Charm)
saving throw to escape the spell if injured or
harmed . If the witch herself injures him, this Level : 4
spell is instantly broken . Range : 60 yds .
Components : V, S
The seduction II spell lasts for two turns, or Casting Time : 4
until broken . When the spell ends, re-arming Duration : 4 turns
takes one to four rounds, depending on the Area of Effect : I male human, demihuman, or
armor worn . humanoid
Saving Throw : Special
Notes : Restricted to witches (common) and
female enchanters (uncommon) . The spell resembles seduction I through III in
most respects, with a base -4 penalty to the
saving throw vs . paralyzation, and a duration for
the charm effect of 4 turns . The witch's Reac-

779

Seduction V - Witch

tion Check adjustment for Charisma is a penalty Seduction V - Witch
(Enchantment/Charm)
to the saving throw. Chaste or virtuous warriors
gain a +4 bonus to their saving throws . Resis- Level : 5
Range : 60 yds .
tance to charm spells can negate the spell . Components : V, S
Casting Time : 5
A human or demihuman male who fails to Duration : 5 turns
Area of Effect : 1 male human, demihuman, or
make a saving throw vs . paralyzation discards humanoid
Saving Throw: Special
his gear and approaches the witch with romance
in mind, regarding her as a beloved paramour ; a This spell resembles seduction I through IV
male humanoid becomes a fanatical guardian
in most respects, with a base -5 penalty to the
and protector, instead . saving throw vs . paralyzation, and a duration for

A male human or demihuman who fails to the charm effect of 5 turns . The witch's Reac-

resist is effectively charmed, but with a roman- tion Check adjustment for Charisma is a penalty
to the saving throw. Chaste or virtuous warriors
tic bent . The victim immediately gains another gain a +4 bonus to their saving throws . Resis-
saving throw to escape the spell if injured or
tance to charm spells can negate the spell .
harmed . If the witch herself injures him, this
A human or demihuman male who fails to
spell is instantly broken . make a saving throw vs . paralyzation discards
his gear and approaches the witch with romance
The seduction IV spell lasts for four turns, or in mind, regarding her as a beloved paramour ; a
male humanoid becomes a fanatical guardian
until broken . When the spell ends, re-arming and protector, instead .
takes one to four rounds, depending on the
A male human or demihuman who fails to
armor worn .
Notes : Restricted to witches (common) and resist is effectively charmed, but with a roman-

female enchanters (uncommon) . tic bent . The victim immediately gains another
saving throw to escape the spell if injured or
harmed . If the witch herself injures him, this
spell is instantly broken .

The seduction V spell lasts for five turns, or

until broken . When the spell ends, re-arming
takes one to four rounds, depending on the
armor worn.

Notes : Restricted to witches (common) and
female enchanters (uncommon) .

Seduction VI - Witch
(Enchantment/Charm)

Level : 6
Range : 60 yds.
Components : V, S
Casting Time : 5
Duration : 6 turns
Area of Effect : 1 male human, demihuman, or
humanoid
Saving Throw : Special

This spell resembles seduction I through IV

in most respects, with a base -6 penalty to the
saving throw vs . paralyzation, and a duration for

the charm effect of 6 turns. The witch's Reac-

780

Seduction VIII Witch

tion Check adjustment for Charisma is a penalty The seduction VII spell lasts for seven turns,
to the saving throw. Chaste or virtuous warriors
gain a +4 bonus to their saving throws . Resis- or until broken . When the spell ends, re-arming
takes one to four rounds, depending on the
tance to charm spells can negate the spell . armor worn .

A human or demihuman male who fails to Notes : Restricted to witches (common) and
make a saving throw vs . paralyzation discards female enchanters (uncommon) .
his gear and approaches the witch with romance
in mind, regarding her as a beloved paramour ; a Seduction VIII - Witch
male humanoid becomes a fanatical guardian (Enchantment/Charm)
and protector, instead . Level : 8
Range : 60 yds .
A male human or demihuman who fails to Components : V, S
Casting Time : 8
resist is effectively charmed, but with a roman- Duration : 8 turns
Area of Effect : 1 male human, demihuman, or
tic bent . The victim immediately gains another humanoid
saving throw to escape the spell if injured or Saving Throw : Special
harmed . If the witch herself injures him, this
spell is instantly broken . This spell resembles seduction I through VII

The seduction VI spell lasts for six turns, or in most respects, with a -8 penalty to the saving

until broken . When the spell ends, re-arming throw, and a duration for the charm effect of 8
takes one to four rounds, depending on the
armor worn . turns . The witch's Reaction Check adjustment
for Charisma is a penalty to the saving throw .
Notes : Restricted to witches (common) and Chaste or virtuous warriors gain a +4 bonus to
female enchanters (uncommon) .
their saving throws . Resistance to charm spells
Seduction VII - Witch
(Enchantment/Charm) can negate the spell .
A human or demihuman male who fails to
Level : 7
Range : 60 yds . make a saving throw vs . paralyzation discards
Components : V, S
Casting Time : 7
Duration : 7 turns
Area of Effect : I male human, demihuman, or
humanoid
Saving Throw : Special

This spell resembles seduction I through VI

in most respects, except that the subject suffers
a -7 penalty to his saving throw, and the dura-

tion of the charm effect is 7 turns . The witch's

Reaction Check adjustment for Charisma is a
penalty to the saving throw . Chaste or virtuous
warriors gain a +4 bonus to their saving throws .

Resistance to charm spells can negate the spell .

A human or demihuman male who fails to
make a saving throw vs . paralyzation discards
his gear and approaches the witch with romance
in mind, regarding her as a beloved paramour ; a
male humanoid becomes a fanatical guardian
and protector, instead.

A male human or demihuman who fails to

resist is effectively charmed, but with a roman-

tic bent . The victim immediately gains another
saving throw to escape the spell if injured or
harmed . If the witch herself injures him, this
spell is instantly broken .

78 1

See Hidden Doors - Savant

his gear and approaches the witch with romance determined randomly .
in mind, regarding her as a beloved paramour ; a The creature thus affected experiences noth-
male humanoid becomes a fanatical guardian
and protector, instead . ing to indicate that a spell is acting upon it, and
remains in control of its own actions . (In other
A male human or demihuman who fails to words, the wizard cannot force the subject to
look at something .) Looking through another's
resist is effectively charmed, but with a roman- eyes gives the wizard all of the visual capabili-
ties of that creature (for example, infravision) .
tic bent . The victim immediately gains another Magic that prevents location or scrying prevents
saving throw to escape the spell if injured or the operation of this spell . For example, the
harmed . If the witch herself injures him, this spell will not create a link with a creature wear-
spell is instantly broken .
ing an amulet of proof against location and de-
The seduction VIII spell lasts for eight turns, tection .

or until broken . When the spell ends, re-arming Notes : Very rare spell . (Updated from
takes one to four rounds, depending on the POLYHEDRON Newszine .)
armor worn .
Seek - Witch
Notes : Restricted to witches (common) and
female enchanters (uncommon) . (Divination)

See Hidden Doors - Savant Level : 9
Range : Special
(Divination) Components : V, S
Casting Time : 1 turn
Level : 3 Duration : Special
Range : 40 ft . Area of Effect : 1 item, place, or creature
Components : V, M Saving Throw : None
Casting Time : I rd .
Duration : 1 rd . By casting seek, a witch gains the ability to
Area of Effect : I wall less than 50 ft . long
Saving Throw : None determine the location of any single item, place,
or creature, and visualize all major aspects of its
This spell allows the savant to note secret or immediate surroundings (within 50 feet) . She
concealed doors within the area of effect . The learns in what part of the world the thing being
surface of one wall up to 50 feet long can be sought exists ; the closer she is to the thing
scanned . sought, the more definite her general idea of its
location and the more details she can learn (see
The material component is a polished glass table) .
lens through which the caster peers .
Distance Location Viewing Time
Notes : Restricted to savants, common . (Up- 250 mi . Building/Site I turn
dated from DRAGON Magazine .) 2,500 mi . Town/Landform 5 rds .
25,000 mi . Region 1 rd .
See Through Other Eyes Extraplanar Plane Glimpse

(Divination) For example, if a witch seeks an ancient
spellbook hidden in a forgotten tower 800 miles
Level : 2 away, she receives an impression of the nearest
Range : 90 yds . town or major landform (mountain, lake, etc .),
Components : V, S and can examine the book and its surroundings
Casting Time : 2 for up to five rounds . If the book is actually
Duration : 1 rd ./level 3,000 miles away, she gains only a one-round
Area of Effect : I creature per probe glimpse and an impression of the country or
Saving Throw : None kingdom in which it lies .

By means of this spell, a wizard can look If the witch is not personally familiar with the
through the eyes of any living creature within thing sought, the results are one step worse than
range . If the wizard knows a specific creature or normal . Spells or items that defeat scrying or
person is within range, the spell can be made to
take effect upon that specific creature . Other-
wise, the wizard will find himself looking
through the eyes of any creature within range,

782

Seeking, Soondal's

detection are effective against seek and may tion location is used .
Notes : Common in the MYSTARA setting ; oth-
confuse or block the results .
The material component is a small lens of erwise, very rare .

precious crystal, worth at least 500 gp . Seek the Traveler
Notes : Common for witches, optionally un-
A MYSTARA setting spell, aka seek teleporter.
common for diviners ; otherwise, barred .
Seeking - Elf
Optional : A witch who uses the seek spell (Enchantment, Invocation)

to locate a thing protected against scrying Level : 2
can penetrate the protection, if she holds Range : Touch
some physical object closely related to it ; Components : V, S
for example, a lock of hair from an individ- Casting Time : 2
ual, a pinch of dirt from a location, a scab- Duration : 1 turn
bard that held a weapon, etc . Area of Effect : 1 missile/3 levels (5 maximum)
Saving Throw: None
Breeching such protections ages the
witch 1 to 5 years, depending on the The seeking spell takes the normal laws of
strength of the protective magic . The witch
knows the exact cost and can abandon the momentum and gravity, and then twists them
spell if desired. Artifacts and relics can be slightly in a way favorable to the caster .
located, but these always age the caster . As
payment for her services, the witch might The caster can ensorcel a number of normal,
require a magical item or a sum of nonenchanted missiles no larger than a javelin .
10,000-40,000 gp (50% chance for either) . One missile for each three levels of experience
can be prepared with this dweomer, to a maxi-
Seek Teleporter mum of five missiles at 15th level . The caster
(Divination) can use the enchanted missiles or give them to
his companions .
Level : 6
Components : V, S When shot or hurled, the missiles unerringly
Casting Time : 1 seek the target, hitting nothing else . The target
Range : 0 must be within the weapon's normal range when
Duration : Instantaneous fired . The missiles can follow the target around
Area of Effect : 90-ft . radius objects or corners if the target was visible when
Saving Throw : None the missile was fired, but cannot pass through
solid obstructions . For example, if the target
By means of this spell, the wizard can discern creature closes a door, the missile slams into the
the exact destination of another individual who door with great force and cannot be removed
until the spell wears off.
used teleport, dimension door, or shadow walk
The missile will follow the target beyond the
within the last turn and possibly follow. The weapon's normal range, as long as the opponent
caster must decide whether to simply learn the uses only ordinary methods of escape . If some
quarry's destination or to actually follow him means of instantaneous transport is used (tele-
during the casting process-before anything port, blink, etc .), the missile no longer homes in
else is known . The caster must be within 90 feet on its target . It falls to the ground, useless .
of the place from which the other individual
vanished . Notes : Common for the elves of Evermeet in
the FORGOTTEN REALMS setting, uncommon for
A) Divination . This tells the wizard exactly other elves . This spell is guarded jealously.

where the traveler went in relation to the point Seeking, Shoondal's
of departure (for example, 838 feet directly
south), but not conditions at that spot. See Shoondal's seeking .

B) Follow. This option instantly transports the
wizard (and possibly allies) to the traveler's des-
tination exactly like a teleport spell, except that
the original traveler's knowledge of the destina-

783

Seeming

Seeming if slain . The spell is not precise enough to dupli-
(Illusion/Phantasm) cate the appearance of a specific individual .

Level : 5 Notes : Common spell (PHB) .
Range : 10-ft . radius
Components : V, S Seismic Seizure, Salamander's
Casting Time : 5 See Salamander's seismic seizure .
Duration : 12 hrs .
Area of Effect : l person/2 levels Seizure
Saving Throw : None (Enchantment/Charm, Illusion/Phantasm)

This spell enables the caster to alter the ap- Level : 6
pearance of one person for every two levels of Range : Touch
experience he has attained . The change includes Components : V, S, (M)
clothing and equipment . The caster can make Casting Time : 4
the recipients appear as any generally man- Duration : Special
shaped bipedal creature, each up to 1 foot Area of Effect : Creature touched
shorter or taller than his normal height, and thin Saving Throw : Special
or fat or in between. All those affected must re-
semble the same general type of creature : Like the lapse spell, this spell can be cast upon
human, orc, ogre, etc . Each remains a recogniz- a trigger object, which then delivers the spell's po-
able individual . The effect fails for an individual tential to the first creature that touches it . Saving
if the illusion chosen by the caster cannot be ac- throws for the seizure follow the same pattern as
complished within the spell parameters (for ex- for a lapse : repeated saving throws until a failure
ample, a halfling could not be made to look like occurs . In case of a seizure, a saving throw is
a centaur, but he might be made to look like a rolled at the start of every round of melee combat
short, young ogre) . Unwilling persons receive in which the victim is involved . Note that the
saving throws vs . spell to avoid the effect . Af- mental attack adjustment for Wisdom affects this
fected persons resume their normal appearances saving throw.

The creature does not know that a seizure is
pending, though a detect charm will reveal the
spell's aura .

The effects of a seizure upon the recipient
cause him to collapse in fits, thrashing wildly
about while making choking noises and strangled
cries . The body quivers and contorts . This lasts
for 1d4+1 rounds, ending in one round of the
victim being stiff in a state of rigor, followed by
1d4+1 rounds of unconsciousness . The victim is
virtually helpless for 3d6 rounds after regaining
consciousness, and is unable to fight or engage in
spellcasting or strenuous activity . Thereafter, the
victim can react normally, though with a -2 on
saving throws, attacks, and defense for 5d4
rounds more (with a 10% chance of spell failure
when casting any spell during that time) .

While thrashing about, the victim takes 1d4
points of damage per round unless restrained . The
victim strikes aimlessly at his restrainers with all
limbs, inflicting no damage except to those with
AC 9 or AC 10 (50% chance of 1 point of damage
per round) . In the one round of rigor, the victim
must save vs . death magic at +2 or choke, dying
1-3 rounds later, useless someone is nearby who
can prevent the choking with simple aid . The
final result of a seizure is a temporary loss of 1-4

784

Semipermanency

level ; roll l d20 and subtract the result from the

caster's level to yield the duration of the spell in
years . If the result is 0 or less, roll 1d12 instead

to find the spell's duration in months . The DM

should roll these duration dice and keep the re-
sults secret from the caster. Casting this spell
has no effect on the caster's Constitution score .

The personal spells upon which a semiperma-
nency spell is known to be effective are the
same as those listed for the more powerful per-
manency spell . The wizard casts the desired
spell upon himself, then follows with the semi-
permanency spell . This application of semiper-
manency can be dispelled only by a wizard of

greater level than the spellcaster was when he

cast the spell . Affected spells included :

points of Strength and Constitution, which are re- comprehend languages
covered at a rate of 1 point each per day (no detect evil
system shock roll is required) . detect invisibility
detect magic
The illusionist can also cast this spell by infravision
touching the recipient, in which case there is no protection from cantrips
material component . The recipient then gets one protection from evil
saving throw vs . the spell, and either has an im- protection from normal missiles
mediate seizure (failed saving throw) or the read magic
spell is wasted (successful saving throw) . tongues
unseen servant
Notes : Very rare spell . Known to be in the
The semipermanency spell can be used to
Cyclopedia Phantastica Vol .III. (Updated from
lengthen the duration of some spells affecting
DRAGON Magazine .) creatures, objects, or areas, as follows :

Semipermanency enlarge
fear
(Alteration) gust of wind
invisibility
Level : 7 magic mouth
Range : Special prismatic sphere
Components : V, S, M stinking cloud
Casting Time : I rd . wall offire
Duration : Special wall offorce
Area of Effect : Special web
Saving Throw : None
Finally, the following spells can be cast upon
This spell affects the duration of certain other objects or areas only and rendered semiperma-
spells, making the duration significantly longer. nent :
To the casual observer, the effects may seem
permanent, but in fact the duration is limited to alarm
some number of years, based on the caster's audible glamer
dancing lights
solidfog
wall offire
distance distortion
teleport

78 5

Sending

In applications other than those directed on Sending - Hishna
the caster, this spell can be dispelled normally (Evocation)
to negate its effects .
Level : 4
The DM may allow other selected spells to be Range : 25 mi ./level
made semipermanent . The selected spell must Components : V, S, M
be researched anew, costing as much and taking Casting Time : 3 turns
as long as its original research . The DM must Duration : Special
decide whether a specific spell can be made Area of Effect : 1 creature
semipermanent . The semipermanency spell Saving Throw : Special
cannot be used in the process of manufacturing
magical items . The sending spell can be used to convey the
power of hishna a great distance away. Its most
The material components are a drop of common employment is to send a message di-
dwarf's blood and a tiny metal anvil (50 gp min- rected to another individual . The latter receives
imum) . it telepathically whether awake or asleep,
though the receiver cannot ask questions of the
Notes : Uncommon in the DARK SUN setting ; sender.
otherwise, very rare .
A sending can also be used to augment an-
Sending other spell of hishna, though this requires two
casters . The first, and more experienced, must
(Evocation) cast the spell of sending . The second then casts
(Mentalism) the other spell, which can be directed to what-
ever location the sender directs .
Level : 5
Range : Unlimited The material component of the spell is the leg
Components : V, S, M bone of a vulture .
Casting Time : 1 turn
Duration : Special Notes : Restricted to practitioners of hishna
Area of Effect : 1 creature magic (the Maztica setting) ; common .
Saving Throw : None
Sense Shifting
By means of this spell, the caster can contact (Alteration)
a single creature with whom he is familiar and (Alchemy)
whose name and appearance are known . If the
creature in question is not on the same plane of Level : 2
existence as the spellcaster, there is a base 5% Range : 0
chance that the sending does not arrive . Local Components : V, S, M
conditions on other planes may worsen this Casting Time : 2
chance considerably, at the option of the DM . Duration : 3 turns
The sending, if successful, can be understood Area of Effect : The caster
even by a creature with an Intelligence as low as Saving Throw : None
I (animal intelligence) .
Sense shifting allows the wizard to affect all
The wizard can send a short message of 25 spells of 1st through 3rd level that he casts
words or less to the recipient ; the recipient can within the duration of the spell . For each spell,
answer in like manner immediately . Even if the he can modify one of three sensory features per-
sending is received, the subject creature is not taining to the spell : color, sound, or patterned
obligated to act upon it in any manner. visual appearance of the spell effect . The
changes produced by this spell do not alter the
The material component for this spell con- functions of the affected spell nor any saving
sists of two tiny cylinders, each with one open throws that apply against their effects .
end, connected by a short piece of fine copper
Sense shifting might be used to produce
wire . green fireballs, magic missiles that streak
Notes : Common spell (PHB) . through the air with a scream, colored continual
light globes, customized designs for a hypnotic
pattern, or a spectral hand that makes scrab-

786

Sepia Snake Sigil

bling sounds as it attempts to grasp a target . Sepia Snake Sigil
Sense shifting cannot create any form of in- (Conjuration/Summoning)
(Geometry)
visibility. It cannot completely silence a spell
effect (thus, a fireball 's blast might be muted, Level : 3
but not wholly eliminated) . Range: 5 yds .
Components : V, S, M
The material component is a twist of multi- Casting Time : 3
colored ribbon with a small silver bell fastened Duration : Special
to its end . Area of Effect : 1 sigil
Saving Throw : None
Notes : Uncommon spell (ToM) .
When this spell is cast, a small written
Sense Treason symbol appears in the text of any written work .
(Divination) When read, the so-called sepia snake springs
into being and strikes at the nearest living crea-
Level : 6 ture (but does not attack the wizard who cast the
Range : Special spell). Its attack is made as if it were a monster
Components : S with Hit Dice equal to the level of the wizard
Casting Time : 5 rds . who cast the spell . If it strikes successfully, the
Duration : Instantaneous victim is engulfed in a shimmering amber field
Area of Effect : The caster of force, frozen and immobilized until released,
Saving Throw : None either at the caster's command, by a successful
dispel magic spell, or until a time equal to 1 d4
With this spell, a shinobi spellcaster can de- days, plus 1 day per caster level has elapsed .
termine that the clan has been deliberately be- Until then, nothing can get at the victim, move
trayed . the shimmering force surrounding him, or oth-
erwise affect him . The victim does not age,
The DM determines what constitutes such grow hungry, sleep, or regain spells while in
betrayal, but the spell normally reacts when a this state . He is not aware of his surroundings . If
clan member has deliberately taken an action the sepia snake misses its target, it dissipates in
that puts his own welfare above the clan's . a flash of brown light, with a loud noise and a
puff of dun-colored smoke that is 10 feet in di-
However, the spellcaster cannot determine ameter and lasts for one round .
the identity of the betrayer or reveal details of
that betrayal . The spell has no range, so the trai- The spell cannot be detected by normal ob-
tor could be anyone in the clan . servation, and detect magic reveals only that the
entire text is magical . A dispel magic can
The spell does not react to exiles, outcasts, or remove it ; an erase spell destroys the entire
clan members the spellcaster believes to be page of text . It can be cast in combination with
dead . other spells that hide or garble text .

This is a spell used most often by shinobi The components for the spell are 100 gp
mage advisors to clan leaders . Though it is nec- worth of powdered amber, a scale from any
essary to know about such betrayals to protect snake, and a pinch of mushroom spores .
the clan, this spell can be as much a curse as it is
a blessing, because it makes the clan lord and Notes : Common spell (PHB) .
his advisors paranoid.

Notes : Restricted to ninja spellcasters and
those trained by them; common .

Separation, Dulark's
Reversed form, see Dulark's animerge .

787

Sequester

Sequester throw is not made, then 2-8 points of damage
(Abjuration, Illusion/Phantasm) are inflicted . The spell creates on serpent mis-
(Geometry) sile at 1st level, and an additional missile every
second level thereafter, to a maximum of 5 mis-
Level : 7 siles at 9th level .
Range : Touch
Components : V, S, M Notes : Uncommon for jungle witch-doctors,
Casting Time : 7 rare in neighboring lands ; otherwise, very rare .
Duration : 1 week + I day/level Originally found on the Isle of the Ape in the
Area of Effect: 2-ft . cube/level WORLD OF GREYHAWK setting, it is recorded
Saving Throw : Special only in a few rare tomes .

When cast, this spell not only prevents detec- Serrel's Confining Sphere
tion and location spells from working to detect (Alteration, Evocation)
or locate the objects affected by the sequester
spell, it also renders the affected object(s) invis- Level : 6
ible to any form of sight or seeing . Thus, a se- Range : 60 yds .
quester spell can mask a secret door, a treasure Components : V, S, M
vault, etc . Of course, the spell does not prevent Casting Time : I rd .
the subject from being discovered through tac- Duration : I turn/level
tile means or through the use of devices (such as Area of Effect : 10-ft . radius sphere
a robe of eyes or a gem ofseeing) . If cast upon a Saving Throw : Special
creature who is unwilling to be affected, the
creature receives a normal saving throw . Living When this spell is cast, it creates a magical,
creatures (and even undead types) affected by a transparent sphere of force around the item or
sequester spell become comatose and are effec- creatures specified by the caster. Half the
tively in a state of suspended animation until the sphere is above the ground, the other half below.
spell wears off or is dispelled . The sphere can be used to entrap a creature or to
protect something . If the sphere is cast upon an
The material components of the spell are a unwilling creature, a successful saving throw
basilisk eyelash, gum arabic, and a dram of
whitewash .

Notes : Common spell (PHB) .

Serpent Missile

(Evocation)

Level : 1
Range : 60 yds . + 10 yds ./level
Components : V, S, M
Casting Time : 1
Duration : Special
Area of Effect : 1 to 5 creatures in a 10-ft . cube
Saving Throw : Special

This spell is a savage variation of the
common magic missile spell . It utilizes a scale
of a venomous snake to produce each missile .
By throwing one or more scales, depending
upon the caster's level, of course, one or more
glowing green serpent forms appear from the
caster's fingertips and flash toward the desired
target or targets. A saving throw is required for
each serpent . If the target creature makes a suc-
cessful saving throw vs . spell, then only 1 point
of damage per missile is inflicted . If a saving

788

Serrel's Major Enchantment

vs . spell allows the creature to escape the area The material components are a small silver
of effect ; no other condition allows a saving statue of a fighter and a ball of cotton . The
throw against this spell . guardian's appearance will match that of the
statue .
The sphere is immobile, and no solids, liq-
uids, or magically created gases can pass into Notes : Very rare spell . (Updated from
or out of it . In addition, spells cannot be cast POLYHEDRON Newszine) .
into or out of Serrel's confining sphere, nor do
spell areas of effect penetrate the barrier . The Serrel's Guardian : AC 8 ; MV 6 ; HD 4 ;
sphere is immune to dispel magic and disinte- hp 22 ; #AT 1 ; THACO 17 ; Dmg 1 d6 .
grate spells . However, the sphere can be de-
stroyed before the expiration of the spell by any
of the following means :

® A properly worded limited wish or wish
® A rod of cancellation

® A cube of force, set against all things, that is

triggered inside the sphere
® A weapon of +4 enchantment or better that

inflicts 50 or more points of physical
damage on the sphere in a single round

® A sphere of annihilation .

The material components are a small quartz
sphere and a lump of earth .

Notes : Very rare spell . (Updated from
POLYHEDRON Newszine) .

Serrel's Guardian
(Conjuration/Summoning)

Level : 3
Range : 0
Components : V, S, M
Casting Time : 1 turn
Duration : 6 hrs . + I d4 hrs .
Area of Effect : 60-ft . radius
Saving Throw : None

This spell brings forth a quasi--real fighter . Serrel's Major Enchantment
The guardian does not perform actions such as (Enchantment)
retrieving objects, sounding alarms, opening
doors or chests and the like ; it engages only in Level : 5
combat. The guardian makes no sound when it Range : Touch
moves and cannot speak . Components : V, S, M
Casting Time : 1 turn
The guardian can be commanded by the Duration : 1 turn + 1 rd./level
caster, but cannot be given standing orders ex- Area of Effect : 1 item
ceeding 25 words . If ordered to move out of the Saving Throw : None
spell's area of effect, the guardian is instantly
dispelled as it passes beyond the area affected This spell is the same as Serrel's minor en-
by the spell . chantment except that it grants a +2 bonus and
works on any item a character can hold, includ-
The guardian is invulnerable to all spells ing weapons (which receive both an attack
except dispel magic, dismissal, disintegrate, bonus and a damage bonus) . The spell can in-
limited wish, wish and the like . These spells de-
stroy the manifestation . The guardian is imper-
vious to missiles and to fire-based attacks . The
guardian remains in existence for 7 to 10 hours
or until dispelled or brought to 0 hit points .

789

Serrel's Minor Enchantment

crease the bonus of an existing magical item, or place it upon two creatures for eight turns, or
but only to a combined bonus of +3 or less . four creatures for four turns . The protection
gives a bonus to saving throws, according to
The material components are powdered silver spell type and level, as shown in the following
and powdered gemstones valued at 200 gp or table .
more, which are sprinkled over the item while
the spell is cast . Spell Level Wizard Spell Priest Spell
+7
Notes : Very rare spell . (Updated from 1 st-3rd +9* +5
POLYHEDRON Newszine .) +3
4th-6th +7
Serrel's Minor Enchantment
(Enchantment) 7th-8th +5

Level : 3 * Includes beguiling effects .
Range : Touch
Components : V, S, M The material component of this spell is a dia-
Casting Time : 1 turn mond of at least 500 gp value, which must be
Duration : 1 turn + 1 rd./level crushed and sprinkled over the spell recipients .
Area of Effect : 1 item Each such creature must also have in its posses-
Saving Throw : None sion a diamond of at least one carat size, intact
and carried on its person .
When a wizard casts this spell upon a normal
item, a +1 protective bonus is temporarily be- Notes : Common spell (PHB) .
stowed . This spell only affects armor, shields,
cloaks, and other objects worn by an individual . Servant Horde
For example, a cloak would gain a +1 protec- (Conjuration/Summoning)
tion. This spell can be cast upon a permanently
enchanted item . The spell increases the item's Level : 5
bonus by +1, but only if the combined bonus is Range : 0
+3 or less . Components : V, S, M
Casting Time : 5
The material components are powdered silver Duration : 6 turns + 2 turns/level
and a cracked gem valued at 100 gp or more . Area of Effect : 60-ft . radius
Saving Throw : None
Notes : Very rare spell . (Updated from
POLYHEDRON Newszine .) With this spell, the wu jen creates a number

Serten's Spell Immunity of invisible servants similar to the unseen ser-
(Abjuration) vant spell . The number of servants that can be

Level : 8 created is equal to 2d6, plus 1 per level . These
Range : Touch
Components : V, S, M servants have all the limitations of the unseen
Casting Time : 1 rd ./recipient servant except that they can be used for
Duration : I turn/level
Area of Effect : Creature(s) touched common laboring tasks as well, provided they
Saving Throw : None are carefully directed by the spellcaster. They
could serve at a banquet, help dig earthworks,
By use of this spell, the wizard can confer row a ship, act as porters, or assist in a farmer's
virtual immunity to certain spells and magical
attack forms upon those he touches . For every fields . A 9th-level caster creates a servant horde
four levels of experience of the wizard, one
that lasts four hours .
creature can be protected by the Serten's spell The material component is a small stick
immunity spell ; however, if more than one is
crossbar to which many lengths of knotted
protected, the duration of the protection is di- thread are attached .
vided among the protected creatures .
Notes : Common in oriental settings ; other-
For example, a 16th-level wizard can cast the
spell upon one creature and it will last 16 turns, wise, very rare .

79 0

Sever Lifeline

Seven-Eyes eye can also be used to poison one creature
(Abjuration, Conjuration/Summoning) within 30 feet ; the victim must make a
saving throw vs . poison or die in one round .
Level : 7
Range : 0 ® Eye of the Soul . The first attack that affects
Components : V, S, M the victim's life energy, including strength
Casting Time : 7
Duration : 1 rd ./level or energy drain, cause wounds, trap the
Area of Effect : Creates 7 eyes soul, magic jar, or death spell, is parried by
Saving Throw : Special the eye of the soul . The wizard may instead

This spell conjures into existence seven mag- choose to expend the eye's power by casting
ical orbs that float above the caster's head in a
ring about 5 feet in diameter . The eyes remain enervation (see the 4th-level wizard spell)
for 1 round per level, or until the caster chooses
to expend an orb by using it in attack or defense . upon one target within 30 feet .
In addition, as long as at least one eye is still in
existence, the caster gains 360-degree vision ® Eye of Artifice . This eye deflects and is de-
stroyed by the first attack directed at the
and can detect invisibility and detect phase at caster from a magical device . If the attack
also takes a form that can be blocked by an-
will, with a 60-foot range . The powers of each
eye are described below : other eye (for example, the bolt from a wand
of lightning), the caster chooses which eye,
® Eye of the Mind . This orb protects the
caster against mental attack, charm, or in- if any, is expended . If used to attack instead,

fluence, including charm, beguiling, hold, the eye of artifice functions as a dispel
and emotion effects . The first such attack is magic spell.

negated by the orb and destroys it in turn . If E ye of Stone . This eye offers protection
against the first attack that could petrify the
the wizard desires, the eve of the mind can caster and then vanishes . It can be expended
be used instead to charm person like the 1st-
to cast hold person.
level wizard spell, although this also ex-
pends the orb. Although any number of eyes can defend the
wizard in a single round, only one eye can be
® Eye of the Sword . This eye deflects the first used to attack per round . When the caster uses
physical attack that endangers the caster, in- an eye to attack, he cannot cast a spell, attack
cluding hand-held or missile attacks, and physically, or employ another magical item in
then disappears . The wizard can also the same round ; willing the eye to discharge its
energies requires his complete concentration .
employ the eye of 'the sword to create five Eye attacks have an initiative modifier of 1 (or a
magical blades that strike as magic missiles speed of Very Fast in the PLAYER'S OPTION :

for 1 d4+1 points of damage each . Combat & Tactics initiative system) .
The material component is seven blessed
® Eye of the Mage . One manifestation of raw
energy, such as lightning, fire, force, cold, gemstones worth at least 50 gp each .
Notes : Uncommon spell (PO: SP) .
or a similar effect, is absorbed by the eye of
the mage . The eye can also project a 60-foot Sever Lifeline
long by 5-foot wide lightning bolt that in- (Chronomancy)

flicts 4d8 damage (save vs . spell for half Level : 9
damage) upon all in its path . Either use ex- Range : 0
pends the eye's power. Components : V, S, M
Casting Time : 1 turn
E ye of Venom . This eye can be used to halt Duration : Instantaneous
any one attack or effect that could poison Area of Effect : The caster
the caster. Against an attacker armed with Saving Throw : None
an envenomed weapon, the caster may
This spell permanently detaches the caster
decide to expend either the eve of venom or from his lifeline . This negates the rule concern-
the eye of swords to block the attack. The

79 1

Shades

ing doubling lifelines, and that's all most casters Shadow Blink
know. (Alteration, Illusion/Phantasm)
(Shadow)
The material components are a small silver
knife enchanted to store a tether, and diamond Level : 3
dust worth 10,000 gp, sprinkled across the Range : 0
blade . This spell is cast on Temporal Prime, and Components : V, S
the knife is used to physically sever the chrono- Casting Time : 3
mancer's lifeline at the point it turns into the in- Duration : I rd ./level maximum
substantial silver mist trail . Area of Effect : The caster
Saving Throw : None
Notes : Restricted to chronomancers,
common . More information on chronomancer This spell is a limited form of teleportation
spells are given in the Wizard's Spell that allows the caster to instantaneously blink
Compendium, Book 4 . from shadow to shadow. The shadows must be
within 60 yards of each other, and must be large
Shades enough to allow a thief the size of the caster to
(Illusion/Phantasm) hide in shadows . The caster arrives in exactly
(Shadow) the spot desired . The caster can blink to another
shadowed area he can see within range, or that
Level : 6 he knows by direct and recent knowledge is pre-
Range : 30 yds. sent . The caster can blink with up to 250 pounds
Components : V, S of encumbrance . If the desired destination is oc-
Casting Time : 6 cupied by a solid object, if no shadow exists at
Duration : 1 rd ./level the intended destination, or if the weight limit is
Area of Effect: 20-ft . cube exceeded, the attempted blink fails and is
Saving Throw : Special wasted . Shadow blinking is strenuous ; the
caster can take no other action in the same
This spell is related to the shadow monsters round after arriving at a destination .
and demishadow monsters spells . The shades
spell uses material from the Demiplane of The caster can make one blink per three
Shadow to form semireal illusions of one or levels of experience ; thus, a 6th- to 8th-level
more monsters, up to 1 Hit Die per caster level . caster can make two blinks, a 9th- to 11th-level
All shades created by one spell must be of the caster can make three, and so on . Only one blink
same sort, and they have 60% of the hit point can be taken per round ; all must occur within
total the real creatures would have . Those who one round per caster level or be wasted.
view the shades and fail their saving throws vs .
spell believe the illusion . Notes : Uncommon for illusionists and
shadow mages ; otherwise, very rare . (Updated
The shades perform as the real monsters with from POLYHEDRON Newszine.)
respect to Armor Class and attack forms . Spe-
cial attack forms such as petrification or level Shadow Bolt
drain do not actually occur, but a subject who (Illusion/Phantasm)
believes the shades are real will react appropri- (Shadow)
ately, until the illusion is countered by a dispel
magic spell or the condition is countered by a Level : 3
heal spell . Those who roll successful saving Range : 10 yds ./level
throws see the shades as transparent images su- Components :
perimposed on vague shadowy forms . These are Casting Time : 1 rd .
Armor Class 6 and cause only 60% of the true Duration : 1-2 rds .
monsters' normal melee damage . Area of Effect : 1 creature
Saving Throw : Special
Notes : Common spell (PHB) .
By means of this spell, the caster brings into
being a semi-real phantasm of an onrushing
missile . The large, gray teardrop-shaped illu-
sory projectile glows with a faerie fire-like radi-

792

Shadow Bolt

ance of any hue the caster desires ; it appears The shadow bolt strikes in the round follow-

behind the caster and rushes at any one creature ing casting-unless the target shifts out of
range, in which case it will travel for a second
the caster concentrates upon (the caster must be round to strike (or return upon the caster) . A
able to see the target as the spell is cast) . The
shadow bolt will apparently teleport to follow a
projectile begins as a tiny, silent mote that
target that does so, but if the target thus evades
rapidly grows in size with a frightening, in-
creasing moan of rushing air, so that it appears the bolt for the full two rounds, the shadow bolt
dissipates harmlessly. The strike of a shadow
to have come from a great distance at great bolt is a considerable blow ; the victim must

speed (a shadow bolt actually travels at a move- make a Strength check to avoid falling, and a
successful Dexterity check is required to protect
ment rate of 27) . It swerves to follow the target exposed fragile items (otherwise, these must
make saving throws vs . crushing blow to escape
even if the target teleports or otherwise escapes damage from the character's fall) .
the caster's view.
Notes : Very rare spell from the FORGOTTEN
Any other creature struck by the moving bolt
REALMS setting . Known to be in Tasso's Ar-
en route to its target suffers its effects instead canabula .
but if the target creature shifts to another plane,
Shadow Bolt
the bolt returns to strike at its caster . A shadow A 2nd-level spell, renamed shadow burst to
bolt is otherwise affected only by magical barri- avoid confusion with the better-known 3rd-level
spell of the same name .
ers, not by spells or physical attacks . It inflicts

1d8 damage, plus one point per level of the
caster . If disbelieved (the target creature makes
a successful saving throw vs . spell), a bolt in-
flicts only half damage . (Note that a being unfa-
miliar with magical illusions who encounters a

shadow bolt for the first time has no reason to

disbelieve such an attack) .

79 3

Shadow Burst

Shadow Burst dispelled by natural sunlight or light equal in in-
(Necromancy)
tensity to a sunburst or sunray.
(Shadow)
Its material component is a square of black
Level : 2 silk .
Range : 5 yds ./level
Components : V, S Notes : Uncommon for illusionists and
Casting Time : 2 shadow mages; otherwise, very rare . (Updated
Duration: Instantaneous from POLYHEDRON Newszine .)
Area of Effect : 1 creature
Saving Throw : Special Shadow Dance
(Alteration, Necromancy)
This spell creates a burst of gray, shadowy
force that leaps from the caster directly toward a Level : 4
target creature . If the creature is within range, Range : Touch
visible and in a direct line from the caster as Components : V, S, M
casting is completed, then it hits ; if not, then the Casting Time : 4
burst is wasted . (Another creature blundering Duration : 1 rd ./level
into the spell's path might suffer the spell's ef- Area of Effect : Creature touched
fects instead; the burst vanishes after it strikes a Saving Throw : None
living creature .)
This spell transforms the caster or a touched
Any living creature struck by a shadow burst recipient creature and all worn or carried mater-
ial into a translucent, insubstantial state, resem-
must make a successful saving throw vs . spell . bling the creature known as a shadow. Like a
Success means the creature takes only I d4 shadow, this form is 90% undetectable in all but
points of damage . Failure means the creature the brightest sunlight, except to an observer
suffers l d6 points of damage, plus 1 point per who knows of its presence and watches it con-
level of the caster; further, until the end of the tinuously. While affected by the spell, the recip-
round after the burst hits, the creature is ient's movements are silent, and he can pass
wracked by pain, suffering a -1 penalty to through any crack or opening . Though an intan-
attack rolls, Armor Class, saving throws, and gible creature cannot cast spells requiring mate-
ability checks. rial components or launch physical attacks, the
state can be ended instantly by the recipient's
Notes : Uncommon for shadow mages and silent act of will .
necromancers ; otherwise, very rare . (Updated
from DRAGON Magazine .) The user of a shadow dance is protected at all
times by an effect identical to a feather fall
Shadow Cloak
(Illusion/Phantasm) spell, and is immune to all undead or magical
energy draining attacks. This immunity includes
(Shadow) the strength drain of shadows, lifeforce attacks
(such as the chill touch of a lich or a wizard em-
Level : 3 ploying the spell of the same name), and the
Range : 0 level draining of more powerful undead .
Components : V, S, M
Casting Time : 3 Shadow dance users cannot fly, but can dive
Duration : I turn/level downward, trusting to the feather fall property
Area of Effect : The caster
Saving Throw: None of the spell for protection . They can also climb
empty air in a rhythmic manner that resembles
This . spell creates a shadowy, insubstantial some dances . This upward movement is equal to
mantle around the caster, allowing him to
a levitation spell (an upward movement rate of
become effectively invisible upon stepping into
2, no horizontal movement, weight limit of 100
an area of shadows large enough to contain his lbs . per level of experience of the caster) .
body. The caster reappears briefly upon making
an attack or casting a spell, but can fade back The material component of this spell is a
into the shadows by concentrating undisturbed cobweb or eyelash that has been touched at
some time by moonlight .
for one round . The shadow cloak is instantly
Notes : Restricted to the Seven Sisters, their
apprentices, and select Harpers ; uncommon .

7 94

Shadow Dragon - Dragon

Shadow Door ® Light-based spells inflict 1d6 points of
(Illusion/Phantasm) damage per spell level for each round a
(Shadow) shadow dragon remains in their area of

Level : 5 effect . Thus, a light or a faerie fire spell in-
Range : 10 yds .
Components : S flicts 1 d6 points of damage per round of ex-
Casting Time : 2
Duration : 1 rd./level posure, a continual light inflicts 3d6, and
Area of Effect : Special the light of a prismatic sphere inflicts 9d6
Saving Throw : None
points of damage each round a shadow
By means of this spell, the wizard creates the dragon remains within its radiance . Spells
illusion of a door . The illusion also permits the that create a flash or burst effect inflict
wizard to appear to step through this "door" and double this damage, but allow a saving
disappear. In reality, he has darted aside and can throw vs . spell for half damage . All other
flee, totally invisible, for the spell duration . spells will not harm a shadow dragon unless
Creatures viewing this are deluded into seeing specifically designed to affect shadows or
or entering an empty 10-foot x 10-foot room if creatures composed of shadow, or drag-

they open the "door." A true seeing spell, a gem onkind in general . (While fireball and other
of seeing, or similar magical means can dis-
fire-based spells do shed some light, they
cover the wizard. Certain high Hit Dice mon- are not considered light-based for purposes
sters might also notice the wizard (see the of this spell .)
invisibility spell), but only if making an active ® Normal weapons do not harm a shadow
attempt to do so . dragon unless augmented with a light-based
spell, in which case damage is inflicted as
Notes : Common spell (PHB) . above, according to the spell used (the
weapon itself inflicts no damage, nor do
Shadow Dragon - Dragon bonuses from magic or high Strength
(Alteration) scores) . An augmented weapon implies the

Level : 5 use of a light, continual light, or similar
Range : 0
Components : V spell that has been placed directly on the
Casting Time : I rd. weapon .
Duration : 1 turn/level ® Magical weapons inflict damage equal to
Area of Effect : Special their magical bonus . If augmented with a
Saving Throw : None light-based spell, the light damage and the
magical damage are combined . Strength
Used almost exclusively by shadow dragons, bonuses and normal weapon damage are ex-
this spell allows a dragon to transform itself cluded . Magical weapons that normally
into pure "shadowstuff." While so transformed, shed light inflict damage as an augmented
the dragon retains all of its powers and abilities, weapon, as described above .
including spell-use, breath weapon, and so ® Full sunlight immediately negates the spell
forth . In dim, shadowy areas, a shadow dragon and forces the dragon back into its true
can hide in shadows with a 90% chance of suc- form . The change occurs in a single round,
cess, and the dragon is totally invisible in utter during which time the dragon is helpless
darkness (either magical or natural) . and can do nothing other than suffer through
the forced transformation . Opponents gain a
Once in this form (and during the one full free round of attacks . While the transforma-
round it takes for the dragon to transform), the tion takes place, the light-based attacks
dragon is impervious to most attacks, though it noted above have no effect, but other attack
is not entirely invulnerable . Attacks that can forms have normal effects .
harm a shadow dragon include : Notes : Restricted to dragons . Uncommon for
shadow dragons ; otherwise, very rare . (Updated
from DRAGON Magazine .)

79 5

Shadow Form

sleep, charm, and hold spells (save those specif-

ically effective against undead), and cold-based
attacks . He is 90% undetectable in all but the

brightest of surroundings . A wizard in shadow
. form can be turned by a priest as a "Special"

undead .
When the spell ends, there is a 1% chance

that the caster will permanently remain as a

shadow. Nothing short of a wish will return the

caster to his normal form .

The material components for this spell are
the shroud from a corpse at least 100 years old

and a black glass marble .

Notes : Uncommon for necromancers, rare
for shadow mages ; otherwise, very rare .

Shadow-Form - Ninja
(Illusion/Phantasm)

Shadow Form Level : 5
(Necromancy) Range : Unlimited
(Shadow) Components : S
Casting Time : 5 rds .
Level : 8 Duration : 1 hr. or until struck
Range : 0 Area of Effect : Creates I shadow-form
Components : V, S, M Saving Throw : None
Casting Time : 1 rd .
Duration : 1 rd ./level With this spell, the ninja creates a transparent
Area of Effect: The caster duplicate of himself. The duplicate, or shadow-
Saving Throw : None form, appears adjacent to the spellcaster . It
wears all the clothing and carries all the equip-
By means of this spell, the caster temporarily ment that were in the ninja's possession when he
changes himself into a shadow. The caster gains cast the spell, leaving him unclothed and un-
the movement rate, Armor Class, Hit Dice, and armed ; the clothing and equipment are not
all abilities of a shadow . His chilling touch re- transparent .
quires a normal attack roll . It inflicts 1d4+1
points of damage and drains one point of For the duration of the spell, the ninja con-
Strength (drained Strength returns 2d4 turns trols the shadowform's actions and sees through
later) . A human or demihuman reduced to 0 hit its eyes . It is an extension of him and possesses
points or 0 Strength by the caster in shadow all of his physical and mental skills but not his
form has lost all life force, and is immediately magical abilities . (In other words, it moves,
drawn into the Negative Material Plane to for- sounds, and fights just as he does but cannot
ever after exist as a shadow, unless recovered by cast spells .) The ninja sees through both sets of
eyes at once . When the shadow-form is waiting
means no less potent than a full wish . or resting, the ninja can take actions on his own,
but he cannot make both his real body and his
All of the caster's weapons and equipment shadow-form act at the same time .
stay with him, but cannot be used while the
caster is in shadow form . The wizard is unable If the shadow-form is hit in combat or struck

to cast spells in shadow form, but is immune to with a dispel magic spell, it disappears-leav-

ing behind all the clothing and equipment it was
carrying . Also left behind is a handful of leaves
inside the clothes, all that remains of the insub-
stantial body.

Spellcasting ninja use this spell to perform
short-term assignments . The shadow-form can
be sent off to attack someone, to deliver a mes-

796

Shadow Gauntlet

sage, to scout a dangerous area, or to undertake empathy or command words) .
any sort of action in which the ninja cannot Inattention will cause a previously attacking
afford to be caught . Usually the spellcaster
dresses in a ninja nightsuit before casting this shadow gauntlet to hang motionless in midair
spell, so that it is not readily obvious that the until control is reapplied . If the caster falls un-
form within the clothing is transparent . When conscious, the gauntlet ceases its actions ; if the
the shadow-form wears a nightsuit and moves caster dies, the gauntlet silently vanishes . If a
around in the dark, it is difficult to see that it is caster goes insane, the gauntlet wildly attacks
not a physical being . random living beings within range, at double

Notes : Restricted to ninja spellcasters and speed (six attacks per round, three at one oppo-
those trained by them ; common .
nent, three at another) .
Shadow Gauntlet Alternately, a gauntlet can snatch at items
(Evocation, Illusion/Phantasm)
held by others . It lacks the strength or solidity to
(Shadow)
dislodge an object from any grasp, but it can
Level : 6 foil telekinesis and hamper enemy weapons as
Range : 10 yds ./level described below. It can carry objects weighing
Components : V, S
Casting Time : 1 rd . up to one pound (for example, a key, a ring, a
Duration : 1 rd ./level
Area of Effect : Creates 1 gauntlet gem) for up to two rounds .
Saving Throw : Special A gauntlet can hamper one creature in a

A shadow gauntlet is a more powerful ver- given round, slowing it to half its movement
sion of shadow hand that can wield weapons, rate, temporarily worsening its Armor Class by
snatch at items, or act as a shield for the caster one point, causing any attacks made by the crea-
or other creatures . The spell effect appears in ture to be at a -2 penalty to hit, and ruining all
midair, as a gleaming, silvery metal gauntlet . Its of the creature's spellcasting except verbal-only
size can range in proportion from human to gar- spells (magical item command words can be
gantuan (12 feet long), and its luminosity can
range from dark to the intensity of,faerie fire . used also) .
Finally, a gauntlet can be interposed between
These specifics, the handedness (right or
left), and the initial location of the gauntlet are a specific creature and foes attacking it . The
chosen by the caster during the casting . There- gauntlet adds a +1 bonus to saving throws
after, the gauntlet moves as the caster wills, up against special attacks from the protected side .
to 240 feet per round . The caster need not con-
centrate upon the spell to maintain it, but he
cannot cast a spell in any round in which the
gauntlet attacks or shifts to a new opponent or
function .

The gauntlet can strike weaponless once in a
round for every three levels of its caster (normal
attack rolls apply) . All weaponless attacks in a
given round must be directed at a single oppo-
nent . Successful hits inflict 1d4+1 points of
damage . An individual who disbelieves the ex-
istence of the gauntlet and makes a successful
saving throw vs . spell takes only 2 points of
damage from a weaponless hit by the gauntlet.

The gauntlet can wield a weapon, striking
once per round, using the caster's THACO . Mag-
ical weapons can be employed by a shadow
gauntlet, but it cannot use any special abilities
of the item (for example, powers triggered by

797

Shadow Hand

It also absorbs 1 d2 points of damage from any Otherwise, the hand can slow to half speed
attack that strikes the protected side ; the ab- any opponent of less than 1,000 pounds weight
sorbed damage counts against the gauntlet trying to push past it, moving to block one op-
itself. ponent per round as the caster desires . (If the

The shadow gauntlet can perform only one shadow hand is operating in a narrow tunnel or

function during a round . If its caster does not passage, slowing the foremost of a group of
concentrate on it, it will continue to perform the creatures may impede those behind.)
last function it was directed to do (other than at-
tacking), moving about as necessary to perform Alternately, a shadow hand can strike an op-
its function .
ponent as directed by its caster ; the caster
If the gauntlet is attacked, it has an effective cannot cast another spell in the same round. The
Armor Class of 2 (AC 4 if interposing) . The
gauntlet has as many hit points as its caster ; shadow hand attacks once in a round for every
when these are expended, it is destroyed and the
spell ends . The spell has a maximum duration of three levels of the caster, requiring an attack roll
one round per level of the caster. for each attack . The hand has the same THACO
as the caster and inflicts I d4 points of damage
Notes : Very rare spell from the FORGOTTEN with a successful hit . An individual who tries to
disbelieve in the hand receives a saving throw
REALMS setting . Known to be in The Arcanab- vs . spell . If successful, hand strikes against that
ula of Jume . individual inflict only I point of damage each.

Shadow Hand A shadow hand cannot be dispelled by physical
(Illusion/Phantasm)
attacks, nor can it carry weight. It has no appre-
(Shadow) ciable force-it can neither push an opponent
off-balance nor shatter breakables .
Level : 5
Range : 10 yds ./level Notes : Very rare spell from the FORGOTTEN
Components : V, S
Casting Time : 5 REALMS setting . Known to be in The Arcanab-
Duration : 1 rd ./level ula of Jume .
Area of Effect : Creates 1 hand
Saving Throw : Special Shadow Head
(Evocation)
A shadow hand is a smoky, translucent coa-
(Shadow)
lescence of force, shaped like a human hand .
Appearing in midair near the caster, its size, ini- Level : 5
tial location, handedness (left or right), and lu- Range : 90 ft .
minosity (from nothing to the equivalent of Components : V, S, M
Casting Time : 5
faerie fire) are chosen during casting . Duration : 1 rd ./level
The shadow hand moves as the caster wills, Area of Effect : Special
Saving Throw : None
remaining within 10 yards per level of the caster
at all times. The hand is under the control of the When this spell is memorized, it is woven
caster : It can point the way or indicate items of around any already-memorized spell of 1st
interest (such as concealed doors), warn away through 4th level (typically a combat spell) . The
intruders, engage in combat, and so on . Chang- two spells combine, becoming a single 5th-level
ing its activity requires the caster's attention, spell in the caster's mind, and freeing up the
but continual concentration is not required to mind-space occupied by the lesser spell .
maintain the spell-the caster can choose to
perform other actions, such as spellcasting, When this spell is cast, it creates a spectral
rather than manipulating the hand . head : a humanlike, disembodied, floating head
that appears to be composed of translucent
A shadow hand has no direct effect against shadow. The head can be the size of the caster's
own or larger, to a maximum height of the
the undead, golems, mechanical monsters or caster's entire body. The head moves and speaks
constructs, creatures from the Outer Planes, or as the caster wills . Controlling it and maintain-
living things with extremely primitive nervous ing its existence does not prevent the caster
systems (oozes, slimes, nonsentient plants, and from casting other spells .
so on) .
A shadow head typically gives a guiding or

warning message . The caster can speak through

798

Shadow Monsters

its mouth as long as the head is within range, Shadow Monsters
though spell incantations or magical item words (Illusion/Phantasm)
of activation uttered by the head do not work .
The head can be empowered to speak when cer- (Shadow)
tain triggering conditions are met, in the same
way as a magic mouth spell . The predetermined Level : 4
message can be up to 50 words long, can be de- Range : 30 yds .
livered in any language the caster knows, and Components : V, S
can be spoken in any voice the caster can Casting Time : 4
mimic . Duration : I rd ./level
Area of Effect : 20-ft . cube
A shadow head has no solid existence and Saving Throw : Special
can do nothing but speak (though it may
threaten or mislead) . If any attack, magical or A wizard casting the shadow monsters spell
physical, passes through it, then the spell it was uses material from the Demiplane of Shadow to
combined with (typically fireball or lightning shape semireal illusions of one or more mon-
bolt) is instantly launched from the head at the sters . The total Hit Dice of the shadow monster
source of the attack . The head then vanishes . or monsters thus created cannot exceed the level
of experience of the wizard ; thus, a 10th-level
The material components of this spell are a wizard can create one creature that has 10 Hit
scrap of cobweb that a shadow has once fallen Dice, two that have 5 Hit Dice, etc . All shadow
across and a bit of tongue from any creature . monsters created by one spell must be of the
same sort . The actual hit point total for each
Notes : Rare in the FORGOTTEN REALMS set- monster is 20% of the hit point total it would
ting ; virtually unknown elsewhere . normally have . (To determine this, roll the ap-
propriate Hit Dice and multiply the hit points by
Shadow Magic .2 . Any remainder less than .4 is dropped-in
(Illusion/Phantasm) the case of monsters with 1 or fewer Hit Dice,
this indicates the monster was not successfully
(Shadow) created-and scores between .4 and 1 are
rounded up to 1 hit point.)
Level : 5
Range : 50 yds . + 10 yds ./level Those viewing the shadow monsters are al-
Components : V, S lowed to disbelieve as per normal illusions, al-
Casting Time : 5 though there is a -2 penalty to the attempt . The
Duration : Special shadow monsters perform as the real monsters
Area of Effect : Special with respect to Armor Class and attack forms .
Saving Throw : Special Those who believe in the shadow monster suffer
real damage from their attacks . Special attack
The shadow magic spell enables the wizard forms such as petrification or level drain do not
to tap energy from the Demiplane of Shadow to actually occur, but a subject who believes they
cast a quasi-real wizard evocation spell of 3rd are real will react appropriately .
level or less . For example, this spell can be
magic missile, fireball, lightning bolt, or so on, Those who roll successful saving throws see
and has normal effects upon creatures in the the shadow monsters as transparent images su-
area of effect if they fail their saving throws vs . perimposed on vague shadowy forms . These are
spell . Thus, a creature failing to save against a Armor Class 10 and inflict only 20% of normal
shadow magic fireball must roll another saving melee damage (biting, clawing, weapon, etc .),
throw. If the latter roll is successful, the creature dropping fractional damage less than .4 as done
suffers half the normal fireball damage ; if the with hit points .
roll is not successful, the creature suffers full
normal fireball damage . If the first saving throw For example : A shadow monster griffon at-
was successful, the shadow magic nature is de- tacks a person who knows it is only quasi-real .
tected and only 20% of the rolled damage is re- The monster strikes with two claw attacks and
ceived (rounding down below fractions below .4 one bite, hitting as a 7-Hit Die monster . All three
and rounding up fractions of .4 and above) . attacks hit ; the normal damage dice are rolled,
multiplied by .2 separately, rounded up or down,
Notes : Common spell (PHB) . and added together to get the total damage . Thus,
if the attacks score 4, 2 and 11 points, a total of 4

799

Shadow Play

points of damage is inflicted (4 x .2 = .8 function in a room larger than 30 feet by 30 feet .
[rounded to 1], 2 x .2 = .4 [rounded to I], 11 x .2 The spell's duration is one hour, plus 1 turn per
= 2 .2 [rounded to 2] . The sum is 1 + 1 + 2 = 4) . level of the caster above 5th . Once the starting
point is selected, projections from further in the
Notes : Common spell (PHB) . past are not shown .

Shadow Play The material component is the candle, which
(Illusion/Phantasm, Divination) is consumed by the completion of the spell . Pre-
maturely extinguishing the candle ends the
(Shadow) spell .

Level : 5 Notes : Rare for illusionists ; otherwise, very
Range : 10 yds . rare . (Updated from POLYHEDRON Newszine .)
Components : V, S
Casting Time : 1 turn Shadow Scry - Dragon
Duration : 1 hr . + 1 turn/level maximum
Area of Effect : 30-ft . cube (Divination)
Saving Throw : None
Level : 1
By placing a candle in the center of a room Range : Special
and casting this spell, the wizard causes an Components : V
event to be replayed . Shadows projected by the Casting Time : 1
candle transform into the outlines of the room's Duration : I turn + 1 rd ./level
previous occupants . The shadows reenact what Area of Effect : Special
transpired between those individuals during the Saving Throw : None
past hour or more, depending on the level of the
caster. Although no sound is involved, the caster By casting this spell, a dragon can use a
may discern what took place by watching the shadow within its lair as a form of scrying
shadows . Voices can be added by casting a device . The shadow chosen as the spell focus
shadow speak spell . This spell does not replay must be in the dragon's line of sight, no more
the actions of undead creatures, and it will not than 10 yards distant .

Once the spell is cast, the dragon can contact
another shadow within its lair and see out of it
as if the dragon was actually standing within
that shadow, regardless of the shadow's size or
shape or the boundaries of the dragon's lair. The
dragon can see everything within sight from the
contacted shadow- -including the passage of in-
visible creatures the dragon's normal visual
capabilities function normally through the
shadow scry spell . Shadows outside the lair
cannot be reached .

(The DM must use common sense when de-
ciding the extent of the dragon's lair. For exam-
ple, while a dragon may claim an entire forest as
its territory-and may well control such a large
amount of terrain its lair should be regarded
as the area where the dragon sleeps, keeps its
treasure, and generally feels most comfortable
and powerful .)

As long as the spell remains in effect, the
dragon can switch shadows to inspect different
areas, or view the same area from separate
shadows to gain a different vantage point . How-
ever, only one shadow can be contacted at a
time . The spell does not allow the dragon to cast
other spells through the link between shadows ;
it allows vision only.

800

Shadow Skeleton

Switching from one contacted shadow to an- flesh . The skeletons materialize in an area of
other requires a round and the mental command 15-foot radius and can move about freely there-
of the casting dragon ; the shadow used as the after .
shadow scry focus does not change . While com-
plete concentration is not required for this spell, The skeletal images are silent and cannot be
a small amount of attention is needed . If the turned, dispelled, or affected by heat, fire, or
dragon casts another spell, moves more than 10 cold ; they are under the control of the caster just
yards away from the focus shadow, or no longer as a priest controls skeletons animated by use of
wishes to use the spell, the spell immediately animate dead.
ends .
Shadow skeletons vanish at the spell's expira-
Like normal scrying magic, shadow scry is tion, upon the death or unconsciousness of the
revealed by a detect scrying spell . The contacted caster. Solid matter, including living creatures,
shadow radiates a faint dweomer, and, once de- can pass through shadow skeletons without re-
tected, such spells as dispel magic or screen can sistance . Any living creature that comes into
be used against it (the former spell negates the direct contact with a shadow skeleton must save
shadow scry if cast successfully) . Detection- vs . spell at +2 or be stunned (reeling and unable
and location-obscuring magic impedes the to act coherently) for one round . Such contact
spell's effectiveness just as it impedes all other does not harm or dispel a shadow skeleton, but
divination magic . Eliminating shadows with it is possible for a living creature to charge
bright light or utter darkness prevents the spell through one .
from working in the illuminated or darkened
area, but the dragon caster could still view these The spell requires a piece of bone . This
areas from a shadow just outside such effects . serves as a focal point for the spellcaster's con-
centration and is not consumed or altered by the
Notes : Restricted to dragons . Uncommon for magic .
shadow dragons ; otherwise, very rare . (Updated
from DRAGON Magazine .) Notes : Very rare spell from the FORGOTTEN
REALMS . Known to be in Tasso's Arcanabula .
Shadow Skeleton
(Illusion/Phantasm) Shadow Skeleton : AC 6; MV 12 ; 2 hp each ;
#AT 1 ; THACO 20, Dmg 1 d4 .
(Shadow)

Level : 4
Range : 30 yds .
Components : V, S, M
Casting Time : 4
Duration : 1 rd . + 1 rd ./level
Area of Effect : Special
Saving Throw : None

This spell allows the caster to weave human,
demihuman, or humanoid skeletons of shadow-
stuff. All the skeletons created by a single
shadow skeleton spell must be of the same type .
One skeletal image per level of the caster can be
created ; the caster can choose to create fewer
images if desired .

Shadow skeletons cannot grasp carry or
wield solid objects such as weapons . They
appear smoky and vague in outline of ivory or
bloody hue and may have any appearance the
caster wishes (split skulls, missing limbs, and
so on) . They can be created with illusory clothes
and weapons so as to appear from a distance as
living guards or servants . The spell cannot be
worked, however, to give the illusion of life or

801

Shadow Speak

Shadow Speak Shadow Veil - Jann
(Illusion/Phantasm, Divination) (Illusion/Phantasm)
(Shadow)
Level : 6
Level : 6 Range : 10 yds.
Range : 10 yds . Components : V, S, M
Casting Time : 3 Casting Time : 2 turns
Components : V, S Duration : Special (1 hr./level max .)
Duration: 1 hr. + 1 turn/level Area of Effect : 10 creatures/level
Area of Effect : 30-ft . cube Saving Throw : None
Saving Throw : None
This spell draws a cloak of darkness over 10
This spell only works in conjunction with the man-sized creatures per level of the caster, al-
shadow play spell . Through this enchantment, lowing them to move silently and invisibly to
the shadows speak, repeating the words the both normal sight and infravision . The spell
room's previous occupants said, in the language lasts until sunlight strikes the affected creatures
they were originally spoken . A comprehend lan- or 1 hour per level of the caster has elapsed,
guages spell will be needed if the wizard does whichever comes first . Jann frequently use this
not understand the original dialog . The duration spell to marshall their hosts before dawn, so that
is one hour, plus one turn per level of the caster the rising sun reveals their ranks drawn up
above 5th . before their enemy, where moments ago was
only empty desert .
Notes : Rare for illusionists ; otherwise, very
rare . (Updated from POLYHEDRON Newszine .) The material components include a black
opal worth at least 500 gp, a panther's paw, and
Shadow Summoning a black owl's feather.
(Conjuration/Summoning, Necromancy)
Notes : Uncommon for jann ; otherwise, very
Level : 4 rare . Most often found in an arabian setting .
Range : 10 yds.
Components : V, S, M Shadow Walk
Casting Time : 4 (Enchantment, Illusion)
Duration : 2d8 rds . (Dimension, Shadow)
Area of Effect : 10-ft . cube
Saving Throw : None Level : 7
Range : Touch
This spell is similar to the 5th-level spell Components : V, S
summon shadow, with two important differ- Casting Time : I
ences . First, the shadows appear I d8 rounds Duration: 1 hr./level
after the spell is cast instead of at once . Second, Area of Effect : Special
1d6+1 shadows appear-the actual number Saving Throw : None
varies from casting to casting, and is not related
to the caster's level . The shadows are under the In order to use the shadow walk spell, the
control of the spellcaster and attack his enemies wizard must be in an area of heavy shadows .
on command . They appear within a 10-foot The caster and any creature he touches are then
radius when summoned, but can move freely transported to the edge of the Prime Material
thereafter. The shadows remain until slain, Plane where it borders the Demiplane of
turned, or the spell's duration expires . Shadows Shadow . In this region, the wizard can move at a
are described in the MONSTROUS MANUAL• Tome . rate of up to 7 miles per turn, moving normally
on the borders of the Demiplane of Shadow but
The material component is a crushed black much more rapidly relative to the Prime Mater-
opal, worth at least 50 gp . ial Plane . Thus, a wizard can use this spell to
travel rapidly by stepping onto the Demiplane
Notes : Very rare spell ; found only in the most of Shadow, moving the desired distance, and
complete necromantic libraries . then stepping back onto the Prime Material
Plane . The wizard knows where he will come
out on the Prime Material Plane .

802

Shadowshield

The shadow walk spell can be used to travel black pearl of at least 100 gp value and a claw
to other planes that border on the Demiplane of from a gray or black cat .
Shadow, but this requires the potentially per-
ilous transit of the Demiplane of Shadow to Notes : Uncommon spell (ToM) .
arrive at a border with another plane of reality. Shadowcat: AC 5 ; MV 18 ; hp 1/2 caster's ;
THACO nil; #AT nil ; Dmg nil ; SD +1 weapons
Any creatures touched by the wizard when to hit; SZ S .
shadow walk is cast also make the transition to
the borders of the Demiplane of Shadow. They Shadowshield
may opt to follow the wizard, wander off (Alteration)
through the plane, or stumble back into the (Shadow)
Prime Material Plane (50% chance for either Level : 4
result if they are lost or abandoned by the Range : Touch
wizard) . Creatures unwilling to accompany the Components : V, S, M
wizard into the Demiplane of Shadow receive a Casting Time : 4
saving throw, negating the effect if successful . Duration : Special
Area of Effect : Creature touched
Notes : Common spell (PHB) . Saving Throw : Neg .

Shadowcat This spell enables a wizard to make a crea-
ture more likely to survive an attack by imbuing
(Illusion) the creature with a phantom shadow of itself .
(Shadow)
This phantom possesses half the creature's
Level : 7 normal hit points . When the creature struck by
Range : 10 yds ./level an attack, there is a 60% chance that the phan-
Components : V, S, M
Casting Time : 3
Duration : 1 turn/level
Area of Effect : Special
Saving Throw : None

When this spell is cast, the wizard brings into
being a cat made of shadow. The shadowcat is
the size of a normal cat and may be either gray
or black at the caster's option . The caster has
complete telepathic control of the feline ; he can
see, hear, and even speak through it . While the
caster does not need to concentrate on the shad-
owcat to maintain it, using its senses requires
the caster's actions for the round .

A shadowcat makes no sound as it moves . It
is 90% undetectable in all but the brightest con-
ditions . It can pass through small holes or
narrow openings . At the moment it moves far-
ther than 10 yards per level from the wizard, the
shadowcat vanishes .

The shadowy feline is insubstantial, making
it subject only to magical or special attacks,
such as those by weapons of + I or better en-
chantment . It has AC 5, a movement rate of 18,
and saving throws equal to those of the caster.
The cat dissipates if it loses hit points equal to
one-half the caster's total hit points . The shad-
owcat has no attacks of its own and cannot
touch or carry objects . A successful dispel
magic spell causes the cat to vanish .

The material components of this spell are a

803

Shadowsteal

tom absorbs all the damage. The shadowshield by a successful dispel magic spell . It is unaf-
is ineffective against psionic or magical attacks fected by other magic .
that affect the mind .
In ancient times, this spell was a favorite of
The phantom makes saving throws just as the wizards seeking to slay foes and escape without
affected creature . If reduced to 0 or fewer hit being recognized. The Seven have used it to
points, the shield is dispelled and cannot be re- fight Zhentarim and Red Wizards of Thay with-
ceived again until one day has passed for each out revealing their identities .
point of damage the phantom has taken . A crea-
ture attempting to use this spell more than three The material component is a smokey topaz
times per year must make a successful Constitu- worth at least 600 gp that has been exposed to a
tion check or lose one point of Constitution . full eclipse .

The recipient's shadow must be visible at the Notes : Restricted to the Seven Sisters, their
time the spell is cast or the spell fails . apprentices, and select Harpers ; rare .

Notes : Uncommon for shadow mages ; other- Shadowstrike
wise, very rare spell from the FORGOTTEN (Evocation)
REALMS setting .
Level : 4
Shadowsteal Range : 0
(Alteration, Illusion/Phantasm) Components : V, S
Casting Time : 4
Level : 6 Duration : I attack
Range : 0 Area of Effect : I attack
Components : V, S, M Saving Throw : None
Casting Time : 6
Duration : Special This spell is used by wizards to attack a crea-
Area of Effect : 1 being ture through its shadow. The spell is cast by the
Saving Throw : None wizard, who then thrusts a dagger into the
shadow of his opponent . Target shadows are AC
This spell can be triggered at its casting or 10 . If the shadow is hit, the creature takes
long after the casting by uttering a command damage just as if stabbed with the dagger, plus 1
word or by the fulfillment of certain conditions point of damage per level of the caster.
set during the casting (as a magic mouth spell) .
It affects the caster or a willing recipient The shadow must be attacked as soon as the
touched by the caster during casting . Once the spell is cast ; otherwise, the spell loses power
spell is activated, it lasts for one hour per level and becomes ineffective . A steady shadow re-
of its caster or until the special conditions de- quires a strong, relatively stationary light
fined below occur. source . Torchlight or a swinging lantern will not
provide light enough to form a shadow that can
When the shadowsteal is activated, the pro- be affected by this spell, though a large bonfire
tected being acquires a shapeshifting, shadowy would . The light source may shine from any di-
appearance that conceals its identity and even rection as long as the target's shadow is cast
its race . The continually altering shape emits toward the attacking wizard .
ever-changing heat and cold that foils even in-
fravision . All opponents relying on sight attack Notes : Common for spellcasters from an ara-
the protected being at a -3 penalty to their bian setting ; otherwise, very rare .
attack rolls.
Shadowy Distinction, Shaefpaete's
The shadowy being can move, cast spells if a See Shaefpaete's shadowy distinction .
spellcaster, and fight normally. There is no real
alteration of its body or any worn or carried Shadowy Transformation, Lorloveim's
items . The protected being sees and speaks nor- See Lorloveim's shadowy transformation .
mally, and this spell empowers it to dimension
door once (as the 4th-level wizard spell) any Shaefpaete's Shadowy Distinction
time while the spell continues, but using this (Divination)
ends the shadowsteal instantly. (Shadow)

A shadowsteal spell waiting to take effect is Level : 4
negated by the death of the being it is cast on or

8 04

ShandariI's Tracer

Range : 10 yds . object (typically a chest, book, wand, or gem) .
Component : V The tracer is permanent unless dispelled or de-
Duration : I rd ./level stroyed (when the object it guards is destroyed) .
Casting Time : 5 The caster becomes aware of either occurrence
Area of Effect : 50 cu . yds . immediately.
Saving Throw : None
Whenever the wizard concentrates on the
The spell mimics the Cerilian halfling ability protected object, the spell reveals the direction
to see into the Shadow World and to distinguish, and distance from the caster of the object-even
in a particular location, the thickness of the veil if it is on another plane-and also whether the
that separates that realm from the real world . object is being handled or used by another crea-
The spell does not confer the Cerilian halflings' ture or creatures . This precise fix on the loca-
ability to detect evil, detect undead, detect tion of the object provides the caster with a
magic, shadow walk, or dimension door. focus for teleportation or sending other crea-
tures to the traced object .
A wizard who uses this spell has a 5%, plus
1% per caster level, chance of finding a hidden Creatures coming into contact with the object
portal to the Shadow World (an area where no are only hazily revealed to the caster of the
veil exists) . These are dangerous places, since tracer. The caster can learn of each its align-
denizens of the Shadow World can use such por- ment, race, and the presence or absence or mag-
tals to cross over to the real world . While under ical ability-but not a creature's name,
the effect of this spell, the caster can also make description, or level .
such crossings .
Various magical means can reveal the pres-
A wizard in the Shadow World can use this ence of a tracer, but the caster is always aware
spell to find portals back to Cerilia . Of course, of these being used, and can act accordingly to
since time and space in the Shadow World are prevent himself from being traced in turn, if de-
reputed to be different from on Cerilia, the sired .
caster may find himself somewhere or some-
when other than the place or time he left . Notes : Rare or very rare spell from the
FORGOTTEN REALMS . Known to be in Shan-
This spell is rumored to have been developed daril's Workbook.
by a wizard of the Zweilund Islands, a small
domain in the Krakennauricht . Whether the
Shadow World (source of the Azrai and many
undead) can be accessed from worlds other than
Cerilia is currently unknown .

Notes : Common or uncommon in Cerilia, the
BIRTHRIGHT setting ; virtually unknown else-
where .

Shalantha's Kiss
Aka magic missile reflection .

Shandaril's Tracer
(Divination)

(Geometry)

Level : 5
Range : 0
Components : V, S, M
Casting Time : I rd .
Duration : Permanent
Area of Effect : 1 object up to 1 cu . ft .
Saving Throw : None

By means of this spell, the caster places an
invisible rune on a single, nonliving, solid

8 05

Shape Change

Shape Change Shape Mountain

(Alteration) Lost spell. Mythal magic from the FORGOTTEN
(Artifice, Geometry) REALMS setting, taken away by the gods .

Level : 9 Shark Bolt
Range : 0
Components : V, S, M (Invocation/Evocation)
Casting Time : 9 (Water)
Duration : 1 turn/level
Area of Effect : The caster Level : 2
Saving Throw: None Range : 50 yds . + 10 yds ./level
Components : V, S, M
With this spell, a wizard is able to assume the Casting Time : 5
form of any living thing or creature below demigod Duration : 2 rds ./level
status (greater or lesser deity, singular dragon type, Area of Effect : 1 creature/bolt
or the like) . The spellcaster becomes the creature Saving Throw : 1/a
he wishes, and has all of its abilities save those de-
pendent upon Intelligence, innate magical abilities, Use of this spell creates one or more bolts of
and magic resistance, for the mind of the creature water, each the size and shape of a small, dark
is that of the spellcaster. Thus, a wizard can change brown shark (size S) . Once the spell is cast, each
into a griffon and fly away, then to an efreet and fly shark bolt "swims" directly from the caster's
through a roaring flame, then to a titan to lift up a hand through the air or water to bite the indicated
wagon, etc . These creatures have whatever hit target creature . The bolt moves at a rate of 24 and
points the wizard had at the time of the shape strikes at the target creature as a 6 HD monster
change. Each alteration in form requires only a (THACO 15), inflicting 2d4 points of bite
second, and no system shock is incurred . damage per bolt . Each bolt pursues its target until
striking or until traveling beyond the range of the
For example, a wizard is in combat and assumes spell . Concentration is unnecessary ; the bolt pur-
the form of a will o'wisp . When this form is no sues the target creature as long as the creature
longer useful, the wizard changes into a stone was visible to the caster at the spell's casting and
golem and walks away . When pursued, the golem- does not become invisible, teleport, or similarly
shape is changed to that of a flea, which hides on a escape by magical means. Any physical barrier
horse until it can hop off and become a bush . If de- that completely blocks the passage of a bolt will
tected as the latter, the wizard can become a cause it to splash and dissipate harmlessly.
dragon, an ant, or just about anything he is familiar
with . The bolt can be attacked and reduced in
strength . The bolt is Armor Class 4 ; if struck by
A wizard adopting another form also adopts its a physical weapon of any sort, it loses some of
vulnerabilities . For example, a wizard who be- its volume, causing it to attack as a smaller
comes a spectre is powerless in daylight, and is shark . The first hit reduces the bolt to attack as a
subject to being turned, controlled, or destroyed by 3 HD shark (THACO 17), causing 1 d4 points of
opposing clerics. Unlike similar spells, a wizard damage if struck once . A bolt dissipates if
who is killed in another form does not revert to his struck a second time . Bolt initiative is deter-
original shape, which may disallow certain types of mined normally.
revivification .
The spell creates a number of bolts equal to
The material component is a jade circlet worth half the level of the caster (rounded down), to a
no less than 5,000 gp, which shatters at the end of maximum of 10 .
the spell's duration . In the meantime, the circlet is
left in the wake of the shape change, and premature The necessary material components for the
shattering ends the spell immediately . spell are a pinch of salt, three whole shark's
teeth, and a dram of water. The ink of a squid or
Notes : Common spell (PHB) . octopus is also used to add coloration to each of
the bolts . The ink component can be omitted for
Optional: The DM may require the caster to have underwater casting, making each bolt effec-
had firsthand experience or sage-like knowledge of tively invisible (AC 0) .
the creature whose shape is taken.
Notes : Uncommon for water and Sea mages ;
otherwise, very rare . (Updated from DRAGON
Magazine .)

806

Shatterhull

Sharpen Shatter

(Alteration) (Alteration)
(Artifice) (Song)

Level : 1 Level : 2
Range : Touch Range : 30 yds . + 10 yds ./level
Components : V, S Components : V, S, M
Casting Time : 3 Casting Time : 2
Duration : 1 rd ./level Duration : Instantaneous
Area of Effect : 2 weapons/level Area of Effect : 3-ft . radius
Saving Throw : None Saving Throw : Neg .

An enterprising wizard who lived near a The shatter spell is a sound-based attack that
castle gate came up with this spell . It sharpens
and straightens edges in weapons, clearing the affects nonmagical objects of crystal, glass, ce-
normal dents and nicks out . The edges will have ramic, or porcelain, such as vials, bottles,
a normal sharpness, not conferring any bonus to flasks, jugs, windows, mirrors, etc . All such ob-
damage or attack rolls . Blunt weapons are not jects within a 3-foot radius of the center of the
affected by this spell, though piercing weapons spell effect are smashed into dozens of pieces
are . Hedge wizards have been known to cast this by the spell . Objects weighing more than one
spell for city guardsmen at a discount especially pound per level of the caster are not affected,
before inspection, just in case the wizard needs but all other objects of the appropriate composi-
a hand later . tion must save vs . crushing blow or be shat-
tered . Alternatively, the spell can be focused
Notes : Uncommon for hedge wizards and ar- against a single item of up to 10 pounds per
tificers ; otherwise, very rare . (Updated from caster level . Crystalline creatures usually suffer
DRAGON Magazine .) 1 d6 points of damage per caster level to a maxi-
mum of 6d6, with a saving throw vs . spell for
Sharptooth - Dragon half damage .
(Alteration)
The material component of this spell is a chip
Level : 1 of mica .
Range : O
Components : V Notes : Common spell (PHB) .
Casting Time : 1
Duration : 1 rd ./level Shatterhull
Area of Effect : The casting dragon (Evocation)
Saving Throw : None
Level : 4
This simple spell is a favorite among dragons Range : Touch
who enjoy sinking their teeth into combat . The Components : V, S
Casting Time : 4
spell alters the dragon's fangs, making them Duration : Instantaneous
harder and sharper . In melee, this adds +1 per Area of Effect : 10-ft . diameter circle
age category to each damage roll on any suc- Saving Throw : Special

cessful bite attack, for as long as the spell lasts . The shatterhull spell weakens a wooden

Dragons also employ sharptooth when gnawing structure that's immersed in water . Usually, it is
cast upon a ship's hull . The spell weakens the
apart a tasty but tough meal, such as ores, ar- hull within the area of effect, creating multiple
leaks that can cause the entire area to give way .
mored dwarves, or knights in plate armor . A seaworthiness check determines whether the
Notes : Restricted to dragons ; uncommon . ship is holed . If the check fails, the ship starts to
sink immediately. Even if the check succeeds,
(Updated from DRAGON Magazine .) the small leaks must be plugged or sealed ; oth-
erwise, a seaworthiness check must be made
each subsequent hour .

80 7

Shayn's Infallible Identification

The target need not be a ship, however. For javelins, spears, etc .), AC 3 against small
device-propelled missiles (arrows, bolts, bul-
example, shatterhull can be aimed at a wooden lets, manticore spikes, sling stones, etc .), and
AC 4 against all other forms of attack . The
door in a flooded dungeon . In that case, the shield also adds a +1 bonus to the wizard's
spell forces an immediate saving throw vs . saving throws against attacks that are basically
crushing blow or the target is destroyed . frontal . Note that these benefits apply only if
the attacks originate from in front of the wizard,
The material component of this spell is a thin where the shield can move to interpose itself.
glass needle, which is placed against the tar-
geted surface . Notes : Common spell (PHB) .

Notes : Common for spellcasters from an ara- Shield of Winds
bian setting ; otherwise, very rare . (Evocation)
(Province: Wind)
Shayn's Infallible Identification
(Alteration) Level : 5
Range : 10 yds ./level
Level : 4 Components : V, S
Range : Touch Casting Time : 5
Components : V, S, M Duration : I rd ./level
Casting Time : 4 Area of Effect : 30-ft . x 30-ft . vertical barrier,
Duration : 1 year
Area of Effect: Special 2 ft . thick
Saving Throw : None Saving Throw : None

With this spell, the caster creates a link be- This spell creates a windy barrier that can be
tween an object and its owner. A line of magical felt but not seen . The spell summons up
force, visible only to the caster, connects the breezes, draws them into thin "threads," then
object to one part of its owner's body, usually weaves them into a tapestry of chaotic,
the head or heart . The line winks out if the whistling gusts . The result is a wall that is
object is taken more than three feet from the nearly impenetrable . No herd of beasts can
owner, but automatically reappears when the batter through it ; no titan can break it apart .
object comes within range, provided the spell's Once created, the shield cannot be moved .
duration hasn't expired . The line can be seen
Magical and nonmagical creatures cannot
with detect magic, detect invisibility, true
seeing, or a robe of eyes . penetrate the shield of winds . Nor can nonmagi-

The material component is a long piece of cal weapons . Gas clouds and whirlwinds are
thread coated with glue at both ends . stopped, too, whether magical or natural in
origin . Movable objects made of force cannot
Notes : Uncommon or rare in the FORGOTTEN pass through, nor can prismatic spell effects and
REALMS setting ; otherwise, very rare . the like .

Shield Some assaults do penetrate the shield, how-
(Evocation) ever. Purely magical weapons can pass through,
(Force, Geometry) provided they have no solid, tangible form . For

Level : I example, magic missiles can penetrate the wall,
Range : O but an existing arrow enchanted with the flame
Components : V, S arrow spell, or a spear +2, cannot . The follow-
Casting Time : 1
Duration : 5 rds ./level ing can also penetrate the wall : divination
Area of Effect : Special
Saving Throw : None spells, magics such as charm, illusion spells
such as phantasmal .force, energy attacks, as
When this spell is cast, an invisible barrier
comes into being in front of the wizard . This well as sound and sound-based attacks .

shield totally negates magic missile attacks . It Dispel magic can bring the wall down, while
an antimagic shell temporarily negates that part
provides the equivalent protection of AC 2
against hand-hurled missiles (axes, darts, of the wall in its area . The caster himself can de-
stroy it instantly at will . He doesn't have to con-
centrate upon the wall to maintain it . In fact, the
caster can die, leave the area, or undertake other

808

Ship Invisibility

spellcasting without affecting the shield in the that fall overboard, or otherwise leave the ship
slightest . become visible ; anybody or anything coming
aboard becomes invisible . The spell is negated
A shield of winds has no material component when anyone on board ship engages in any
other than sufficient air to create the wall . The
spell can't function underwater or in other attack against anyone or anything beyond the
places with a paucity of air. ship . Traveling at ramming speed for more than
two rounds will also terminate the spell . This
Notes : Common for spellcasters from an ara-
bian setting ; otherwise, very rare . spell is treasured among wizards who adventure

Ship Invisibility on the Sea of Fallen Stars, and knowledge of its

(Illusion/Phantasm) casting is closely guarded .
The material components of the spell are a
Level : 4
Range : Touch splinter from the deck of the ship to be made in-
Components : V, S, M visible and the tentacle of a jellyfish.
Casting Time : 2 rds .
Duration : 24 hrs . Notes : Rare in the Sea of Fallen Stars region
Area of Effect : Ship touched of the FORGOTTEN REALMS setting ; otherwise,
Saving Throw : None very rare . (Updated from DUNGEON Magazine .)

By means of this spell, a wizard can cause the
ship he is aboard to become invisible, along
with all its equipment and all creatures aboard .
While the spell is in effect, creatures aboard
ship can see and hear each other and the ship
itself, but creatures not aboard can see and hear
nothing . A clever watcher, however, may notice
the ship's wake, any disruption of water by its
oars, if any, or other clues . People or objects

8 09

Ship of Fools

Ship of Fools of the crew applies only to their seamanship ;
(Enchantment/Charm) they can fight, cast spells, and otherwise act
(Province: Sea) normally.

Level : 6 The ship offools spell requires as a focus a
Range : 100 yds . + 10 yds ./level
Components : V, S, M ring, taken from the body of someone who lived
Casting Time : 6 a good life and died happy (this is reusable) .
Duration : 1 turn/level
Area of Effect : 1 vessel Notes : Common for spellcasters from an ara-
Saving Throw : Neg . bian setting ; otherwise, very rare .

This is a specialized version of the 5th-level SPELLJAMMER• Notes : On a spelljam-

wizard spell feeblemind. Instead of reducing a ming ship, the helm operator instead of the
wizard to idiocy, the ship of fools deprives a
captain makes the saving throw for the
ship's crew of all knowledge of the sea . The cap- crew. The general effect of the spell is to
tain shouts gibberish orders, the crew pulls on make the crew "green" (untrained), with
the wrong lines, the charts become "unread- all the appropriate modifiers .
able," and the navigator tipsy. Any rowers pre-
sent lack coordination, as the drum-beater Shipshock
conducts new experiments in freeform percus- (Evocation)
sion . (Province: Sea)

As a result, the sailors perform like ordinary Level : 5
landlubbers . The seamanship, navigation, and Range : Touch
any other proficiencies that might aid in Components : V, S, M
shiphandling are negated. The speed of a rowed Casting Time : 5
vessel is cut in half, and the vessel has a 20% Duration : 1 turn/level + 1 d6 turns
chance of changing direction each round-30 Area of Effect : I ship
degrees right or left, determined randomly . The Saving Throw : 1/z or Neg .
speed of a sailing vessel is reduced by a third,
while the chance of a sudden change of tack in- This spell acts as a security device, protecting
creases to 40% per round . ships from underwater attacks . (It can protect
other submerged wooden or reed structures,
The spell affects one vessel, which may be too .) Once cast, shipshock does nothing until
the vessel upon which the caster is standing . the vessel is touched by a living underwater
The ship's captain is allowed a saving throw vs . creature with Intelligence above "animal ." Most
spell . If he fails, he and his entire crew are fish don't qualify, so don't accidentally dis-
charge the spell .
under the effect of the ship offools . If the cap-
When the spell is triggered, the ship releases
tain succeeds, the ship is unaffected (good lead- a bright blast of electrical energy, inflicting 1 d6
ership outweighs foolish magics) . Passengers, points of damage per level of the caster, to a
slaves, and other members who are not crew maximum of 15d6 .
make individual saving throws . Player charac-
ters are always allowed individual saving The individual who touched the ship (and
throws . However, if a PC captain fails his saving caused the blast) makes a saving throw vs . spell ;
throw, the entire crew is affected, excluding success indicates that only half damage is in-
PCs, who get their own saving throws . curred . In addition, all creatures in the water
within 100 feet of the discharge must make a
If a captain under the effect of this spell is saving throw vs . spell . Success means they suffer
knocked unconscious, tied up, or otherwise "re- no damage ; failure means they suffer half.
leased" from command, his replacement (a new,
temporary captain) must make a new saving The blast does not harm those who are out of
throw-whether he's an NPC or a PC . With this the water, including any aboard the ship, nor
second saving throw, a previously unaffected in- does it harm the ship itself. Shipshock carries
dividual may become "foolish ." only one charge . If the blast is not triggered
before the duration of the spell elapses, it fades
This spell usually helps a wizard at sea evade away harmlessly.
pursuers (who become bumbling fools) or to set
up an opponent's ship for assault . The disability

810

Shoondal's Seeking

The material component of this spell is a making missile or ranged spell attacks ; only
small silver rod, which is pushed into the pro- creatures closing for hand-to-hand combat
tected ship's keel like a nail . The rod is con- suffer the effects of the shield . Creatures at-
sumed if the blast is triggered, but not if the tempting to strike, grapple, pummel, bite, claw,
charge merely fades . overbear, punch, push, or likewise attack the
caster are affected ; including those delivering
Notes : Common for spellcasters from an ara- spell attacks by touch . Those in the area but not
bian setting ; otherwise, very rare . attacking the protected creature suffer no harm .

Shock - Witch The material component is a small bronze
disk, cupped in the caster's palm as the spell is
(Invocation/Evocation) spoken .

Level : 4 Notes : Very rare spell . Optionally, may be
Range : 0 uncommon in savage settings . Known to be in
Components : V, S, M Prismal's Pocket Library, Vol . IV
Casting Time : 4
Duration : Instantaneous Shocking Grasp
Area of Effect : 60-foot radius
Saving Throw : 1/2 (Alteration)

This spell invokes a rapidly expanding sphere Level : 1
of electrical energy that expands outward from Range : Touch
the witch, inflicting 4d8 points of damage upon Components : V, S
all creatures within the area of effect (except the Casting Time : 1
caster) . A saving throw vs . spell is allowed for Duration : Special
half damage . Both friend and foe alike are in- Area of Effect : Creature touched
jured by shock, so the spell is usually saved for Saving Throw : None
a time when the caster is surrounded by ene-
mies . For item saving throws, shock is consid- When the wizard casts this spell, he develops
ered an electrical attack (not lightning) . The a powerful electrical charge that gives a jolt to
energy does not penetrate solid barriers, except the creature touched . The spell remains in effect
that it will be conducted through metal to affect for one round per level of the caster or until it is
any creature in contact with the metal surface . discharged by the caster touching another crea-
ture . The shocking grasp delivers I d8 points of
The material component is a copper piece damage, plus 1 point per level of the wizard (for
and a strip of zinc . example, a 2nd-level wizard would discharge a
shock causing 1 d8+2 points of damage) . While
Notes : Restricted to witches ; uncommon . the wizard must come close enough to his oppo-
nent to lay a hand on the opponent's body or
Shock Shield upon an electrical conductor that touches the
opponent's body, a like touch from the opponent
(Invocation/Evocation) does not discharge the spell .

Level : 5 Notes : Common spell (PHB) .
Range : Touch
Components : V, S, M Shoondal's Seeking
Casting Time : 1
Duration : 2 rds ./level (Divination)
Area of Effect : 5-ft . radius of creature touched
Saving Throw : Neg . Level : 5
Range : 40 feet
When this spell is cast, an invisible field of Components : V, S, M
magical energy surrounds the protected crea- Casting Time : 5
ture . Every other creature within the area at- Duration : 9 rds .
tempting to make a melee attack against the Area of Effect : The caster
protected creature suffers 1 d6 points of damage Saving Throw : None
each round an attack is made, with no saving
throw against the shield allowed . This spell empowers the caster to see all
locks, keys, and fastenings within 40 feet . All
The shock shield has no effect on those

81 1

Shooting Stars

such devices glow a bright gold . They are visi- tended targets simply explode at the end of the
ble to the caster's gaze even through concealing
frescoes, wood overlays, clothing, tapestries, spell range .
and other materials up to the density of a 3-inch The missiles can be released one at a time or
thickness of solid stone . Even magical disguises
overlying a lock, key, or fastening do not con- simultaneously, but any not released before the
ceal it from Shoondal's seeking. spell's end are lost .

If any of the revealed devices are enchanted, The material component is a wax candle that
their auras seem ruby-red to the caster, not must be lighted and held while the spell is in
golden . If there are mechanical traps or alarms effect .
linked to revealed devices, the devices glow
blue . If both mechanical traps and magic are Notes : Rare for fire mages ; otherwise, very
linked to the same item, the magical glow takes rare. (Updated from POLYHEDRON Newszine .)
precedence, unfortunately concealing any hint
of the mechanical link . The spell does not show Shout
which locks and keys go together .
(Evocation)
The material component of this spell is a key (Song)
from any source, which is consumed in the cast-
ing . It need not be one familiar to the caster, or Level : 4
even a real key. A piece of metal shaped like a Range : 0
key the caster has seen will suffice . Components : V, M
Casting Time : I
Notes : Rare or very rare in the FORGOTTEN Duration : Instantaneous
REALMS setting; virtually unknown elsewhere . Area of Effect : 10 x 30 ft . cone
Saving Throw : Special
Shooting Stars
(Invocation/Evocation) When a shout spell is cast, the wizard gives
(Fire) himself tremendous vocal powers . The caster
can emit an ear-splitting noise that has a princi-
Level : 8 pal effect in a cone shape radiating from his
Range : 5 yds ./level mouth to a point 30 feet away. Any creature
Components : V, S, M within this area is deafened for 2d6 rounds and
Casting Time : 8 suffers 2d6 points of damage . A successful
Duration : 1 rd ./level saving throw vs . spell negates the deafness and
Area of Effect : Special reduces the damage by half. Any exposed brittle
Saving Throw : Special or crystal substance subject to sonic vibrations
is shattered by a shout, while those brittle ob-
This spell creates three small, glowing mis- jects in the possession of a creature receive the
siles with fiery tails that shoot forth from the creature's saving throw. Deafened creatures
caster's fingertips, flying in a straight path suffer a -1 penalty to surprise rolls, and those
toward any target within range designated by that cast spells with verbal components are 20%
the caster. No attack roll is required, but crea- likely to miscast them .
tures targeted by the spell receive a saving
throw vs . spell to dodge each shooting star. This The shout spell cannot penetrate the 2nd-
saving throw is modified by the target's range ; level priest spell, silence, 10' radius . This spell
creatures within 20 yards save with a -2 can be employed only once per day ; otherwise,
penalty, creatures within 40 yards save at a -1 the caster might permanently deafen himself.
penalty, and creatures more than 40 yards away
save normally. The material components for this spell are a
drop of honey, a drop of citric acid, and a small
The shooting stars detonate on impact, in- cone made from a bull or ram horn .
flicting 12 points of damage upon the creature
struck, and then explode for 24 points of fiery Notes : Common spell (PHB) .
damage in a 10-foot radius . Creatures within
this area (included the original target) receive a Shrink Animal
saving throw vs . spell for half damage . Untar- Reversed form, animal growth .
geted shooting stars or those that miss their in-

8 12

Shround of Flame

Shroud of Flame

(Evocation)
(Fire)

Level : 5
Range : 10 yds .
Components : V, S, M
Casting Time : 5
Duration : 1 rd ./level
Area of Effect : 1 creature, size L or smaller
Saving Throw : Neg .

Also called the trollkiller spell, casting this
spell causes a single creature to burst into
flames . A successful saving throw vs . spell
negates the spell's effect entirely. Failure, how-
ever, means the creature takes 2d6 points of
damage per round from the fire . Each round
thereafter, the creature is allowed another
saving throw vs . spell . As soon as one of these
saving throws succeeds, the flames die out, in-
flicting no damage that round .

While immolated, all flammable objects on
the target are burned (magical items receive
saving throws vs . fire) . If flammable oil is on
the character, it is ignited by the flames and in-
flicts additional damage .

The shroud of flame shoots off gouts of fire

as it burns . All those within 10 feet of the burn-
ing creature take 1 d4 points of damage from the
flame . Flammable objects near the flame will
ignite and burn as well . Items such as rings of
fire resistance and spells such as the priest's
protection from fire protect both the target crea-
ture and those around it from the fire damage of
the spell . They do not negate the immolation
and possible burning of flammable items, how-
ever . Complete immersion in water ends the
spell .

The material components of this spell are a
pinch of saltpeter, a small piece of phosphorus,
and a small scrap of lace cloth or spider web .

Notes : Uncommon spell from the
FORGOTTEN REALMS setting . Known to be in The
Spellbook of Daimos and Daltim's Tome of Fire .

813

Sidhelien Bow

Sidhelien Bow By casting this spell, the wizard bestows cer-
(Enchantment) tain qualities natural to Sidhelien upon a crea-
Reversible ture not of elf descent . The recipient gains 90%

Level : 1 resistance to sleep and charm spells, and is un-
Range : Touch
Components : V, S, M affected by aging attacks and normal diseases .
Duration : Special (3 rds . + 1 rd./level) The recipient also gains partial camouflage in a
Casting Time : 1 woodland setting; when standing still or moving
Area of Effect: 1 bow slowly, he has a 30% chance of remaining unde-
Saving Throw : None tected . An individual moving faster than a
normal walking pace is still 15% likely to
When a wizard casts this spell upon a non- remain unseen .
magical short bow, long bow, or crossbow, the
weapon gains a +1 attack bonus . The spell Though the recipient gains elven abilities, his
takes effect when the first shot is fired and then appearance does not change . Nor does he gain
lasts for three rounds, plus one round per level other elven qualities not listed above .
of the caster. The first shot must be fired within
24 hours of casting or the enchantment is lost . The number of individuals a wizard can
The bow's bonus alone does not enable archers affect with this spell depends on his level ; a 9th-
to hit creatures that can be attacked only by level caster can affect four individuals, a 10th-
magical weapons ; magical arrows are needed
as well . When this spell is cast by a Sidhelien level caster can affect five, and so on.
wizard, the target bow may be magical or non- The reverse of this spell, Sidhelien discord,

magical, and gains a +1 bonus to attacks and adds a -3 penalty to the target individual's

damage . saving throws vs . charm and sleep spells, and
Multiple spells can be cast upon a single bow
prevents him from moving unseen in woodland
to extend the duration of the enchantment . settings . An individual who takes special pre-
Doing so does not create additional attack cautions, such as lying still in underbrush, can
bonuses or extend the 24-hour limit . hide in woods normally . When moving, how-
ever, any observers are 15% more likely to spot
The reverse of this spell, decrepit bow, makes him .

a nonmagical bow suffer a -1 attack penalty . Sidhelien mien has no effect when cast on

When cast by a Sidhelien wizard, a decrepit bow elves ; its reverse, however, does . Elves gain a

enchantment causes -1 penalties to attack and normal saving throw against the Sidhelien dis-
damage rolls . cord version of the spell .

The material component for both versions is Notes : Common on Cerilia, the BIRTHRIGHT
a thread from a silkworm . setting ; virtually unknown elsewhere .

Notes : Common on Cerilia, the BIRTHRIGHT Siege Sphere, Otiluke's
setting; virtually unknown elsewhere .
See Otiluke's siege sphere .
Sidhelien Discord
Sighing Chain
Reversed form, see Sidhelien mien . (Evocation)

Sidhelien Mien (Force)
(Enchantment/Charm)
Reversible Level : 5
Range : 5 yds./levels
Level : 6 Components : V, S, M
Range : 10 yds . Casting Time : 5
Components : V, S Duration : I rd ./level
Duration : 2 turns/level Area of Effect : 1 creature
Casting Time : 6 Saving Throw : None
Area of Effect : 1 creature/2 levels
Saving Throw : Special This spell brings into being a shimmering
silver-blue chain of force that coils snakelike
around a single chosen target creature . The
spell's name comes from the loud, continuous
sighing sound the chain makes as it loops and
writhes around the creature . The chain sur-

814

Silence 15' Radius -Bard

rounds the creature automatically . Its move- Area of Effect : 1 square foot
ments do not require the caster's continued at- Saving Throw : None
tention ; the caster is free to work other magic or
even leave the scene . This spell allows the caster to magically in-
scribe a sign, signature, or picture onto any
The creature within the sighing chain is not inanimate material . Unlike the 1st-level spell
prevented from moving about or performing de- wizard mark, the signature sigil cannot be made
sired actions, but the chain imposes a -2 penalty invisible ; it always glows .
on the creature's attacks, damage rolls, and
saving throws ; adversely affects ability checks The signature sigil has two additional func-
and movement rate by 2 ; and increases the cast- tions, which rely on special command words
ing time of any spell cast by a spellcasting en- designated by the caster when the sigil is cast .
chained creature by 2 .
A) Flare. The sigil is commanded to flare
Creatures trying to pull at the chain suffer brightly, making it clearly visible up to 100
2d4 points of bludgeoning damage per tug, and yards away for a round .
such attempts are always futile . Foes of the
creature trying to strike at it past or through the B) Explode. The sigil is commanded to ex-
chain suffer a -2 penalty to attack rolls, but are plode, inflicting 2d6 points of damage upon all
otherwise unaffected by the chain. creatures within 5 feet (save vs . spell for half
damage) . A detonated sigil is destroyed, leaving
Aside from waiting for its disappearance at a charred and blackened area .
the expiration of the spell, the chain can be
gotten rid of by dispel magic, by destroying it, The commands function if the speaker is
or by the death of the creature . If the chained within 100 feet of the sigil . Once command
creature dies and the spell has not expired, the words are designated, anyone can trigger the
caster can direct the chain to move to another effect, not just the caster . The caster can change
creature, coiling and writhing at MV 9 . To en- the command words any time by simply touch-
chain this subsequent creature requires a suc- ing the sigil and speaking the new words . From
cessful attack roll at the caster's THACO, and that point forward, the new command words are
directing the chain consumes the spellcaster's functional . This process can be repeated as
action for that round . This is the only way a often as desired . A signature sigil can be re-
sighing chain can change creatures . If the chain moved by a successful dispel magic spell .
is not directed to a new creature in the round
following the death of the first, it dissipates. The signature sigil was created by one of the
League's wizards purely by accident, when he
To destroy a sighing chain, it must be dealt attempted to create an improved version of the
21 points of damage . It is only AC 6, but the wizard mark spell .
nature of the magic causes all damage done to it
by any spell or being, not just the chained crea- Notes : Common for spellcasters from Tal-
ture, to be visited point-for-point on the chained adas in the DRAGONLANCE setting ; otherwise,
creature . Thus, the creature must suffer 21 very rare .
points of damage to be free of a sighing chain
that is "killed ." Silence 15' Radius
Lost Spell. The Red Wizards of Thay are ru-
The material component of this spell is a mored to have had this spell before the Time of
length of at least three joined links of chain of Troubles .
the finest steel or of any pure metal .
Silence 15' Radius - Bard
Notes : Rare in the FORGOTTEN REALMS set- (Alteration)
ting ; virtually unknown elsewhere .
Level : 2
Signature Sigil Range : 60 yds .
(Alteration) Components : V, S
(Geometry) Casting Time : 5
Duration : 2 rds ./level
Level : 2 Area of Effect : 15-ft . sphere
Range : Touch Saving Throw : None
Components : V, S
Casting Time : 2 rds . Upon casting this spell, complete silence
Duration : Permanent prevails in the affected area . All sound is

815

Silent Alarm

stopped : conversation is impossible, spells with strand of hair from each person involved in the
verbal components cannot be cast, and no noise spell .
issues from or enters the area . The spell can be
cast into the air or upon an object, but the effect Notes : Rare spell .
is stationary unless cast on a mobile object or
creature . The spell lasts two rounds for each Silver Tongue, Otto's
level of the experience of the caster. If the spell
is centered on a creature, the effect then radi- See Otto's silver tongue .
ates from the creature and moves as it moves .
An unwilling creature receives a saving throw Simbul's Skeletal Deliquescence
vs . spell . If successful, the spell effect is cen- (Alteration)
tered about one foot behind the position of the
creature at the instant of casting (the effect Level : 8
does not move with the creature in this case) . Range : 0
This spell provides a defense against sound- Components : V, S
based attacks, such as harpy singing, a horn of Casting Time : 1
blasting, etc . Duration : 1 day/level
Area of Effect : 1 being
Notes : Restricted to bards ; rare . Saving Throw : Neg .

Silent Alarm This spell is sometimes called the boneless
(Alteration)
spell because it enables the caster to turn all of
Level : 5 the bones in any one touched creature to jelly.
Range : 5 yds ./level The creature collapses into a helpless, heaving
Components : V, S, M mass that is able to speak, breathe, and per-
Casting Time : 5 rds . ceive-but do little else! Nothing can be held by
Duration : Special a being affected by this spell . The creature can
Area of Effect : 1 object flow downhill at MV 3, and ooze across level
Saving Throw : None surfaces at MV 1, but cannot move uphill at all .
Worn or carried items are not affected by the
Combining elements of the spells magic deliquescence, and typically fall around the
mouth, message, and ESP, this spell creates a creature .

magical alarm around the affected object . This A boneless creature is AC 10 and has no
spell is often keyed to alert the owner of the es- physical attack forms except smothering a
tablishment or the guardian of the site if his prone, helpless being by flowing over its means
property or charge is disturbed . of breathing . A boneless creature can float on
water, swim through it at MV 3 (by forming
When a specified event occurs, the dweomer flaps like a ray does and flexing its gelid mass),
is triggered. For example, the event might be the and can breathe by filtering oxygen from the
approach of an unauthorized person, an attempt water .
to open a chest without the key, or the casting of
a spell within 10 feet of the object . When the spell expires, the creature returns
to its normal form . No system shock survival
When triggered, a prestated telepathic mes- roll is necessary. Liquids (even if boiling),
sage is immediately sent to a person specified at vapors, poisons, and corrosive substances, such
the time of casting-up to 25 words . The mes- as acid, do no harm to a boneless creature, but
sage is strong enough to wake the person from a the creature automatically fails all Dexterity
deep sleep and is repeated twice, but does not ability checks and makes all saving throws at a
cross planar boundaries . -3 penalty.

The wizard must have the person to be A onetime apprentice of the Simbul took this
alerted and any individuals that are to be specif- spell to the Red Wizards of Thay when he joined
ically authorized (or excluded) at hand ; if these them . Their use of it since then suggests they
persons cannot be physically present, a lock of believe its effects to be permanent . Several vic-
hair or similar personal effect suffices . The tims have regained their own shapes when left
"to die" by Red Wizards .
silent alarm remains in place until triggered or
Notes : Known by the Seven Sisters, their ap-
dispelled. prentices, and select Harpers ; rare or very rare
The material component is a button, and a them and the Red Wizards of Thay.

8 16

Simbul's Spell Supremacy

Simbul's Spell Sequencer††

(Alteration, Conjuration, Evocation)

Level : 7
Range : 0
Components : V
Casting Time : 2
Duration : 366 days
Area of Effect : Special
Saving Throw : None

When memorizing this spell, a wizard must
select one to three other spells of 1st to 4th
level . The number of spells is at the discretion
of the wizard, though the maximum cannot be
exceeded, and the spells can be of the same

level or even identical-for example, three fire-
ball spells . The selected magics must be cast

immediately after the spell sequencer is memo-

rized, employing the usual material compo-
nents, but each casting is preceded by the word

that will later unleash the spell sequencer. This

word forms the verbal component of the spell ;

when it is spoken the sequencer is cast .

The linked spells need not be cast by the

wizard memorizing the sequencer, or even by a

wizard ; priest spells can be linked to a se-
quencer . The linked spells have no effect until
the trigger word is uttered. Then all of the linked
spells take effect in the same round, one after
the other, in the order in which they were cast,
until all have taken effect . Spell damage is
always the maximum possible, and targets are
selected by the will of the sequencer-caster. The
sequencer-caster must be able to see all in-
tended targets when the sequencer is cast .

Notes: Unique spell, known to the Simbul .

Simbul's Spell Supremacy

(Alteration)

Level : 7
Range : 0
Components : V, S
Casting Time : 7
Duration : Special
Area of Effect : The caster
Saving Throw : None

This powerful, little-known spell has won the
Simbul many magical duels . It allows the
caster's next two spells to be cast by silent act of
will alone, without material components, and
with a casting time of 1 . Moreover, both spells
manifest for their full possible damage and du-

817

Simbul's Spell Trigger

ration . Spell supremacy is only effective in aug- Simbul's Synostodweomer

menting the effects of spells of 6th level or less . (Alteration)
If the caster uses more powerful spells, they do
Level : 7
not benefit, but the spell supremacy magic is Range : Touch
Components : V, S
exhausted in any case .
Notes : Restricted to the Seven Sisters, their Casting Time : 7

apprentices, and select Harpers ; very rare . Duration : 1 rd .
Area of Effect : The caster
Simbul's Spell Trigger†† Saving Throw : None

(Alteration, Conjuration, Evocation) Created by the Simbul and adopted by the
Red Wizards for its usefulness, this spell allows
Level : 9 the caster to transform the energy of another
Range : 0 spell memorized by the caster into healing
Components : V
Casting Time : 2 magic . The synostodweomer is cast, followed by
Duration : 366 days
Area of Effect : Special another spell of the caster's choosing . The
second spell does not take effect, although any
Saving Throw : None material components it requires are consumed
or altered in the usual manner for that particular
When memorizing this spell, a wizard must spell, and the spell still vanishes from the
select one to four other spells of 1st to 7th caster's mind .
levels . The number of spells is at the discretion
of the wizard, though the maximum cannot be Any being touched by the caster regains 2 hit
exceeded, and the spells can be of the same points for every level of the transformed spell,
level or even be identical-for example, four so a 9th-level spell would give an injured being
back 18 hit points . This spell does not grant
death spells . The selected magics must be cast extra hit points, but excess points can have spe-
immediately after the spell trigger is memo- cial effects . An excess of 5 points cures the in-
jured creature of any one disease, and an excess
rized, employing the usual material compo- of 7 points banishes all effects of poison . If both
nents, but preceding each casting with the word afflictions are present, the caster must choose
that will later unleash the trigger. (The word which to cure unless there is enough of an
forms the verbal component of the spell ; when
excess-12 points-to cure both . A synostod-
it is spoken the spell trigger is cast .) The spells weomer does not affect lycanthropy. If the re-

need not be cast by the wizard memorizing the cipient is neither diseased nor poisoned or less
spell trigger, or even by a wizard ; priest spells than 5 extra points are conveyed, the excess
can be linked to a spell trigger. curing is simply lost.

The spells have no effect at the time they are The healing capability endowed by the synos-
cast, but when the trigger word is later uttered todweomer must be used within three rounds or

(casting the spell trigger), all of them take effect both it and the transferred spell are lost and
wasted . Healing can be granted only by direct
in the same round, one after the other, in the flesh-to-flesh contact .
order in which they were cast, until all the spells
have taken effect . Spell damage is always the Only spells memorized by the caster of the
maximum possible, and targets are selected by
the will of the trigger caster. The trigger-caster synostodweomer can be transformed into heal-
must be able to see all intended targets when the
ing energy by this spell . It cannot transform
spell trigger is cast . spells from scrolls or spell-like magical item
functions or abilities .
Notes : Unique spell, known to the Simbul .
Notes : Known to the Seven Sisters, their ap-
prentices, select Harpers, and the Red Wizards ;

rare or very rare. Known to be in Vaerendroon's
Ineffable Enchantments .

818

Sinister Cantrip

Simulacrum Simulate Skill

(Illusion/Phantasm) (Necromancy)
(Artifice)
Level : 8
Level : 7 Range : 0
Range : Touch Components : V, S, M
Components : V, S, M Casting Time : 1 rd.
Casting Time : Special Duration : 10 hrs . + 1 d 10 hrs .
Duration : Permanent Area of Effect : The lich
Area of Effect : Creates 1 simulacrum Saving Throw : None
Saving Throw : None
After casting this spell, the lich is able to use
By means of this spell, the wizard is able to any weapon or nonweapon proficiency that a
create a duplicate of any creature . The duplicate dead person possessed in life . The person
appears to be exactly the same as the original, cannot be more than twelve hours dead, and the
but there are differences : The simulacrum has lich must have witnessed him using the profi-
only 51% to 60% (50% + l d l O%) of the hit ciency in order to know that it exists . The
points of the real creature, there are personality person is not deprived of the simulated ability,
differences, there are areas of knowledge that so a resurrected warrior whose skill with arms
has been imitated will still have them .
the duplicate does not have, and a detect magic
The material components of this spell are a
spell will instantly reveal it as a simulacrum, as magnet and a piece of reflective glass .

will a true seeing spell . At all times the simu- Notes : Uncommon for liches and other
undead spellcasters in the RAVENLOFT setting ;
lacrum remains under the absolute command of very rare elsewhere . This spell can be re-
the wizard who created it . No special telepathic searched only on the Demiplane of Dread .
link exists, so command must be exercised in
some other manner. The spell creates the form Sinister Cantrip
of the creature, but it is only a zombielike cre-
(All)
ation . A reincarnation spell must be used to
give the duplicate a vital force, and a limited Level : 2
Range : 10 yds ./level
wish spell must be used to empower the dupli- Components : V, S
cate with 40% to 65% (35% + 5 to 30%) of the Casting Time : 2
knowledge and personality of the original . The Duration : 1 hr./level
level of the simulacrum, if any, is from 20% to Area of Effect : Special
50% of that of the original creature . Saving Throw : Special

The duplicate creature is formed from ice or While most cantrips do not cause any partic-
snow. The spell is cast over the rough form and
some piece of the creature to be duplicated must ular distress or harm to the subject, the sinister
be placed inside the snow or ice . Additionally, cantrip is a much more powerful spell that can
the spell requires powdered ruby.
create horrifying and startling effects . Grue-
The simulacrum has no ability to become some apparitions such as insects crawling out of
more powerful ; it cannot increase its level or foodstuffs, a sensation of bugs burrowing into
abilities . If destroyed, it reverts to snow and the victim's flesh, flesh rotting from the victim's
melts into nothingness . Damage to the simu- hands or face, blood streaming out of canteens,
lacrum can be repaired by a complex process re- horrifying shrieks and moans, and unearthly
quiring at least one day, 100 gp per hit point, chills or starts of terror, all can be induced by
and a fully equipped laboratory.
means of the sinister cantrip.
Notes : Common spell (PHB) .
Generally, these dire illusions and frights can
cause one of the following effects at a time, as
the caster directs :

® The victim suffers a -1 penalty to attack

rolls or Armor Class or saving throws as

long as the caster concentrates, with no

8 19

Sinister Surroundings

saving throw allowed ; "magical properties" include those of magical
® The victim recoils in horror for 1 round or items as listed in the DUNGEON MASTER Guide,
those of items enchanted or otherwise of magi-
drops a carried object unless a saving throw cal origin, and those of items with protection-
vs . spell is made ; type spells or with permanent magical
® An NPC or low-level monster must make a properties or similar spells upon them .) Items of
morale check ; a nonmagical nature are not entitled to a saving
® A spellcaster's concentration broken if he throw . If a subject fails its saving throw, it be-
fails a saving throw vs . spell . comes of slightly greater density than the sur-
Notes : Uncommon for liches and undead face upon which it stands .
spellcasters in the RAVENLOFT setting and for
evil spellcasters . The spellcaster now has the option of ceasing
his spell and leaving the subject as it is, in which
Sinister Surroundings case the spell expires in four turns, and the sub-
(Necromancy) ject returns to normal . If the caster proceeds
with the spell (into the next round), the subject
Level : 5 begins to sink slowly into the ground . Before
Range : 0 any actions are taken in the new round, the sub-
Components : V, S ject sinks one-quarter of its height ; after the first
Casting Time : 2 rds . group acts, another quarter ; after the second
Duration : 1 month/level group acts, another; and at the end of the round,
Area of Effect : 1 mile radius/level the victim is totally sunken into the ground .
Saving Throw : None
This entombment places a creature or object
This spell does not change the look of the af- in a state of suspended animation . The cessation
fected area as would a hallucinatory terrain of time means that the subject does not grow
spell . Rather, it creates a grim and dismal feel older. Bodily and other functions virtually
around the caster's lair. In the RAVENLOFT set- cease, but the subject is otherwise unharmed .
ting, non-evil characters suffer a -1 penalty to The subject exists in undamaged form in the
fear and horror checks in the area of effect . surface into which it was sunk, its upper point
as far beneath the surface as the subject has
Notes : Uncommon for liches and undead
spellcasters in the RAVENLOFT setting and for
evil spellcasters .

Sink
(Alteration, Enchantment)

(Earth)

Level: 8
Range : 10 yds./level
Components : V, S
Casting Time : 8
Duration : Special
Area of Effect: I creature or object, max . 1 cu .
ft ./level
Saving Throw : Special

By means of this spell, a wizard can force a
creature or object into the very earth or floor
upon which it stands . When casting the spell,
the wizard must chant the spell for the remain-
der of the round without interruption . At that
juncture, the subject creature or object becomes
rooted to the spot unless a saving throw vs . spell
(for a creature) or disintegration (for an object
with magical properties) is successful . (Note :

8 20

Skeletal Bride

height-a 6-foot-tall victim will be 6 feet be-

neath the surface, while a 60-foot-tall subject

will have its uppermost point 60 feet below
ground level . If the ground around the subject is
somehow removed, the spell is broken and the

subject returns to normal, but it does not rise

up. Spells such as dig, transmute rock to mud,
and freedom (the reverse of the 9th-level spell
imprisonment) will not harm the sunken crea-

ture or object and will often be helpful in recov-

ering it . If a detect magic spell is cast over an
area upon which a sink spell was used, it reveals

a faint magical aura of undefinable nature, even

if the subject is beyond detection range . If the

subject is within range of the detection, the
spell's schools can be discovered (alteration and

enchantment).

Notes : Common spell (PHB) .

Sinking
Reversed form, swim .

Sinuous Horrors

(Alteration)

Level : 4 tacles for 1d4+1 rounds if the wizard fails a
Range : 0 saving throw vs . spell . Note that the sinuous
Components : S horrors cannot be compelled to attack their
Casting Time : 1 host, and that they remain in effect until the ex-
Duration : 1 d6 + 4 rds. piration of the spell, regardless of the wizard's
Area of Effect : The caster desire .
Saving Throw : Special
Notes : Very rare spell, known mostly to
This spell transforms each of the wizard's necromancers . Optionally, may be uncommon
arms into a writhing, hissing serpent that can for wizards from savage settings . Known to be
strike at any opponent within reach . Each
snakelike tentacle can attack once per round as in the Cryptichronos, aka Book of Horrors (Up-
a monster with as many Hit Dice as the wizard
has levels of experience . dated from DRAGON Magazine .)

The snakes each inflict 1 d3 points of damage Skeletal Bride
with their fangs, and there is a 3% chance per
level of the spellcaster that the serpents are poi- (Necromancy)
sonous to humanoid creatures . Anyone bitten
by a venomous snake must make a saving Level : 6
throw vs . poison at -2 or go into violent con- Range : 10 yds ./level
vulsions for a number of rounds equal to the Components : V, S, M
caster's level . A convulsing creature suffers 1 Casting Time : 6
point of damage per round and is incapable of Duration : 1 turn + 1 turn/level
any action . Area of Effect : Special
Saving Throw : None
The wizard cannot cast this spell while hold-
ing any object or while wearing anything on his This spell creates a skeletal form of the same
hands (such as rings or gloves) . Similarly, the height and proportions as the caster . The form
wizard cannot grasp anything while trans- has a smooth, flesh-hued, featureless globe for a
formed, nor can he cast spells with somatic head with whatever type and length of hair the
caster wills, but the rest of the body is always
components . A snake charm can pacify the ten- skeletal .

821

Skeletal Deliquescence, Simbul's

This skeletal form is not undead and cannot Skeletal Hand
be turned or influenced by spells acting specifi- (Necromancy)
cally on undead . It moves with the same gait
and mannerisms as the caster, but only moves at Level : 3
the caster's mental urging . It collapses into dust, Range : 30 yds . + 5 yds ./level
ending the spell, if it ever passes out of spell Components : V, S, M
range . Casting Time : 3
Duration : 2 rds ./level
The caster can dress the skeletal bride in Saving Throw : None
clothing to make it appear to be herself or a Area of Effect : The caster
companion, and can control its actions from
afar, so long as the caster and the bride remain Like the 2nd-level spell spectral hand, this
within range of each other. Skeletal brides often spell causes a semi-corporeal, bony hand
take ambushes or stealthy night attacks meant shaped from the caster's life force to materialize
for their casters, or dupe others into thinking the within the spell's range . The hand moves as the
caster has friends to aid her . Inventive Harpers caster directs . It can convey touch-delivered
have used this spell to create diversions (by attack spells of 4th level or less, striking as the
caster, but with a +4 bonus to hit. At the caster's
making other folk think they see an intruder or option, the skeletal hand may instead make a
known rival), to guide folk in places where the physical attack, inflicting 1 d 10 points of
Harper cannot safely go, and to fool foes into damage with a successful hit . The caster may
thinking they have killed the Harper . The most use the skeletal hand in either fashion from
common use of the spell is simple to scare folk . round to round, or simply allow the hand to
Female Harpers often use this spell to scare hover in place while she performs other activi-
away overamorous men on the road, who are ties . The hand receives flank or rear attack
usually startled indeed to find that under a bonuses if the caster is in a position to do so .
bride's clothing are only bones!
The skeletal hand is vulnerable to attack .
Skeletal brides can carry or support a total Only weapons of + 1 or better magical enchant-
weight of only 20 lbs . or less, such as clothes ment can strike it, as if it had AC -4 . Any
and a light weapon . Overloading them causes damage ends the spell and inflicts 1d4 points of
them to collapse into dust . They are AC 7 and damage upon the caster.
can withstand 19 points of damage before col-
lapsing, though single attacks dealing more than In addition, a priest of good alignment can
10 points of damage at a time crush or sever in- keep the hand at bay with a successful turning
dividual limbs, the head, etc . This sort of attempt as if against an undead creature of 5 Hit
damage does not end the spell or impair the Dice .
functioning of what is left of the skeletal form,
although the loss of a leg may slow its mobility . The material component is a splinter of bone
(The animating magic can hold a bride that is from the hand of a ghast .
carrying or wearing 10 pounds or less of mater-
ial upright) Notes : Restricted to necromancers and
undead spellcasters, rare . Living necromancers
Skeletal brides cannot speak, but magic can research this spell only on the Demiplane of
mouth, ventriloquism, and similar spells can be Dread .
cast on one to make it appear to speak .
Skeletal Hands
The material component of this spell is a (Necromancy, Evocation)
human bone .
Level : 2
Notes : Restricted to the Seven Sisters, their Range : 10 ft . + 10 ft ./3 levels
apprentices, and Harpers ; rare . Components : V, S, M
Casting Time : I rd .
Skeletal Deliquescence, Simbul's Duration : 4 rds ./level .
See Simbul's skeletal deliquescence . Area of Effect : Special
Saving Throw : None

By casting this spell, a wizard brings into ex-
istence a pair of bony hands that levitate in

822

Skulltrap

midair and move as directed by the caster, who will then hang there in midair . The eye sockets
uses verbal commands and somatic gestures to of the skull define a path 20 feet wide by 90 feet
guide them . The hands can perform only simple long . Physical boundaries such as walls do limit
grasping, lifting, and carrying activities . They that path .
cannot perform complex movements, such as
somatic spell components, or movements that Any living creature that enters the area of this
require great dexterity, such as picking locks . path within the limitations of the spell activates
The hands can open unlocked doors, drawers, the skull watch . The skull emits a piercing
chests, or turn pages in a spellbook . They can shriek that can be heard up to a quarter-mile
carry up to 5 pounds each ; together, they can away. In addition, the wizard who cast the skull
carry an object of up to 20 pounds . They can watch is immediately aware that something has
move anywhere within their range (if the caster tripped the spell . Silence spells and similar
is 3rd level, this is 20 feet ; 6th level, 30 feet ; and magics can stop the audible shriek but the
so on) . wizard becomes aware of the event regardless of
location as long as the wizard is alive conscious
Each hand can make a clawing attack every and on the same plane .
round, using the wizard's THACO, and inflicting
l d3 points of damage with a successful hit . The The skull can be moved from its position
hands can wield weapons within their weight without activating it as long as the individual
limits . does not step within the path . The skull can be
destroyed. The skull has 1 hit point per level of
When using weapons, the skeletal hands the caster and an AC of 7 . The skull makes no
attack at half the caster's level, with applicable other attacks . The caster is not made aware if
penalties for nonproficiency . Hand-held melee the skull is destroyed without the spell being
weapons inflict half damage (round up), be- triggered.
cause the hands cannot generate the proper
forces that the weapons need to inflict normal A wizard who has multiple skull watches op-
damage . The hands can fire a loaded crossbow erating is unable to discern which has been
and inflict normal damage, however, because tripped as the scream and mental awareness are
the crossbow provides the necessary force to similar for all skulls created by this spell .
propel the bolt . All other missile weapons are
reduced to one-quarter range and half normal After being triggered, the floating skull sinks
damage (round up) . slowly to the ground and can be reused at a later
time .
The hands can be physically attacked (each
has AC 5, hit points 4, and MV 6) . Notes : Uncommon spell from the
FORGOTTEN REALMS setting . Known to be in the
The spell requires the complete skeletal tome, Tidings of Conflict and Woe .
hands of any human, demihuman, or humanoid .
These can be reused if not damaged or de- Skulltrap
stroyed in combat . (Necromancy, Evocation)

Notes : Restricted to necromancers ; uncom- Level : 3
mon . Range : Touch
Components : V, S, M
Skull Watch Casting Time : 3
(Necromancy) Duration : Special
Area of Effect: 1 skull
Level : 3 Saving Throw : 1/2
Range : Touch
Components : V, S, M This ward can be placed on any nonliving
Casting Time : 3 skull or the skull of an undead skeleton . The
Duration : 1 turn + I turn/level skulltrap remains dormant until the skull is
Area of Effect : 20-ft . x 90-ft . path touched by living matter or is struck and dam-
Saving Throw : None aged by nonliving matter (for instance, it's
struck in combat or falls to the floor) . Assume a
This spell requires the complete skull (in- normal skull is AC 8 and has 2 hit points . This
cluding jaw) of an intelligent humanoid crea- simple warding does not discriminate ; it can be
ture . Once the spell is cast, the skull is set in triggered just as easily by the wizard who cast
midair facing a particular direction . The skull the spell as by a curious rat brushing up against

82 3

Skycastle

it . round 1 the skycastle stops in mid-flight ; on

When the skulltrap discharges, the skull rounds 2-5 it sinks earthward at 10 feet per

flashes briefly with red or violet light and vio- round ; rounds 6-9 it drops earthward at 100 feet
lently explodes, releasing a blast of energy per round ; and from round 10 on it plummets
drawn from the Negative Material Plane . The earthward . Plummeting more than 200 feet de-
burst of negative energy inflicts 2d4 points of
damage plus l d4 points of damage for every stroys the skycastle and kills everyone within. If
level of the caster. All living creatures within 10
feet of the skull are allowed a saving throw vs . in doubt, assess falling damage against the in-

breath weapon to suffer only half damage from habitants normally, with saving throws vs . death

the blast. magic for those in danger of death from massive
Because the trap is so easily triggered, the
damage, as per the DMG.
skull is often placed in its final resting place
before the spell is cast upon it . The trapped skull Deliberately dropping the skycastle on a soft
can be moved without triggering the trap, but
must be moved very slowly and without contact target such as a cottage or a living creature
with living matter. Gloves or other thin materi- crushes the target, with damage adjudicated by
als used to cover the flesh of a living being are
the DM . Dropping it on a hard target damages
not enough to prevent the skulltrap from being
both structures equally.
discharged . To cast the spell, the wizard must have an ab-
The material component is a pinch of dust
solutely clear mental image of the skycastle-
from the physical remains of a corporeal
undead being with strong ties to the Negative equal to that gained by overseeing its
Material Plane, such as a wight or vampire .
construction or walking every inch of it for at
Notes : Restricted to necromancers; uncom- least one month . Reading a map or blueprints is
mon . not sufficient.

Skycastle The material component of this spell is a

beautifully appointed couch or sofa (1,000 gp
minimum), which must be occupied by the

caster for the entire turn . A new couch must be
purchased for each casting .

Notes : Very rare spell . (Updated from

DRAGON Magazine .)

(Alteration) Skyhook
(Artifice)

Level : 9 (Evocation)
Range : Touch (Force)
Components : V, S, M
Casting Time : 1 turn Level : 2
Duration : Permanent Range : 60 yds.
Area of Effect: 1 castle Components : V, S, M
Saving Throw: None Casting Time : 2
Duration : 3 turns + 1 turn/level
Casting this spell on a castle or other building Area of Effect: Creates 1 hook
Saving Throw : None
gives the structure the ability to fly, controlled
by the caster's mental command. Although rela- With this spell, the wizard creates a solid
tively slow (movement rate 3) and clumsy (ma-
hook of force invisible to all but the caster, at a
neuverability class E), the skycastle has a desired location . The hook need not be attached
to anything, and is usually created in midair
tremendous carrying capacity and can travel
even when the caster is asleep, as it can main- over a pit or chasm. Once cast, it remains immo-

tain a particular course and speed unattended . bile . Creatures can hang on to it, ropes can be
tied to or hooked over it, and so on . It supports
Siege engines and the like affect the skycastle up to 30 tons of weight .

normally, but do not negate the dweomer until If the weight limit is exceeded, the skyhook

the skycastle has been breached on all four instantly vanishes . Otherwise, it lasts until the

sides . A successful dispel magic removes the spell expires, fading into invisibility two rounds
spell, however. In both cases, the dweomer is so before its end as a warning of its impending ex-

large and diffuse that it does not end immedi- piration . It is too small to be stood upon (for ex-
ately . When negated, the spell takes time to ample, to climb further, or cast spells or fire
drain, according to the following schedule : on

8 24

Sleep

missile weapons from), but its hook is large While the spell is active, the clouds remain in
enough to permit thick cables and many grasp- place, despite strong or even magical winds .
ing hands to find purchase. They are harmless and insubstantial . When the
spell's duration expires, the clouds begin to
A skyhook, once created, cannot move . Ropes filter away on the wind, slowly dissipating to
and other things secured to it appear to crea- nothing.
tures other than the caster to be tied to nothing .
The skyhook is solid enough to harm creatures The spell requires chalk and a slate, upon
flying into it or striking it but cannot itself be which the message is written . If the caster is in-
physically harmed . A skyhook saves vs . a dispel terrupted in his writing, whatever portion of the
magic cast against it as if it were the caster, with message was written appears in the sky . "Attack
a +4 bonus . It saves as the caster (no bonus) us at your peril" would be an entirely different
against a disintegrate spell, and can be de- message if interrupted after the second word .
stroyed readily by a properly-directed limited
wish or more powerful spell of this type . The Notes : Rare spell from the FORGOTTEN
caster of a skyhook can will it out of existence REALMS setting . Known to be in Myrl's Text .
instantly.
Slam Portal
The material component is a miniature metal Reversed form, see hold portal open.
fishhook .
Slaying Wind
Notes : Uncommon spell from the Lost spell. Mythal magic from the FORGOTTEN
FORGOTTEN REALMS setting . Known to be in REALMS setting, taken away by the gods .
Shandaril's Workbook . It is also known to drow,
dwarves, and some human miners in that set- Sleep
ting . (Enchantment/Charm)
(Shadow, Song)
Skywrite
(Alteration) Level : 1
(Air, Geometry) Range : 30 yds.
Components : V, S, M
Level : 3 Casting Time : 1
Range : Sight Duration : 5 rds./level
Components : V, S, M Area of Effect : Special
Casting Time : Special Saving Throw : None
Duration : 1 turn/level
Area of Effect : Special When a wizard casts a sleep spell, he causes a
Saving Throw : None comatose slumber to come upon one or more
creatures (other than undead and certain other
A less subtle version of the message spell, creatures specifically excluded from the spell's
skywrite creates words in thin cloud formations effects) . All creatures to be affected by the sleep
above a point chosen by the caster. One word spell must be within 30 feet of each other . The
per caster level can be created ; the words are number of creatures that can be affected is a
spelled out one letter at a time at the rate of ten function of Hit Dice or levels . The spell affects
letters per round . The spell must be cast in day- 2d4 Hit Dice of monsters . Monsters with 4+3
light so that the white cloud letters can be seen ; Hit Dice (4 Hit Dice plus 3 hit points) or more
it does not work against a cloudy sky . are unaffected . The center of the area of effect is
determined by the spellcaster . The creatures
The letters appear about 100 feet above the with the least Hit Dice are affected first, and
ground and are each 10 feet tall . Everyone partial effects are ignored.
below the skywritten message can see what it
says ; this could be an entire city. Of course, the For example, a wizard casts sleep at three
caster has no control over the actions of those kobolds, two gnolls, and an ogre . The roll (2d4)
seeing the message, so judicious choice of result is 4 . All the kobolds and one gnoll are af-
words is recommended . "Attack enemy's right fected ( 1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice) . Note
flank" probably is not a wise message, nor is that the remainder is not enough to affect the
"Treasure below statue in town square", unless last gnoll or the ogre .
the caster wants to mislead an enemy or wreak
havoc . Slapping or wounding awakens affected crea-

82 5


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