Priest's Spell Compendium
Accegsory
Credits
D&p: It is impossibleto List all the creators of the spells cataloged in these volumes, but crcdit goes to everyone who
created a spell in a module, boxed set, accessoty, hardbound book or magazine articlepublished in the last 20 years.
Compilation:Mark Middleton
Development and Editing:Jon Pickens
PmJeaXCoordination:Keith Strohm with Ed Stark
Inierlor Black and White A r t Glen Michael Angus a d David Mattin
Art Director: Dawn Murin
Graphic Design: Tanya Mauon and Nathan Tucker
Project Manager: Larry Weiner
Typesetting: Eric Haddock
Achowledgmentg: L. Richard Baker III, Brad Bolas, Ed Greenwood,Miranda Homer, Julia Martin, Mark
Middleton, Roger E. M w n , John Rateliff, Cindi Rice, Thomas M. Reid, StevenE. Schend, and Skip Williams.
Based on the original DUNGEON&SDRAGONrSulescreated by E. Gary Gygax and Dave h e s o n
Volume One
A Day in the Life to Frost Whip
TABLE OF CONTENTS
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A. ........................................
DB ...................................................................................................................................................................................................
E ...................... 88
116
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Foreword
Thisforeworddivcusses rules issues encountered in tkeprepa&’on
of this work. Those not interested or generally unfamiliar with tke svstem
detizils can skip directly to the Introduction.
he purpose of this series is to provide a companion to the Wzanl Spell
Compendium set. However, as this project was begun, a number of
complicating factors absent from the previous books soon surfaced.
They have shaped the development of this work, and understanding
these factors is useful for any DM or player who wishes to derive full
value from this series.
In brief, it is more important with this series than with the wizard series that the DM use
careful judgment and firmly control priest spell availability. Specialty spells for priest
characters should be set within the context of the individual campaign--completely free
spell selection from these series should not be allowed.This general advice has its roots
in how the collection of priest spells has developed over the years.
First, the combination of priest spell spheres introduced in the 2nd Ed. Rules and the
specialized deity portfolios in The Complete Priest’s Handbook completely shattered the
cohesion of the priest as a character group (clerics, druids, specialty priests). These ef-
fects have proved far greater than the changes wrought in the wizard character group by
the intrcductionof specialty schools.
Second, the concept of a deity providing special grantedpowers has bmadened over
time. Instead of a few free spell uses (or access to such nonpriest spells asfly), nonspell
abilitieslike berserker mge have been introduced, as well as other abilities that are nearly
spells in all but name (but without such details as level and casting time). A more recent
development has been the deliberate placement of specialty spells on a deity-specific
spell list several levels lower than their game effects would suggest, as a special boon
granted by that deity alone. At the same time, such Lists have also been used to bring back
older spells from out-of-print sources.
The result has been two-fold. On an individual case basis, priests of specific deities are
more interesting. However, the general utility of spell level as a measure of power for
priests has been badly eroded. This effect is becoming more pronounced as the line be-
tween granted special powers and a list of spells specific to each power steadily blurs.
Guiding players and DMs through this particular thicket of options has been a major con-
cem in preparing this series.
Third, the priest spell list (always growing more slowly than the wizard list and heav-
ily weighted toward druids) has experienced a phenomenal growth spurt. Between the
time the first comprehensive priest spell list was assembled in 1995 and closed in
December of 1997, more than 400 new priest spells have been published in official mate-
rials. This number of new priest spells is about the same as the number of wizard spells in
the 2nd Ed. Player’s Handbook!At the time of this compilation, the new material is only
beginning to make its impact felt.
While DMs of considerable experience should fare well, those with a lesser degree of
mastery should proceed with caution. The Introduction has been deliberately slanted
toward a conservative approach for the sake of the latter. Experienced DMs are encour-
aged to use this material in any way they desire to enhance the enjoyment of their players.
That is, after all, what it’s all about.
Good Gaming,
fiP&
Spring, 1999
2
Introduction Be awarethatmany spellnames are irregUlarcom-
The iirstvolume of the Priesrs Spell Compendilrm pound words, and that standardalphabetical orderfol-
continuesthe work of the WTUrrd's Spell Compendium lows complete words. Thus, dark mad will appear
series. It mating an alphabetical reference to priest k f m darkbolt. If you can't find a spell, hy looking
spellsof theAD&D@game systemcovering the l e m for it as a compound form.
Some spells may have the same name: or the
A throughF.Thefullseries coverspriest spellscreated name of a spell might have been changed. where two
for the game from 1 9 5 to 1995.
For the uninitiated, this is not a book of 'real" spells have the same name hut come limn diiierent
magjcal spells. In a fantasy game world, characters cultures, the spell from the c u l ~ r emost similar to
like Merlin the Magician create marvelous magical Medieval Elnope is given firstRenamed spellshave a
effects with a wave of thehand. This is a book of mar- short reference under the originalname.
Spells associated with specific campaign worlds
velous effects thatcan be used by the good guys (and
the bad guys) in the courseof a game session. The key ( o b than the F0~0anwREALMSand W o w OP
to the game is, as always, the decisions made by the GREYHAWseKttings) are marked with a special
players (hemic or otherwise),and the impactthose de- symbol so they can be easily recognized. See page 9
cisions have on the ongoing plot of the game. New for a summary of these symbols. Spells associated
spells are fun, hut it's even more fun figuring out un- with a specific monster or nonhuman race (dragons,
usualways to use than. elves, and so on)are noted, the ace name is separated
Up to this time, lists of spell effects have been from the spell name by a dash. Specialized priests
keyed to spell level; that is, relative spell power. In with unique spell lists, such as the NFC savant-cleric,
other words, if all a gamer or Dungeon Master knew from DRAOOMNagazine are also specially noted.
was a spell name, each level's list of spells had to be Generally, spell names and secondary game ef-
checked. While the last volume of the series will in- fects are italicized. For example, the symbol spell has
clude level lists(as well as lists hy raceand specialty), a secondary effect called discord
the most important principle of organization used in How to UseThisBook
the series as a whole is alphabetical. Each spell in this book is organized along the
The material in these books is presented in the
most current game format: that of the 2nd Fditinn same general lines. Each is listed by its name, school,
tules. Some descriptions have been updated or com- sphere, and a number of statistics that govern its use
bined with similar spell &ects to eliminate duplica- such as Lwei (of power), Range, Casting mme, and
tion; some have heen modified for better play, and a so on. The game powers of each spell are described,
very few have been dropped entirely along with any special tules that govern its use, how
Generally, "granted powers" of specialty priests the spell target can avoid or counter its effects, any
are beyond the scope of this series, although a few limitationson how the spellcan be used, and any spe-
have been amfigured as spells. Variant magical sys- cial prepantions or materials that needed for a suc-
tems, such as the kingdom-level magic of the cessful casting. Next, the details of any rev& form
B m c w setting are also beyond the scope of this the spellmight have are given. Finally, a sectioncalled
Notes has been appendedto each speU thisdeals with
book. However, the optional Sphere of War, in-
duced in the TOMEof MAGICbook (essentially a patronpower, the spell's rarity,and any special restric-
BAT~LESYSTrEulMes variant) and the psionics-based tions on who (orwhat) can usei t
spells of the Dragon-Kings of the DARKSm setting Having covered the field briefly, a more detailed
are close enough to sfandadspells to be included in a look is in order:
specialsection in the 6nalvolume. Clerical cantrips,or
orisons,will be included in thefinalvolume as well. Name: This is the name hy which the spell is gena-
AboutThis Book ally known. Although we have tried to ensue unique
names, this has not always been possible. For exam-
The spells listed in this book are given alphabet- ple, dark&, a minor spell that gives heat without
cally. Spell names that include a proper name are light,is very different from dadqiz,an wil and pow-
given a primary listing under that name. For example, erful black flame commanded by the dmw elves.
for Abbarhor's p e d , the primslyenuy is under "A:'
Where two spells have the same name, the most gen-
Another reference to the main enuy will be found at eral version is given Srst, while variants cast by other
the second word of the spell name; in this case, the races or found in specialized campaign settings are
enhy would read: '%reed, Abbathor's." given later. A name marked with an asterisk (*) is a
cwpemtive magic spell in which a circle of priests all spells in the sphere.
combines their efforts(cooperativemagic is discussed Minor access to a sphere allows the priest to cast
in thefinalbook). spells of 1stto 3rdlevel in the sphere.
sehod:Each school governs a typeof magic, 4- mCvoomlupmlecteolfitshtsisosfets.pells hy sphere appear in the
mg to tbetypeof energy its spellsq l o y andthespe-
cial practices and methods used in casting them The ctwrcALsFnERE5
basic schools are: A s m l spells are those that allow access to the
Astral Plane, for purposes of movement and wmmu-
s€Hw OP MAolc (pHILosoRFI) nication.
Abjuration: Protective, warding, or banishing Charm spells affect attitudes and actions of
magics. people. Powers of love, trickery, or axt, often grant
Altemfion:Magicthat changesphysicalplopnties access to this sphere. Expansive faiths deal with this
of an object, crea~reo,r condition. sphere as well.
ConjuratiodSummoning: Magic that calls or combat spellsare often grantedby p o s of war
bringsobjects or creaturesfmmelmhere. or strife. Many faiths thatdefend themelves by force
DiviMtion: Magic that uncovers what is lost or have access to this sphere.
hidden in the past, present, or future. Crem'onspellscan producesomethingfrom noth-
EnchnnmMw'ChamMagic that bestowsmagical ing, often to benefit the followers. Prime creator
properties on objects or influences creatures magi- powers oftengrant access to this sphere.
cally. Diwi7latioflspells recwer long-loa informaton or
IllmiowPhantm: Illusions create and alter a p p v i d e guidance. Most specialty priests should have
pearances; phantasms affect the mind at least minor access to this sphere.
Guardian spells summon an a c h d guardian of
InvocationEvocatioc Magic that channels and
shapes magicalenergy to create an effeet or object. snne SOR.
Necmmmq: Magic that works on life energy, m- Healing spells remove afflicfions or heal wounds.
cluding the negative energy of the undead. They cannot restore life or lost limbs. Reversal of
Spherp: Riest spclls are grouped into a number of these spells is restrictedto evil priests.
Necromantic spells restore destroyed life force
spheres ofinj'luence,or spheres.Thesespheres are the such as life, limbs, and experience levels. Revenal of
building blocks of a divine power's olio, and de- these spells is restrictedto evil priests.
termine which spells are made available to priests of htecrion spells that pmvide personal pmtection
that faith. For the most part, the revised sphereassign- to the casteror creams aided.
ments fmm the PLAYER'S OPTIONS:pells & Magic Summoning spellscall creams from other places
assignmentsare official enara. Forthep q o s e of this or dimensions to serve the caster.This is usually risky,
series, spheres are grouped into three categories: as the senice is often against the will of such nea-
Clerical Spheres, Druidical Spheres, and Specialty &S.
Spheres. In addition, there is an AN sphere, to which Clerics have major access all Clerical Spheres,
all priests have access.
and minor accessto the Elemen@ Spheres of Eanh
ClericalSpheres arethose governedby the p e n and Water.
of the Outer Planes. These are spheres to which the Paladins have access to the spheres of Combat,
cleric class has access. In the DARKSUNsetting. these Divination, Healing, and Rotection.
are wllectively grouped as the Sphere of Cosmos.
Druidical spheres are primaily those c o n d DRrnIC SpHWui
with the h e Material Plane and Elemental Planes. A n k l spells affect or alter creatures. This sphere
They are drawn upon by religions of the nahual does not include spells that affect people. Powers of
world animism, shamanism, and dmidism. nanue or husbandry often grant access to this sphere.
Special~Yspheres include spheres m t e d for spe-
air,Eelaenmhenfirrael,sapnedllws aaftefer.cPt othweerfosuorfbnasaicmeleomr peonwtseorfs
cialty priesthmds,awcernedwith specializedknwl- with elemental interests typically grant access to at
edge,and are generally closed to the clerical class. least part of this sphere. Few priests have access to all
Most were intmduced in the TOMEOFMAGICbook
Riests have either majoror minor sphere access. four elements.
Major access to a sphm allows the priest to cast PIanr spells affect plants, ranging fmm simple
agriculture(improvingmopyields)to communicating Specialty priests might have access to one or more
specialty spheres, in addition to certain Clerical or
with plantlike creatures. Powers of nature or agricul- huidical spheres. The DM decides the exact number
tureoftengrant access to this sphere.
and trpeof spheresavailable to a p e r 01 deity.
Sun spells dealin thebasic p e r s of the solaruni-
v d e purity of light and its wunterpart darlmess. .. .. I
Weather spells enable the priest to manipulate ~
forces of weather. Powers of nature and tempests Ootional: If the DM wishes.. s.txcialtv. w.heres
might be made availableas follotvs:
oftengrant access to thissphere. Clerics might &ve major access to Wards, and
.-w either Law 01 Chaos, depending on their align-
videdinto moSe castableby clerics,those castableby ment (a neuaal cleric receives one OT the other bul
druids,andU10seCaFtableby born.New sphereswere ..-.&..aI^.,."L
inmaitxed io the Tome of Magic to allow spheres L"".L",&, ,.",",,1-.ill^ A.:.."."&,LL LIC.*C ...-A. -^-,-.*.a_-l" .,I
fmnwhich specialtywestsmight dmw-tke gen-
d l y inenotopento standard clericsOI druids. U.OJ"1
lime and to Wards, and mnor access to Travelers.
paladirs might recerve access to Law and to Wac
Rangers mgbt receive access to Travelers and to
Weather
huids have access to the Druidic Spheres and to m "Aul'SPHERE
the Sphere of Healing. This special list of spells is common to all priests.
'his p u p includes spells a priest needs to pzrfm
Rangers have the spheres of Animal and Plant. basic functions. Paladins and Rangem do not receive
smsPHEREs accessto theAU sphere.
In general,specialty sphensincludethose sphexes
Reversed Fnm: An entry of ‘Reversible"means the
inhoduced either in the TOMEOF MAGICor in other spell can be castwith the opposite effect. For exam-
somcss. ple, the CUE lighi wounds spell which restoreslost hit
Chaosspcllsadd randomness and w n h i o n to the points, can be rwersedas cause light woundr, which
world around the caster The results areunpredictable inflicts damage. Often, a r e v d f m of a clerical
and uncertain. Powers of mischief and ill luck often spell will be favored by evil clerics. Usually, a priest
must memorize the exact f m of the reversible spell
grant access to this sphm.
he wants available.
Law spells increase order in the world mundthe
caster. Thismay enhance "perationor limit individ-
ual thought or action. Powers of community and
Level: This is the relative power level of the spell,
la ship often grant access to this sphere. ranging from 1st level (weakest) to 7th level (most
powerful). A high priest in a major city generally has
Nwnbers spells are based on the themy that num- access to a 6th-level spell, a few 5th-level spells, and
an increasing number of 4th- through 1st-levelspells
bers and mathematical relationships provide insight
each day.
into the nature of the universe. Powers of mane lore
sometimes grant access to this sphere.
Thought spells concern such abstract topics as
thought, time, and boundaries. Powers concerned Rsnpe:~edisrancefrommecasteratwhichthe~-
ical effect occu~s.A range of '0"means the effect is
with the mind or knowledge often grant access to this centered on the caster's person or location;in the Lader
sphere. casethe effectis usually immobile. 'Touch" means the
T i spells manipulate the effects of time on oh- effect can be used on another creature or object, and
jects and creatures, as well as the passage of time generallyon the casteras well. Unless othenuise spec-
ified, ranged spells are antem3 on a point visible to
itself. the caster and within the spell's range; this can be a
specific creature or object if desirad Mast nmges IT
Travelers spells aid and comfort the traveler, measuredin yards, some are measured in feet
making such endeavom safer,easier, and more enjoy-
able. Powers that pmtect wayfarers often grant access
to this sphere.
War spells are battlefield spells granted when
large-scalebattles are imminent. Components:The% are the types of components
Wadsspells seal and rn against intrusion,either that the spell requires; if the componentsare not pres-
by creating a barrier or forbidden m e , or hy inflict- ent, the casting fails. '"? is verbal; that is. a spoken
ing a magical
dfen
5
incantation the priest is assumed to deliver while tion, areas of effect conform to their physical sur-
casting. 5“ is somatic; that is, m e a s d and precise roundings: for example, a light spell with a 6ofoot
gestures with the hands, which the priest is assumed radiuscentered in a closed mom that is a 20-foot cube
willlight the mom. It will not penehate a solid wall to
to make while casting.“ M is for moreria$ that is, light a mom beyond.
physical substancesor objects that are annihilatedby
the spell energies in the casting process. This abhre- Many areas are givenas geometric shapes.
Radius:This might yield a &le, hemisphere,or
viation sometimes signifies afocus, or device that is sphere,dependingon thesituation.
1eusahle; sometimes this is a tempmy focus whose Cloud: Usually given as a block of cubes for con-
Imematuredestructionends the spell. venience,although it’saclually amcnphms and billowy.
Cone: This projects outward from the caster, with
Often the wmponents are merely suggestive or the smallest end toward the caster and the largest di-
ameter farthesth t n the caster.
..,.. --.. .-..-,Ld-..nrfinl ”rt.nthm tI.i-”mer t“h_pv -11 1I-p In ~”._imifirmmt _ Parh: Thisis usually a IO-fwt widelime startingat
the casterprojecting away in a straightline to a s p x -
striction on how often a spell can be cast. Unless a
cost for a component is given in the description fied length.
(which means the component is intended as a limit), Spells that affect the caster’s friends or enemies
the cost is negligible and can be assumedaspart of the
priest’s daily or monthly general expenses. are based on the current perceptions of the caster.
carting’Ihc ’Ibis is relative timeq u i d to casta SavingThrcns:lhis entry lists whether a spell allows
spell.Unlessrounds, m s , or a longer cas!ing time is a saving throw and, often, the effect of a successful
specified, the casting will be completed in the same saving throw: ‘Weg.” means the spell is negated and
mund it is staned.Acastingtime less thanonemundis has no effect;“%”meansthatthe spell inilia damage
a modifier to the initiative roll, and is essentially the
sameas a weapon speed fixtor. A spellthat takes a m and that a successful savingthrmv halves the damage
roundto castwmes intoeffect at theend of thatr o d taken; “None”means no savingthrow is allowed to an
unwilling subject. The result of a saving throw for a
Duration: Thisis how long the magical energy of the reversed spellis given in the paragraph that detailsthe
spell lasfs. An innantoneour duration means the spell
energy wmes and goes the instant the spell is cast, mmedfwm.
though the spell effect might he long lasting.A dura- The saving thmw itself is a roll on a 20-sided die:
tion of permanent means the spell energy remains as
long asthe effectdoes; this means that the spell is vu- high numbers are generally good.
nerable to a dispel magic spell, This is an altered Wisdom allows adjustments to saving throws
wage. Manyspellsli~inearliersounzsashavinga
against enchantmentlcharm spells. Dexterity may
‘permanent” duration (such as CUE lighr wow&) are provide adjustments against spells that affect a large
altered in this series and in fum to “instantaneous:’
area
Spells with a set duration (such as 1 round per Solid physical harriers may give saving throw
level)must he kept track of hy the player; those with a
variable duration are secretly rolled by the DM. modifiers and reduce damage. Cover and conceal-
ment may also affectsavingthrows. ‘IheDUNGEON
Some spellscan be ended by the caster at w i l t the MASTER Guide ( D M 0 has more information.
csster must be in range of the center of the spell’s
effect and must usually (though not always) speak A cream that successfully saves against a spell
without obvious physical effectso h feels a hostile
words of dismissal. force or tingle, hut the exact nature of the attack
Arpa &Effect This entry lists the matures, dimen- cannotbededuced.
Unless the spell specifies otherwise, if a charader
sions, volume, weight, and so on, that the spell can
affectSome spells have a~easthat be shaped by makes a saving thrmv,all items carried and worn are
can assumedto survivethe attack Ifthe chaIacter fails the
thecasw,of these, no ?Anensioncanbe less than 10 saving throw,exposed items must make savingthrows
feet unless the spell specifically allows i t Many m agajnst the attack form. An item exposed by the de-
are given as cubes to make it easy to fisure out axeas struction of a covering (a parchment scmll pmt&ed
of effect when using maps gridded into IO-fwt or 5- hy a bone scmll case, for example) must also save
foot squares. Three-dimensional volumes are most against the aftack.
often needed to resolve aerial or underwatereffects. Unless specificallyforbidden, a charactercan wl-
Unless speCificaUystated othemisein the &scrip untatily forego a saving throw and willingly accept
the spell result. Even a character with a special resist-
)6 L
ance to magic (for example, an elf's resistance to a conrm00SpeU l k details and efem ofa wmmm
cham spell)can voluntarily suppressthis ifhe wants. spellare@yhow~ even by priests who may not
spell Desoiptioo: This m t a i n s the details ofwhat have access to the spell. All spells in the Player's
the spell does and how it works. Spellswith multiple Hrmdbook arecommonspells.Spellslistedf o r k basic
functions usually allow the caster to pick the desired priest classin world-specificmaterial (suchastheDARK
function at the time of casting (for example, the emo-
tion spell can createfear; coumge, bpe, despuicjcq SM campaign set) are common for priests of that
and several othereffects).
world, but mightbe m o r e v e n unhmwm elsewhere.
Spells that give bonuses or penalties to attack Player character priests of 1st level can choose
mlls, damage rolls, savingthrows, and so on, aremu-
aUy not cumulative; only the smngest magic is eff%- 1st-level spells given in the Pkzyer's Hondbook fmm
tive. However, duration may be a factor, and spell allowed sphem. Any limitation on spell selecti-
effects might overlap in different ways at different such as those for S p d t y prieSthood OT kit--apply
times. even to common spells.Note also that DMs may have
their own campaign guidelines. For example, the DM
Notes:This new sectiondealswith the spell'sm- might have special spell lists for each divine patmn,
ommended mity on the following scale: c o m n , restricting any spells not included in the specific list
A DM might rule thatnamed spells (such as Henley's
u n c o m n , mre, vely mre, and unique.These are dis- disrupting digit) are uncommon or restricted spells,as
cussed in detail in the Definitions of Spell Fresuency well.
section. Spellsof any rarity also may be restricted to
certain races or specialty casters. Any notes on a playen and DMs should be aware that while the
spell's source or origin, such as a game world or a standard rule is that priests have free access to all
magazine,are given here. spells on theirrespective lists, a more useful d i n g is
to use all c o m n spells in allowed spheres. This
MonsterDetsils: Some of the spells summon or gives the maximum ability to the DM to reward play-
create monsters. T k standard abbreviations uxd for e n occasionally with new spells and to encourage
magical research as a campaig~activity. We highly
monster details given later. Not all monsters will use recommend that additions to priest spell lists be al-
all abtnwiations. lowed only through research M through the m v q
of certain lost tomes.
AC: Armor Class
The DM always decides whether a
M!? Movement- FI:fly priesthood is allowed a spell if
@lC) = ManeuverabilityClass(A to E) there is any question.
HD:Hit Dice UnnnomonSpell: Priest spells found in the Tome of
#AT: N u m k of AaaCks Magic and PO: Spelb & Magic fall into this cate-
THACO:To Hit Armor Class 0 gory. These spells are less well known,but not re-
stricted to a race or special group like, for example,
Dmg: Damage druids, dragons, or the Emerald Enclave. A kit,
SA: SpecialAttacks school, or other specialty might allow some unwm-
SD: SpecialDefenses mon spells to be treated as common spells. Clerics
can reseaTch uncommon spells using the normal re-
sw:special weaknesses search rules.
MR: Magic Resistance Generally, a player charaaer will not start with an
uncommon spell or leam it in the c m of normal
sz. size level advancement (unless a divine P a m allows it).
Such spellsenterplay when found on a magical m l l
Im Intelligence or in a special book or when developed as a result of
ML.Morale spelt research. In the averageAD&D campaign, h d -
ing a new wmmon or uncommon spell is a little more
AL.Alignment common that a fighter class character finding a +I
magical sword. Some uncommon spells may be re-
SpellFrequency stricted (seeRestricted Spells).
note that the definitions used here are different
from those used in FORGOTTREENALMS products.
These guidelines are intended for general world
settings. The DM, a5 always, is freeto alter them
as needed for Imal campaign conditions.
Rare SpeU Rare spells are specialized or hidden Unique Spell: This spell is known only to its orig-
magic, such as those inaoduced in modules or ac- inal creator and is intrinsic to the creator’s cam-
cessories. Besides spells that are just less well paign function. Some spells of this type might be
known, two special types of rare spells exist: 1) availableonly to a characterholding a certain psi-
Spells known by a specific nonhuman race (like tion or office. Most unique spells are of the 6th.
elven spells from the Complete Book @Elves);and spell level or higher; the creator is nearly always of
2 ) Spells of &specialtyor campaign-specifc group 12thlevel or higher. Such spells are marked with a
that is not given in the Player’s Handbook (like the double dagger (77).
spells of the Thornwater Circle, the spells from the
Complete Necmmancer’s Handbook, or spells of a There are fewer priestthan wizard spells of this
defiler priest who specializes in Elemental Fire
magic). Rare spells are likely to be restricted (see type, since a patron deity is more likely to grant or
Restricted Spells). withhold spells of this t y p directly.
A specialty priest treaLsthespellsallowedby the The acquisition of a unique spell, or the cre-
specialty as common. ation of one by a player character, is a major cam-
paign event, similar in campaign impact to the
Player characters have access tn raremagin only completion of an epic high-level quest, the open-
asa mult of campaign-specificconditions. Prist re- ing of a fixed interplanar gate, the founding of a
bamny, the destruction of an artifact, and so on.
searchofraremagicshasabase-I5%penaltytothe
research success rolls, unless the character has Other Deflnitions
access to some sort of knowledge or resource that Lost Spelk Rarely, a spell is mentioned for which
would offset this. Of course,a spell not pleasing to
the divine patron will not be granted at all. no 2nd Edition detail exists (including a few spells
deliberately withdrawn from the system). No de-
Certain campaign-specific or storyline condi- tails are given for these other than the spell name.
tions might allow rare spell research at common They are “lost knowledge,” included only to con-
spell chances. For example, if a human priest’s firm their one-time existence for the curious.
reward for an adventure on behalf of the elves is
elven lore (a race-specific spell), the DM may Restricted Spell: A restricted spell is barred to
choose to waive some or all of the research cost, generalists (that is, the cleric class), and to all
andor the research success roll (time requirements other priests except those specifically allowed in
should not be waived under any circumstances). the spell description or by the DM. Optionally, an
independently researched spell that matches the
Very Rare SpeU Spells that appear only in maga- effects of a restricted spell might be possible, but
zine articles, or are othewise variant, should be clas- at no less than two levels above the listed level.
sified as very rare. Spells newly introduced in Optional Priest Magic: In addition to normal
priest spells, three other types of priest magic are
Pmyers Fmm the Faithful fall into this category as optional.
well (this makes those special tomes a treat to find). Quest spells are special campaign-affecting
The DM should closely control very m e spells. For spells occasionally made available to priests of at
example, they might be available only in a single
special book or tome in which they were recorded. least loth level and possessing a Wisdom ability
Many very rare spells are also restricted (see score of at least 17. Quest spells are located in a
Resaicted Spells). special appendix in the final book.
A DM who allows the spell to be research4 at Faith Magic involvesthe hamessing of the de-
all rolls for the success of the research secretly and votional power of priests and worshipers to am-
announces the result to the player. At the DM’s plify the effect of cettain spells. A discussion of
option, the standard research success chances may faith magic is found in the final bwk.
be halved, Meven quartered.
Coopemtive Magic involves the linking of two
Classifying a spell as very rare is one way for a or more priests who are of the same ethos (the
DM to handle an experimental spell that is too pow- Law-Neutral-Chaos axis) in order to increase the
erful or one that encroachestoo much on the class effectivenessof a joint spellcasting. A more com-
plete discussion appears in the final book.
abilities of nonpriests. It is also possible, over time,
for a spell devised by a player character to become
rare,uncommon, or even common, either within a
specificsect, or generally.
V IRTHRIGfl-7 DARKS U P
AL-QADIM' Setttng of KingsA Guide to Spell Icons Psionic World Setting
Arabian Setting
DMWNLANCE~ Kara-TurfIIe Horde Maztica PLANESCAPE@
Oriental Setting AzteclNew Other Planes'
Epic Romance
World Setting Setting
Setting
FaWNaFP Swashbuckling SPUUAMMER'
Gothic Fantasy Setting Fantasy Setting Savage Lands' Setting Fantasy Space Setting
I Although there is no specific setting for savage spellcasters, many worlds have BMS from which these might
come.This icon marks spells particularly suited to an outland "savage" wizard or witch-doctor.
and MYSTAMsettings is based on QiG earth, fire, depletion of this ore is cause for concern. In the
and wafer:This varies in other settings: In the on- RAVENLOFsTetting, the Demiplane of Dread,
ental setting, air: earth, fire, and water are joined gothic horror in form of Dark Lords, each a god-
____. -"rhvkonin
by a fifth element, wood, and priests are called like power trapped in a private domain, keeps ad-
_In..the .A-t -0~a..n_m..n...;I.+tinDo, the f.n-n_r h_.as_ir -.v_enhrem" nn t.h..e_rnn .loioi.k.i.n.o.f_nr_il .wi)v
..-_I m-i-t .nnrl
elements are traditional, hut are called the making specialfear: hormr: and Rmrollofipowers
Pmvinces of Flame, Sand., Sea., and Wind. In the checks. The PLANESCAPe campaign presents new
Maztica setting, priest specialties are not detailed. settings frm the inner (Elemental) Planes to the
In the sword-and-sandalDARKSUN setting, priests Outer Planes, where the gods live. Casting magic
areprPsPrvers or defilers, depending on whether or here requires special spell keys, and the denizens
not their magic drains the living energy of that are divided intofactions along alignment lines.
world. Here, psionics are as important as magic. In
the BIRTHRIGsHetTting, bloodline abilitiesaugment Abbreviations referringto Source Material
normal magics; scions d e v i l bloodlines are called PHB = ADVANCED
awnsheglien, and those of heroic bloodlines are Player's Handbook
called enrheglien. In the SPELLIAMMINseCtting, DMG = ADVANCED
flying ships are propelled by spellcasters using DUNGEON MASTER4Guide
magical power sources called major helms and W:SM = PLAYER'SOFTIONS: pells & Magic
minor helms. In the sw buckling REDSTEELset- WoG = WORLDOF GREYHAWsKet@ting
ting, latent magical ah es called legacies result
9
-A Day in the Life Halfling area of effect. This information gained
(Alteration, Abjuration) involves the item’s monetary value only.
Sphere: Law, Combat Magical items are revealed to be only as
valuable as the materials from which they
Level: 5 are made. This aside, the caster learns the item’s
Range: Touch exact value (in terms of gold pieces).
Components:V, S , M For every 1,000gp value of the item, there is a
Casting Time: 8 1% cumulativechance that Abbathor himself takes
Duration: 1 day notice of the item and desires it for himself. If this
Area of Effect: Creature touched occurs, there is an equal chance that Abbathor
SavingThrow: Neg. sends an avatar to retrieve the object. The total
chance won’t exceed 95%.
This spell transforms a living, sentienc inteUi- The avatar’s sole purpose is to retrieve the de-
gent creature touched by the caster (successful sired item and return with it to the Gray Wastes.
attack roll required) into a normal halfling with no Under no circumstances does the avatar of
character class abilities (seethe M o m u s M A N U . Abbathor become involved in the affairs of the
tome) provided the creature fails a saving throw vs. priest. Any attempt to prevent the avatar from car-
spell. The atatwetransformed retains its alignmot, rying out its duty is dealt with accordingly.
its memory and mental capacity, its normal saving Notes: Granted by the evil dwarven deity
throws, and its hit points.It does not gain the saving Abbathor.
throw bonuses that halflings normally possess; the Abeyance
spell gives halfling form and THACO. Items canied
or worn are not changed with the creature, which (Alteration)
may now be awash in ill-fitting armor or holding a Sphere:All
weapon too big to wield effectively. Magical items
usable only by character classes other than fighters Level: 5
no longer function for the creature. The casting of Range: Touch
spells by a creature transformed by a d q in the /$e Components:V, S
is not possible, although they are not forgotten and CastingTime: 8
canbe cast when the c r e m once again assumes its Duration: Special
normal form; similarly, the use of psionic capabili- Area of Effect: 1 focal stone OT 1 magica1 item
ties granted by the psionicist class is not possible. SavingThrow: None
The spell does not require a system shock roll for the
m..n-i.-r .p.w..h.e~n .it.~i..s t.rans..f.o..r.m~ed~o.-r.w..h.e~n ..it.~a.cwmes This spell can be cast in one of two forms. In the
its normal form; at the spell’s expiration.
most commonly used form, this magic freezes an-
The material components are the priest’s holy other spell that has earlier been cast into a focal
Symbol and a hair from a halfling’sfoot. stone, delaying its execution indefinitely. The
Notes: Granted by the halfling deityYondalla. fmzen dwwmer may not take effect for years, until
Ahbathor’s Greed-Dwarf released by a dweomerjlow, wondmus web, or holy
vesting spell:by the shatteringof thefocal sfow, M
Divination) by certain other spellsthat can extract magics from
iphere: Divination within such a magical prison. (Dispel magic is not
one of these) The abeyance is broken by any such
xvel: 3 contact, freeing the spell to take instant effect, but
if the contact is with a dweomerflow, wondmus
Lange: 0
:omponents: V, S web, or holy vesting spell, the abeyance fades but
:asting Time: 6
the stored magic is not released, being conveyed in-
hration: Instantaneous stead to anothermagical receptacle.
m a of Effect: lO-fi.-path, 10 ft.flevel The second way that abeyance can be used af-
iaving Throw: None fects only magical items (not artifacts). If the
caster of the abeyance manages to directly touch a
The priest who casts this spell can determine magical item with his or her hare flesh as this spell
the single most valuable item within the spell’s is casr the next time the magical item is activated,
Accelerate Healing
its effect is delayed from taking effect for 1 round, the subject must he overcome, or the spell fails.
and the abeyance dissipatesthereafter. The priest has a 50% chance of success (a mil of
11 or better on ld20).
Notes: Very rare spell from the FOROUITEN
REALMS setting. The mll is adjusted by the difference in level or
Hit Dice hetweenthe caster and the crea.ture being
Ability Alteration abjured: the number needed is decreased if the
priest has more Hit Dice and increased if the crea-
(Alteration) ture has more Hit Dice. If the spell is successful, the
Sphere: Creation creature is instantly hurled back to its own plane.
Level 3 The affected creature must survive a system
shock check. If the creature does not have a
Range: 0 Constitution score, the required roll is 7096,plus
2% per Hit Die or level. The caster has no control
Components: V over where in the creature’splane the abjured crea-
ture arrives. If the attempt fails, the priest must
CastingTime: 6 + 5 rdsJlevel gain another level before another attempt can be
Duration: 1turn made on that particular creature.
Area of Effect: The caster The spell requires the priest’sholy symbol,holy
water, and some material inimical to the creature.
Saving Thrnw: None
Notes: Common spell for clerics (PHB).
By means of this spell, the priest can enhance
one or more of his physical abilities by temporar- Abjure -Shukenja
ily suppressing another physical ability. The priest
can expend ability points from one physical ability The oriental (shukenja)version ojthis spell is the
to gain ability points in another. The ratio is 2
points expended to 1 gained. No ability score can Qsame, except that it is reversible.
be reduced below 8 by this spell, nor can racial
maximums or minimums be exceeded. The spell’s reverse, implore, can
Exceptional strength is possible, but costs 2 points summon a specific creature, of the
spent per 10% gain. Example: A priest with same alignment asthe shukenjlsfmm
Strength 17 and Dexterity 16 could expend up to 8 another plane. Success is the same as for abjure,
points of Dcxterity to incremnt Streogthto 18130 and the exact and proper names of the creature
(17 to 18 to 18/10 to 18/20 to 18/30). When the must be known. The implore does not restrain a
spell expires, the original ability score is restored. summoned cmature,ami neither version@ e m en-
tities ofdeify or demigodpower
Notes: Granted by Wee Jas, intermediate
The material components include the holy
power of magic and death, of the WORLOOP symbol ojthe shukenja, holy ware):and any sub-
GREYHAWsKetting. stance the creature craves or respects.
Abjure Abundance
(Abjuration) Quest spell, see appendix in Vol.3.
Sphere: Guardian, Summoning
Level 4 Accelerate Erosion
Range: 10R
Components: V, S, M Reversedfonn, sands of time.
CastingTime: 1 rd.
Duration: Special Accelerate Healing
Area of Effect: 1 creature
SavingThrow: Special (Alteration)
Sphere: Time
This spell can send an extraplanar creature
hack to its own plane of existence. The spell fails Level 3
against entities of demigod status or greater, hut Range: Touch
their servants or minions can he abjured, If the Components:V, S
creature has a specific (proper) name, then that Casting Time: 1 turn
must be known and used. Any magic resistance of Duration: 1-4 days
Area of Effect: Creaturetouched
SavingThrow: None
Acid Rain fl
This spell enables the affected creatureto expe- against any living or nonliving targets in sight.
rience natural healing at twice the normal rate for Each acorn q u k s a successful attxkmll to hit
1-4 days. In other words, an individualaffected by
accelerate healing regains 2 hit points per day of its m e t Each attack is madeas if the priest was hurl-
normal nst or 6 hit points per day spent resting in ing the acoms with a sling.Each acornthat hitsa ma-
bed.The spell has no effect on potions of healing ture intliw Id2 points of damage.Although they are
M other magical forms of healing. magically propelled,the acorns are nomnagid mis-
siles and range modifiers apply (lOn0/40). Dexterity
Notes: Uncommon spell; a specialty for priests modifiers apply only if the acorns are hurled b m the
of Time (TOM). hand.Thespell is ineffdveumlenuater.
Acid Rain The material compnents of this spell are the
priest’s holy symbol and as many acorns as
(Conjuration) needed.
Sphere: Elemental Water
Notes: Granted by the elven deity Rillifane
Level: 4 Rallathil.
Range: 120 yds.
Accounts &lays
Components: V,S
see fila’s accounts.
Castmg Time: 3 rds.
Duration: 1 rd.ilevel Adamantite Mace
Area of Effect: 20-ft. x 20-ft. cube
Saving Throw: Special (Alteration)
This temhle conjuration mates a toxic shower Sphere: Elemental Earth
that covers all within its area of effect. The droplets
are a corrosive acid that eats through metal, cloth, Level 4
and flesh. Creatures caught beneath the rain take Range: Touch
2d6 points of damage. It is easy enough to move
out of the cute,but those who cannot continue tn Components: V, S, M
take Id6 points of damage for each round spent in Casting Time: 7
the rain. Anyone who fails to make a successful
saving throw vs. spell must make item saving Duration: 1rd.ilevel
throws vs. acid for exposed equipment as well. Area of Effect The caster’s weapon
Saving Throw: None
Notes: Common for Elemental Water priests
fmm the DARKSUNsetting. By means of this spell,the priest transmutes h i s
own cudgel, mace, or staff into an enchanted
-Acorn Barrage Elf weapon of adamantite.The adamntire mace gains
a +2 bonus to attack and damage rolls and can
(Enchantment) sfrike creatures hit by +4 weapons or less. As an
Sphere: Plant incarnation of elementalearth, the mace inflictsup
to twice the damage (roll damage dice twice)
Level: 2 against creatures of elemental air and magical
avians, such as griffons, perytons, pegasi, and
Range: IO yds. winged haatezu or tanar’ri. The odamantite m c e
Components: V, S, M retains its special properties for one round per
level of the caster.
Casting Time: 5
Duration: 1 rd. The material component is a special powder
Area of Effect: 1 acorn/level made from a diamond worth 100 gp, sprinkled
Saving Throw: None over the weapon.
By means of this spell, the priest can cause a Notes: Uncommon spell for druids and spe-
barrage of acorns to launch from his M her hand, cialty priests of Elemental Earth. (P0:Shf)
from the ground, or from an oak tree within 10
yards. The acorns. up to one acorn per level of the Adaptation
caster, fly up to 40 yards in the round of casting.
The priest can direct them in any combination A 3rd-lwel spell from the sphere of War See up-
pen& in VoI.3.
> Addition
Adaptation
(Alteration)
Sphere: Protection
Level: 5
Range: Touch
Components:V, S,M
Casting Time: 8
Duration: 24 hrs.
Area of Effect: Creature touched
Saving Throw: None
This spell allows the recipient to ignore gases
affecting respiration, to breathe underwater, or
even to exist in airless space for the duration of the
spell (much like the magical item, necklace of
adapration). The priest can divide the base dura-
tion between multiple beings, to a minimum of
one half hour each.
The material component is holy water.
Notes: Very rare spell for clerics. (Updated
from POLYHEDRONNewszine.)
Addition
(Alteration)
Sphere: Numbers
Level: 4 this spell cannot be of any greater mechanical com-
Range: 30 yds. plexity or technological level than a crossbow.If the
components: V, S, M priest tries to create an object that hreaks this pmhi-
CastingTime: 1 rd. bition, the spell fails and nothing is created. l l ~ u sif,
Duration: Special the priest tried to create a pistol, assuming he had
Area of Effect: Special
Saving Throw: None heard the word somewhere, the spell would fail.
The Sphereof Numbers holds that the structure Objects cannot contain any information in an
of reality, the equation of the moment, can be ana- abstract form such as writing or diagrams. If the
lyzed and modified by someone with sufficient priest tries to create an object that breaks this pro-
knowledge and power. The addition spell allows a
priest to add a new mathematical term to the equa- hibition, there are two possible results: the spell
tion of the moment. This effectively allows a new may fail, or the objed may be created without the
object or even a living creature to be brought into
existence temporarily. information. Thus, if the priest were to attempt to
create a spellhook, the result would he either a
The effect of this spell varies depending on the
level of the caster. A caster of loth level or less can h w k similar to a spellbook with blank pages or
create a single, inanimate object weighing up to 10 nothing at all.
pounds. The caster’s control is rudimentary, the
object cannot be complex. The object must be de- The object appears at whatever location the
scribedin a single word or short phrase (for exam-
ple, a water pitcher or a block of stone). The caster caster wills, as long as it is within spell range. The
has no controlover elementssuch as shape or color; object cannot appear in the same space occupied
thus, the water pitcher might be short, squat, and by another object or creature, or within a hollow
blue, or tall, slender, and red. Objects created with
object (for example, the priest cannot create an
object blocking the trachea of an enemy).
The created object exists for 1 turn per level of
the caster. During this time, it obeys all the laws of
physicsas if it were a realobject.The object cannot
be disbelieved and spells suchas flueseeing cannot
distinguishit from a naturally occurring object.
Advanced Sunshine f
Priests of I Ith to 15th level can c:reatea single sunshine from the day it is cast (or the next day if
cast at night) to render these effects. This spell is
inanimateobject of up to 20 pounds in mass or two unpopular among farmers and herders, who see it
as a miscarriage of divine intervention.
identical objects, each of up to f i lre pounds in
mass. The object(s) 60 created exists cIUL LWY LIIVULS Light: This form of the spell borrows sunshine
to create a light spell lasting one turn per level of
(12 turns) per level of the caster. the caster. It shortens the day's sunshine by one
minute per level of the caster.
Priests of 16th to 19th level can create a single
Firebalk A piece of the sun's energy can be
inanimate object of up to 50 pounds in mass or up converted into ajireball as though cast by a mage
of the casting priest's level. This lowers the tem-
to 10 identical objects, each of up to five pounds in perature within a 90-mile radius by 1 degree
Fahrenheit for a tenday each time it is cast. This
mass. The object(s)is permanent unless destroyed. aspect of the spell cannot be cast at night or during
cloudy days.
Since these objects are not magical constructs, but
Illumination:This version of advanced sun-
real additions to the equation of the moment, shine can be used to borrow sunlight from later in
the day (or the next day if at night) to cast contin-
dispel magic has no effect on them. Alternative1Y. ual light at double the range and effect for the
the caster can create a single normal (nonmor1- caster's level. This shortens the day's sunshine by
one hour.
strous) living creature of up to 20 pounds in
*- a Notes: Granted by the sun god Amaunator of
..w,.ibA.6...1L. IT.- C.a*h.- v..*l c"-L-c,y+Le**u, LnL..I.1-".O.IO the FORGO" REALMSsetting.
normal member of its species; the caster has no Advice
control over its actions. This creature remains in (EnchantmentlCharm)
Sphere: Cham
existence for 5 rounds per level of the caster.
Level: 5
Priests of 20th level and above can create a Range: 1
Components: V
single inanimate object of up to 100 pounds in Casting Time: 5
Duration: Instantaneous
mass or up to 10 identical objects, each of up to 10 Area of Effect: 1 creature
Saving Throw: Neg.
pounds in mass. The ohject(s) are permanent.
This spell allows the shukenja to give p'ofound
Alternatively, the castercan create a single normal and thoughtfuladviceto any creature of at least low
intelligenceThe two must also share a common lan-
(nonmonstrous) living creature of up to 100 guage. When cast, the creature is allowed a saving
pounds in weight and up to 2 Hit Dice.The crea- tbmw vs. spell to avoid the effect. If this is failed,
the shukenja can give the creatureinstructionsin the
...--.".lure, once created, behaves as a normal mnmhernf formof advice. These can be instructionsto do any-
its species; the caster has no control over its ac- thing, including acts ohviously foolish or destruc-
tive. The advised rreatule then does its best to obey
tions. This creature remains in existence for 2 the instructions.However, if the advicewould place
the creature in great peril or cause its death, the
turns per level of the caster.
creature is allowed a second saving throw vs. spell
The material component is a small table of nu- with a 4bonus just before committing the act.
Should, for example, the shukenja give adviceto go
merological formulae inscribed on an ivory to a nearhy cliff and jump off(and the creature
cannot fly), the second saving throw would be al-
plaque, plus a length of silken cord. During the
lowed just before, the creafure took the fatal step.
casting, the priest ties the cord into a complex
knot.As the magical energy is discharged,the cord
vanishes in a flash of light. The plaque is not con-
sumed in the casting.
Notes: Common spell for priests with major
access to the sphere of Numbers (TOM).
Advanced Sunshine
(Alteration)
Sphere: Sun
Level 4
Range: 5 yds.Aevel
Components:V, M
CastingTime: 7
Duration: Special
Area of Effect: 15 ft.Aevel
Saving Throw: Special
This spell is a multi-use incantation that can be
cast in one of three forms. The spell bomws the
Age C r e a m
\
The spell does not in any way conceal the identity Dexterity and is flown to the priest forthwith.
of the one who gave the advice, and bad advice can Notes:Common spell for clerics (PHB).
often cause tmuble for the shukenja should those
who follow it survive. Age Creature
Notes: Common for orientalpriests; otherwise, (Alteration)
very rare. Reversible
Sphere: Time
Aerial Servant
Level: 6
(ConjurationlSummoning)
Sphere: Summoning Range: Touch
Level 6 Components: V,S,M
Range: 10yds.
Components: V,S Casting Time: 1 rd.
Casting lime: 9
Duration: 1 daytlevel Duration: Instantaneous
Area of Effect: Special Area of Effect: Creature touched
SavingThrow: None SavingThrow: Neg.
This spell summons an invisible aerial servant This spell ages the affected creature one year
to find and bring back an object or creature de- per level of the caster. Unwilling creatures are al-
scribed to it by the priest. Unlike an elemental, an
aerial servant cannot be commanded to fightfor the lowed a saving throw vs. spell to negate the effect.
caster. When it is summoned,the priest must have
cast apmtectionfmm a i l spell, be within a protec- Those affected must make a successful system
tivecircle,or have a specialitemuscd to controlthe
aerial servant. Otherwise, it attempts to slay its shock roll to survive the aging.
summoner and rerum fmm whence it came. A creature cannot be aged beyond its natural
The object or creature to be brought must be life span. If the priest’s level indicates that a crea-
such as to allow the aerial servant to physically
bring it to the priest (an aerial servant can cany at re would be aged beyond this point, the creature
least 1,OOO pounds). If prevented, for any reason,
from completing the assigned duty, the aerial ser- is aged to one year short of its maximum age. The
vant returns to its own plane whenever the spell spell cannotcause a creatureto die of old age.
lapses, its duty is fulfilled, it is dispelled, the priest
releases ic or the priest is slain. The spell lasts for Humans and humanoids affected by the spell
a maximum of one day for each level of experi- experience changes in appearance associated with
ence of the priest who cast it. increased age, such as gray hair and wrinkles.
If the creature to be fetched cannotdewtinvis- More significantly, they suffer losses in Strength,
ible objects, the aerial servant attacks, automati- Dexterity, and Constitution when they reach cer-
cally gaining surprise. If the Creature involved can tain age levels. These are summarizedin Table 12:
detect invisible objects, it still suffers a -2 penalty
to all surprise rolls caused by the aerial servant. Aging Effectsin the Player’s Handbook
Each round of combat, the aerial servant must roll Nonmagicalmonsters can be affected.The DM
to attack. When a hit is scored, the aerial servant
has grabbed the item or creature it was sent for. A determines a monster’s current age and natural life
creature with a Strength rating is allowed an eva-
sion roll, equal to twice its bend bars chance, to span based on its description in the MONSTROUS
escape the hold. If the creature in question does
not have a Strength rating, roll Id8 for each Hit COMPEVDIUoMr based on his own judgment. To
Die the aerial servant and the creature grabbed determine the effects of aging on a monster,
have. The higher total is the stronger.Once seized, assume the following: A monster is middle-aged
the creature cannot free itself by Strength or
when it reaches half its natural life span; a monster
reaches old age at two-thirds of its natural life
span; a monster reaches venerable age in the last
one-sixth of its years. A monster suffers the penal-
ties that follow when it reaches these age levels.
The penalties are cumulative and permanent
(unless the affected monster becomes younger).
AS Penalty
Middle Age
Old Age -1 to all saving throws
-1 to all saving throws
Venerable -1 to all attack rolls
-1 to all saving throws
-1 to all attack rolls
Age Dragon f
The material component is a pinch of pow- 1IO hit points is aged to a maNre adult with 120
dered emerald.
hit points. The dragon suffers 115 hit points in
The reverse of this spell, restore youth, perma- combat. Unless the dragon is healed of 6 points of
nently restores age that has been lost as a result of
magic in which aging is the primary effect, such as damage before the spell expires, the dragon dies
an age creature spell, staff of withering, and at- when the spellends.A dragon iskilled while under
tacks by ghosts. It does not reverse incidental
aging effects, such as those inflicted by casting a the effect of age dragon is dead at the end of the
wish 01 receiving a kasre spell. Restore youth re- spell’s duration.
duces the creature’s age by one year per level of
the caster. The creature must make a successful The material component is a handful of dirl
system shock roll to survive the change. CreaNres
that become younger regain the lost ability scores taken from a dragon’s footprint.
described above. A creature cannot become Notes: Common for to priests with major
younger than its actual age as a result of this spell.
access to the sphere of Time (TOM).
The material component is a pinch of pow-
dered ruby. Age Object
Notes: Common for to priests with major (Alteration)
access to the sphere of Time (TOM). Reversible
Sphere: Time
Age Dragon
Level: 5
(Alteration) Range: 10yds.
Sphere: Time
Components: V,S, M
Level: 7
Range: 30 yds. Castmg Time: 1 rd.
Components: V,S, M Duration: Instantaneous
Area of Effect: 1 cu. ft.Aevel
Casting lime: 1rd. Saving Throw: None
Duration: 1 rdAevel
Area of Effect: 1 dragon With this spell, the caster can cause an amount
SavingThrow: Neg. of nonliving, nonmagical matter to age dramati-
cally. Matter can be aged up to 20 years per level
of the caster. The following table gives typical re-
sults of 100 years of aging for various objects,
arranged in order of descending severity:
This spell allows the casterto cause any dragon Ohjd Result ofAging
to temporarily gain or lose one age level per five Diamond None
levels of the caster. For instance, a 14th-level Silver Becomes tarnished
Masonry Cracks and weakens
caster could cause a dragon to gain or lose two age
levels; a mature adult dragon could be temporarily Iron Rusts and corrodes
transformed into a young adult dragon or into a Parchment Cracks, turns brittle
very old dragon. A dragon’s age cannot be reduced wood
Rots, crumbles, Nms to sawdust
below hatchling or increased beyond great wyrm.
Unwilling dragons are allowed a saving throw The caster controls the extent of the aging;
thus, he could age a book so its pages become yel-
vs. spell with a 4penalty to avoid the effect. lowed and brittle hut stop short of causing the
A dragon affected by age dragon temporarily
book to ctumble to dust.As a guideline, each addi-
acquires the annor class, hit points, spell abilities,
wmbat modifiers, size, and other amibutes of his tional 100 years of aging causes an increasingly
new age level. The dragon retains its memories severe reaction. Thus, after 200 years, parchment
and personality.At the end of the spell’s duration, might become little more than powder, while iron
the dragon returns to its normal age level. might begin to flake away at a touch.
Damage suffered at the modified age remains Many items (especially gems) show little reac-
when the dragon resumes its normal age. A dragon tion to age. The DM must adjudicate all effects.
losing more hit points at the modified age than it
has at its actual age dies when the spell expires. The material components are a flask of seawa-
For example, a young adult bronze dragon with ter and a piece of coal.
The reverse of this spell, youthful object, re-
turns an object ravaged by the effects of time to its m
original condition; thus, rusty iron becomes strong
and shiny, crumbled masonry becomes firm, and SP
rotten wocd becomes solid. The age of matter can
he reduced by 20 years per level of the caster. LRre
The material components for youthful object CC
CDsI
are a piece of eggshell and a hair from the bead of
a human or humanoid infant. AI
Sa
Notes: Common for to priests with major
access to the sphere of Time (TOM). ‘merecipient or tnis spell gams tne Denent or a
bless spell (+1 to attack rolls and saving throws)
Age Plant and a special bonus of Id8 additional hit points for
the duration of the spell. The aid spell enables the
(Alteration) recipient to actually have more hit pints than his
Sphere: Time full normal total. The bonus hit points are lost first
when the recipient takes damage; they cannot be
Level: 4 regained by curative magic. Example: A 1st-level
Range: 30 yds. fighter has 8 hit points, suffers 2 points of damage
Components: V,S,M (8 - 2 = 6).and then receives an aid spell that gives
CastingTime: 1rd. 5 additional hit points. The fighter now has 11 hit
Duration: Instantaneous points, 5 of which are temporary. If he is then hit
for 7 points of damage, 2 normal hit points and all
Area of Effect: 1 plant, seed, or treeflevel 5 temporary hit points are lost. He then receives a
cure light wounds spell that heals 4 points of
SavingThrow: None damage, restoringhim to his original 8 hit points.
This spcll enables the caster to affect the aging Note that the operation of the spell is unaf-
of any plant, seed, or tree. The process can operate fected by permanent hit point losses due to energy
either forward or backward, causing flowers to drain, Hit Die losses, the loss of a familiar, or the
blossom, seeds to sprout and grow, and trees to operation of certain artifacts; the temporary hit
hear fruit; or fNit to turn to blossoms, trees to point gain is figured from the new, lower total.
become saplings, and new shoots to turn to seeds.
The material componentsof this spell are a tiny
The change in age, either forward or backward, strip of white cloth with a sticky substance(such as
is chosen by the priest at the time of casting. The tree sap) on the ends, plus the priest’s holy symbol.
changes associated with normal or reversed Notes: Common for clerics (PHB).
growth occur instantaneously. Plants can be al-
Air Breathing
tered in age up to 10 years per level of the caster.
The caster can stop the aging at any point within Reversedform. water breathing.
the limits imposed by his level: He could cause a
tree to grow from a sapling until it withers and dies Air Lens
from old age or he could stop the tree’s growth at a (Alteration)
stage at which it would shelter his home. Sphere: Elemental Air
The spell does not alter the appearance or cbar- Level: 3
Range: 90yds.
acteristics of a plant except those that result from
normal aging (or regression). Age plant has no Comoonents: V.. S.. M
effect on magically generated plants or plant- Casting Time: 3
based monsters.
Duration: 3 rds. + 1 rd.flcvel
The material components are the priest’s holy
symbol and the petal from an apple blossom. Area of Effect: Special
Saving Throw: None
Notes: Common for to priests with major
access to the sphere of Time (TOM).
Air of Permanence
small,round piece of glass.
Notes: Common for priests fmm the DARKSm
setting; otherwise, very rare.
Air of Permanence
&A t h i m Dmgon King magic, 9th
level; pionic component renders
the spell uncasta6le Ilr priesrs.
Air ' h a d -Drow
(Alteration)
Sphere: Nerromantie
Level: 6
Range: Touch
Components: V, S, M
DCausrtaitniognT:im1 red:.9+ 1rd.Aevel
Area of Effect: Creature touched
Saving Throw: None
By means of this spell, the priest creates a mag- This spell, a more powerful version of the air
ical lens high in the air, with which he can direct
intensifiedrays of the sun against his enemies. The walk spell, temporarily alters the body weight of
the priest or a touched being (of large size or less),
caster must be in the sunlight for the duration of so that the creature can walk upon liquid or air
the spell. Once cast, the priest can attack with the with normal balance and at normal movement rate.
lens twice per round, against one or two creatures Unlike the 3rd-level spell, waferwalk, the being's
within range of the spell. Attack rolls are made for feet do contact any liquid walked upon.
each attack, and the priest suffers no nonprofi-
ciency penalty. Targets under cover receive bene- If cast upon a falling creatux, this spell stops
fits for both cover and concealment, Each hit the descent within a further drop of one body
inflicts 2d6 points of damage. Creatures resistant length of the creature. If any surface is struck
to heat or fire take only half damage. during this time, base falling damage is halved.
Using the spell duration to walk straight down-
The spell can be used to ignite flammable ma- wards and lessen the height of a remaining un-
terials. When doing so against non-mobile targets, avoidable fall can lessen damage from long falls.
no attack roll is necessary-any normally com- When the spell ends, normal descent (with possi-
bustible materials (cloth, wood, paper, and so on) ble falling damage) OCCUTS.
ignite. Personal equipment can be targeted, but the This spell is often used to walk across chasms,
priest must, make a successful attack roll with a 4
penalty. If hit, the article of equipment ignites; or from one moftop to another, but can he used to
burning clothing inflicts Id6 points of damage for cast a single spell while stationary in midair. This
use of the air tread spell exhausts it immediately
Id6 rounds or until discarded. Burning shields
upon the completion of casting the other spell, so
become useless. The flames so created are not the caster immediatelybegins to fall.
magical and can be extinguished normally.
Magical darkness can negate the effects of this The material components are a feather,a pinch
of dust, and a sandal or shoe of any size.
spell, magical shade reduces damage by half.
The material component for this spell is a Notes: Granted by the dmw god Vhaeroon.
> Akadi's Vortex
Air Walk sphere of whirling air comes into existence at a
point indicated by the caster. Creatures in the area
(Alteration)
Sphem: Elemental Air of effect, or entering while the spell is in effect,
must make a successful saving throw vs. spell or
Level 5
Range: Touch suffer Id4 points of damage from the winds.
Every third round (3rd. 6th, and 9th). the cloud
Components:V,S, M
Casting Time: 8 releases one chain lighming bolt in a manner and
at a target selected by the caster. While directing
Duration: 1 hr. + 1 t u d e v e l the initial strike of the bolt, the priest loses his or
Area of Effect: Creature touched her normal action for the round.
Saving Throw: None Tbe chain lightning stroke inflicts ld6 points of
Thisspellenables a cremne,which can be aslarge damage per level of the caster to a maximum of 12d6
as ule largest giant, to tread upon air can just as if it points. Thebolt initially inflicts Id6points of damage
were walking on solid ground. Moving upward is
per level of the caster, to a maximum of 12d6 (half
similarto walkingup a hill; a maximum upward angle sdaavminaggtehirfotwhveso. bspjeecllt).oArftCerretahtuerfeirrsotlsltsriakes,uthcecelisgshfut-l
of 45 degrees is possible at one-half the creature's ning a n s to the next nearest object or creature. Each
movement rate, as is a maximum downward angle of jump reduces the strength of the lightning by ld6.
45 degrees at the normal movement rate is possible. Each cream or magical ohjeci hit receives a saving
An ahwalking creature is in control of its movement throw vs. spell. Success on this save indicates the
rate, except when a strong wind is blowing. In this
casethe c r e a m gains m loses 10feet of mwement creature suffers only half damage from the bolt.
for every 10miles per hour of wind velocity. The crea- The lighming can strike as many times (includ-
ture may be, subject to additional penalties in excep
tionally strong or turbulent winds, such as loss of ing the first object or creature) as the spellcaster
control of movement or sufferingphysical damage.
has levels, although each creature or object can be
The spell can be placed upon a mined mount, struck only once. Thus, a bolt cast by a 12th-level
so it can be ridden through the air. Of course, a
mount not accustomed to such movement would wizard strikes up to 12 times, causing less damage
certainly need careful and lengthy training, the de- with each strike. The bolt continues to arc until it
tails for which are up to the DM. has struck the appropriate number of objects or
The material components for the spell are the creatures, until it strikes an object that grounds it
priest's holy symbol and abit of thistledown. (interconnectingiron bars of a large cell or cage, a
Notes:Common for druids (PHB). large pool of liquid, etc.), or until there are no
more objects or creatures to strike.
Akadi, Winds of
Direction is not a consideration when plotting
See winds of Akadi. chain lightning arcs. Distance is a f a c t o r 4 arc
cannot exceed 40 yards, plus 5 yards per caster
Akadi's Vortex level. If the only possible arc is greater than the
this, the stroke fades into nothingness. Creatures
(Alteration, InvwatiodEvncatian)
Sphere: Elemental Air immune to electrical attack can be struck, though
no damage is taken. It is possible for the chain to
Level: 7 arc back to the caster!
Range: 100 yds.
Affected creatures are allowed a saving throw
Components:V,S vs. spell for half damage. Creatures within the
Casting Time: 1 rd. cloud in a round when lighming is projected make
Duration: 1 turn their saving throws with a -4 penalty.
Area of Effect: Special
Saving Throw: !A On the tenth round, the spell expires abruptly in
a normal lightning bolt (Id6 points of damage per
This spell is similar to the winds ofAkndi spell, level of the caster to a maximum of ICd6 points,
except it emits chain lighrning every third round as save vs. spell for half damage).
the 6th-level wizard spell. A 30-foot-diameter
Notes:Granted by the elven air god Akadi.
- AlmAllies -Dwarf, Gnome I
-Alert Allies Dwarf, Gnome Alert Vigil
(Divination,Alteration) @nchsntmenUCharm, Necromancy)
Sphere: Thought Sphere: Charm, Necromantic
Level: 2 Level: 1
Range: Touch Range: Touch
Components:V, S Components: V, S
CastingTime: 1 rd.
Casting Time: 1 rd. + 1 rd. per creature touched
Duration: 7 n u n s + 1 tumllevel
Duration: 8 hrs. maximum
Area of Effect: 90-ft.radius Area of Effect: Creature touched
SavingThrow: None Saving Throw: None
This spell enables the priest to send an instanta- This spell causes the mature touched to remain
neous mental missive to his comrades alerting awake and alert forthe spell’s duration (determined
them to a dangerous situation. It is not possible to by the caster’s level). Even an exhausted creature
send any message other than “Alert” by means of won’t doze or fall asleep, and all of its senses per-
this spell, nor is two-way communication of any form at peak ability (tired eyes keep focus and so
sort possible, hut the true meaning of the mental on). A creatureunder the effects of an alert vigil is
missive, other than the fact that a dangerous situa- not “resting” (healing), hut the magic does not
tion exists, can be prearranged if so desired. make the recipient more weary when it expires.
Alert allies can be cast only on awake, living, Notes: Granted by the war god Tonn in the
FORCOTTBRNEALMS setting. This spell is found
and sentient creatures (Animal Intelligence or only in a few exceptionallyrare tomes.
higher). The somatic component involves the
priest physically touching foreheads for one full Alicorn Lance
round with each recipient. One ally per level of the
spellcaster, up to a maximum of ten individuals, (InvocationlEvoeation)
can be linked by means of this spell. Sphere: Combat
Once cast, the mental links forged by means of Level: 2
Range: 0
this spell last until the alert is broadcast or for at Components:V,S, M
Casting Time: 5
most eight hours. An alert has a maximum range Duration: 1 rdAevel maximum
of 90 feet around the priest. Anyone beyond that Area of Effect: The caster
range won’t hear the alert, althoughthe spell effect Saving Throw: %
(and the mental link) ends nonetheless.
This spell creama silver-- p;ntiauy emereal
Likewise, anyone maintaining a psionic de-
fense shield, wearing a ring of mind shielding, or lance shaped in the form of an alicom (a unicorn
employing similar magics won’t receive the horn). The alicom lance hovers above the brow of
menta1 waming. However, if a recipient is asleep the spellcasterfor a maximum of 1 mundper level of
and that condition is not maintained by chemical the spellcaster. By a silent act of will, any h e before
or magical means (although it may have been in- the spell expires, the spellcaster can choose a target
duced by such), he or she immediately awakens within 40 yards. The alicom lance instantaneously
and is aware that an alert has been issued. fires at i t For the plupose of the types of creatures it
can damage, the lance is +I if the caster is less than
It is possible to issue a mental missive and then 7th level and +2 if the caster is of 7th level or greater,
perfom another action aside from spell casting in The alicom lance inflicts 3d6 points of piercing
the same round. The alert broadcast effectively damage. It never misses, but a target creaturecan par-
imposes an initiative penalty of 1 on any other tially avoid its effects (taking only half damage) by
course of action attempted in the same round. making a successful savingthrowvs. spell.
Notes: Granted by the dwarven god Corm After striking, the lance dissipates into nothing-
Gulthyn. Granted by the gnome god Gaerdal ness, leaving only a silveryfaeriefire radianceout-
Ironhand. lining the creature, with all the combat penalties of
> fAlterationMantle, Azuth’s
that spell, for Id4 rounds. This spell can be cast on any field, meadow,
The material components for this spell are the
forest, or other outdoor area with an abundance of
priestess’s holy symbol and a lock of unicom mane. plant life. It causes the plants to produce pollen,
Notes: Granted by the sylvan deity LUN the antigens, or similar allergens. Creatures in or en-
tering with the affected m a must make a success-
Unicorn Queen of the FORWITENREALMsSetting. ful saving throw vs. spell. A creature failing the
save experiences swelling of the eyes, fits of
AU-Seeing CrystalBall sneezing, and dull headaches for the next ld4+1
turns. All attack rolls and ability checks for this
(Divination, Alteration) time suffer a -1 penalty.
Sphere: Divination
The spell affects a cubic volume whose sides
Level: 6 are 5 feet long per level of the caster; thus, a 9th-
Range: 0 level caster could affect a 45-foot cube. The spell
Components: V, S, M lasts for the given duration, or until the first frost,
Casting Time: 1 turn whichever comes first.
Duration: 1 daynevel
Area of Effect: Special The material component is a pinch of ragweed.
Saving Throw: Special Notes: Uncommon for rangers, rare for druids
and other nature priests.
This spell enables the priest to create a tempo-
rary crystal sphere about 6 inches in diameter with Alter Luck
all of the powers of a crysfal ball, as described in
the DUNGEONMASTGERuide.In addition, the priest (Abjuration, Divination)
can cast any memorized spell that is solely from Sphere: Divination
the school of divination or the sphereof divination
through the all-seeing crysfal ball. All other stric- Level: 6
tures associated with normal crystal balls apply. Range: Touch
Priests of 15th level or above can create an all- Components: V, M
seeing crystal ball with clairaudience.
Spellcasten who are 17thlevel or above can create Castinglime: 1t u n
an all-seeing crystal ball with ESP: Spellcasten Duration: Special
who are 19th level or above can create an all- Area of Effect: 1 creature
seeing crystal ball wifhtelepathy (communication Saving Throw: None
only). These creations have the same abilities as
the magical items of the same name, as well as the This spell alters the luck of the recipient,allow-
improved capability for casting divination spells ing three chances to avoid bad luck. At any time
through them mentioned above. within the next month of campaign time, the charac-
ter’s player can reroll a total three failed dice rolls,
The material components of this spell a~ the in effectgetting a second chanceat success.% i d
priest’s holy symbol and a ball of snow and ice or a rolls include: attack rolls, saving throws, system
pile of fine sand of the volume of a 6-inch sphere. shock or resurrection survival rolls, damage rolls
that inflictless than maximum damage, treasuredis-
Notes: Granted by the divinational deity tribution rolls, and the like. Only one reroll per
Sanath in the FORGOITENRFALMSsetting. event is allowed, and the creature must abide by the
result, whatever it is. This proteaion lasts for up to a
Allergy Field full month, but any benefit not used within that time
is lost. The spell itself can be cast only once per
(Alteration) month, lest an unspecified dwm strike the caster.
Sphere: Plant
Notes: Very rare spell. (Updated from DRAGON
Level: 1 magazine.)
Range: IO yds. neve1
Alteration Mantle, Azuth’s
Components:V,S, M
See Azuth’s alteration mantle.
Casting Time: 4
Duration: 3 XIS. + 1rd.nevel
Area of Effect: Cube, 5-ft.nevel
SavingThrow: Neg.
Altmism f
Altruism dispel magic upon the quill prevents the writing
from being wmpleted. If necessary to complete its
(Invocation)
assigned task, the quill becomes intangible and
Sphere: Cosmos
followsthe writing surfaceif it is moved, it cannot
Level: 2 be grasped or struck aside in an effort to make it
Range: Touch cease. No being except the caster can control or in-
Components:V, S fluence the moving quill. If the quill finishes its
Casting Time: 5 copying and some time remains, the caster can
Duration: Instantanwus direct it to hegin copying a second writing or
Area of Effect: Creature touched making a second copy of the same writing, if
Saving Throw: None within range.
An amanuensis spell cannot copy any magical
With !his spell,a priest can bansfer as many ofhis writing or markings. If directed to do so, the quill
hit points as desirad to heal a willing, living being of hangs motionless.A diary, grimoire, or other work
any alignment not directly Opposed to his own (good containing passages of text interspersed with
vs.evilorlawfulvs.chaofic).Eachhitpoint~~ spells and magical symbols is copied as text with
restnesone hit point lost hy the subjectcreamre.Thw gaps where the original displays magical mark-
hit pints cannot he takenback once the spell hasbeen ings. Many powerful priests have pleaded with
castThe priest’s current hit points ai? reduced by the Deneir to allow this spell to be modified so that
amount acblauy transferred, and ulese can be restned
by normal01magical healing.l kneabnecarmotre- their prayers would allow them to copy spells, hut
Deneir has steadfastly refused to grant this power.
ceive m a hit pints thanits normalmaximum. The material components of this spell are a
Notes: Common for priests from the D m SUN quill pen and a blank sheet or sheets of parch-
sening ment, some vellum scrip, a chapbook, or another
Amanuensis writing surface onto which the writing will be
copied. The quill vanishes when the spell ends.
(Alteration, Evocation) Notes: Granted by the god Deneir, Lord of
Sphem: Creation Glyphs, of the FOR^ REALMSsetting.
Level: 3 Amaunator’s Uncertainty
Range: 10 ft.
Components:V, S , M (EnchantmenUCham)
Casting Time: 6
Duration: 1 tumnevel Sphere: Law
Area of Effect: Special
Saving Throw: None Level: 2
Range: 30 yds.
When cast, this spell generates its own ink and Components:V, M
animates a quill pen as if it were in an invisible Casting Time: 1
saibe’s hand (thoughthere is in fact nothing tangi- Duration: 1 rd./level
ble or sentient present) to precisely duplicate non- Area of Effect: 40-A.sphere
magical writing. The animated quill writes as fast Saving Throw: Neg.
as the caster, and copies as much of any writingthe
caster assigns it as can be duplicated before the Creatures affectedhy this spell pause in uncer-
spell expires. The quill vanishes when the spell is tainty before executing their intended actions.In a
done or earlier if the caster wills the magic to end. combat situation, this equates to an initiative
penalty equal to one-third the spellcaster’s level
Though the ink created by amanuensis is (rounded down). This reaction penalty begins the
unique and does not duplicate the copied work, the round after the spell is cast. In a noncombat situa-
penmanship of the copy is exacting. Perfect for- tion, the creature pauses one-third of a round
geries can he madeby means of this spell. (ahout 20 seconds) per level of the caster before
executing an action.
Once the quill is set to its task, the caster need
not be present or in range for it to continue; only The spell affects 2d4 plus one-half the caster’s
destruction of the writing surface or the casting of level in Hit Dice or levels of creatures within the
area of effect. Each affected creature is allowed a
saving throw vs. spell to avoid the effect. Affected If the creature’s air passages are covered by the
creatures that leave the area still suffer the effect amber prison, the ~ ~ a t usrtiell receives some air
until the spell expires. through the semipermeableencasement as it hard-
ens. As such, suffocation will occur much more
The material component of the spell is a frag- slowly than might be imagined. Every round, an
ment of a turtle’s shell. encased creature must make a successful
Constitution check. Every time a Constitution
Notes: Granted hy the sun god Amaunator of check is failed, the effective Constitution drops by
the FORWITENREALMSsetting. one. When the effectiveConstitution score reaches
zem, the creature dies from suffocation. If freed
Amber Prison -Elf before suffocation occurs, the creature regains
Constitution at a rate of one point per round.
(Coqjuration)
Sphere: Plant When the effects of an amber prison end, no
matter how the subject is freed (even after death),
Level: 4 all remaining shards of amber melt into worthless,
Range: Touch nonmagical tree sap.
Components: V,S,M The material components of this spell are the
priest’s holy symbol, a chunk of amber worth at
Casting Time: 7 least 100 gp, and a drop of sap.
Duration: Special
Area of Effect: Creature touched Notes: Granted by the elven deity Rillifane
Saving Throw: Neg. Rallathil.
This spell encases the target creature in a hard, -Amorphous Form Drow
translucent coating of fossil resin of yellow,
orange, or brownish-yellow hue. If the creature (Alteration)
makes a successful saving throw vs. spell, this Sphere:A N d
spell dissipates without effect. If the creature is al-
ready covered in tree sap (such as hy a sap spell), Level: 5
the saving throw against the umber prison has a Range: 0
penalty of 4.The caster can choose to leave part Components:V, S , M
of the mget creature free. If the priest attempts to CastingTime: 1rd.
leave a significant part of the creature’s anatomy Duration: 1 t u d e v e l
free, such as a head or a hand, then the creature re- Area of Effect: The caster
ceives a +2 bonus to the saving throw. (Pinpoint Saving Throw: None
accuracy, such as leaving just a nose or a finger
free,is not possible.) By means of this spell, the spellcaster can
assume the form of an deadly pudding, ooze,
An umberprison takes some time to harden; the slime, jelly, or roper. Like apolymorph self(the
4th-level wizard spell), this spell grants the spell-
mature can break free or be broken freefrom the caster the form, physical mode of locomotion,
and mode of breathing nf the selected creature.
solidifying resin duringthis time. Creatures of huge No system shock roll is required. Unlike a poly-
size or larger can shatter the umber prison in one morph self spell, this spell also gives the new
round. Otherwise, each round after the spell is cast, form’s other abilities (attack, magic, special
the trapped creature can attempt a bend harsnift movement, etc.), with the exception of the ability
gates roll, success indicating the umber prison has of those creatures that can split into multiple
shattered. The chanceof success drops hy 1% every forms (voluntarily or involuntarily) and attack.
round, to a minimum of 0.An amberprison is AC 0 Situations that would normally cause the caster to
for purposes of attempting to shatter it with a split do so, but the multiple shapes only rejoin the
weapon. For every 3 pints of physical damage in- next round into one form. The caster cannot
flicted on an d e r prison, the imprisoned mature assume a different form than the form selected
suffers 1 point of damage hut his or her chance to when the spell is cast at any time, except to
bend h d i f t gates increasesby 3%. If a total of 30 resume his original form, which immediately
or more pints of physical damage are inflicted on ends the spell.
an amber prison, it shatters, freeing the trapped
creature. A shatter spell canses an amber prison to
CNmble completely if it fails an item saving thmw
vs. crushing blow as rock or crystal.
Amulet f
The form to be assumed depends on the level of fully cast causefear.
the caster; of course, a caster can choose a lesser To make the amulet, the cleric requires an
form if desired (see table). object worth no less than 5 gp donated by another
individual, and a relic of the foe to be affected
Clster (hair, clothing, etc.). If the material components
L e d Form are inordinately valuable or obtained from distant
9-10 Gray wze, crystal WZ, gelatinouscube locations (farther than lo0 miles), the amulet has
11-12 Mustard jelly. ochn jelly. slitheringU x k r doubled effects (+2 to saves and AC).
13-14 Deadly pudding (black,white,dun, M~IOW~) When the spell expires, the amulet becomes
15+ Roper forever worthless. This spell is also used (along
with chanel spirit) when creating a sacred bundle.
When amorphous form is cast, the caster's Notes: Restricted to barbarian clerics and
equipment, if any, melds into the new form. (In shamans... .(.Updated.f.r.o..m"D..RAGONMagazine...)_____
particularly challenging campaigns, the DM may
allow protective devices, such as rings of pmfec-
fion,to continue operating effectively.) The caster
retains all mental abilities, hut she or he cannot ..yll1 ""*..-"_*..,"& L1/lu
cast spells or use psionic abilitiesderived from the ..,Y6.'Y. Y.YL'.."."..
psionicist class. A caster not used to a new form magical talismans are common among tribal war-
might be penalized at the DMs option (for exam- riors, especiallythose fromAmerind cultures.
The effect of a typical sacred bundle is that
ple, a -2 penalty to attack rolls) until she or he
practices sufficientlyto master it. the owner is sumrised onlv on a roll of 1. all of
Employing this spell does not run the risk of Ihis saving throws are made at a +2 bonus, his
the priest changing personality andlor mentality. Iunarmored AC becomes AC 2, and he subtracts
However, there is a 1% noncumulative chance per me point of damage from each die of damage
V^PL 1L1:1^b S-U..F-l-ll:l-r-iS. _"_rIa_y.
use of this spell that the spellcaster is permanently I,II"IaII:L-L.S->Y Lv..y .LLl^lr W"'yV"b
msformed into a ghaunadan (with attendant loss the warrior benefits from his sacred bundle.
of priest abilities) when this spell expires. To create a sacred bundle,a wamor goes into
The materialcomponent of this spell is a vial of a trance (usually with the help of the tribal med-
ichorlfluid from the kind of amorph into which the icine man). He contacts his guardian spirit,
priest wishes to aansfonn. whom he asks for guidance.After carefully con-
Notes: Granted hy the drow deity Ghaunadaur. sidering the warrior's personality and nature, the
Amulet suint selects 4-9 items (Id6+3) that the warrior
1nust collect Usually, several items will be d~ffi-
(Abjuration) 1:ult or dangerous to procure, such as a bear's
Sphere: Creation I:law, a giant snake's rattle, or a feather from the
Ilest of an eagle
Level: 2 ." ,..-...-. ,-....-... ...-After collecting these items, the warrior
Range: S-ft.radius
Components:V, S, M _.._"I&pr thpm tn the 6l.kl' lr" r n d i n n e msn t*n" ""_fnr
~
his help in mystically binding the materials. The
Casting Time: 1 hr. medicine man then asks the warrior to gather
I ~~ one last rare item. This nearly always is an item
Duration: 1 wk.fleve1
Area of Effect: 1 object the medicine man needs for his shamanistic
Saving Throw: None duties; when the warrior r e m s . the medicine
Inan takes part of the item for his own use.
This spell allows a barbarian cleric to create a When all the items are assembled, the medi-
token that repels one specific, feared being. The :ine man performs a ceremony binding them
wearer of the amulet gains a +I bonus to all saving
th~owsand Armor Class when facing the individ-
ual against whom the amulet is designed. That
being, upon coming within 10 f e t of the amulet,
must make a successful saving throw vs. spell or
be affected as if the amulet's creator had success-
Analyze Balance Analyze Contraption -Gnome
(Divination) (Divination)
Sphere: Numbers, Mvination Sphere: Divination
Level: 1 Level: 3
Range: 80 yds Range: Touch
Components:V, S, M
Cornponenu: V, S, M Casting Time: 6
CastingTime: 1 rd. Duration: Instantaneous
Duration: 5 rds. + 1 rd.ilevel Area of Effect: 1 contraption
SavingThrow: None
Area of Effect: 1 creature, object, or 10-ft.square
Saving Throw: None
This spell allows a pries This spell enables the caster to determine the
dividual, creaNre,object,o intended purpose of unfamiliar mechanical de-
of b a l a n s i n other words, me degree to wtucn its vices. The priest touches the objectin question and
alignment is removed from True Neutral. The spell receives a mental picture depicting what the object
is supposed to do. Note that what a contraption is
indicatesalong which axis or axes of alignment the supposedto do is not necessarily the same as what
variation lies, hut gives no indication of the direc- the contraption will do; contraptions are notorious
for reacting in unexpected ways. While this spell
tion in which the alignment is removed from True tells the caster how a device works; it does not tell
Neutral except under certain conditions that follow. the caster how to operate the device.
For example, a priest uses this spell to analyze the In addition to the complex machines typically
balance of a chaotic neutral creature.The spell indi- associated with gnomes, this spell can be used to
analyze contraptions like mechanical traps and
. cates that the creature is removed from Tme Neutral locks, clockwork monsters and devices, even
by one grade along the lawlchaos axis; thus, the crea- unique artifacts like the appamrus of Kwalish, and
turemust be either chaotic neutral or lawfulneutral. If even unique artifacts.
the creaturewas chaotic evil, the spell would indicate
The material component is the caster’s holy
that it was removed from balance by two grades, one symbol.
along each axis; thus, the creature must be chaotic
evil, chaotic good, lawful evil, or lawful good. Notes: Granted by the gnome god Nebelun the
The priest also has a 5% chance per level of Meddler.
correctly determining the direction of variation Analyze Opponent
along one randomly chosen axis. Thus, a 10th-
(Divination)
level priest evaluatingthe balance of a chaotic neu- Sphere: Divination
tral creature has a 50% chance to learn that the
creature is chaotic (and hence chaotic neutral, Level: 1
since it is only one step away from balance. Range: 10yds. nevel
Components: S, M
Similar to spells such as defect evil, this spell Casting Time: 4
won’t reveal a hidden trap. If cast on a creaNre Duration: 1 rd.
with an intelligence level of Animal or Non-, it Area of Effect: 1 creaturenevel
always reads True Neutral. Saving Throw: Neg.
The spell requires are four iron coins, which This spell facilitates the quick analysis of a
the priest tosses in his hand while concentratingon single opponent by the priest. Up to five weak-
nesses or strengths can be learned. At 1st level, the
the spell (these are not consumed in the casting). priest can divine one salient weakness or strength:
Notes: Common for to priests with access to at 3rd level, the caster learns a second piece of in-
formation; at 5th a third, at 7th a fourth and at 9th
the spheres of Divination and Numbers. a fifth. The opponent is allowed a saving throw vs.
spell; if this is successful, nothing is learned.
- Ancestral Blessing -Oriental
For example, if a 5th-levelpriest casts this spell
on a troll, she might leam that trolls can regenerate
(a strength), that they are particularly susceptible
topre (a weakness), and that this particular troll
was panially blind in his left eye. The last nugget
of information might translate into a +I bonus to
hit, at the D M s discretion, if the priest attacked so
as to exploit the troll’s weakness.
According to legend, one of the earliest priests
of Tempus, to win the Red Knight’s favor, em-
ployed this spell before battling a rakshasa. With
it, he divined that race’s weakness to blessed
crossbow bolts, a fact that is now h o w n by many
adventurersthroughout the Realms.
The material component of this spell is the
priest’s holy symbol, which needs simply to be
touched to cast the spell.
Notes:Granted to priests of The Red Knight, a
war god of the F O R CRE~ALMsSetting.
Ancestral Blessing -Oriental
(Necromancy)
Sphere: Ward c”
Level: 2
Range: Touch
Components:V, S, M
Casting Time: 1 rd. dozen grains of any cereal or grain and a thimble
Duration: Special filled with wine.
Notes: Restricted to individualsfmm an orien-
Area of Effect: 1 person or house
Saving Throw: None tal culture. Common for China-based cultures,un-
common to very rare for others.
This spell can be used by a character of any Ancient Curse Q-
class who is at least 3rd level or higher and the
head of his or her household. (Abjuration)
Sphere: Guardian
The caster of this spell calls upon the spirits of
his ancestors for advice or protection. Roviding Level: I
the caster maintains an altar to his ancestors in his Range: Special
home and sacrifices food to them each day, the
spirit of one of the individual’s ancestors answers Comooneuu: V
the summons.
Casting Time: 1 rd.
The ancestor spirit either answers one question Duration: Special
(with 75% accuracy), or bestows a blessing on one Area of Effect: Special
individual of the caster’s choice. This blessing is a Saving Throw: None
+ I modifier to the individual‘s saving throws, last-
ing for one day per level of the caster. This spell allows the priest to call down the m t h
of the patron power in the form of a terrible and last-
Alternatively, the caster can ask the spirit to ing curse on those who commit actsof great wicked-
guard his home. In this case, the spirit acts as an ness against that power. Typical acts include the
desecration of a major temple or burial place, the
infallible alarm against all nonmagical intrusions massacre of a congregation, the theft of an imponant
for one month. The spirit won’t protect the home, relic or artifact, and the like. In all cases, the princi-
it simply alerts the casterto an intrusion (no matter
ple of reaibution is central to successful casting of
where the caster happens to be at the moment).
The material components of this spell are a
Animal Comcmim
the spell. The DM adjudicates the spell; misuse or hostile to the affected creature.Thus, normally ag-
gressive and temperamental animals instqntly
overuse may result in its failure, or even visit its attack, while normally passive animals reaa to
effect upon the caster. The ancient curse must be moderately dangerous situations as if trapped in a
spoken in the presence of the malefactor and its con- corner or protecting young. (DMs should adjust a
ditions clearly announced. Thereafteri,t is in effect. given animal’s morale by 5 points to determine
whether or not it feels threatened enoughto attack.)
The caster decides what form the curse takes,
subject to the approval of the DM. The effects aTe This spell does not function at its full potential if
long-term, developing over months and years and cast upon rangers or other beings who possess a nat-
extending for centuries. These affect not only the ural ability that allows them to alter an animal‘s dis-
original recipient, but descendants as well. Typical position. This spell simply prevents such beings
ancient curses includepoverty, ill luck, a haunting, from changing an animal’s emotional state, but the
the onset of a degenerative disease, the periodic animal does not become more hostile toward the
devastationof a household or property, and so on. creature. “be spell and the natural ability effectively
cancel out one another for the duration of the spell.
The spell is not necessarily permanent. It can
be countered by an atonement spell or divine inter- Similarly,spells that allow a caster to influence
vention in conjunction with a quest involving animals (e.g., animalfriendship, chum person or
deeds of a magnitude q u a l to those for which the mammal,etc.) fail when cast by an individual af-
ancient curse was invoked. A curse brought on by fected by this spell.
greed that destroyed a village could be lifted by
devotingone’s life to poverty and charity. Animal animosify lasts for its full duration,
unless removed with a remove curse, dispel magic,
The material component for this spell is a tiny or a more potent spell.
silver gong and the priest’s holy symbol.
The use of this spell is the province of Rillifane
Notes: Common for priests from an oriental Rallathil, and those who have been subject to it
setting; otherwise, uncommon. often refer to it as Rillifane’s Curse.
Ancient Curse Notes: Granted to priests of Rillifane Rallathil.
A 7th-level variation of Animal Call
divine curse that afects the
descendants of the subject as A& call animal or bird.
well.
Animal Companion
Animal Animosity
(EnchantmentJCharm)
(Alteration) Sphere: Animal
Sphere: Animal
Level: 1
Level: 1 Range: 1-mi.radius
Components:V, S , M
Range: IO ydsAevel Casung Time: 1 turn
Components:V, S Duration: Special
Area of Effect: 1 creature
Casting Time: 1 rd. Saving Throw: Neg.
Duration: 1 daynevel
Area of Effect: 1 creature This spell is only effectiveoutdoors. When cast
SavingThmw: Neg. by the shukenja, it summons one normal wocdbd
creature that is within a mile of the caster. The cpa-
A creatureaffected by this spell exudes an aura lure is allowed a saving throw vs. spell. The DM de.
that draws a hostile reaction from all animals termines the type of creature summoned, depending
within 50 feet. Only animalsthat can be influenced on terrain and level of the casta. The creature’s Hit
by an animal friendship spell (animals with an Dice must be equal to or less than half the level opthe
Intelligencerating of 1 4 ) react in this way. When caster. This beast is friendly toward the shukenja. It
this spell is cast, a single creature determined by remains with the caster so long as he travels t h u g h
the priest during casting must make a successful the wilderness, but won’t go more than 20 miles from
saving throw vs. spell or be affected. If the saving its home. Upon entering any large encampment, vil-
throw is failed. all animals within 50 feet become
Animal Eyes f
lage, or other settlement, the beast parts company man, nor of extraplanar origin.
with the shukenja. In addition, misoeahhg the beast The spell requires a glass lens no larger than
causes it to leave or even turn on the shukenja
one inch in diameter as a focus, which is not con-
The spell does not provide telepathic M perfect sumed in the casting.
communication with the beast; however, it does un-
derstand the general meaning of spoken commands Notes Uncommon for rangers; rare for druids
and gesblres. The animal is still a wild beast and can and similar priests.
be dangemus, espxially misinterpretingcommon sit-
uations as threatening. If well heated the animal de- Animal Friendship
fends and serves the shukenja to the best of its ability
and nature. Thus, a monkey would prefer harassment (EnchanbnenVCharm)
and tricks to outright combaL while a tiger would Sphere: Animal
fearlessly springinto the midst of the shukenja’s foes.
Common animals summoned include monkeys, Level: 1
hawks, badgers, boars, bears, tigers,and serpents. Range: 10 yds.
Components:V, S , M
The spell requires a piece of candy, sugar, or CastingTime: 1 hr.
other tasty morsel for the creature summoned. Duration: Special
Area of Effect: 1 animal
Notes: Common for priests from an oriental SavingThrow: Neg.
setting; otherwise, very rare (animaftiendship is
the n o m in Westem culNres). By means of this spell, the caster is able tu
show any animal of animal intelligence to semi-in-
Animal Eyes telligence (Intelligence 1-4) that he desires friend-
ship. If the animal does not make a successful
(Nemmney) saving throw vs. spell immediately when the spell
Sphere: Animal is begun, it stands quietly while the caster finishes
the spell. Thereafter, it follows the caster about.
Level: 2 The spell functions only if the caster actually
wishes to be the animal’s friend. If the caster has
Range: 0 ulterior motives, the animal always senses them
(for example, if the caster intends to eat the
Components: V, S, M animal, send it ahead to set off traps, etc.).
CastingTime: 5 + 1 rd.llevel The caster can teach the befriended animal
Duration: 3 rds. three specific tricks or tasks for each point of
Intelligence it possesses. Typical tasks are those
Area of Effect: 1 creature taught to a dog or similarpet (they cannot be com-
plex). Training for each such trick must he done
Saving Throw: None over a period of one week, and all must be done
within three months of acquiring the creature.
By using this spell, the caster can temporarily During the tluee-month period, the animal won’t
see through the eyes of any animal. The caster harm the caster, but if the creature is left alone for
more than a week, it will revert to its naNral state
points at any single animal within 100 yards, then and act accordingly.
closes his eyes and remains stationary. In his
mind‘s eye, he sees whatever the animal is seeing. The caster can use this spell to amact up to 2
If the subject animal is a squirrel studying the Hit Dice of animal(s) per level of experience he
possesses. This is also the maximum total Hit Dice
party from a tree branch, the caster sees himself of the animals that can be athacted and trained at
and the party from the perspective of the squirrel. one time: no more than twice the caster’s experi-
ence level. Only unaligned animals can be at-
If the subject animal is a bird soaring overhead, the tracted, befriended, and hained.
caster gets a bird‘s eye view of the area below. The material components of this spell are the
The spell has no effecton the animal, nor can the caster’s holy symbol and food.
caster contrvl the animal‘sactions in any way. The Notes: Common for druids (PHB).
animal is unaware of the spell and acts as it nor-
mally would. The spell lasts for the given duration
or until the caster moves or takes another action.
The casm can voluntarily end the spell by opening
his eyes. The spell also ends if the animal is killed,
or moves more than 100yards away from the caster.
The animal must be one normally found in
nature. It cannot be SupemaNral,human, demihu-
Animal S-h
for the duration of the spell.
The material component is a feather, bit of fur,
or a scale from the animal to be protected.
Notes: Very rare for druids and similar priests.
(Updatedfrom POLYHEDRONNewszine.)
Animal Sight
(Alteration)
Sphere: Animal
to eight animals within a 20-footcube to grow to Level: 4
twice their normal size. The effects of this growth Range: Touch
are doubled Hit Dice (with resultant improvement Components: S
in attack potential), doubled hit points (except hit Casting Time: 1 turn
p i n t s added to Hit Dice), and doubled damage in Duration: 1 turdlevel
combat. Movement and Armor Class are not af- Area of Effect: Animal touched
fected. The spell lasts for two rounds for each level SavingThrow: None
of the caster. The spell is particularly useful in
conjunction with a charmperson o r m m l spell. This spell is often used by priests with animal
companions. By casting this spell upon an animal,
The material components for this spell are the the priest literally sees through that creature's
caster's holy symbol and a scrap of fwd. eyes. Wherever the animal travels for the duration
of the spell, the priest sees what it sees.
The reverse, shrink animl, reduces animal size
by one half, and likewise reduces Hit Dice, hit During this time, the priest must remain sta-
points, attacks, damage, and so on. The material tionary and cnncentrate on the animal. Damage
components for the reverse are the caster's holy caused to the priest intempts the spell.
symbol and a scrap of fwd.
This spell is especially useful when the priest
Notes:Common for druids (PHB). wishes to spy on other individuals or discover the
lay of a territory before entering it personally.
Animal Horde
Notes: Granted by the evil god Malar the
Quest spell, see appendix in Vol.3.
Beastlord of the FORGOTI"REALMsSetting.
Animal Sanctuary
Animal Speech
(Abjuration)
Spbere: Animal (Enchantment/Chsrm)
Sphere: Animal
Level: 1
Range: Touch Level: 2
Components: V, S, M Range: 10ydsAevel
Casting Time: 3 Components:V, S, M
Duration: 1 hr.Aevel CastingTime: 5
Area of Effect: Animal touched Duration: 1 tumnevel
Saving Throw: Special Area of Effect: 1 animal
SavingThrow: None
An animal protected by this spell is overlooked
and cannot be directly attacked any creature that With this spell, the caster can bestow upon an
fails a saving throw vs. spell. If the protected animal the ability to speak any specified language
animal attacks, this effect is immediately negated. known by the caster. The animal can talk to any
In any case, attack rolls and damage against an creature within normal speaking distance that un-
animal protected by this spell suffer a -4 penalty derstands the bestowed language, though the
animal's intelligence remains the same as it was
prior to casting. The affected animal is basically
well disposed toward the caster while the spell
lasts.
Animal Spy
The material component is mistletoe. L
Notes: Rare for druids and similar priests.
(Updated from POLYHEDNReOwNszine.)
Animal Spy
(DMnation)
Sphere: Animal
Level: 2 1
Range: 10 yds.
Components:V, S t
Castinglime: 5
11
Duration: 1 tuml2 levels
Area of Effect: 1animal
SavihgThrow: None or neg.
Only a nonnal animal (including a giant version) t
can become an animal spy. This spell enables the t
caster to share the animal‘s senses: see through the
a n i d s eyes, hear with its smell with its nose, The shaman holds a creature, which must be no
and so on. The animal is completely unaware of the larger than a domestic cat and nonmagical, and
spell’s effect, unless the druid wams the beast before stares intently into its eyes for one round. The
casting. Animal spy grants no conhol over the crea- creature then fulfills the caster’s subsequentorders
ture. However,most casters use it on a trained animal for the duration of the spell.
or one befriended with the animalfriendship spell. The animal temporarily receives an
Intelligence boost of ld3 points and the ability to
An animal with a special bond to another, such understand the caster’swords, while the caster can
as a familiar, receives a saving throw vs. spell to understand the creature’snatural mode of commu-
hegate the effect if unwilling to submit to the cast- nication.
ing or unaware.
The creature retains its own personality
For the duration of the spell, the caster remains throughout this spell, and cannot he forced to per-
in a trance, unable to move or use human senses. form deeds that are against its hasic nature.
This can prove dangerous; for instance, those at-
tacked while using the spell cannot feel injuries to Further, the animal still views the world in a
their bodies. However, at the start of any round, the differentway than the caster. It cannot recognize
caster can return the animal’s senses to the crea- individual humans, except by the most blatant fea-
ture and resume control of the human body. This Itures-like huge weapons, extra limbs, bright
decision ends the spell immediately. The spell also clothing, or unique odors. The animal cannot inter-
ends if the animal travels more than 100 yards Ipret human interaction, unless the humans ob-
away per casterlevel. served are eating, fighting or similar easily
iinterpreted activity, and cannot understand any
Notes: Uncommon for druids; rare for other speech besides the caster’s.
nature priests.
The animal upon which the spell is cast must
Animal Spy -Shaman Ibe held in the hands, thus, a shaman may capture
31 tame animals to carry in cages or in his pockets.
@nchantment/Charm)
Sphere: Animal
Lovel: 2
Range: 0
Components: S
Casting Time: 1rd.
Duration: 2 turnsllevel
Area of Effect: 1 creature
Saving Throw: None
J 30
Animal Summoninem
Rats and mice are favored, because they are easy the time the spell is cast will come. The caster can
to conceal and carry. try three times to summon three different types of
animals. For example, the caster first summons
Notes:Restricted to shamans, uncommon. wild dogs to no avail, then unsuccessfully tries to
call hawks, and finally calls wild horses that may
Animal Summoning I or may not be within summoning range. The DM
determines the chance for a summoned animal
(ConjnrationlSummoning) type to be within the range of the spell. The sum-
Sphere: Animal, Summoning moned animals aid the caster by whatever means
they possess, stayinguntil a fight is over, a specific
Level: 4 mission is finished, the caster is safe, he sends
Range: I-mi. radius them away, and so on. Only normal or giant ani-
Components:V, S
Casting nme: 7 mals can be summoned fantastic animals or mon-
Duration: Special
Area of Effect: Special sters cannot be summoned by this spell; (no
SavingThrow: None chimeras, dragons, gorgons, manticores, etc.).
By means of this spell, the caster calls up to Notes: Common for clerics and druids (PHB).
eight animals of 4 Hit Dice or less, of whatever
sort the caster names when the summoning is Animal Summoning III
made. Only animals within range of the caster at
the time the spell is cast will come. The caster can (ConjuratiodSummoning)
try three times to summon three different types of Sphere: Animal, Summoning
animals. For example, the caster first summons
wild dogs to no avail, then unsuccessfully hies to Level: 6
call hawks, and finally calls wild horses that may Range: 100 yds.ilevel
or may not be within summoning range. The DM Components: V,S
determines the chance for a summoned animal Casting Time: 9
type to be within the range of the spell. The sum- Duration: Special
moned animals aid the caster by whatever means Area of Effect: Special
they possess, stayinguntil a fight is over, a specific SavingThrow: None
mission is finished, the caster is safe, he sends
them away, and so on. Only normal or giant ani- l l i s spell is the samein duration and effect as the
mals can be summoned;fantastic animals or mon- 4th-level animal summoning I spell, except that up
sters cannot be summoned by this spell; (no to four animals of no more than 16Hit Dice each can
chimeras, dragons, gorgons, manticores, etc.). be summoned, or eight of no more than 8 Hit Dice,
or 16 creatures of no more than 4 Hit Dice. Only an-
Notes:Common for clerics and druids (PHB). imals within range of the caster at the time the spell
is cast will come. The caster can try three times to
Animal Summoning II summon threedifferenttypes of animals: For exam-
ple, the caster first summons wild dogs to no avail,
(ConjurationlSummoning) then unsuccessfully tries to call hawks, and finally
Sphere:Animal, Summoning callswild horses that may or may not be within sum-
moning range. The DM determines the chance for a
Level: 5 summoned animal type to be within the range of the
Range: 60yds.ilevel spell. The summoned animals aid the caster by
Components:V, S whatever means they possess, staying until a fight is
Casting Time: 8 over, a specific mission is finished, the caster is safe,
Duration: Special he sendsthem away, andsa on. Only m a l OI giant
Area of Effect: Special animals can be summoned; fantastic animals or
Saving Throw: None monsters cannot be summoned by this spell; (no
chimeras, dragons, gorgons, manticores, etc.).
By means of this spell, the caster calls up to six
animals of 8 Hit Dice or less, or 12 animals of 4 Notes: Common for clerics and druids (PHB).
Hit Dice or less-of whatever sort the caster
names. Only animals within range of the caster at
- Animal Transfer I
Animal ’kansfer Animal ’hick
(Alteration) (Enchantment)
Sphere: A n i d Sphere: Animsl
Level: 6 Level: 3
Range: 60 yds. Range: 30 yds.
Components: V,S
Casting Time: 1turn Components: V, S
Duration: 3 turns + 1 nVnnevel Casting Time: 6
Duration: 1 rd.nevel
Area of Effect: 1 creature Area of Effect: 1 animal
SavingThrow: None or neg. Saving Throw: Special
Casting this spell transfers the priest’s mind This spell temporarily enables any animal to
into the body of a designated animal. The priest perform a trick it normally doesn’t know or lacks
can use all the senses and abilities of the animal, the intelligence to execute. The animal must be
and is in full command of the animal form. For ex- within 30 yards of the caster and must be able to
ample, a priest could elect to transfer his mind into hear spoken commands. If these conditions are
the body of a hawk and fly over an area to deter- met, the animal will do exactly what the caster
mine the terrain, occupants, and other conditions. tells it. A lion will batter down the door of a cell, a
cat will fetch a key and carry it in its mouth, a
If cast on a warm-blwded creature of animal parrot will draw a circle in the sand with its claw.
intelligence or less, the animal does not receive a A creature with less than 5 Hit Dice and no prior
savingthrow. Animals of greater intelligence, such allegiances receives no saving throw. Any willing
as blink dogs, displacer beasts, and other such creature predisposed to aid the caster (such as an
creatures receive a saving throw vs. spell. A suc- animal follower) will not resist this spell at all.
cessful saving thmw means the spell is wasted and
the animal is unaffected. An attempt to transfer The animal can’t execute a trick or task that ex-
into the body of another’s animal companion or a ceeds its physical limitations.A snake can’t pick a
wizard’s familiar always fails and wastes the spell. lock,and a horse can’t play a trumpet. Note also
that the caster must give specific inshuctions, not
The animal’s mind is suppressed throughout general commands. If the caster commands a lion
the duration of the spell. If the animal dies while to “Get somethingto help me put out this fire,” the
the spell is in effect,the priest’smind returns to the puzzled lion won’t know what do to. However, if
human body. The priest suffers Id12 points of the caster says, “Take this bucket in your mouth,
damage and must make a successful Wisdom dip it in the stream, and carry the water back to
check or suffer a mild form of insanity for a me,” then the lion will do as it’s told.
number of rounds equal to the elapsed time of the
spell. In this case, the priest behaves like the The caster can take other actions while the
animal, temfied and hurt. He or she may hiss, spit, animal is completing the trick. Once the animal
move about on all fours or as if trying to fly; bowl, completes its trick, the caster can give it additional
meow, or otherwise vocalize as the animal; and tricks to complete until the spell expires. If the
will be generally uncontrollable until the insanity spell expires while the animal is in the middle of a
passes. trick, or if the spell is broken by some means, the
animal immediately stops what it’s doing.
While the spell is in effect, the priest’s body is
motionless and vulnerable. The priest is unaware Notes: Uncommon for rangm; m e for druids
of his body or anythingthat might be happening to and similar specialty priests.
it. If the body is slain, the priest’s mind is impris-
oned in the animal’s body until the animaldies or a
wish is cast to alter the priest’s situation.
Notes: Granted by the evil god Malar the
Beastlord of the FORWTI” RwMs setting.
> Animate Dead
Animal Vision -Old Empire desire to eat, mate, or perform similar activities.
The shaman is in effectivecontrol of its actions.
Alteration)
Sphere: Animal For the duration of the spell however, the
shaman is unaware of his or her own body, which
&vel: 4 yds. + 20 yds. /level sits, stands or lies in a deep trance. The caster
bnge: 100 won't even realize if his or her body is attacked or
manhandled. If the shaman's body dies, the spell
Zomponents: V,S, M immediately comes to an end, and the shaman's
life force leaves the Prime Material Plane.
Zasting lime: 7
A minor disadvantage of the spell is that if
hration: 1 tudevel someone manages to look into the animal's eyes
the caster's face is reflected back in the pupils.
2rea of Effect: The caster
The material component of the spell is a hand-
Saving Throw: None ful of clear, clean water.
"...~._ ... _.This spell links the vision of the priest to that of Notes: Restricted to shamans, uncommon.
..II..inole m i r n s l in rioht nr tnnrhd hp i t r n m m A AnimaVBird Call
reptile,bird, fish, or insect. Typically, the animal is
Aka call animal or bird.
one sacred to the priest's religion, but need not be.
As long as the animal remains within the range of Animate Dead
the spell, the caster can see throw-b its eves, usinn- (N-mw)
Sphere: Necromantic
whatever normal or :special vision it possesses.
There is no other link between the caster and the Level: 3
animal. The priest ha:j no control over where the Range: 10 yds.
animal goes (unless enly1vyt818"..,....:-".v.u.IIG."L- n"p....LI,"L"D:.t.-.& yllD Components:V, S , M
purpose), and the priest suffi:IS no damage; if the Casting Time: 1 rd.
creature is killed. Duration: Special
Area of Effect: Special
The material component for this spell is a Saving Throw: None
morsel that is desired by the animal (for example,
if it is a cat, then catnip is a suitable component). This spell creates the lowest of the undead
monsters, skeletons or zombies, usually from the
Notes: Granted by the Mulhorandi deity Osiris
of the FORWITENRMLMSsening. bones or bodies of dead humans, demihumans, or
-Animal's View Shaman humanoids. The spell causes these remains to
become animated and obey the simple verbal com-
(NefroWCY) mands of the caster, regardless of how they com-
Sphere: Animal municated in life. Tne skeletons or zombies can
follow the caster, remain in an area and attack any
Level 5 mature (or just a specific type of creature) enter-
Range: 10yds. ing the place, etc. The undead remain animated
Components:V, S , M until they are destroyed in combat or are turned;
Castinr! Time: 1 rd. the magic cannot be dispelled.
Durati& 1 tumnevel The priest can animate one skeleton or one
Area of Effect: 1 animal zombie for each experience level he has attained.
Saving Throw: None If creatures with more than 1+ Hit Dice are ani-
mated, the number is determinedby the monster
The caster selects one animal within IO yards, Hit Dice. Skeletal forms have the Hit Dice of the
original creature, while zombie forms have I more
and thmugh this spell becomes able to hear thmugh Hit Die. Thus, a 12th-level priest could animate 12
the creature's e m and see through its eyes, per- dwarven skeletons (or six zombies), four zombie
ceiving the world as the animal does. The caster gnolls, or a single zombie fire giant. Note that this
is based on the standard racial Hit Die norm;thus,
can then cause the animal to move in any direction a high-level adventurer would he animated as a
that he wishes (to follow a person, checkout a path,
or scout the surrounding area, for example), but
cannot make the animal attack. The spell works
only on normal animals, including giant varieties.
While under the spell, the animal is not at the
mercy of its instincts; it is not sidetracked by the
- Animate Dead Monsters
skeleton or zombie of 1 of 2 Hit Dice, and without Animate Flame
special class or racial abilities. The caster can. al-
ternatively, animate two small animal skeletons (Alteration)
(1-1 Hit Die or less) for every level of experience Sphere: Elemental Fire
he has achieved.
Level 5
The spell requires a drop of blood, a piece of Range: 120yds.
flesh of the type of creature being animated, and a Components:V, S
pinch of hone powder or a hone shard to complete Casting Time: 8
the spell. Casting this spell is not a good act, and Duration: 1 rd.ilevel
only evil priests use it frequently. Area of Effect: 1-ft. diameterllevel
Saving Throw: None
Notes: Common for evil clerics (PHB).
While using this spell, the priest can com-
Animate Dead Monsters mand a flame to leave its source of fuel and move
at his direction. The flame is magically preserved
(Necromancy) at the intensity it possessed when animated and
Sphere: Necromantic does not weaken or fail even if it has nothing to
burn. The priest can animate any natural fire
Level: 5 within range, hut magical fires (including breath
Range: 10 ft. weapons) can he animated only on a roll of 11 or
Components:V, S, M higher on ld20, adjusted by 1 per level or Hit
CastingTime: 7 Dice difference between the caster and the origi-
Duration: Special nator of the magical flame. For example, a 9th-
Area of Effect: 1 creature14 levels level priest can animate aflaming sphere cast by
SavingThrow: None a 4th-level wizard on a Id20 roll of 6 or better.
This spell enables the caster to animate one hu- To animate instantaneouseffects such as a red
manoid skeleton or corpse for every four experi-
ence levels of the caster. Such creatures are the
animated remains of hipedal monsters of more than
3 Hit Dice and with endoskeletonssimilar to those
of humans except in size, which must be 7 feet or
greater in height. '&pica1 subjects are ettins, ogres,
trolls, giants, carnivorousapes, and the like.
The dweomer empowels the caster to give any
number of direct commands or instructions that
will he obeyed, up to 12 words long, much like the
animate dead spell.
A skeletal form has Hit Dice equal to the hasic
monster Hit Dice. A zombie form has one addi-
tional Hit Die. Animated monstess receive their
normal physical attacks, hut have no special amib-
Utes other than those possessed by skeletons or
zombies.
A monster zombie is Nrned as an undead with
the base creature's Hit Dice, while a skeletal mon-
ster is Nmed as the next weaker type of undead.
For example, a zombie ogre would he Nmed as a
shadow, while a skeletal ogre would he Nmed as a
ghoul.
The material components for the spell are the
cleric's holylunholy symbol and a small specimen
from the type of creature that is to be animated.
Notes: Uncommon for evil priests.
Animate Object
dragon’s breath or ajireball, the priest must botb This powerful spell enables the priest casting it
beat his opponent’s initiative in the round of cast- to imbue inanimate objects with mobility and a
ing and successfully take control of the flame. semblance of life. The animated object, or objects,
Under the priest’s direction, an animated then attacks whomever or whatever the priest first
designates. The animated object can be of any
flame can move at a rate of 12, although it cannot nonmagical material whatsoever-wood, metal,
cross water or wet or muddy ground. If the priest
stone, fabric, leather, ceramic, glass, etc.
directs the flame to leave the spell’s range, the Attemptingto animate an objen in someone’spos-
spell ends and the flame stops, burning whatever session grants that person a saving throw to pre-
it may be resting on. Animated flame attacks with
a THACO of 10 and may he able to strike several vent the spell’s effect.
creatures in the same round, dependingon its size The speed of movement of the object depends
on its means of propulsion and its weight. A large
(see table).
Creatures within the fire’s diameter are hit wooden table would be rather heavy, but its legs
would give it speed. A rug couldonly slitheralong.
without an attack roll for the listed damage. Very Ajar would roll. Thus a large stone pedestal would
hot or unusually cold fires may inflict damage (at rock forward at 10 feet per round, a stone statue
the DM’s discretion) as if category larger or would move at 40 feet per round, a wooden statue
smaller. In addition to attacking the caster’s ene- 80 feet per round, an ivory stwl of light weight
mies, the fue ignites combustibles.An animated would move at 120 feet per round. Slithering
fire can easily torch a small town, given time to movement is about 10 feet to 20 feet per round;
move from building to building. rolling is 30 feet to 60 feet per round.
The animatedflame spell can be dispelled. It The damage caused by the attack of an ani-
can he quenched by contact with a significant mated object depends on its form and composi-
volume of water, ice, cold, earth, or dirt, just as a tion. Light, suppleobjects can only obscure vision,
normal fire can he drowned or smothered. obstruct movement,bind, trip, smother, etc. Light,
The priest can animate a single fire of up to 1 hard objects can fall upon or otherwise strike for
foot in diameter per level of experience. Pan of a Id2 points of damage or possibly obsuuct and trip,
natural fire can he controlled, but magical fires as do light, supple objects. Hard, medium-weight
objects can crush or strike for 2d4 points of
cannot be divided-only a very high-level priest
can deflect the breath weapon of a red dragon! damage, while larger and heavier objects may in-
flict 3d4,4d4, or even 5d4 points of damage.
Notes: Uncommon for druids (PO:SM).
The frequency of attack of animated objects
Number of depends on their method of locomotion, ap-
pendages, and method of attack. This varies from
size Diameter Targets Damage as seldom as once every five melee rounds to as
Torch or lantem under 1 ft. 1 Id3 frequently as once per round. The Armor Class of
Small campfire
1-2 ft. 1 1d4 the object animated is basically a function of mate-
Large campfire rial and movement ability. Damage depends on the
Bonfire 3-5 ft. 2 Id6 type of weapon and the object struck.A sharp cut-
ting weapon is effective against fabric, leather,
Conflagration 6-10 ft. 4 2d6
Inferno wood, and like substances. Heavy smashing and
11-20 ft. 8 3d6 crushing weapons are useful against wood, stone,
21+ ft. 20 5d6 and metal objects. Your DM determines all of
these factors, as well as how much damage the an-
Animate Object
imated object can sustain before being destroyed.
(Alteration) The priest can animate one cubic foot of mate-
Sphere: Creation,Snnnnoning
rial for each experience level he has attained,
Level: 6 Thus, a 14th-level priest could animate one or
Range: 30 yds. more objects whose solid volume did not exceed
14 cubic feet-a large statue, two rugs, three
Components: V,S chairs, or a dozen average crocks.
CastingTime: 9 Notes: Common for clerics (PHB).
Duration: 1 rd.nevel
Area of Effect: 1 cu.ft.nevel
Saving Throw: None
Animale Rock f
Animate Rock Animate stalactite temporarily awakens a sta-
(Alteration) lactite to act like a piercer (see the MONSTROUS
Sphere: Elemental Earth MANUArLome). A stalactite animated by this spell
remains active until it detects prey, at which point
Level: 7 it reacts exactly as a living piercer. When it can
Range: 40 yds. attack, the animated stalactitedrops from the ceil-
ing and attempts to impale prey with its sharp tip.
Components: V,S, M Whether or not the attack succeeds, the stalactite
the animation ends and the stalactite shatters on
Casting Time: 1 rd. impact if it does not successfullypierce a creature.
Duration: 1 rdAevel
Area of Effect: 2 cu. ftAevel The size of the piercer (and thus its THACO)
Saving Throw: None depends on the size of the stalactite and the level
of the priest. The size of the stalactitegives a base
By employing an anin!ntc mck spell, the caster value of 1 Hit Die if Small-sized, 2 Hit Dice if
causes a stone object of up to the indicated sue to Man-sized, and 3 Hit Dice if Large-sized or more.
move (see the 6th-level animate object spell.) The The priest’s level adds +I Hit Die per three levels
animated stone object must be separate (not a pan (round down). The maximum bonus is +3, giving a
of a huge boulder or the like). It follows the desire range of 1to 6 Hit Dice.A successfuldispel m g i c
of the caste-attacking, breaking objects, block- deactivates the animated stalactite, returning it to
ing-while the magic lasts. It bas no intelligenceor its normal state. The priest can animate and control
volition of its own, but it follows instructions ex- up to one stalactiteper experience level.
actly as spoken. Note that only one set of instruc-
tions for one single action (the whole being simply Notes: Granted by the gnome god Callarduran
worded and very brief-I2 words or so) can be Smoothbands.
given to the animated rock. The rock remains ani-
mated for one round per experience level of the 19 (1-2 HD), 17 (3-4 HD), 15 (5-6 HD); Dmg
caster. The volume of rock that can be animated is Id6RID; Int non-(O); AL N ,SZ varies;. ML
also based on the experience level of the caster- Fearless (19-20).
two cubic feet of stone per level-for example, 24
cubic feet, a massof aboutman-sized, at 12thlevel. Animate Statue
While the exact details of the animated rock are (InvocatioWEvocation)
Sphere: Guardian
decided by the DM, itsArmor Class is no worse than
5, andit has Id3hit pointsper cubicfoot of volume. Level: 4
It uses the attack roll of the caster. The maximum Range: Touch
damage it can inilict is Id2 points per caster level
Components:V,M
(thus,a 12th-level caster’s rock might inflict Id12 to CastingTime: 7
2d12 pints ofdamage). Movement for a man-sized
rock is 60 feet per round. A rock generally weighs Duration: 3 rds. + 1rd./level
from 100to 300 pounds per cubic foot.
Area of Effect: 20-ft. radius
The material components for the spell are a
stone and drop of the caster’s blood. Saving Tbrow:Special
Notes: Common for druids (PHB). This spell allows the caster to animate a normal
statue and have it fight for him. The statue can be
ANmate Stalactite-Gnome from 3 to 12 feet tall and can be made of wood,
stone, or crystal. When animated, the statue has AC
(Alteration) 5, 4 d S hit points, attacks as a 4-HD monster, and
Sphere: Elemental Earth can be damaged only by magical weapons. The
StaNe has one attack per round, either by weapon
Level: 1 or a blow for Id8 points of damage. The statue can
Range: Touch be deactivated by a successfuldispel m g i c spell.
Components:V,S, M
Duration: Special
CastingTime: 1 round
Area of Effect: 1 stalactite
SavingThrow: None
If the spell is cast on a StaNe that is already hovers a few feet in front of the priest and a few
magical, the statue animates and attacks the caster, feet above the ground. It attacks as if wielded by
pursuing until the caster successfully escapes it or the priest, hut only once per round, and it cannot
parry attacks against the priest. The weapon is ef-
(Updated fectively Armor Class 0. If more than 4 points of
damage, plus 1 point of damage per level of the
'.a"sc. _I ,"1.,.','L priest, are inflicted upon it in one round, the ani-
mated weapon drops to the ground, undamaged,
Components: V, S,M and the spell immediately ends.
Casting Time: 1 rd. while this spell is in effect, it is possible for the
Duration: 1 rd.flevel priest to cast other spells or perform any other
Area of Effect: 1 tree action except attack with a melee weapon. The
Saving Throw: Specia latter interferes with the animated weapon's ability
to fight, ending the spell immediately.
-.This spell enables me uuiu LU ammace a
The material component of this spell is the
The animated tree has the same Hit Dice and gen- priest's holy symbol.
eral characteristics as a treant of the same size
(MONSTROMUSANUALtome). A m e whose resulting Notes: Granted by the dwarven god, M m d i n
Hit Dice would exceed the caster's druidical level This is an update of a previous version.
cannot be animated, and the selection is further
limited hy the actual size of the trees available. Anti-Animal Shell
Intelligent or aligned trees are allowed a saving
throw vs. spell to avoid the &ea and the spell has (Abjuration)
no effect on actual treants and similarextraordinary Sphere: Animal, Protection
creatures. The animated tree follows simple com-
mands, At the end of the spell's duration, the tree Level: 6
reNms to its original location and moots itself. Range: 0
The material component is mistletoe. Components: V,S, M
Notes: Very rare for druids. (Updated from
POLYHEDRONNewszine.) Casting Time: 1 rd.
Duration: 1 tUmnevel
Animate Weapon Area of Effect: 20-ft. diameter
Saving Throw: None
(Enchantment/Charm)
Sphere: Combat By casting this spell, the caster brings into
being a hemispherical force field that prevents the
Level: 1 entry of any sort of livingCreaNre that is wholly or
Range: Touch partially animal (not magical or extraplanar).Thus
Components:V, S,M a sprite,a giant, or a chimerawould he kept out, hut
an undead or conjured creature could pass through
Casting lime: 4 the shell of force, as could such CreaNreS as aerial
servants,imps, quasits, golems, elementals, and so
Duration: 3 rds. + 1 rd./level on. The anti-animal shell functions normally
Area of Effect: Weapon touched againstcrosshreeds,such as camhions, and lasts for
Saving m o w : None one turn for each level of experiencethe caster has
attained. Forcing the barrier against a creature
This spell enables the priest to animate one strainsand ultimately collapsesthe field.
weapon to fight for him, much like a sword of
dancing. If the priest is of 2nd level or less, the The spell requires the caster's holy symbol and
only type of weapon this spell can animate is a a handful of pepper.
warhammer. Once the spell is cast, the weapon
Notes: Common for clerics and druids (PHB).
Anti-Mmeral Shell
Anti-Mineral Shell Anti-Vermin Barrier
(Abjuration) (Abj
Sphere: Protection, Elemental Earth Sphi
Level: 7 Leve
Range: 0
Components: V, S, M Ran5
Casting Time: 1 rd.
Duration: 1 t u d e v e l Components:V, S, M
Area of Effect: 10-ft. radius
Saving Throw:None Casting Time: 1
Duration: 1 hr.Aevel
The anti-ntineml shell spell creates an invisible, Area of Effect: IO-ft.Aevel cube
mobile harrier that keeps out living or animated SavingThrow: None
mineral creatures and animated mineral objects. It
is effectiveagainst elementalsand creatures of ele- forcWe iftiheldthtihsastpreelpl,eltshenocnam.st~aegr.zc-cri.ue~amt-e~.sm.,.a:n.s~ ,inm-vims~.i-bwl.e.,!,
mental origin, such as crysmals and certain
mephits;consmcts, such as golems and living stat- spiders, snakes, worms, and similar vermin of less
ues; creaturesof living stone, such as galeh duhr or than 1 Hit Die. The spell has no effecton giant-sized
xom; and mineral objects, weapons, or m o r ani- versions of these creatures unless they m less than 1
mated by some outside force Any attempt to force Hit Die. The harrier affects summoned CIeaNres,
the harrieragainst such creaturesor objects shatters such as those called hy a swnmon insects spell.
the barrier immediatelv. The scell lasts for one turn
Vermin in the area of effect when the spell is
~~ ~ cast are not affected; however, if these creatures
for each experiencelevel of the caster. exit the area, they cannot return.
The material component is a drop of some The spell affectsa cubic m a whose sides are IO
caustic solvent, such as acid from a black dragon. feet times the caster’s level (for instance, a 2nd-level
Notes: Uncommon for druids (P0:SM).
priest could affect a 20 x 20 x 20-fwt cube).
Updated from previous publication. The material components are the caster’s holy
Anti-Plant Shell
(Abjuration)
Sphere: Plant, Proteetion
Level 5
Range: 0
Components: V, S
Casting Time: 8
Duration: 1 t u d e v e l
Area of Effect: 15-ft.diameter
Saving Throw: None
The anti-plant shell spell creates an invisible,
mobile harrier that keeps all creatures within the
shell protected from attacking plants or vegetable
creatures such as shambling mounds or treants.
Any attempt to force the banier against such crea-
tures shatters the harrier immediately. The spell
lasts for one turn for each experience level of the
caster.
Notes: Common for clerics and druids (PHB).
J 38 \
symbol and a d e n t ’ s whisker. This spell is effective only upon those warriors
Notes: Common for to priests with access to of the same alignment as the priest who are also
wearing metal armor. The spell temporarily turns
the sphereof Wards(TOM). the warriors into holy warriors, with hit point and
Anyspell Armor Class benefits tied to the cater’s level. The
priest casting the spell can affect one warrior for
(Alteration) every two levels of experience (round up), to a
Sphere: Charm, Creation
maximum of 5 warriors. For example, a 3rd level
Level: 4 priest can affecttwo warriors.The spell duration is
Range: 0 two rounds, plus two rounds per casterlevel. ?bus,
Components: V, S a divinial annor spell cast by a 6th-level priest
CastingTime: 7
Duration: Special lasts 14rounds.
Area of Effect:The castes
Saving Throw: None The material component is the caster’s holy
symbol.
This spell allows the caster to readand then lata
cast any wizard spell of 1stthrough 5th level. Such a Notes: Very rare spell. (Updated from DRAGON
spell i s readable via a read magic ability conferred
with the casting of anyspell, but only one spell can Magazine.)
be read and cast for each casting of anyspell. Merely
reading the titles of spells on scrolls or in spellbooks Caster’s Hit Points Armor Class
to find a desired spell does not exhaust the magic of
the anyspell; an entire spell must be read. Once Level Below 0‘ Bonus
anyspell is cast and a wizard spell is read, the wizard
spell is retajned in the priest’s mind until the priest 1-2 -5 1
casts it. Such wizard spells are cast precisely as if by
a wizard of the same level as the casting priest, 3-4 -6 1
except that the user of an anyspell needs no material
components to work the w i d spell. 5-6 -7 1
While the pries has the wizard spell in mind she 7-8 -8 2
or he cannot pray for a spell to replace the still-pend-
ing anyspell. In effect, one 4th-level spell slot is lost 9-10 -9 2
until the wizard spell is cast, at which point the
anyspell ends. To make effective use of this spell, the 11+ -10 2
priest must borrowtbespellbwkofa wizard friend or
use a found viizard scroll. priests of Mystm are not ‘The warriws can Sght without pnalty at negative hit
otbenviseable to use wizard scrolls.) Using a moll in
this fashion expends the spell from the scroll. points. Those reduced below -10 hit points die at once.
Notes: Restricted to priests of Mystra, from the Arboreal Scamper -Gnome
FORGOTTERNEALMSsetting.
(Alteration)
Aranen’s DivinialArmor Sphere: Plant
(Abjuration) Level: I
Sphere: Combat Range: Touch
Level: 1 Components:V,S,M
Range: Touch
Components:V, S, M Duration: 1hrJlevel
Casting Time: 5
Duration: Special CastingTime: 4
Area of Effect: 1 or more warriors Area of Effect: Creature touched
SavingThrow: None Saving Throw: None
An arboreal scamper spell enablesthe recipient
to climb about or hang from trees as easily as a
squinel.The affectedcmture can be no larger than
man-sized (7 feet tall), and must have bare hands
and feet to climb in this manner, at a movement rate
of 6 (3 if encumbered). A creature under the effects
of this spell, barring outside interference,won’t fall
from a tree.The arboreal scamper pennitsjumping
up to ten feetto a neighboring limb, althoogh a soc-
cessful Dexterity check is required to accomplish
the feat. Even falling is not necessarily disastrousas
the creature can easily grab any tree limb contacted.
The caster can divide the base duration
Archer’s Redoubt -Elf f
between multiple creatures, to a minimum of one- This speU transforms the priest’s forearms and
half hour per creature. Thus, a 3rd-level caster can
confer this ability on two creaNres for 1% hours. hands into nonmagid adamantine hammers able to
The recipient can end the spell’s effect on himself
with a word. chipaway solidrockl kpriestcanhammeraway with
both arms at an innedibly rapid pace, inflicting 1point
The material components of this spell are the of mconal damage to unmoving smctures per turn
priest’sholy symbol and an acorn purloined from a tuck,
squirrel’s secret stash. c(asseteereacannhsmbadteesapeplals).swagheeant tunneling into deep the
a rate of 1 foot per
Notes: Granted by the forest gnome god,
Baervan Wildwanderer. mund,mlOfeetperturn.Ibispassageislargeenough
-Archer’s Redoubt Elf foraneatllreofthecaster’ssizetowalkthmugh.
lheheavyweight ofthe hammersmakes it di5icult
(Evocation)
Sphere: Protection for the caster to mairnainbalanceif n d strlking a fixed,
immovable target Thus, in melee, the priest receives
Level: 3
Range: 0 onlym atlackspermund (onewith eacharm hum),
Components: V,S, M allagainst a single opponent Each auackshikes witha
-3 penalty to hit and inilicts only Id8 poimSof damage,
CastingTime: 6
Duration: 5 rds.neve1 a3monhitstswiththesenw~nsm~ly
Area of Effect: Special
Saving Throw: None glancing blows. On anatural mll of20,the priest con-
n& solidly for2dlOpints
When this spell is cast, an immobile, invisible ofdamage.
The spell canbe ended at any time by the casting
barrier, pierced only by a n m w mow slit, comes
into being and totally encompassesthe caster. This priest Each turn the caster must make a successful
shield provides protection equal to h o r Class 2 ConstiNtioncheck F d m means thepliest must make
against frontal attacks and Armor Class 0 against an additionalConstiNtioncheck eve^^ rcnn~kI r&er
all other attacks. The barrier also adds a +I bonus
to the priest’s saving throws. IfthisConstitUtioncheckisfailedatanypdnsthepliest
It is not possible to move an archer’s redoubf, must makea sucoessfulsystemshocksurvivalrollor die
and leaving its confines ends the spell. However, from the d o n . If the system shock slwival mll suc-
the armw slit can change position as mentally di- ceeds,the spell ends immediately and the caster is ex-
rected by the caster. Although a melee weapon or hausted4mdiatea~Icmnpletemtisraquired
hurled weapon can’t be used from an archer’s re- least 8 h m(ndwen walking is possible).
doubt, any sort of how or crossbow can be fired If an opponentosts shoner or a similar incantation
without hindrance. on a priest employinsann hammers, the arm hammer
spelle m e n d simmediately,andthepriest&em 2d8
The material component of this spell is the points of damage. While under the e&c@ of this spell,
priest’sholy symbol. m e and slow spellshave no effect on the spellcaster.
Casting spells with somatic m mated components is
Notes: Granted by the elven god Solonor
Thelandira. impsiblewhile underthe eflensofthis spell.
The material components of this spell are the
-Arm Hammers Old Empire
priest’s holy symbol and two miniature stone han-
(ImocatiodEvoeation)
Sphere: Combat mers carved from a single stone using only stone
Level: 2 implements.
Range: 0
Components: V,S, M Notes: Granted by the Mulhorandi earth god
CastingTime: 6
Duration: 1 N d c v e l Geb of the FORGOTTERNEALMS setting.
Area of Effect: The caster
Saving Throw: None Armor of Darkness
(Alteration)
Sphere: Protection,Sun
Level: 3
Range: Touch
Components: V,S
CastingTime: 6
Duration: 1 rd.flevel
Area of Effect: Creature touched
Saving Throw: None
40
- -AssessValue -Old Empire
This spell creates an impressive, flickering cused on a single creature). This necromancy in-
shroud of magical darkness around the creature duces the throat to constrict and the lungs to swell
touched. The aura can, if the caster desires, con- shut, similarto a severe allergicreaction, for so long
ceal the creature’s features. In any case, it im- as the subject remains within range of the spell.
proves the creature’s Armor Class by 1 point for
every four experience levels of the caster (round Each round, a subject must attem]?t a
down). It also reduces all nonmagical damage suf- Constituticm check. If failed, the subject suffemi ld6
fered by the wearer by ld4 points per round. (This
reduction changes to 2d4 points if the caster is of _..-” .-points of dh g e . If successful,the subjectman(ages
12th level or greater.) For example, a warrior pro-
tected by a 5th-level caster who is shot with a ._.._Ito gasp in ennllnbh.. sir tn rprlwr the rtmv%oetIn Id3
magic arrow for 5 points of damage and clawed for
7 points of damage in the same round takes a total points. During its struggles against asphyxiation,the
of 8 to 11points of damage for the round. affected creature becomes effectively slowed (as per
the 3rd-level wizard spell).A subject who fails three
The wearer of armor of darkness can see wnsecutive Constitutionchecks has been smothered
through the armor as if it did not exist and is also and dies automaticallyon the following round.
afforded 60-foot-rangeinfravision by the spell. The
protected creature is immune to hypnotic magic The effects of asphyxiate continue until either
and other effects that depend on vision. Further, the the spell expires, a subject withdraws beyond
protected creature receives a +2 bonus on saving range of the spell, or a successfuldispel magic is
throws vs. enchantmentlcharm school spells, employed on a subject. Subjects remain slowed for
charm sphere spells, and psionics of similar effect. 1-3 rounds after the spell ends. This spell nor-
mally affects only humans or demihumans, though
Undead creatureswearing armor ofdarkness are the DM may extend the spell to include man-sized
immune to turning and dispelling attempts caused or smaller animals and monsters. Obviously, crea-
by things that they must s e e t h e blow of a m e of tures (such as undead and plant creatures) that
disruption,for instance, still destroys one that fails don’t breathe are affected by this spell.
its saving tiuow against the disruptive effect.
The material component is an unholy symbol
Notes: Granted by the evil god Shar of the and a (symbolic) silken gag, which the priest
FORWITBRN e m s setting. loosely wraps around his or her own mouth after
casting the spell. The asphyxiate spell is granted
Armor, Segojan’s only to priests serving evil deities.
See Segojan’sarmor. Notes: Common for evil necromancer priests.
Arumdina, Edge of Assess Value -Old Empire
See edge of Arumdina. (Divination)
Sphere: Divination
Asphyxiate
Lcvel: 1
(Necromancy) Range: Touch
Sphere: Necromantic Components: V, S
Castingllme: 4
Level: 6 Duration: Instantaneous
Range: 120 yds. Area of Effect: 1 object
Saving Throw: None
Components: V, S, M
Casting Time: 9 This spell enablesthe caster to determine the fair
market value of an object based on the materials
Duration: 1 rd./level used in its construction simply by handling it. The
Area of Effect: 1 individuaV2 levels spell does not enable the caster to assess the anistic
Saving Throw: Neg. or cultural value of an object, its magical properties,
or even determine if the object is magical.
This spell asphyxiates individuals (chosen by
the priest) who fail a saving throw vs. death magic. The object to be evaluated must k physically
If fewer than six individuals are tatgeted with this smaller in size than the caster. The spell enables
spell, each receives a -1 penalty on their save (-2 the caster to determinethe item’s value to the near-
for threecreaturesor less, -4 if the entire spell is fo- est gold piece in value to within (plus or minus)
2d10% minus the caster’s level. Hence. at 20th
41
Assume Amorphous Fam f
level and above, there is no possibility of error. When cast,this spellpmanently raises meabil-
Notes: Granted by the Mulhorandi goddess ity score(ortwo subability scoresif the optionalides
from Player’s Option: Skills &Powers are employed)
Nephthys of the FORGOTTERNEALMSsetting. by 1 point, to a maximum of 18. To maintain this
augmentation,the spellcaster must corrupt one indi-
Assume Amorphous Form vidual in a position of power nr sacrificeone helpless
sentient every quarter (three months) in Gargauth’s
Assume Gaseous Form
name. If this diabolical contract is ever broken for
Assume SylvanForm any reason, thespellcasterimmediatelyloses3 points
Assume Undead Form in the augmented ability (or subabilities), for a net
loss of 2 points in the ability (orsubability)score(s).
See amorphous form, gaseous form, sylvan form,
andundead form. Mltiple castings of Asmmfh’smrgmenfarion can
be used by the samespellcaster.Dispelmagic and sim-
Astaroth’s Augmentation ilar spellshave no effecton the ougmentatim.No one
shortof a demipowerand nothing shnf of a wish, a&
(Alteration) fact,or relic can end this spell’s con- without caus-
Sphere: All ing the increased ability score loss above and beyond
the spell-given gain. Users of Astamrk’saugmmtation
Level: 3 often fall into a hap of casbhg this spell, failing to ful-
Range: 0 fdl the contra, and then having to cast the spell twice
againjustto regaintheiroriginal abhties. Ifany ability
Components:V,S, M sore fallsbelow 3due to thecumulativeaccumulation
of this spell’s penalties, the spellcaster is immediately
Casting Time: 1rd. hansfomKdinto a lemure(thelowest form of baatezu)
Duration: Instantaneous
Area of Effect: The caste1 and hansportut to Baatn: ’the spellcasteris thenirrev-
Saving Throw: None
ocably dead, short of a wish. All such subjzts’ items
are randomlyteleponed about the plane of their death
upontheirdemise.
This spell enables spellcasters to draw upon
Gargauth’s divine power to permanently augment
their abilities. In exchange for this beneficence,
Gargauth extracts a dreadful price, and due to the
price he requires, the casting of this spell is a
patently evil act.
The material components of this spell is the
priest’s holy symbol (not necessarily one conse-
crated to Gargauth), three yellow feathers, and a
mby worth at least 25 gp.
Notes: Granted by the evil demigod Gargauth
of the FORWITENREMS setting.
Astral Awareness
@ivination)
Sphere: Astral
Level: 2
Range: 0
Components: V.S
CastingTime: 5
Duration: 1 hrJlevel
Area of Effect: The caster
Saving Throw: None
Asual Spell
\
Thisdivination attunesthe caster’sperceptionsto Astral Spell
the silver void of the Astral Plane or the misty gray-
ness of the E t h d Plane. It allows the caster to the (Alteration)
approach of astral or ethereal phenomena, including Sphere: Astral
shifting conduits, the psychic wind, an ethereal cy-
clone, demiplanes and debris, color pools, and CUT- Level: 7
Range: Touch
tains of vaporous color. The caster has a 90% chance
to detect a color pool from its invisibleside and a 5% Components: V,S
Casting Time: !hhr.
chance per level to determine which plane a curtajn
or pool leads to simply by studying its color. Duration: Special
Area of Effect: Special
In addition to the awareness of physical phe- Saving Throw: None
nomena, the caster gains a +2 bonus to any check
against surprise by astral or ethereal monsters. The By means of this spell, a priest is able to project
caster also has a 5% chance per level to detect the his astral body into the Astral Plane, leaving his
threat of creatures whose gaze extends into the physical body and material possessions behind on
Ethereal Plane (basilisks, for instance) before en- the Prime Material Plane. As the Astral Plane
tering the range of the gaze weapon. touches upon the first levels of all the Outer
Planes, the priest can travel astrally to the first
Notes: Uncommon spell (P0:SM). level of any of these outer planes as he wills. The
priest then leaves the Astral Plane, forming a body
Astral Celerity on the plane of existence he has chosen to enter. It
is also possible to travel astrally anywhere in the
(Alteration) Prime Material Plane by means of the ustral spell
Sphere: Astral However, a second body cannot be formed on the
Prime Material Plane.
Level 1
Range: 0 As a general rule, a person astrally projected
Components: V, S can be seen only by creatures on the Astral Plane.
Casting Time: 4 The astral body is connected at all times to the ma-
Duration: 1 h,nevel terial body by a silvery cord. If the cord is broken,
Area of Effect: The caster the affected person is killed, astrally and materi-
Saving Throw: None ally, but generally, only the psychic wind can
cause the cord to break. When a second body is
This spell enhances the caster’s movement ca- formed on a different plane, the silvery cord re-
pabilities in extraplanar settings by attuning him to mains invisibly attached to the new body. If the
his new surroundings. While very few 1st-level second body or astral form is slain, the cord simply
priests find themselves io this situation, higher returns to the caster’s body where the body rests
level priests often make use of this spell. The on the Prime Material Plane, reviving it from its
astral celerity spell doubles the priest’s movement state of suspended animation. Although astral pro-
rate on the Astral Plane. As an incidental benefit, jections are able to function on the Astral Plane,
the caster also attunes himself to the plane much their actions affect only creatures existing on the
faster and suffers no penalties for missile fire Astral Plane; a physical body must be materialized
while astral. on other planes.
While astral celerity is most often used in the The spell lastsuntil the priest desires to end it, or
Astral Plane, it also offers a small benefit to ethe- until it is terminated by some outside means, such
real individuals: their movement rates are in- as a dispel magic spell or destruction of the priest’s
creased by 50%. Thus, an individual with a body on the Prime Material Plane-which kills the
movement rate of 12 has a movement rate of 18on priest. The priest can project the astral forms of up
the Ethereal Plane while this spell is in effect. to seven other c r e a m s with himself by means of
While time and distance have little meaning iu the the asiral spell,providing the creaturesare linked in
overall scheme of the Astral or Ethereal Planes, a circle with the priest. These fellow travelers are
relative speed might be very important in avoiding dependent upon the priest and can be stranded if
an unpleasant encounter or escaping from pursuit something happens to the priest. Travel in the Astral
Plane can be slow or fast, according to the priest’s
,of some kind.
Notes: Uncommon spell (P0:SM).
Aswl Window f
desire, The ultimate destination arrived at is subject Atonement
to the desire of the priest. (-A.bjurat.io..n)
Notes: Common for clerics (PHB). Area of Effect: Person touched
Saving Throw: None
Astral Window
This spell is used by the priest to remove the
(Divination) burden of unwilling or unknown deeds from the
Sphere: Astral person who is the subject of the aronemenr. The
spell removes the effects of magical alignment
Level: 3 changes as well. The person seeking the atowmnf
Range: 5 yds. spell mustbe either truly repentant or not have been
in command of his own will when the acts to be
Components: V, S
atoned for were committed. The DM judges this
CastingTime: 3
Duration: 2 rds./level spell in this regard, noting any past instances of its
Area of Effect: 1ft. to 10ft. X 10ft. area use upon the person. Deliberate misdeeds and acts
Saving Throw: None of knowing and willful nature cannot be atoned for
with this spell (see the quest spell). An individual
When this spell is cast, a window appears in the who refuses to accept an atonement is automatically
air before the priest, through which he (and any consideredto have committed a willful misdeed.
others present) can see into the Astral Plane. The
astml window ranges in size from one squarefoot The priest needs his religious symbol, prayer
up to a 10-footx 10-foot square, at the caster’s beads or wheel nr book,and burning incense.
choosing. The window is not mobile: if the priest
Notes: Common spell for all priests (PHB).
moves more than 5 yards away from it, then it im-
Attraction
mediately vanishes and the spell ends.
By stating a subject’sname, the priest can view Level: 2
Range: Touch
a specific creature or object in the window. More
than one subject can be viewed during the spell’s Components: V,S,M
duration. Each time a new subject is chosen, the
window becomes streaked with gray as the Astral Casting Time: 1 rd.
Plane flies past. This continues for Id4 rounds, Duration: 1 hr.Aevel
until the window finally focuses upon the chosen Area of Effect: Creature touched
subject. If the subject is not on the Astral Plane, Saving Throw: Neg
the window instead chooses a random location.
Attraction replaces any negative emotions the
The window operates from both sides; crea- target creature has toward the spellcaster with o p
tures in the Astral Plane can see the priest as easily posite positive emotions if the creature being fails
as he can see them. Verbal communication is not a saving throw vs. spell. Repulsion becomes at-
possible, however. traction, hatred becomes love, etc. The spell also
temporarily raises the caster’s Charisma by ld4+2
Normally, creatures cannot pass through the points in respect to the creature for the spell’s du-
window. If an attempt is made, there is a base 5%
chance of success. This is modified by + I % per
level or Hit Dice of the individual. To pass
through, the creature or object must be small
enough to fit through the window; otherwise, only
a portion of the subject may reach through (such as
a monster’s arm or searching tongue).
By casting the astral window spell, a priest
who subsequently casts the 7th-level astral spell
can choose to anive in the Astral Plane at the place
shown in the window.
Notes: Uncommon spell (P0:SM).
AuementArtistry -Elf
ration, making its reactions to and loyalty to the House symbols and 9 power suffixesare shown in
caster much more likely to be positive and helpful. #326Dmw of the Underdark,p.108.)
If the emotions to be changed are extremely in- AugmentArtistry -Elf
tense, the saving throw against this spell has a
modifier of +I to +5, as adjudicated by the DM. (Alteration)
Thus, it is more useful as a ploy to make a date Sphere: Creation
with a barmaid (who is motivated to please cus-
tomers anyway) than to convert one’s enemies. Level: 1
Range: Touch
This spell is much used by priests of Bhaal be-
cause of their ambient air of death. Components: V, S,M
The material component of this spell is the holy Casting Time: 1 rd.
symbol of the casting priest. Duration: Special
Area of Effect: Creaturetouched
The reverse of this spell, disdain, replaces all Saving Thmw: None
positive feelings a creature has toward a named This spell combines magic with the act of cre-
being (which can be the caster) with opposite neg- ation to enhance the artistry of any work created
ative emotions, It also temporarily lowers the hy the recipient of this spell. For every three levels
named being’s Charisma by ld&2 points with re- of experience of the priest (round up), the recipient
of this spell receives a +I bonus to his or her next
spect to the subject for the spell’sduration, making nonweapon proficiency check against an ability
the creature’sreactions to and loyalty to the named requiring artistic ability. This bonus cannot exceed
+3. While the effects of this spell last only until the
being much more likely to be negative and hostile. next such nonweapon proficiency check, the re-
Notes: Granted by the evil god Bhaal of the sults of the augmented artistry are permanent.
FORGOTI’RENEALMSsetting. In addition to the nonweapon proficiency artis-
-Attnnement Drow
(Alteration,Necromancy)
Sphere: Guardim
Level: 4
Range: Touch
Components: V,S,M
Casting Time: 1rd.
Duration: Special
Area of Effect: 1 creaNre
Saving Throw: None
’Ibis spell enables the affectedking to safelyuse
the magical p o w e n of house insignia, and all other
items bearing the same House identifier as part of
their enchantment. It also allows a being to pass the
traps and wards of House defenses without harm.
The spell places knowledge of how to wield in-
signia powers in the recipient’s subconscious
mind-but does not identify any of the powers, or
give any idea of their nature and numbers.
The effects of this spell last until the insignia’s
accompanying curse is triggered, or the attuned
being is slain.
The material componentsof this spell are the holy
symbol of the caster, at least one d m p of the &pi-
ent’s tears,and a tiny moonstone 01diamond (all but
the holy symbolare consumed in the spellcasting).
Notes: Common for drow priests trained by
any of the Underdark houses. (An illustration of 29
J 45 \
. -Augment Psionics Duergar I
tic ability, this spell can augment a proficiency (Divination) Augury
check for dancing, gem cutting, singing, or any
other skill that is traditionally considered an artis- Sphere: Divination
tic endeavor, This spell doesn’t affect traditional
crafts where functionality is emphasized over Level: 2
artistry, including proficiencies such as armorer, Range: 0
blacksmithing, leathenvorking, seamstresshailor,
weaving, or weaponsmithing, unless the profi- Components: V,S, M
ciency check is specifically for the esthetic appeal
of the finished item. In all cases, the applicability CastingTime: 2 rds.
of this enchantment to a particular endeavor is ad-
judicated by the DM. Duration: Special
Area of Effect: Special
The material components are the priest’s holy
symbol and a scroll bearing a piece of epic poetry Saving Throw: None
(not necessarily the original work).
The priest casting an augury spell seeks to divine
Notes: Granted by the elven god Corellon
Larethian. whether an action in the immediate future (within
one-half hour) will benefit or harm the party. For ex-
-Augment Psionics Duergar ample, if a party is considering the deshudon of a
weird seal thatcloses a poltal, an augury spellcan be
(Alteration) used to find if weal or woe will be the immediate
Sphere: Thought
result. If the spell is successful,the DM yieldq some
Level: 2
Range: Touch indication ofthe pmhahle outcome: ‘keal,”‘’WOE:’ or
Components. V, S,M possibly a cryptic puzzle M rhyme. The h a s chance
for receiving a meaningful reply is 70%.plus 1% for
+Casting Time: 5 each level of the priest casting the spell, e.&, 71% at
1stlevel, 72%at 2nd,etc. The DM determinesany ad-
Duration: 1rd. 1 rd.flevel justmenb for the @cular conditionsof each augury.
Area of Effect: Psionic creaturetouched
Saving Throw: None For example, if the question is “Will we do
well if we venture to the third level?” and a temhle
The recipient of this spell receives a special
bonus of 3d8 additional PSPs for the duration of tmll guarding 10,ooO sp and a shield +Ilurks near
the spell. The augment psionics spell enables the the entranceto the level (which the DM estimates
recipient to actually have more PSPs than his full the party could heat after a hard fight) the augury
normal total. The bonus PSPs are used first when might be: “Great risk brings great reward.” If the
the recipient engages in psionic activity,whether it troll is tm strong for the party, the augury might
he a psionic attack, defense, or power, be:“Woe and destruction await!” Likewise, a party
casting several auguries about the same action in
This spell has no effect on individuals without
my psionic ability and is wasted if used on them. quick succession might receive identical answers,
regardless of the dice rolls.
The material component of this spell is the
niestess’s holy symbol The material component for an auguq spell is
a set of gem-inlaid sticks, dragon bones, or similar
Notes: Granted by the duergar goddess Lkep tokens of at least 1,000g p value (which are not ex-
luerra. pended in casting).
Augmentation,Astaroth’s Notes: Common for clerics (PHB).
5:eeAstaroth’s augmentation. -Augury Shukenjs
This spell is identical to the
n o m l augury spell except that it is
1st level, and the material compo-
nent is a set of straight willow sticks
or cawed bones.
\ Awaken Magical Item
Aura of Comfort Aura of Discomfort
(Evocation) 4Reversedform, aura of comfort.
Sphere: Tlavelers Awaken Magical Item
Level: 2 (Enchantment, Invocation)
Range: Touch Sphere: AI1
Components: V, S
Casting Time: 2 Level: 7
Duration: 1 h.flevel
Area of Effect: Creature touched Range: Touch
Saving Throw: None
Components: V, S, M
When this spell is cast, a faintly shimmering aura
surroundsthe recipient. The aura insulates the recip Casting Time: 3 rds.
ient from the effects of nonmagical heat and cold in Duration: Permanent
a range of -20" E to 140"E A creatureencountering Area of Effect: 1 item
temperatures in this range maintains a comfortahle Saving Throw: Special
temperature of 70" E, regardless of prevailing
weather conditions. Also, the spell shields the crea- This spell is used to activate a touched magical
ture from rain, snow, and hail. item hearing multiple enchantments or exhibiting
multiple functions. It is an alternativeto the better-
If a creature encounters a temperature above or known enchant an item spell, but accomplishes
below the stated range, the temperature within the less. To create a magical item with an awakening
aura is altered by an equal number of degrees. For spell, several other spells must be used first, in-
example, a creature encountering a 150' tempera- cluding eternal @me and usually wondrous web
ture actually experiences a temperature of 90" E or holy vesting and various dweomeq7ow castings.
Awakening can be used on a magical item that has
All physical objects other than rain, snow, and been created with an enchant an item spell if addi-
hail can pass through the aura. The creature can tional powers are added to the item after its initial
cast spells normally while the aura of comforj is creation and enough use of the item has occurred
in effect. The spell offers no protection against to call upon all of the original powers at least once.
magically generated weather, such as that caused
by weather summoning and ice storm. It does not When the spell is cast, the item must make a
prntect against fire, nor does it shield against fire- saving throw to determine if the awakening has
01 cold-based attacks. been successful.The item's base saving throw is the
same as the caster's saving throw vs. spell, modified
The reversed form, aura ofdiscomfort, subjects as follows: a -1 penalty per being other than the
the recipient to an uncomfortable environment for spellcasterwho cast spells on the item duringprepa-
the duration of the spell. The caster can choose a ration or contributed magics that were put into the
temperature from -20" to 140" E, and an unseen item before the awakening attempt (unless those
weather effect, such as rain, sleet, or snow.The re beings are clergy members of the same faith as the
cipient has a -1 penalty (01~5%t)o all actions that caster of the awakening), a +I bonus per meld and
require a die roll for success, including attacks, cmwn meld spell existing on the item, and a +I
saving throws, and ability checks. Other adjust- bonus if both an eternalflame and a Veladar'svam-
brace, holy might,or Nulothoe's ninemen spell were
ments may apply at the discretion of the DM,and cast on the item before the awakening attempt, and
a +I bonus if the awakening is cast on or before an
the individual may have to dress according to the altar of the deity of the caster's faith. These bonuses
perceived conditions, rather than actual conditions are cumulative, hut a mll of 1 is always a failure.
(an individual wearing loincloth in a tropical
jungle might actually sufferfrostbite as a result of The failure of an awakening attempt means
this spell). either the item crumbles to worthless dust or ex-
plodes violently. Roll ld6; a result of 1 or 2 means
Notes: Uncommon spells (TOM). an explosion occurs similar to afimball centered on
the item that deals ld6 points of damageper level of
the awakening caster and in addition destroys the
item utterly. A roll of 4-6 means that the item
Awakening f
collapses into dust.A wind will risefrom nowhere to Awakening
cany this dust away, and even if some dust is some-
how retained, it is magically inert and worthless. A 7th level spell, see awaken magical item
Success of the awakening attempt means the Axe Storm of Clangeddin -Dwarf
item is awakened instantly into operation. It func-
tions perfectly, though if the creator has been care- (Alteration)
less or inattentive in his or her preparations, the Sphere: Combat
item’s performance may involve some surprises.A
successful awakening may be heralded by a flash Level: 4
of light from the item, but this effect is never a Range: 0
harmful discharge of wild magic or item powers.
Components: V, S, M
The material components for this spell are a CastingTime: 7
single priest spell scroll bearing at least as many Duration: 3 rds.
spells as the item has functions, a gem of any sort Area of Effect: 40-ft.cube,I dwarfilevel
of not less than 2,500 gp value each for each item
function, and a living plant that has been altered by Saving Throw: None
magic. Some sages believe an awakening is more
likely to succeed (an additional + I bonus to the When this spell is cast, each affected dwarf
item saving throw at the D M s discretion) if a gains an additional attack per round with every
random dweomer-bearing component is also used. axe wielded in melee combat or hurled at an o p
ponent. Movement, spellcasting, spell effects, or
Notes: Very rare spell, recorded by Volo. attacks with weapons other than axes are not
speeded up. For the purposes of this spell, axes in-
Awakening clude battle axes, hand axes, hatchets, throwing
axes, and two-handed battle axes; these may be
(Alteration, Abjuration) nonmagical or magical.
Sphere: Protection
This spell is not cumulative with itself or with
Level: 4 other similar magic. A slow spell will negate the
Range: 0 effects of an axe smrm of Clangeddin but other-
Components: V, S wise have no effect, and a haste spell will negate
the effects of this spell and function normally.
Casting lime: 7
The material components of this spell are the
Duration: Permanent priest’s holy symbol and a small, sealed glass vial
Area of Effect: Special of air capped in the midst of a thunderstorm.
Saving Throw: Special
Notes: Granted by the dwarven god
This spell breaks holds, interrupts natural and Clangeddin Silverbeard.
magical sleep, dispels temporal stasis, releases
suspended animation and voids chams. It also Amth’s Alteration Mantle
springs both natural and magical traps, regardless
of whether the caster is aware of them or not, and (Abjuration, Alteration)
breaks all magical webs and wizard locks. Sphere: Protection
The spell creates a flickering wave of light ra- Level: 6
diating out from its caster for 15 feet in all direc- Range: Touch
tions (as a sphere)and thrice that distance (45 feet) Components: V, S
directly ahead of the caster, in a “tongue” of spell CastingTime: 9
effect. The caster of the awakening must then save Duration: 4 rds.llevel
vs. spell. If the saving throw is successful, the full Area of Effect: Creatnretouched
effects occur within the area. If the saving throw Saving Throw: None
fails, none of the above occur, and the magic
merely identifies all of those conditions within This spell creates an invisible magical aura
spell range that it could have affected if the spell around a willing (or unaware) creature. When
had been wholly successful (as glowing auras out- either one of two specific spells M magical item
lining them visible only to the caster). effectschosen duringcasting impinges on any pan
of this aura, the mantle instantly absorbs the ef-
Notes: Granted by the god of dawn Lathander
of the FORGOTTERNEALMS setting. fects and presents the mantle-wearer with a three-
/ 48 \
fold choice: use the spell energy for healing (either Azuth’s Exalted Triad
self-healingor healing a touched being), convert it
to a single predetermined specific spell and hurl it (Alteration)
back at the source, or convert it to the same prede- Sphere: Thought
termined specific spell and cast it at another target.
Level: 5
If the mantle-wearer is not the caster, the caster Range: 0
can elect, when bestowing the spell, to force the
Components: V,S
magic to always make one of those choices or to
leave each decision up to the mantle-wearer. Casting Time: 8
(Nevertheless, the “free choice” cannot be re- Duration: Special
stricted to two of the threeoptions, nor can any of Area of Effect: 1memorized spell
the “predetermined spells be left unselected.) Saving Throw: None
A) Healing: If an incoming magic is used for This magic can affect any one 1st- thmugh 5th-
healing, only lost hit points are restored. This heal-
level spell that the caster of the exalted triad already
ing can he used upon one creature only-it cannot
has in memory. Oncethis spellis chosenhy silent will
be split. of the caster, the triad cannot be shifted to another
A given being can be protected by only one al- spell. The chosen spell becomes castahle thrice with-
out any additionalmemorization,loss of other memc-
terationmnntle at a time, and the mantle won’t sur- r i d spells,or loss of spell memorizatiou slots.
vive any contact with a dispel magic effect. Despite The first use of the spell chosen to be affected by
the fact that it can guard against two differentspell Azuth’s exalted triadis cast as normal in all respects,
attacks, they can only be transformed into a single hut the second and third castings of the chosen spell
magic. Over the years, Azuth has ignored the re- q u i r e no material or verhal components and their
peated supplications of his most powerful and de- casIingtime changesto 2.
voted followers to provide two “end result” magics
An exalted trim3 spell cannot affect another ex-
as well as two magics protected against. alted triad spell in memory. Only one exalted triad
B) Return Casting: The spell sent forth behaves
as if cast by the original source in terms of level,
alignment, and abilities. Targeting, however, de-
pends on the vision and abilities of the mantle-
wearer. (For instance, if an incoming polymorph
other attack is converted to magic missile and
hurled at a third party, the mantle-wearer, not the
original attacker, must he able to see the chosen
target for the magic missile.)
Both the specific spells to be defended against
and the spell they are to be converted to must be
chosen by the caster of the altemtionmantle during
its casting and cannot be altered thereafter. The
magic defended against must be one the mantle-
caster has cast, felt the effects of, or observed the
effects of, and he must know its specific name. The
magic sent forth must be a spell he has personally
cast. The magic sent forth cannot exceed the magic
defended against in spell level (for instance, poly-
morph other cannot be converted toflame strike).
Azufh’salteration mantle defends against multiple
attacks of the same sort of spell, and is not ex-
hausted by one incoming spell.
This spell is a variant of the greater m t l e of
Mysm spell used by priests of the goddess of magic.
Notes: Granted by the Azuth, god of wizards,
of the FORGOTTERNEALMSsetting. This spell is
found only in a few exceptionally rare tomes.