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Published by archangel777, 2022-05-24 19:56:35

Priest Spell Compendium Volume 1

Priest Spell Compendium Volume 1

Corrupt priest of Myrkul could, over time, breach a cell

(Alteration, Necromancy) wall or cause manacles to fail.
Sphere: Necromantic Notes: Granted by the Myrkul, Lord of the

Level: 4 Dead, of the FORGOITBRNEALMSsetting.
Range: 5 yds.nevel
Council Of Spirits-Shaman
Components: V, S (Divination)

CastingTime: 1 rd. Sphere: Summoning
Duration: Instantaneous
Area of Effect: Special Level: 7 SL
Saving Thmw: None Range: Special

This spell enables a priest to contaminate pure Components: V, S,M
water or substances. create a weak spot or irregu-
larity (handhold or visible mark) in a wall of solid Casting Time: 1 day
stone or surface of armor plate, and otherwise
modify substances harmfully. Magical potions af- Duration: 1 turdlevel
fected by a corrupr spell are reduced in the healing
they bestow by Id4 points; if no bit points are in- Area of Effect: Special
volved in their effect, their durations are reduced
by Id4 rounds. Holy water becomes merely water, Saving Throw: None
hut unholy water is doubled in efficacy (harmful
effects).Normal drinking water remains drinkable, The casting shaman stakesout an area up to 100
hut it tastes tainted and does not cleanse things
washed with it. Corrupted items have all their item feet across, marking the boundaries with the skulls
saving throws against harm reduced by 3 points,
unless they are magical. In addition, if an item is of animals, sacred fires, and posts engraved with

used as a weapon, the damage it inflicts is reduced depictions of the spirits.At dusk, the shaman sacri-

by 2 points per attack for ld3 nuns. All magical fices fifty cattle (or their gp equivalent),and waits.
functions and properties of enchanted items cease A single group of spirits can be called to this
for Id3 turns, though their own item saving throws
are unaffected. council-all the tribe's heroes for example, or all
the ancestors; or the spirits who are the villains of
The caster of this spell must choose a single
nonliving item or body of liquid to he affected by the tribe's legends, or all the totem spirits. If the
the spell. The magic does not affect all of a solid
item larger in volume than the caster's body. In spirits have reason to distmst the shaman, they may
such cases, only a localized area is affected. For
instance, a priest trying to contaminate a lake or refrain from attending, hut usually all those called
large pool would succeed only in harming the
water closest to the chosen area of effect that arrive within one turn after the spell is completed.
equals his body volume, not all the water). The
corrupt spell creates a momentary flickering green Thereafter, the council is convened. the most
radiance over the spot or item to be affected, but
operates silently. . _.respected spirit taking the lead in organizing the
dshiseccuaslslieodn.thTehme,sag)niar,i>tas.masmk ethme eshi.sasmuaens wIhy he or
If three corrupt spells are cast on a single non- put before
magical item or on a specific spot in a large item
(for instance, a place on a wall), the item must suc- them: Orily important matten affecting the tribe' s
ceed at an item saving throw vs. acid or well-beirig, ancient evils, and epic quests are con
shatterlcollapselfall away,causinga hole at that lo-
cation. Minor breakage in large items (in other _.."....___..._..."sidered \~ 0 1 t hof~a council, and the spirits mtiY
words, a hole or cavity reaching a few inchesinto a
thick stone wall) can be expanded by casting addi- punish sh m w n r whn rrll them tn -eOnlxlo nyort?ll.j,
tional trios of corrupt spells. Thus, an imprisoned routme, or personal problems.

Once the council has begun, the shaman (as a

mere mortal) is relegated to the sidelines, and is

wise to be quiet unless the spirits (as his betters)

ask for an opinion or information. The whole dis-

cussion often has a dreamlike quality-voices

echoing, mists swirling, space and time becoming

confur;ed-and when the duration expires, the

whole council simply fades away, leaving the

. --...~shaman alone.
"-Thr material r_nm_m.I.n..e._n.t.sI.nf the "srw_.l.l 2- the

markers that identify the spell's area, which cmm-

hle when the spell expires. Although they are not

valuable, it takes several days or more to assemble

them, and the cooperation of other members of the

tribe is usually required (groups of hunters stalk-

CreateAir

ing rare animals whose skulls are needed, for ex- Notes: Granted by Shar, Mistress of the Night,

ample). The only other requirements for the spell of the FORGOTTENREALMSsetting. This spell is
are that there are no mortals besides the shaman
present, and that the area chosen be on the tribe‘s Range: 30 yds.
own temtory. Components: V!S, M
CastingTime: 2 rds.
Notes: Restricted to shamans, uncommon. Duration: Instantaneous
Area of Effect: 1 creaturd levels
Courage Saving Throw: None

A 1st-level spell of the sphere of War:See appendix By means of this spell, a priest can generate a
in Vol.3. bobble of fresh, breathable air around a creature.
This air drives out the stale air and restores it to the
Crawling Darkness “fresh” state. It also replaces befouled air, includ-
ing air that is poisoned or tainted by a cloudkill or
(InvocationlEvocation) stinking cloud spell.
Sphere: Protection
In cases of individuals adrift in space, this per-
Level: 6 mits another check to determine the duration of the
Range: 0 fresh air. Within a larger envelope of air (such as
Components:V, S, M the deck of a spelljamming ship or the atmosphere
Casting Time: 1 rd. of a planet), the freshened air will drift off, com-
Duration: 1 rd.nevel bining with the existing air.
Area of Effect: The caster
Saving Throw: None For every two levels over first, the priest can
create sufficient air for an additional person. A
This spell brings into being a shroud of dark, 3rd-level priest can create air for two man-sized
writhing tentacles around the caster, extending 3 creatures, a 5th-level priest sufficient air for five,
feet in all directions from the caster’s body. The and so on. Creating additional air around a single
caster can see, move, cast spells, and otherwise act individual does not create a larger envelope; the
normally (including engaging in hand-to-hand excess air simply drifts off. The caster can refresh
combat). Others can no longer see the caster’s real the air within his own personal air envelope and
body, and are hampered by the semi-solid, thrash- that of others within the range of the spell, without
ing tentacles. Thus, the caster cannot be identified needing to touch those individuals.
(except by true seeing or other prying spells),
gains an Armor Class bonus of +4, and also re- The reverse of this spell, destroy u t immedi-
ceives a bonus of +2 on all attack rolls. ately reduces the air around one creature tofouled
(-2 penalty to attacks and ability checks).
The crawling darkness moves with the caster,
and confers the following additional benefits: If the creute air spell is used within a gravity
Featherfall whenever needed; water walk when- field, inside otherwise hostile surroundings (such
ever desired, and slay insect (any number or size, as inside a cloudkill or stinking cloud), it allows
including monster insects). This last power oper- the recipient a single clean breath before the cre-
ates against all insects in contact with the shroud. ated air bubbles to the surface.
It is effective against creeping doom, insect
plague, and other magically summoned or con- The material component for the spell is a small,
trolled insects, and exhausts the spell-in other stoppered flask.
words, it slays all insects in contact with it and
then vanishes (providing no protection against Notes: Common for priests from a spelljam-
other insects that may have accompanied those it ming culture; otherwise, very rare.
destroyed but that were outside its area of effect).
The crawling darkness spell can be ended in- [A note about air in space follows.]
stanfly at any time by the caster’s will.

The material components of this spell are a
strand of spider web, a pinch of soot or pitch, and a
tentacle of any size from an octopus, cuttlefish,jel-
lyfish, or other marine life form.

J 151 \

Create Ancient Dead -Old Empire f

Air in Space: An air Create Atmosphere
vidual remainsfreshfor 2d20 rounds. Then it be-
comes fouled through round 30: attacks and (Alteration)
ability checks have a -2 penalty. At round 31, the
Reversible
air becomes deadly. Each tum requires a saving Sphere: Elemental Air

throw vs. death to avoid passing out. An individ- Level 7
ual who loses consciousness continues making Range: 10 ydsJlevel
saving throws, with a failure indicating death by Components:V, S

suffocation. An unconscious individual will Casting lime: 4 Nms
revive if exposed to fresh (or fouled) air. Duration: Special

Area of Effect: 1 cu. mi./level

CreateAncient Dead -Old Empire Saving Throw: Special

(Necromancy) This difficult spell creates not merely air, but a

Sphere: Necromantic magically self-renewing atmosphere that survives

for one standard (28-day) month per level of the

Level: 6 caster. It lasts until exhausted or until countered by

Range: Touch the reverse; dispel m g i c has no effect.

Components: V, S, M The m a r e amosphere spell can be cast on an

Casting Time: 1 t m object of any size, and remains with it regardless

Duration: Special of the object’s gravity or state (for example, if a

Area of Effect: 1preserved corpse ship is destroyed, the spell remains centered on the

Saving Throw: None largest chunk, or a random fragment, as the DM

desires). This created atmosphere replenishes the

This spell defiles the corporeal body of the atmosphere of another ship it encounters if their

carefully preserved and sanctified dead and ani- combined atmospheres are within the spell’s

mates the deceased corpse as a mummy, with all volume limit, at the rate of 1 shipton per Nm (that

the abilities thereof, as specified in the MONSTROUSis, the atmosphere of a 24-ton ship can be renewed
MNUAL tome. completely in 1 day). This spell cannot he cast on a

If the defiled corpse was the body of somwne creaNre of any sort.

with a predilection toward evil or who did not live in This spell requires a small, stoppered flask and

accordance with the principles of m t , the corpse a drop of water. One hit point is permanently

becomes a fully aware. free-willedmummy as its ba drained from the caster each and every time this

(the life force of the deceased, but not his or her per- spell is cast (a limited wish or wish can restore a bit
sonality), driven to a crazed and insane state, reani- point lost in this manner).

mates the corporeal body and the ka (thepersonality The reverse, desrmy atmosphere, does not de-

spirit of the deceased) flees its final home in the stroy an existing atmosphere, but alters it from

Outer Planes and reNms to the w!pod body. This fresh to foul (or fromfoul to deadly). This alter-

effect is permanent until the mummy is destmyed. ation can quench flames or lessen fiery damage in

If the defiled corpse was the body of somwne some cases. Note that the reverse differs from the

flue to the principles of maat, the corporeal body is wizard‘s version,

temporarily possessed by the spirit of a divine Notes: Common for priests from a spelljam-

minion of Set and is animated as a mummy under ming CUlNre; othenvise,very rare.

the control of the spellcaster for 1 turn per level of

the caster. when the spell expires, the body is re-

stored to the control of its ba and walks or crawls to

its place of eternalrest (if p o s s i b l w r as close as it

can get) to collapse to the ground, lifeless again.

The material components for this spell are the

priest’s holy symbol and scrap of the burial shroud

of a free-willed mummy.

N o h Granted by the evil Mulhorandi god Set
of the FORWITENREALMsSetting.

Create Baneguard 15; #AT 1; Dmg By weapon or
missile (lmissile/3 rds. to 70 yds.); SD blink,
(Necromancy) half damage from S or P weapons, immune to
Sphere: Necromantic charm, hold, sleep, and cold-based attacks,
turned as wight; AL NE,Int Ave (8-10); SZ M
Level: 6 (5'4' tall): ML Steady (11-12): XP 975.
Range: Touch
Components:V,S, M Create Campsite
CastingTime: 9
Duration: Special (CnqinratinnlSummnning)
Area of Effect: 1 skeletal body Reversible
Saving Throw: None Sphere: Travelers

The casting of this spell transforms one inani- Level: 3
mate skeleton of size M or smaller into a Range: 0
Baneguard, a skeletalundead creature gifted with a Components:V,S , M
degree of malicious intelligence. The Baneguard is Casting Time: 3
capable of using its abilities the round following Duration: Special
creation and needs no special comniands to attack. Area of Effect: 504% radius
Saving Throw: None
The material components of this spell are the
holy symbol of the priest and at least 20 drops of With this spell, the caster generates a squadmn of
the blood of any sort of true dragon. tiny invisible servants who create a campsite for the
caster and his companions. The caster indicates the
Notes: Granted by the death god Bane of the desired area for the campsite (an area of 50-foot
FORWTCBNREALMSsetting. radiusor less) and the number of people the campsite
is to acwmmcdate,up to threeper level of the caster.

The servants clear the area of debris, set up
tents and bedrolls, start a campfire, fetch water,
and prepare a bland meal. The campsite is so skill-
fully prepared that it blends with the surrounding
terrain, reducing the chance that the camp might
he noticed by 50%. Campfires, loud noises, and
other activities can negate this. The entire process
takes 4d4 rounds to complete.

The servants make camp with the gear and
equipment provided for them; othenuise, they im-
provise with materials available in the immediate
area (within 50 yards of the designated campsite).
For instance, if the party has no tents or beds,the ser-
vants will consrmct nude hut comfomble beds of
weeds and grass and temporary shelters of leaves
and branches.If no materials are available,such as in
the desert or similarly barren terrain, the servants

will do their best to make the .vart.v as comfortableas

possible within the environmentallimitations.
The servants cannot fight for the party, delive

messages, or take any other actions other than cre

"....ating the campsite.
In. ..."+oA.,l -'A".,.....n."ye"+Uo ..*...l u1 -y'.,":-"- .uL4mi"n

a hit of wood, and a drop of water.

1 153 \

Create Crypt Servant f

The reverse, break camp, causes the invisible Create Crypt Thing
servants to strike a campsite (an area of 50-foot
radius or less). The servants extinguish fires, dis- (Necromantic)
pose of debris, and pack gear for a number of
people equal to three times the level of the caster. Reversible
The entire process takes 4 4 rounds to complete.
When completed, all traces of the campsite are Sphere: Necromantic
eliminated. The material components are the same
as those for create campsite. Level: 7

Notes: Common for priests with access to the Range: Touch
sphereof Travelers (Tow.
Components: V,S
Create Crypt Servant
Casting Time: 1 rd.

Duration: Permanent
Area of Effect: 1 corpse

Saving Throw: None

(Necromantic) This spell enables the caster to cause a single

Reversible dead body to animate and assume the status of a
crypt thing. This spell can be cast only in the tomb
Sphere: Necromantic
or grave area the crypt thing is to protect; the spell
Level: 7 V requires that the caster touch the skull of the suh-
Range: Touch ject body. Once animated, the crypt thing remains

Comtwnents:V. S until destroyed. Only one crypt thing can guard a
given tomb.
Casting Time: 1 turn
A successful dispel magic spell returns the
Duration: Instantaneous
crypt thing to its original unanimated state.
Area of Effect: 1 corpse Attempts to restore the crypt thing before this is

Saving Throw: None done fail for any magic short of a wish.
The reverse of this spell, destmy crypt thing,
This spell animates a corpse as a crypt servant.
The corpse must he in reasonably good condition, utterly annihilates any one such being as soon as it
is touched by the caster. The crypt thing receives a
and many are prepared in advance of their master's saving thmw vs. death magic to avoid destruction.
death. The spell must be cast in the tomb in which
the creature is to serve.A crypt servant cares for its Notes: Very rare spell, used only by evil
deceased master and all the rooms and possessions priests.
in the master's tomb cleaning and repairing, pol-
ishing valuables, lighting candles, and guarding I ..
the tomb from intruders.
CryptThing: AC 3; MV 12; HD 6; THACO~
A successfuldispel magic ends the crypt ser- 15; #AT I ; Dmg ld6; SA teleport; SD + I or

vant's animation, while destmy crypt thing (the re- better weapons to hit, immune to charm, hold,
verse of create crypt thing) annihilates the crypt
and sleep, cannot be turned; AL N; Int Very
servant if it fails a saving thmw vs. death magic.
Notes: Very rare spell, found only in arabian (11-12); SZ M (6' tall); ML Fanatic (17-18);

settings. YP 975. The first attack of the crypt thing is to
.- ^^^.3;imultaneourly teleport each individual member
x,vup(.IS1 *L lLl ar :"L..L*L".Y..'L.1,EI,:"" " tu a~ _L^a_l_lIU^ _VLll IIVtiYLL":.,,-:.

*I: ?E* 20% each chance of I d l O X 10' north, south,

5: east, or west; 10%each chance of 1 level up or

15; #AT 1or 2; Dmg by weapon or Id4/ld4; SA down. Creatures displace to the nearest open

Nil; SA call crypt servants; SD immune to pierc- area out of the crypt thing's lair if blocked.

ing weapons and charm, hold, and sleep; AL LN,

Int Low (5-7); SZ M (4'-7' tall); ML Fearless

(20); XP 650. A crypt servant engaging in

combat calls all crypt servants in the tomb; these

arrive in Id6 rounds. Once the master's posses-

sions or body have been disturbed, the crypt ser-

vant fights with mindless fury, concentrating on

the most recent offender.

Create Ibrandlin

Create Death Tyrant -Beholder 15; #AT I; Dmg By weapon or ld6; SA magic
missile (Imissile/3 rds. to 70 yds.); SD detect in-
0Vecromautic) visible, blink, half damage from S or P weapons,
immune to charm, hold, sleep, and cold-based
Sphere: Necromantic
attacks, turned as wraith, AL N E Int Ave (8-10);
eve1 7 SZ M (6' tall); ML Steady ( I 1-12>; XP 1,200.
.ange: 2 yds.
!omponents:V, S, M Create Food & Water
!astingTime: 3 Turns
buration: Special (Alteration)
.rea of Effect: 1 dead beholder Sphere: Creation
aving Throw: None
Level: 3
from the Negative Material Plane, permanently hans- Range: IO yds.
forming it into a death tyrant. In addition, the spell Components: V, S
allowsthe priest to insrmctthe death tyrant asto how it Casting Time: 1 turn
will &ve orders in the future.The death tyrant will Duration: Special
obey the caster for Id6 m d s plus 1 round for every Area of Effect: 1cu. ft.flevel
level of the mter. After ulat,the caster must use the Saving Throw: None
CI9nml death ryrant spell in orderto maintaiu control
When this spell is cast, the priest causes food
Good-aligned priests suffer great punishmerIt and water to appear.The food thus created is highly
fo, ">-L:-u-g."LI:,>^ J"p..'n-Il*{,.lY"-:MA"'AU r u I"..J. .LLl"K "nWLl,.", nourishing if rather bland; each cubic foot of the
material sustains three human-sized creatures or
The creation of a death tyrant requires an elab- one horse-sized creature for a full day. The food
orate ritual. The cost of the material components is decays and becomes inedible within 24 hours, al-
about 3,000 gp. though it can be restored for another 24 hours by
casting a purify food and wafer spell upon it. The
Notes: Restricted to elder orbs (common) and water created by this spell is the same as that cre-
evil priests or 18 or better Intelligence (very me). ated by the 1st-level priest spell create water. For
each experience level the priest has attained, one
Create Direguard cubic f w t of food or water is created by the spell.
For example, a 3rd-level priest could create two
(NeemW C Y ) cubic feet of food and one cubic foot of water.
Sphere: Necromantic
Notes: Common for clerics (PHB).
Level: 7
Range: Touch Create Holy Symbol
Components:V, S, M
Casting Time: iee holy symbol.
Duration: Special
Area of Effect: 1 skeletal body Create Ibrandlin
Saving Throw: None
Abjuration)
The casting of this spell transforms an inani- iphere: Guardian
mate skeleton of size M or smaller into a dire-
guard, gifted with a degree of malicious Level: 6
intelligence. Only one direguard can be created at Range: Special
a time using this spell. The direguard is capable of Components:V, S, M
using its abilities the round followingcreation. and Casting Time: 7 hrs.
needs no special commands to attack. Duration: Permanent
Area of Effect: 1 fire lizard egg
The material componenu are the holy symbol Saving Throw: None
of the priest and at least 20 drops of the blwd of
any sort of true dragon.

Notes: Granted by the evil death god C y i c of

the FORWITENREALMSsetting. The spell is jeal-

ously guarded by the clergy of Cyric.

J L155

Create Jungle Minions fl

Ibrandlin are created by magically altering fire damage, save vs breath weapon for half. While
lizard eggs to create the trainable monster lizards. they cannot bite while breathmg, an attack roll IS
Those who cast this spell must prepare themselves made when breathme: if successful. the foe di-
with a tenday of prayer and fasting before anempt-
Y
ing the casting. The spellcaster must then coat a
fertilized, living fire lizard egg with a mixture of rectly in front of the breath weapon takes maxi-
holy oil and diamond dust and perform a seven- mum damage (12 points) with no saving throw.
Pinning: With a successful attack roll, an ibran-
hour ritual prayer dance around the egg. Each hour dlin can pin a foe beneath its body in lieu of
of the dance, the spellcaster must make a three claw attacks. A pinned foe who continues
Constitution check. Failure of any Constitution to fight (using spells with verbal-only compo-
nents or at an attack and damage roll penalty of
check results in the complete failure of the spell. -3). will be crushed for Id2I points of damage
The spell can be attempted once again one tenday
..__per round. A single ibrandliiI can pin up to five
later on the same egg with new material compo-
nents. A second failure kills the unhatched fire Lucnping a pin requiresI- I"I- ~" I: -I -- AM L T U C^I_T^X^L U V ~^D^. C^^^_
successful Streneth and Dextentv checks m the
lizard in the egg, rendering it useless. When create
ibrandlin is successfully cast, the material compo- I
nents are absorbed into the egg and an untrained
hatchling ibrandlin emerges from the egg one same round, even if the ibrandlin is dead.
tenday later. Escaping from beneath a held or paralyzed
ibrandlin is at a -10 penalty to the ability
This spell was developed centuries ago by checks. Throwing:Ibrandlin hurling or throwing
priests of Ibrandul to facilitate the creation of fear- objects attack at a-3 penalty: misses land Idlo
some guardians for the temple of Ibrandul located feet from the intended target.
in the Underdark. Since the Time of Troubles,
ibrandlin have begun to breed m e . As a result, this Create Jungle Minions

spell is likely to lapse into relative disuse, given (Alteration)
Sphere: Animal
the expense of the spell components.
The material components of this spell are Level: 5
Range: 5 yds./level
Ibrandulin holy oil and 3,000 gp worth of diamond
dust. Components: V, S , M

Notes:Granted by Ibrandul, the Skulking God, Casting Time: 1 rd.
of the FORGOTTENREALMSsetting. Duration: Permanent
Area of Effect: 1 c r e a t u d levels
a? Saving Throw: Neg.
THACO 1 1 , #AT 5 , Dmg ldE/ldS/ldS/ld8
This spell permanently changes common
(claws)/ZdS (bite). SA fire breath. Dinning. crocodiles or alligators (one for every three expe-
I rience levels of the caster) into lesser segarrans.
Unlike conjure jungle minions, this spell can also
throw items (see below), SD immune to fire- transform humans, demihumans. and, humanoid
creatures. Those to he affected by this spell need
based attacks, disease, poison, rot grubs, and only be within sight and range of the caster,
Willing creatures are transformed; unwilling
other parasites; MR 40%, AL LN,Int Semi- (4); creatures receive a saving throw vs. spell to avoid
the effect. Those who change must make a suc-
SZ G (40 feet or more long); ML Fearless (19); cessful system shock roll to survive the transfor-
mation. Minions attack as commanded by the
. . .XP 7.000. lbrandlin can vrv oven doors and priest. The spell is permanent, unless reversed by
a successful dispel magic.
Cany prey or objects. While not smart enough to
Lesser segarrans are compelled to devour the
Vvield magical items, they can duplicate actions flesh of enemies who fall in combat, a process
tlhey have observed. They sleep 50%of the time. taking 1-3 rounds, depending upon the victim's

..-... ....?".Lcy^.. 1-"L"" p ' C L *^I_,A" vvcy ".,WL^>^C^ YA-L-"C-->., >C" a^s^ p-,2,crL>

of Ibrandul, can understand bnef commands,
and instincti vely protect their lair (usually a
temple of Ibrandul).

SA-Serpentine bodies enable ibrandlin to

rear up on their tails and attack with all four

claws w hinoilr~edn-buiit~iinn~gor,oe~ar.tnb~e.rema~te.h,ienv.~ger~yfirrei*..m,Brroeuantha
.weupon~~~~~~~

in a cone 5 feet wide at the mouth, 10 feet wide

Create Machine* -Dwarf

size. During this time, the segarran cannot attack Create Machine* -Dwarf
or follow the caster’s commands. If the segarrans
do not kill and devour at least one victim slain in (ConjuratiodSummoning)
the encounter, then the caster must make a saving Sphere: Creation
throw vs. spell or be affected by a bestow curse as
a sign of Ragma’s displeasure. Level: 6
Range: 20 yds.
The material components are the powdered Components:V, S, M
claws of an alligator or crocodile, which are scat- Casting lime: 1 hr.
tered in the direction of the recipients at the time Duration: Special
of casting. Area of Effect: Special
Saving Throw: None
Notes: Granted hy Ragama, a jungle god found
in arabian settings. This spell is used to finish the process of fabri-
cating magical machines and constructs, such as
(bite): SA Fiehtskaves as 5th-level fiehter. MR magical automatons. With this spell, dwarven
IO%,ALCE;IntAve(8-10), SZM(6’tall),ML priests can create a variety useful devices, such as
Fearless (ZO), XP 1,400 mining machines, pumps, elevators, water wheels,
load-canying carts, and similarmachines.

The machine must he made from the finest ma-
terials. Then, a circle of dwarven ptiests linked hy
combine spells must cast commune, prayer; ani-
mate object, and finally, create machine, upon the
device. A period of prayer, fasting, and meditation
must is observed until the machine is enchanted,
just as with any other magical items fabricated by
priests (see the DMG).

The machine is nonintelligent and, when cre-
ated, can be programmed to follow up to 10simple
orders (such machines are typically controlled by
manual controls rather than by verbal commands).

A device created by this spell functions without
fail or ermr for centuries,never requiriugmajor repair
other than common-sense maintenance unless it has
been severely damaged. Armor Class and hit point
values for the machineare assignedby the DM. These
vary with function and the materialsused to construct
the device: Armor Class 4 to Armor Class 1 and
3&50 hit points are typical. ?he cost of a machine is
usually between Loo0 and 4,000 gp per hit point.

The power and range of abilities of any machine
must be strictly regulated by the DM, just as with
any other magical item created for the campaign. A
machines comparahlein power to an artifact can be
created only by NPCs of legendaq status. No ma-
chine with obvious military function can be made
with this spell. An enchanted waterwheel that runs
forever or an underground mining machine can be
created, but not a magical siege machine or ar-
mored attack vehicle. Such powerful military ma-
chines come under the heading of artifacts, and so
are usually beyond this spell’s power and effects.

Notes:Very rare spell, granted by some dwar-
ven gods. (Updated from DRAGOMNagazine.)

-Create Mask Shaman Create Minor Helm

(EnchantmenUCharm) (1
Sphere: Summoning
S
Level: 3
Range: Touch L
Components: V, S,M
Casting Time: 1 wk. R
Duration: Permanent
Area of Effect: 1 Object C
Saving Throw: None
Cr
With this spell, a shaman m t e s a mask to be
used when dealing with a specific spirit or spirit P
type. Examples would include masks designed to S
he used for a specific spirit, the ancestors of a
single tribe, or all guardian spirits. Generally, a normal chair or seat into a minor spelljammer
mask affects either a single powerful spirit (6 01
more Hit Dice), or a group of less notable spirits. helm suitable for powering a ship through space.

The caster must createthe mask without the aid This spell does not replace the need for a perma-
of others (and thus must have a proficiency in car-
pentry, pottery, or a similar field) and casts the nent magical helm onhoard, and is used primarily
spell as work progresses. The finished product as a back-up system or in emergency situations.
must resemble the spirit it is designed for use with
(at least symbolically), and is generally decorated Castingthis spell ages the caster one year.
with rare feathers, shells, hones, and similarmate- The minor helm can power a ship of no more
rials. At the D M s discretion, a mask may require
specific, rare decorations that may cost more, or than twice the caster’slevel in tonnage; a 20th-level
even require the shaman to undertake a quest. priest can therefore create a helm capable of pow-
ering a 40-ton ship. In operation, a minor helm cre-
When worn, the mask provides a -1 bonus to ated in such a fashion is identical to a regular,
most rolls made by a shaman while interacting permanent spelljammer helm, with one exception.
with the spirit or spirits for which the mask was If a helm created by this spell is successfully dis-
designed. That means a +I bonus for shamanic rit- pelled, it disappears and must be created anew.
uals, Charisma checks when using persuasion or
guile, etc. It does not affect saving throws against The spell requires a chair, stool. or other seat
powers wielded by the spirit. suitable for use as a helm.

The mask can only depict a spirit of the same Notes: Uncommon for priests from a spelljam-
alignment as the spirit that granted the shaman this ming culture; otherwise, very me.
spell. For example, if the casting shaman gained
the spell from a lawful neutral spirit, he or she Create Mirage
could only create masks designed to affect lawful
neutral spirits. @lusion)

Furthermore, the spirits inevitably hold Reversible
shamans responsible if the masks that they create Sphere: Elemental Sun
are misused. Ihus, most shamans createthem only
for their own use or the use of their tribe, and +Level: 2
guard them well.
Range: 60 yds. 10ydsAevel
The material components are those items incor- cCoiponents: V, S,M
porated into the finished mask. These materials :astingT-.ime: 5
cost the creator at least 50 gp. ~

Notes: Taught to shamans hy specific spirits. cmation: Concentration

A.rea of Effect: Cube, IO-ft.fleve1

Saving Throw: Special

lusory image exactly like the 1st-level wizard spell

phantasmnlforce.The spell can be cast only in bright
sunlight.It createsthe illusionof any ohjea, creature,
01 force within the boundaries of the spell’s area of
effect.This is a cube, 10feet on a side per level of the
caster.Thus, a 3rd-level priest can create a mirage in

a 30fmt hy 30-foot area with a height of 30 feet as

well. The illusion is visual; the spell dws not mate ily armored soldiers might he reparted as “lots of
sound, smell, or temperam. The mirage instantly people, making clanking sounds:’ Further, such
disappears if touched, or if the caster ceaSes concen- creatures cannot understand human conversation
tration, The mirage can be moved by the caster or recognize social interaction. Nonetheless, these
within the area of effect. animals can serve as an early warning system for
the shaman.
The reverse, reveal mirage,revealsthingsas they
really are, negating natural or magical mirages. The animals are not made suicidally or slav-
ishly loyal by this spell, hut merely see the shaman
Notes: Uncommon for priests of the DARKSUN as their leader- rank that may confer responsibil-
setting; otherwise, very rare. ities as well as privileges: A pack of dogs, for ex-
ample, might expect their pack leader to organize
Create Oasis their hunting and the division of the kills, and
might desert a leaderwho fails in these duties.
Athasian Dragon King magic:
osionic comoonent renders this The spell’s duration is effectively permanent,
8th level spell uncasrable by hut the sanctuary is desmyed if the shaman recasts
priests. the spell in a second location. Each shaman can
have only one sanctuary. The sanctuary also fades
Create Sanctuary upon the caster’s death, unless the shaman chooses
to inhabit it as a ghost. Any strong supernatural
(Abjuration) presence might also dispel the sanctuary (such as
Sphere: Animal the entrance of a powerful exttaplanar being, or
sprinkling the area with copious quantities of holy
Level: 4 or unholy water).
Range: 100yds.
Typical spiritualist shaman sanctuaries include
Components:V,S, M sewers and cellars (where hundreds of rats may
breed), pveyards (often accompanied by a pack of
Castin-g Time: 1turn dogs),or ruinedtowers (housinghats, crows, or cats).

Duration: Special Casting this spell requires a successfulShamanic
Area of Effect: Special Ritual check, as a sacrifice is made as pan of the
Saving Throw: None casting (this is the material component). The sacri-
fice is received hy the totem spirit of the animals
A shaman who casts this spell designates an who are to make up the sanctuary’s guardians.
m a of up to 100 s q u m yards to become a per- Shamans who maltreat their animals may have to
sonal sanctuary. answer to the totem spirit of their kind.

The spell is cast by sacrificing a small, normal Notes: Resbicted to shamans, uncommon.
animal and muttering the correct invocation. (The
ceremony requires a single shamanic ritual profi- l*o“t“,“milx-s,r+ I
ciency check.) Every animal of the species sacr-
ficed, within one mile of the caster,is then drawn to Every shamanic activity that requires a sacrifice
the site. They are thenceforth hound to the shaman, also requires a successful shamanic ritual profi-
recognizing the shaman as their leader. Within one ciency check. The failure of this check negates
mile of the site, these creatures gain a higher-than any spell fo
normal intelligence (+I Intelligence to their normal Nonshamans (
scores), though their natures remain unaltered this proficient:
(mice are timid, cats are curious, and so on).
Offspringof such animals are similarly bound to
the caster and endowed with these faculties.

The shaman gains the ability to communicate
with the creatures, but only while within the sanctu-
ary. He or she can understand their grunts, squeaks,
etc., and they can understand his human speech.

Each of the creatures can act as a Ward for the
sanctuary, or a spy for the shaman (see animal
spy), with certain limitations: Creatures with
animal intelligence cannot convey details of a situ-
ation effectively. For example, two hundred beav-

J \159

- Create Shrine I

(Invocation) Create Shrine the shrine after it is created, hut many do, insuring
its protection.
Sphere: Elemental (All)
Notes: Uncommon for elemental priests in the
Level: 7 i& DARKSUNsetting; virtually unknown elsewhere.

Range: Special Create Smoke

Components:V, S , M (Conjuration)
Reversible
Casting Time: 3 mo.
Sphem: Elemental Air, ElementalFire
Duration: Permanent

Area of Effect: Special

Saving Throw: NA +Level: 3

An elemental priest of Athas who finds a power Range: 10 yds. 10yds.1
conjunction will often begin the magical process
of turning it into an elemental shrine. The entire levkl
process takes about 3 months and requires a sub-
stantial investment of time and energy. Components:V, M

The first requirement of the spell is to find a Casting Time: 6

natural area where the priest's patron element is Duration: 4 rds.
Area of Effect: 90-ft.radius
strong. Saving Thmw: Special
Shrines of rain must be in special places where
By igniting even a tiny spark of flame, the
natural rainfall is common. Sun priests may build priest creates a dense plume of smoke that ob-
their shrines on high mountains. Shrines to the
scures vision in 90-foot radius and makes breath-
lords of fire require more effort. First, the priest ing in the area difficult. Any air-breathing creature
must create an eternal flame. Atop this fire, the within the cloud must make a saving throw vs.

priest must place an item of great value to himself. death magic. Failure means the creature can only
When the blaze finally dies to the size of a camp- retreat from the cloud, coughing and rubbing its
fire, the priest begins the create shrine spell, and
the flame burns forever. The item is sacrificed to eyes. Such creatures have a -4 penalty to their
attack rolls for 4 rounds after they leave the cloud.
the lords of fire and destroyed in the conflagration. Those who make their saving throws can remain in
Once the area has been prepared and any
the cloud, hut fight at a -4 penalty while there.
threats removed from it, the priest sits and medi- Those who make the saving throw and leave the
tates on the name of his element. This continues cloud suffer no further ill effects. The smoke cloud
lasts for 4 rounds and then dissipates. Strong
for at least eight hours every day for the next three
months. Any time missed negates the spell, and the winds will reduce the duration by half and gale
force winds dissipate the smoke immediately.
priest must begin again from scratch.
When three months have passed, the shrine The reverse of the spell, dissipate smoke,clears
smoke from the area for the duration of the spell. It
grants the caster a number of special, temporary
hit points, equal to 12 times the caster's level. affects only smoke, not mists, fog, vapors, or other
These are good only while the priest is actually at visible gases.
the shrine, and can be used only to absorb damage
from defiling magic. Notes: Uncommon for priests of the DARKSUN

Also, while on the grounds of the shrine, the setting.
priest can exercise his ability to ignore the ele-
Create SpiritknifeS h a m a n
ments an unlimited number of times per day. The (Necromancy)
power continues if the priest leaves the shrine, hut
then it expires normally. This counts as a use for Sphere: Summoning P
that day, so the priest can only exploit this ability
again by returning to the shrine. Level: 2
Range: 15 ft
There is no limit to the number of priests who
can benefit from being at a shrine, and none can be Components: V, S , M
affected hy spells of that element while there.
Casting Time: 1turn
The priest is under no obligation to remain at
Duration: Permanent

Area of Effect: 1 weapon

Saving Throw: Neg.

LJ 160

> Create Thassaloss

A spiritknife is created by binding a spirit Create Spring

within range-any spirit, free or bound-into a (Alteration)
Reversible
weapon made of a natural material.The pn'pose of Sphere: Elemental Water

such weapons is to cause damage to spirits on thle bubble forth at the shukenja's command. The
spring can appear only from natural rock or e&,
Rime Material PIane. never from creatures. olants. or man-made con-
Sitructions. The spring puts forth one gallon of
Hit TDhiee.sApeslnligrietnthaaratldlyoeosnnlyotwWo.risk.hstoon.besp.bioriutsndw..1isthal1- vater per level per turn. The water is fresh, clear,
I<>weda saving throw vs. spell to avoid the effect. aind cool.

hIore powerful spirits can be bound with their own ". ." ..-'.",.",The reverse of this spell,dry spring, causes any

C,onsent, and usually demand assurances that theY -.*L. u~ ~hu. -Ll uln~r-etnrt yeyLn.A..i6nn tn I - O C P ~ i+c +lnmh.r tha
--.";".."~P^..".l S, m eamount.

Y"".," The material component for this spell is a
mre to be freed after a certain period of time.
tbamboo cane.
""p-".:.LA"t" LLLEYLI LLY.,,. , Y r r ""A ^b^"U.,I I,..". J I".CI"
01.u N~~ otes: Common for priests from an oriental
setting; otherwise, very rare.
powers they had before hound (it can attack the
Create Thassaloss
knife's creator or wielder if it wishes, even if
Necromancy,Alteration)
bound); it is wise to use a compliant or hannless iphere: Necromantic

spirit. Many shamans prefer to take only willing &vel: 6
tange: Touch
spirits far these kniies, and may rescue dying spir-
!omponents: V, S,M
its from trees ravaged by iire, M streams drying in :asting Time: 1hr.

a drought, for use in these weapons. hation: Instantaneous
irea of Effect: 1 skeleton
Any spirit hit by a spiritknife (normal attack Saving Throw: None

roll, with adjustments for invisibility applied as This spell enables a priest of Iuz to meld a basic

normal) takes 2d4 points of damage for each Hit rn...^l.u.L,*__"1 "mglr ".,Lllll" 7' J",t?.-G,-.",GI W L " l l l l , IZ"-,-.L"- LG "^p_C^L^,L:,Cc^

Die of the spirit bound within the weapon. Spirits purpose of animating a thassaloss and rendering the
creation permanent. A skeleton with two extra sets
currently possessing objects or people, and spirits of arm bones is so enchanted. For creation of a
lesser thassaloss, the body fluids of a ghoul are
in the spirit world, are invulnerable to this damage mixed with the oil and resin instead. If no additional
wizard soells are cast into the thassaloss within 24
(although the base damage of the weapon will still htours of the casting of the create t h s a l o s s spell,
tlhe creature becomes simply an animated skeleton
be inflicted on the vessel, if appropriate). Vvith 1Hit Die and an Armor Class of 2.

Spiritknivesmust be slashing weapons (usually A priest who wishes to create a greater thassa-

knives or daggers). The material from which a

spiritknife is made cannot have been contami-

nated, purified or altered, though the maker may

change the shape of the maten'al. Thus, metals (ex-

tracted from ores) cannot be used, but stone, bone,

and wood are acceptable. Most spiritknives are

made from flint or wood, though obsidian, marble

and other substances are usable.

The material component for this spell is the

weapon itself, which is not destroyed on casting.

N o h Restricted to shamans, uncommon.

also requires a successful shamanic ritual profi-
ciency check. The failure of this check negates
any spell for which the check is made.
Nonshamans only receive understanding from

this proficiency.

L2 161

Create Treant c

dust together with the oils and resins. .-I, ~ . * ' F - - _ l v _ * X _ L . r r . ~ -
Notes: Granted by Iur the Evil of the WORLD
Creating a I .__"_.._"-",~ __._
OF GREYHAWsKening. To create

6; THACO 1.5; #AT 4; Dmg ld6+1 each: SA least 14th level must next cast the following
gaze (paralyzation,lO yd. range, for 2d8 rds.);
SD Immune to illusions, mind-affecting spells, spells into the prepared thassaloss matrix: para-
poison, paralyzation, hold, and sleep, vorpal at-
tacks only eliminate gaze, half damage from lyzation, permanency, limited wish. To create a
edged weapons other than hewing weapons such
@eater thassaloss, a wizard of at least 16th level
as axes, half damage from cold; MR 5%; AL N,
Inust cast the following spells into the thassaloss
Int Non- (0);SZ M (6' tall); ML Fearless
(19-20): XP 2,wO. Inamx:feeblemind, gem, permanency. strength,

Thassaloss, Greater: AC 0 (base); MV 9; 1'imitedwish.These spells must be cast within 24
HD 10+20; THACO 9; #AT 4; Dmg I d 8 4 each;
SA gaze (feeblemind. 10 yd. range, for 2d10 tlours of the creute fkussa1o.w spell.

rds.): SD Immune to illusions, mind-affecting While only a limited wish need be used, a
1i-*..ll w i r h ~ l l n u vt.h.~.p"f.n-.ll.ni.w.i.n..o~,..A.I~..i..rrn._nml ~ioo.-iIml
spells, poison, paralyzation, hold, and sleep, weapon can be dispersed into the matrix so that
vorpal attack reduces Int to 0 and loses gaze,
half damage from edged weapons other than its lowest hasic attack and damage bonuses
hewing weapons such as axes, half damage from become pan of the thassaloss' basic attack and

cold; MR 25%; AL NE;Int Ave (8); SZ M (7' damage rolls; any special ability is lost.
Likewise, a magical shield can be used improve
tall); ML Fearless (19-20); XP 9,000.
the base Armor Class

Create %ant

(Alteration, InvmtionlEvocation)
Sphere: Plant

Level: I
Range: Touch
Components: V. S, M
Casting Time: 1 rd.
Duration: 1dayflevel
Area of Effect: One twig, bough, shrub,

or living tree
Saving Throw: None

This spell temporarily transforms the basic ma-
terial into a heant that serves the caster with utmost
loyalty until destroyed 01 the spell expires. When
the spell ends, the treant dwindles to nothingness
and is gone. The type of material component deter-
mines the size of the created treant: Twigs produce
I-HD treants, boughs create 8-HD treants, shrubs
9- or 1O-HTltreants, and trees 11- or 12-HDtre-
ants. Since the material component is consumed,
priests of Mielikki use this spell sparingly.

Notes: Granted by Mielikki, Lady of the
Forest, of the FORGOITREENALMSsetting and the
elven god Rillifane Rallathial. Most druids use
changestaff.

Create W a t a

Create Tree of Life table, up to the level limit. Thus, a 18th-levelpriest
can create a ghoul or a ghast as easily as a wraith.
(Alteration,Enchantment) A undead creatures created by this spell does not
Sphere: Cosmos retain characterabilities.

Level: 6 Priest Level Type of Undead
Range: 0 Ghoul
Components: V, S, M 14th Ghast
Casting Time: 1 turn Ju-ju Zombie
Duration: Instantaneous 15th Wight
Area of Effect: 1 tree Wraith
SavingThrow: None 16th
17th Spectre
By means of this spell a priest of Athas can en- 18th Vampire
chant a living sapling to become a magical tree of
rife, a magical item of tremendouspower. Any tree 19th
less than one year old will suffice; it cannot he cast 20th
on an older tree. The sapling must have already
sprouted from the ground, though the priest can The transformation into an undead creature
transplant such a sapling before casting the spell. takes the full tum of the casting time to be com-
The sapling gmws to its full size in only one week, plete. A living subject receives a saving throw vs.
but has its full powers and capabilities immedi-
ately after the spell is cast. death magic negate the spell. If the spell is inter-
rupted or dispelled before the casting is complete,
The material component is a piece of copper
wire formed in the shape of a tree. the subject is rendered unconscious far a turn and
returns to normal at the end of that turn. The
Notes: Usable only on Athas (the DARKSUN undead creature created is under the complete con-
setting), where it is common. The basic DARKSUN ml of the caster. If the controlling priest is later
setting has full details of the tree of life in the mag-
ical item section. killed, the undead minion must make a successful

Create Undead Minion saving throw vs. death magic or perish as well.
Survivingundead become free-willed.
(Alteration, Necromancy)
Sphere: Necromantic The components of this spell are the holy
symbol of the caster,dirt from a graveyard,and the
fingernailof one of the forms of carporealundead
listed on the table above.

Notes: Granted by death gods such as Bane

and Cyric of the FORGOTTENREALMSsetting.

Level: 7 of this spell with respect to living creatures as a
Range: Touch ritual transformationperformed by an evil priest
Components:V, S, M to turn a helpless victim into a minion, not as a
CastingTime: 1 turn spell cast in combat against an active and resist-
Duration: Special ing foe.
Area of Effect:C r e a m touched
SavingThrow: Neg. Create Water

The caster of this spell creates a form of (Alteration)
undead. The type of undead created depends upon Reversible
the level of the caster and the condition of the sub- Sphere: Elemental Water
ject. The spell can be cast on a living or a dead
human, demihurnan,or humanoid of small to man- Level: 1
size. The individual must have died within 24 Range: 30 yds.
hours, and the body must be in good shape. Only a Components:V, S, M
ghoul can be created from a dead subject. Casting Time: 1 rd.
Duration: Instantaneous
Living subjects become more powerful undead
minions, transforming into a type of undead given Area of Effect: Up to 27 cu. ft.
on the table, depending on the casting priest’s
level. A caster can create any type of undead on the Saving k w : None

J 163 i

- Creatureof Darkness I

When the priest casts a create water spell,up to markings on a map), or to conceal. Living beings
four gallons of water are generated for every expe- can attack or freely pass into, out of, and thmngh a
rience level of the caster (for example, a 2nd-level creature of darkness without dispellingit
priest creates up to 8 gallons of water, a 3rd-level
priest up to 12 gallons, etc.). The water is clean A living being walking within the creature of
and drinkable (it is just like rain water). The cre- darkness is completely cloaked, concealing its
ated water can be dispelled within a round of its identity; the magic expands as necessary. The
creation, otherwiseits magic fades, leaving normal cloaked being can see as if the gloom of the
water that can he used, spilled, evaporated,etc. shadow creature did not exist. A caster within his
or her own creature of darkness can its magic to
The reverse of the spell, desrmy warel: obliter- levitare for up to four consecutive rounds or as a
ates without trace (no vapor, mist, fog, or steam) a fearherfall. Either use ends the spell.
like quantity of water. Water can be created or de-
stroyed in an area as small as will acNally contain The material components are a bit of black or
gray fur or down from any flying creature, a pinch
the liquid, or in an area as large as 27 cubic feet (1 of soot, and a strand of spider web.

cubic yard). Notes: Granted by the Shar, Mistress of the
The spell requires at least a drop of water to Night, of the FORGOITERNEALMSsetting.

create, or a pinch of dust to destroy water. Creeping Doom
Note that water can neither be created nor de-
:onjuration/Summoning)
stroyed within a creature. For reference purposes, phere: Animal
water weighs about 8%pounds per gallon, and a
cubic foot of water weighs approximately 64 Level 7
pounds. Range: 0
Components:V, S
Notes: Common for clerics and druids (PHB). CastingRme: 1 rd.
Duration: 4 rdsJleve1
Creature of Darkness Area of Effect: Special
SavingThrow: None
(Alteration, nlusiowPhantasm)
Sphere: Sun When the caster utters the spell of creeping
doom, he calls forth a mass of from 500 to 1,000
Level 4
Range: IO yds.nevel ([ld6 + 41 X 100) venomous, biting and stinging
Components:V, S, M
Casting Time: 7 arachnids, insects, and myriapods. This carpet-like
Duration: 1 rd.nevel mass swarms in an area 20 feet square. Upon com-
Area of Effect: Special mand from the caster, the swarm creeps forth at 10
Saving Throw: None feet per round toward any prey within 80 yards,
moving in the direction in which the caster com-
This spell creates a mobile, upright, vaguely mands. The creeping doom slays any creature sub-
human-shaped, bipedal field of magical darkness. ject to normal attacks, as each of the small horrors
The shadow quenches magical light and continual inflicts 1 point of damage (each then dies after its
light on contact without itself being affected. The attack), so that up to 1,ooO points of damage can
priest can control it to a distance of 10 yards per he inflicted on creatures within the path of the
caster level, float it at MV 12,and send it into areas creeping doom. If the creeping doom goes more
where the caster cannot go. The caster then per- than 80 yards away from the summoner,it loses 50
ceives the shadow creature's surroundings dimly, of its number for each 10 yards beyond 80 yards
as if seeing through eyes the creature does not in
fact possess-this vision is not sufficient to read (e.& at 100 yards, its number has shrunk by 100).
by, see expressions, or recognize the features of a
being. This shadow creature cannot carry solid oh- There are a number of ways to thwart or destroy
jects or convey touch attacks, though rumors per- the creatures forming the swarm. The solutions are
sist that the most powerful Shaman priests employ left to the imaginations of players and DMs.
an improved version of this spell that can do both
those things. The shadow creature can be used to Notes: Common for druids (PHB).
lure, to warn (pointing to beings, objects, or even

> Crownof Flame --Archon

-Crocodile Tears Old Empire This spell turns a piece of headgear into a blazing
soutce of golden light as soon as the wearer engages
(EnchantmenVCharm, Illusion) in hand-to-hand combat. AU opponents in hand-to-
Sphere: C h a m
hand combat with the caster must make a successful
Level: 2 saving throw vs. spell or be blinded for Id4 rounds
Range: 0 (-4to attack rolls). If not blinded, the opponent suf-
fers a -2 penalty to attack rolls against the wearer
Components:V,S, M due to the dazzling brilliance of the headgear.

Casting Time: 5 Creatures with an aversion to sunlight or a
Duration: Special penalty when fighting in bright light are affected
Area of Effect: 120-ft.radius more severely (drow, derro, duergar, goblins,
Saving Throw: Neg. many undead, etc.). Those within a 30-foot radius
must save vs. spells or flee. Those who do not flee
This spell makes the priest appear weak, sick, in- will suffer their usual penalty for fighting in bright
light. Undead other than skeletons or zombies take
jured,and emotionally distressed so as to engender a an additional Id6 points of damage each round
sympathetic response in anyone encountering the they stay within the affected area.
priest. It effectively disguises any unusual physical
The spell must be cast on some piece of head-
charaneristics of casfer that might be taken to be gear (hat, crown, helm, tiara, circlet, etc.). The
menacing (fangs or claws, for example) and makes headgear must he properly worn or the spell will
any drawn weapons or worn armor appear to be oon- not function. The spell effect is triggered as soon
menacingobjects or heavy,but tattered,clothing (such as the wearer suikes a blow in melee. The effect
lasts one round for every two levels of the caster
asmaking a sword appearto be a walking s a . While (round up).

this spell is in effeq any matmeof Lowintelligence This spell was developed on Mount Celestia
with the aid of the archons. It is frequently used by
or greater (Intelligence S+-xcept a crocodile or priests of good deities, and the archons are more
werecroccdile-that enters the area of effect rnnst than happy to share the spell with them.
make a successful saving thmw vs. spell or immedi-
ately move to thepriest’s side at its fullnormal move The material component is an opal worth at
ment rate or faster to offer assistance. Weapons and least 100gp, canied on the caster’s person. It shat-
shields are moppedin the haste to provide aid unless ters upon the completion of the spell (if it is shat-
already sheathed or strapped on. Should the priest tered prematurely,the spell ends).
choose to attack as would-be benefactors approach,
the latter are automaticallysurprised,and the priest has Notes: A planar priest spell, uncommon for
good priests who traffic with archons; otherwise,
a 4attack bonus duringtheround of sutptix. very rare.

This spell lasts for up to 1 hour per level of the Crown Of Flame -Archon
priest. Any attack by the priest instantly ends the
spell. Those who observe the priest cast the spell OnvoeatiodEvoeation)
are also immune to its effects.
Sphere: Sun
The material component of this spell is a hand-
ful of water splashed on the face. Level: 5
Range: 0
Notes: Granted by the Mulhorandi god Sebek, Components: V, M
Casting Time: 8
Lord of Crocodiles, of the FORGOITERNEALMS Duration: 1 t u d e v e l
Area of Effect: The caster
setting. SavingThrow: None

Crown of Brilliance -Archon The cmwn of flame makes the caster a blaz-
ingly hot beacon of the powers of good, burning
(InvocatinnlEvocation) all innately evil creatures within 10 feet for 2d6
Sphere: Sun points of damage per round. This includes fiends,
undead, evil spirits,and evil faeries,but not merely
Level: 6
Range: Touch

Components: V,S, M
CastingTime: 9

Duration: I d.12 levels
Area of Effect: Special
Saving Throw: None

Crow of Glory -Archon f

evil individuals,The cmwn offlame is part of the Crumble
magic used when enchanting a helm of brilliance.
The spell is often seen among the sword archons, (Alteration)
who invoke it before going into battle. Sphere: Elemental Earth, Elemental Water

The material component is the priest’s holy Level: 5
symbol and a small circlet appropriate to the Range: 10ydsAeve1
priest’s specific power (branches for a god of Components:V, S
nature, iron for a war god, and so on). Casting lime: 8
Duration: Instantaneous
Notes: A planar priest spell, uncommon for Area of Effect: 1cu.ft.nevel
good priests who traffic with archons; otherwise, SavingThrow: Nnne
very rare.
The crumble spell instantly reduces an inani-
Crown Of Glory -Archon mate object’s water content to zero. Up to one
cubic foot of clay, rock, soil, or other solid per
(mnvocatiodEvncation) level of the caster can be desiccated to the point
Sphere: Sun that it loses cohesion, cracks, and crumhles. A 7th-
level priest could affect 7 axes, or a stone of 7
Level: 7 .. . cubic feet or less.
Range: 0
Components:V, S , M Nonliving organic materials such as hide,
Casting Time: 1rd. leather,bone, and wood split and crumble into dust
Duration: 1 rd.nevel when affected by this spell. Liquids disappear in-
stantly and fruit-potions turn to withered husks.
Area of Effect: Caster Permanent magical items receive a saving throw
Saving Throw: Neg. vs. spell equal to that of the original creator
(assume 12th level if this is unknown).
This spell temporarily bestows the aura of
planar authority on the caster, inspiring m e in all Metals, living organic material, and silicates
lesser creatures with the priest’s temble pexfection such as glass areentirelyunaffected. Mindless cor-
and righteousness. The aura so affects creatures poreal undead like zombies and skeletons take ld6
points of damage for every 3 levels of the caster.
with fewer than 6 Hit Dice that they cease what-
ever they are doing and turn to face the caster. Notes: Uncommon for priests of the DARKSUN
When the caster speaks, his or her words are setting.
treated as a suggestionspells and are telepathically
understood by the listeners, even if the caster does -Crus.h Of The Depths Sahuagin
not speak any language intelligibleto the listening
creatures. (Alteration)
Sphere: Cornhat
Creatures making a successful savingthrow vs.
spell are not awed hy the caster and can continue Level: 4
Range: 20 yds.
their actions normally. Creatures with more than 6 Components: V, S, M
Casting Time: 6
HJJ are immune to the effect of the spell. Duration: Instantaneous
Area of Effect: 203.cube
This spell was developed by the archons of SavingThrow: Neg.
Mount Celestia, but it more widely used now.
Crush of the depths momentarily increases the
The material component is an opal worth at air or water pressure within its area of effect.
least 2M1 gp,carried on the caster’sperson. It shat- Everything within the area experiences a pressure
ters upon the completion of the spell (if it is shat- of 1,000pounds per square inch (equivalent to that
tered prematurely,the spell ends). found at more than 2,000 feet beneath sea). All
creatures in the area of effect are allowed a saving
Notes: A planar priest spell, uncommon for throw vs. spell. Creatures that fail the savingthrow
gwd priests who traffic with archons; otherwise, can’t perform any action more complex than
very m e .

J 166 L

normal movement or speech for Id4 rounds. object successfullybraces the wall for a round. If
During this time, affected creatures suffer a 4 the object holds for three consecutiverounds, the
penalty to all saving throws, and attack rolls made surface returns to its original position and the
against them have a +4 bonus. Creatures unable to spell ends. The DM should use discretion in de-
dive to a depth of 2,000 feet also suffer 2d4 points termining which types of objects can brace the
of damage if the saving throw is failed. This spell wall.
has no appreciable effects when cast at depths A dispel magic or a similar spell effect is used to
greater than 1,500 feet. negate the crushing wall spell.

Notex Common for sahuagin. If the wall is not stopped, creatures can avoid
being crushed by using a potion of diminution,
Crushing Walls potion of gaseousf o m , 01 similardevicesor spells.
The crushing wall almost never touches the oppo-
(Enchantment) site wall; it is usually stopped by debris. A gap of
Sphere: Wards two inches or more between the walls is common.

Level 6 If the wall is not stopped, it causes crushing
Range: Touch damage to everyone in the room. All creatures
Components:V, S, M must make a saving throw vs. death. Those who
CastingTime: 1 turn fail are crushed to death. Those who save success-
Duration: Special fully suffer5d10 points of damage. When the wall
Area of Effect: Special can move no farther, it returns to its original posi-
SavingThrow: None tion and the spell ends.

This spell enables the caster to enchant a floor, The material components are a I-inch iron
ceiling, or single wall of a room to crush intruders. cube and a walnut shell.
The enchanted surface can be no larger than a
square whose sides equal the caster's level times 2 Notes: Common for priests with major access
feet (a 13th-level priest could affect a 26-foot x to the sphere of Wards (TOM).
26-foot surface).
Crypt Ward -Dwarf
The spell activates Id4 rounds after any crea-
ture other than the caster enters the room. The in- (Abjuration)
truder must be larger than a normal rat (larger than Reversible
one-half cubic foot or weighing more than three Sphere: Wards
pounds). When activated, the enchanted surface
moves toward the opposite surface at a rate of 3 Level 4
feet per round. Unless the spell is canceled by the Range: Special
caster, the enchanted surface continues to move Components:V, S, M
until one of the following events occurs: Casting Time: 1 hr.
Duration: Special
A creature with sufficientstrength (minimum Area of Effect: 100 sq. f t
score of 19) stops the enchanted surface from Saving Throw: None
moving by succeeding a Strength check. Such a
creature suffers no damage from the enchanted This spell is cast over a dwarven tomb or crypt.
surface. If the creature prevents the enchanted If the tomb is larger than the spell's area of effect,
surface from moving for three consecutive additional castings can ensure that the entire crypt
rounds, the wall returns to its original position complex benefits from the spell. Otherwise, it is
and the spell is negated. If multiple creatures try effectiveonly within its 100-square-footarea.
to stop the wall, the highest Strength score is
used as a base score: one point is added for each Once the crypt ward is in place it causes the
creature assisting. Thus, a creature with 16 dwarveu remains interred therein to animate tem-
Strength assisted by three creatures could try to porarily in order to protect the tomb from grave
stop the wall. robbers.When an intruder enters the spell's area of
A strong or heavy object made of stone, wwd, or effect, the dwarven hones contained therein rise
metal is placed in the path of the wall. If the item and attack. The hones attack as fighters equal to
survives a saving throw vs. crushing blow, the one-third of the caster's level at the time the crypt

ward was set up (fractions dropped) and possess 5 This spell m s 1 cubic foot of water per level of
hit points per one-third level of the caster. Thus, a the caster into ice, or forms a 1-inchthick layer of ice
crypt ward cast by a 12th-level priest produces over an existingpool of water. Many of the people and
4th-levelbones that possess 20 hit points each. The neatures of Athas have never seen ice, and may con-
bones are not undead creatures; the effect is simi- sider it a treasure, even if told it will last only f a a
lar to animated weapons. The dwarven bones do sbott time. Of course, the priest doesn’t have to tell
not animate and attack if the intruders are other them the ice will melt Anyone walking on a patch of
dwarves, so long as the visitors do not attempt to ice must make a successfulsavingthmw vs. paralyza-
plunder the tomb. Other races will be attacked if tion to remain standing. If failed, the individual falls
not accompaniedby a dwarf. and spends the rest of the round nying to stand up.

In any case, the dwarven bones animated by this Notes: Uncommon for priests of the DARKSUN
spell cannot leave the area of effect.If intruders flee setting.

that area, the dwarven bones return to their resting Crystallomancy -Elf

places until the next intrusion. If the animated (Alteration)
dwarves are slain, the remains have been destroyed. Sphere: Divination

Dispel magic cannot negate a crypt ward, but a Level 5
limited wish, wish, or remove crypt ward can. The Range: Touch
destruction ofall the dwamen bones in the tomb Components:V, S , M
complex also negates the spell. Casting Time: 1rd.
Duration: Special
The reverseof this spell remove crypt ward, en- Area of Effect: 1 gemstone
ables the caster to negate a crypt ward. In most Saving Throw: None
dwarven enclaves, iwnove crypt ward is reserved
for those rare times when dwarven remains must This spell causes a clear or translucent n y s -
be transported to a new site. A priest attempting to talline gemstone to serve as a scrying device. The
remove the crypt ward must be of equal or greater spell does not function unless the priest is in good
level than the caster who set the spell in place. standing with Corellon Larethian. The gemstone
becomes similar to a crystal ball. F a every 1,MX)
This spell is available to priests of all dwarven gp value of the gemstone, the priest can scry for
religions, but is typically reserved for the priests of one round, up to a maximum of 1 hour.
Dumathoin, who are generally regarded as the
keepers of the dead. It is said that the dwarven For every threelevels of tbe priest about 7th, it
priests of old were far stronger than those of today,
so it is likely that, in truly ancient dwarven strong- is possible to cast a single divination spell of 4th
holds, there are crypt wards that cannot be re- level or less through the gemstone into the area
moved by modem priests. under observation (thus, one at loth, two at 13th.
three at 16th. etc.). Only detection spells, such as
The material components for both versions of detect magic and detect millgood, can be so cast,
this spell are the casters holy symbol and the riNal as adjudicated by the DM.
sacrifice of 10.000 gp worth of precious metals
and minerals. The spell requires the priest’s holy symbol and
a crystalline gemstone, which must be of at least
Notes: Restricted to dwarven priests; typically 1,ooO gp value. Neither is consumed in the casting
granted by Dumathoin. of this spell.

Crystallize Notes: Granted by the elven god Corellon
Larethian.
(Alteration)
Sphere: Elemental Water Cure Blindness

Level: 2 A 3rd-level shukenja spell, replaced wirh cure
Range: 30 yds. blindness or deafness.
Components: V, S
Casting Time: 5
Duration: Instantaneous
Area of Effect: 1cu. ft.Aevel
SavingThrow: None

3 Cure Disease

Cure Blindness or Deafness The reversed spell, cause critical wounds, op-
erates in the same fashion as other cause wounds
m e a of bnect: creature toucnea spells, requiring a successful touch to inflict the
Saving Throw: Special 3d8+3 points of damage. Caused wounds heal as
do wounds of other sorts.
By touching the creature i
Notes: Common for clerics (PHB).
-...-I-.. :-" .I." "--,I ^^^
Cure Disease
forms of blindness 01 deafness. This spell does no)
(Abjuration)
restore or repair visual or auditory organs dam. Reversible
Sphere: Healing, Necromantic
aged by injury or disease.
Level: 3
Its reverse, cause blindness or deafness, re- Range: Touch
Components:V, S
quires a successful touch (successful attack roll) Casting Time: 1 rd.
Duration: Instantaneous
on the creature. If the creature rolls a successful Area of Effect: Creature touched
SavingThrow: None
saving throw, the effect is negated. If the saving
This spell enables the caster to cure most dis-
throw is failed, a non-damag.ing.mag.ical blindness eases by placing his hand upon the diseased crea-
"*"- "-..".,.'.^:."or deafnessresults. ture. The affliction rapidly disappears thereafter,
A deafened creature suffers a -1 penalty to sur- making the cured creature whole and well in fmm
one turn to IO days, depending on the type of dis-
pLL"c -^,I" " rl p-zu.,'Ly L" llD I:"I:I.:I"".k(.L--L,,-I"C l " l l D , L"I ln mN. ease and the state of its advancement when the cure
took place. (The DM adjudicatesthese conditions.)
LY'LD, 0 TI L" The spell is also effective against parasitic mon-
sters such as green slime, rot grubs, and others.
chance of spell failure for spells with verbal com- When cast by a priest of at least 12th level, this
spell cures lycanthropy if cast within three days of
ponents, and can react only to what it can see or the infection. The spell does not prevent reoccur-
rence of a disease if the recipient is again exposed.
feel. A blinded creature suffers a 4penalty to its
The reverse of the spellis cause disease.To be ef-
a+tz.tapceknraoltlyls,toa i.+ts4l.pn.elhn.aatl.ltvyetrooiltlss.Armor Class, and a fective, the priest must touch the intendedvictim and
the mature must fail a saving throw vs. spell. The
Notes Common for clerics and druids (PHB). severity of the disease is decided by the priest (debil-
irm'ng orfatal). The exact details of the disease are
Cure Critical Wounds decided by the DM, tut the following are typical:

(Necromancy) Debilitating: The disease takes effect in ld6
turns, after which the creature loses 1 point of
Reversible Strength per hour until his Strength is reduced to
2 or less, at which time the recipient is weak and
Sphere: Healing virtually helpless. If a creature has no Strength
rating, it loses 10%of its hit points per Strength
Level: 5 loss, down to 10%of its original hit points. If the
disease also affects hit points, use the more
Range: Touch severe penalty. Recovery requires a period of
Id3 weeks.
IComponents: V, S Fatal: This wasting disease is effective immedi-
Casting Time: 8 ately. Infected creatures receive no knefit from
IDuration: Instantaneous cure wound spells while the disease is in effect;
wounds heal at only 10%of the natural rate. The
4rea of Effect: Creature touched
Saving Throw: None

The cure critical wounds spell is a very potent
version of the cure light wounds spell. The priest
lays his hand upon a creature and heals 3d8+3
points of damage from wounds or other damage.

The spell does not s e c t creatures without corpo-

real bodies, those of extraplanar origin, or those
not living,

Cure Insanity f

disease proves fatal within ld6 months and can ;1
be cured only by magical means. Each month the
disease progresses, the creature loses 2 points of Roll Id6 for each affected creature to determine
Charisma, permanently.
denly (1 in 6 chance per rum, lasts 2d6 turns then
The inflicted disease can be cured by the cure
disease spell. Lycanthropy cannot be caused. ..._...-_ ..." ..l i n 6 c hance per tum to return to normalcy). The
l..,characte.r h-rnrnmm.m;rr.rll ~ ro n r r~o ~ _rl h_.r.v.i,ng
Notes: Common for clerics and druids (PHB). I

Cure Insanity an effective Strength of 18/75 if human or demi-

(Necromancy) human (nonhumansare adjudicated by the DM).
Reversible
Sphere: Necromantic The character may shriek, rave, and behave in a

Level: 5 violent manner. Unreasonine when sooken to.
Range: Touch ~

Components: V,S the character passesses great cunning and will

Casting Time: 1rd. desire to take or avoid action according to the sit-
Duration: Instantaneous
Area of Effect: Creature touched "-.,uation at hand (though not necessarily an appro-
Saving Throw: None "*".""--+- TX%-.. _^^^_^ .L" :..,I:.,:>..",
&^
The cure insanity spell, if administered while the
won't remember hls actlony, nor believe ac-
patient is exhibiting symptoms of the affliction, im- counts of them by others.
mediately counters the affliction.For example, the
spell can heal a conscious victim of the effects of Melancholic: The individual is given to black
hallucinatory spores and repairpsychic hauma, such fits of brooding and feelings of hopelessness.
as that resulting from a mindwipe or other psionic
assault. It counters the effectsof spells such as con- The character is 50% likely to ignore any given
fusion, chaos, contact other plane, feeblemind, situation due to the manifestation of a fit of
symbol of insonify,prismatic s p q , p r i m t i c wall,
and prismtic sphere and such magical items as an melancholia
elixir of madness or a s c a d of imanify. However,
the spell does not counter a h a n t behavior caused Hallucinating: The individual sees, hears, and
by lycanthropy, undeath, or powerful curses, gem, otherwise senses things that do not exist. The
or quest. Finally, at the DM's discretion, cure insan-
more stressful the situation, the more likely the
ity may temporarily calm the demented behavior of manifestation. Common delusions include: ordi-
nary objects that do not exist, people nearby or
certain exhaplanar acatures such as slaad. passing where there are none, voices giving in-
The reverse, cawe imanify,drives insane a victim formation or instmctions, abilities or forms the

who fails a saving throw vs. spell. The DM can con- individual does not really have (Strength, sex.
sult the table or choose anotherform of insanity. FM wings etc.), threatening creatures appearing
example, an exaggeratedfear of dying (requiring the from nowhere, and so on. Normal behavior is
50% likely until stimulated or under stress.
creature to make a saving thmw vs. paralyzation to Hallucinations last 1-20 turns after the initial
avoidthe effectof afear spell wheneverencountering stress passes.
acadaver,humanbwes, a grawyard or even an open
coffin). On the other hand, the victim might become Hebephrenic:The individual wanders aimlessly,
convinced that all cmpseswere undead,waiting to rip talks to himself, giggles, mutters, and acts child-
ishly: the character may sometimes attempt to
him or her to shreds. In a combat situation, an oppo-

nent can be neutralized with an incapacitatingform of
insanity, such as con&ion orfeeblemind. The insan-
ity is permanent and cannot be dispelled except hy
casting cure insanity,heal restoration,or wish

Notes: Rare spell. The reverse is common for
necromancer-priests. for whom it is 4th level.

> Cun Moderate Wounds

irritated by someone nearby, the character is damage. If acreature is avoidingthis touch, an attack
75% likely to become maniacally enraged. If roll is needed to determineif the priest’s hand shikes
this does not occur, then he will become cata- the opponentand causes such a wound.
tonic for ld6 hours then revert to hebephrenic
behavior. Curing is permanent only insofar as the m a -
ture does not sustain further damage: caused
Homicidal: The individual appears absolutely wounds will heal+[ can be cured just as any
normal, except for an occasional unique interest normal injury.
in weapons, poisons, and other lethal devices.
At 1- toCday intervals, the being will try to kill Notes: Common for clerics and druids (PHB).
a member of his own race. If prevented, the
frustrated individual will attack the first intelli- Cure Madness -Elf
gent creature seen, wildly seeking to slay. After
this, the character will fall into melancholy for (Abjuration)
Id6 days before turning to a homicidal state Sphere: Necromantic
once more.
Level: 2
Catatonic: The character completely withdraws Range: Touch
from reality. The individual can be led, moved, Components: V, S
fed, and so on; but undertakes no activity on his Casting Time: 1 rd.
own. If continually provoked and imitated to get Duration: Instantaneous
a response, the character has a 1% cumulative Area of Effect: Creature touched
chance per round of becoming homicidal. When Saving Throw: None
provocation ceases catatonia returns.
This spell enables the caster to cure most dis-
Cure Intermediate Wounds eases that affect the mind by placing his hand upon
the mad creature’s brow.The affliction rapidly dis-
Replaced by cure moderate wounds. appeam thereafter, making the cured creature whole
and well in from one turn to 10 days, depending
Cure Light Wounds upon the type of insanity and the state of advance-
ment when the cure took place. (The DM must adju-
(Necmmaoey) dicate these conditions.) The spell is also effective
Reversible against the aftereffects of psionic abilities that
Sphere: Healing damage the target’s mind and in counteringfeeble-
mind. This spell does not prevent recccmnce of a
Level: 1 form of insanity if the recipient again succumbs to
Range: Touch madness, nor does it exorcise a possessing spirit.
Components: V, S
Casting Time: 5 Notes: This spell is granted as a special boon
Duration: Instantaneous only by the elf deity Sehanine. Other priests have
Area of Effect: Creature touched access to the 4th-level spell, cure insanity.
Saving Throw: None
Cure Moderate Wounds
When castingthis spell and layinghis hand upon
a creature,the priest causes Id8 points of wound or (Necromancy)
other injury damage to the creature’s body to be Reversible
healed. This healing cannot afied creatures without Sphere: Healing
corporal bodies, nor can it cure wounds or creatures
not living or of extraplanar origin. Level: 2
Range: Touch
The reverse of the spell, cause fightwounds, o p Components: V, S
etates in the same manner, inflicting Id8 points of Casting Time: 5
Duration: Instantaneous
Area of Effect: Creature touched
Saving Throw: None

Somewhat less common than the well-known
cure light wounds and cure serious wounds, the cure

Cure Rot

modcrate w o d spell is similar. By laying his hand cure scurvy
on a creature's body. the priest can heal ld10+1
m(.
points of damage. This healing cannot affect m a -
S
hues without corporal bodies, nor can it cure wounds
or nrahlres not living or of extraplanar origin. L

The reverse of this spell, cause moderate R
wounds, requires the priest to successfully touch C
the victim and inflicts l d l w l points of damage.
rC
Notes: Uncommon spell for clerics and druids
P
(P0:SM). S

Cure Rot This spell cures scurvy, a disease common

(Alteration) among sailors and caused by a vitamin deficiency.
sphere: Plant I1 works only on SCUNY, not other diseases.

Level: 5 Thematerialcompmtsofthis spell atethe priest's
Range: 30 yds. boly symbol andthe salt-atmmsd pit of a f i t .

Components:V, S,M The reverse of this spell, inflict scurvy, afflicts
a single target with scurvy. The range of inflict
Casting Time: 8 SC:urvy is 90 yards. Inflict scurvy has no effect on
Duration: Special tiugets who succeed at a saving throw vs. spell.
Area of Effect: Special Tkgets who fail the saving throw feel extremely
mfeak and their Strength and Constitution ability
Saving Throw: None SI:ores drop to one-third of their current value.
They suffer ld3 points of damageimmediately and
This spell is a more powerful version of the 1 point per day thereafter due to painful, bleeding
prevent rot spell. If cast upon a wwden object af- @urns and bleeding beneath the skin.
fected by a wood rot spell, this spell completely
cures the wood rot at a rate of 1 cubic foot per These effects of inflicrscurvy can be ended im-
round until the object is restored to its original IIiediately with a CUE disease spell or similar in-
condition. At least part of the original wood must C.antation. Otherwise, the afflicted can recover
be intact for this spell to cure the rot; an object that 01nly with a huge daily intake of fresh fruit. Each
day triple the normal diet of fruit is eaten, they re-
has totally rotted into dust cannot be cured. CIwer 1 point each of Strength and Constitution,
This spell also cures any rotting, decay, or
a1nd no additional damage is taken from the dis-
damage to living trees or plants caused by natural
disease or parasites. Damage is cured at a rate of 1 e.ase. The disease ends when Strength and
cubic foot of wwd per round, or 1 square yard of C'onstitutionhave returned to their original values.
plant growth per round.At least part of the original
plant life must remain intact for the spell to take Notes: Granted as a special boon by Valkur,
effect. This spell can cure up to one acre of plant C'aptain of the Waves, of the FORGOTTERNEALMS
st:ning. Other priests have access to cure disease.
life, so the spell can treat a small grove of diseased
trees or a garden plot partly destroyed by insects. Cure Serious Wounds

The material components for this spell are (rVecmmancy)

mistletce and a dead woodborer beetle. R eversible

Notes: Uncommon for priests from a seafaring Sphere: Healing

culture; otherwise very rare. (Updated from Level: 4
Range: Touch
DRAGONMagazine.)
Components: V, S

Casting Time: 7
Duration: Instantaneous

Area of Effect:Creature touched
S;iving Throw: None

J 172

Curse of the Everbleeding Wounds -Gnome

This spell is a more potent version of the cum Curse of the Choking Sands
light wounds spell. When laying his hand upon a (Alteration)
creature, the priest heals 2d8+1 points of wound or
Sphere: Elemental Water &
other injury damage to the creature’s body. This
healing cannot affect noncorporeal, nonliving, or Level 4
extraplanar creatures. Range: 30 yds.

Cause serious wounds, the reverse of the spell, Components:V, S
operates similarly to the cause light wounds spell,
CastingTime: 7
the victim having to be touched first. If the touch is
successful, 2d8+l points of damage are inflicted. Duration: 1 dayilevel

Notes:Common for clerics (PHB). Area of Effect: 1 creature

SavingThrow: Neg.

Curse Priests of elemental water use this spell only
against those who have truly angered them, for it
Reversed form,bless (1st level). Thisform is used transforms good water into lifeless sand.
by evilpriesrs.
When cast on a creature that fails a saving
Curse tbmw vs. spell, the creature is unable to drink liq-
uids for one day per level of the caster. Liquids
See bestow curse, (4th level). Thisform is used by turn to sand as they touch the victim’s lips. Every 8
evilpriesrs. hours under the curse, the victim must make a suc-
cessful Constitution check or lose 2 points of
Curse of Black Sandsilt Strength. Constitution checks are made with a cu-
(.meration) mulative -1 penalty (-1 the first period, -2 the
second period, -3 the third period, and so on).
Sphere: Elemental Earth & Death occurs when Strength is reduced to 0. A
victim who has not died from dehydration when
Level 3 the spell ends can begin to drink normally. Liquids
Range: 10yds. turned to sand by the curse remain sand.

Components: S A remove curse spell ends the curse of the
choking sands immediately. Overloading the spell
Casting Time: 6 by completely immersing the cursed creature in
water also terminates the curse.
Duration: 1 dayilevel
Notes: Uncommon for priests of elemental
Area of Effect: 1 creature Water from the DARKSm setting.

SavingThrow: Neg. EverbleediCnugrWseooufntdhse-Gnome

When this curse is cast and a save vs. spell (Necromancy)
Sphere: Necromantic
fails, the victim leavesblack, oily, footprints in the
earth or on silt. The prints are easily tracked, and Level 6
cannot be erased or destroyed until the spell ex- Range: Touch

pires. They can be covered, but not by earth. A Components:V,S, M

giant leaf, for example, could hide a few foot- Casting Time: 8
Duration: 1 turn
prints, but this would be a temporary measure at Area of Effect:Creature touched
hest. A creature that flies or takes to the trees Saving Throw: Neg.
leaves no footprints until returning to the ground.
This spell inflictsa curse similarto the effects of
In silty areas,a black sueakresembling a slow cur- a swonf of wounding. If the creature fails a saving
rent follows the cursed creature whenever it touches tbmw vs. spell, all wounds suffered during the next
the surface. This includes wading, swimming, or full tum cannot be regenerated or cured by any SOR
waking on the silt via spellMmagicaldence. It does of potion, spell, or other magic, short of a remwe
not affect those who fly or use teleportation.

A priest who casts several of these spells on
different creatures can tell the trails apart, even if

they cross or overlap.
The trail disappears when the spell expires.
Notes: Uncommon for priests of the DARKSm

setting.

J 173 L

.\ Curse of the Revenancer -mow

curse, limited wish, or wish Such wounds must heal
naturally. The meaNre suffers an additional point of
damage each round after a wound (of type P or S) is
inflicted, until the wound is bandaged or the spcll
expires. Multiple wounds are cumulahve. Aperiapt
of wound closure provides complete protection
fmm this damage, as may other spells or magical
items that prevent ongoingbleeding.

A round of tending a particular wound, with no
other actions taken or enemy interference is sufii-
cient to bandage an everbleeding wound and halt
its ongoing damage. Those with the healing profi-
ciency who succeed at a proficiency check can
bandage a second wound in the same round.

The curse of the everbleeding wound requires
the caster’s holy symbol, and a small knife or
sharp item the is used to nick the creature for 1
point of damage as the priest’s hand comes in con-
tact with the creature.

Notes: Granted by the evil gnome god Urdlen.

-Curse of the Revenancer Drow

(Neemmaney)
Sphere: Necromantic

Level: 6
Range: Touch
Components:V, S , M
Casting Time: 8
Duration: Special
Area of Effect: I living m a h u e
Saving Throw: Neg.

This spell curses a single creature io he
haunted by the vengeful spirits of the dead. The
priest must make a successful touch attack within
three rounds of casting this spell or it dissipates
harmlessly. A victim touched in this time can
avoid the effectswith a successful savingthrow vs.
spell; otherwise, nothing short of a wish or a
?movecurse cast by a 14th-levelspellcaster can
end the curse of the Revenancer.

Once the curse of the Revenancer is success-
fully laid on a victim, any foe killed hy the subject
has a 5% chance of rising from the grave as a
revenant, regardless of ability scores. If the foe’s
Constitutionis at least 18and either Intelligenceor
Wisdom is 17 or greater, the chance is 30%.If the
foe is a followerof Kiaransaleethe chance is 50%.
and if the foe is the priest who cast the curse, the
chance is 100%.

The effects of the curse of the Revenancer
become more pronounced the more deaths the

JCyrollalee,Seal of

creature afflicted by the curse of Yon[ialla is
stunned and unable to act offensivelyif it fails a

soavveirntghethproerwiodvso.fsapetullm. I,tgtrhoewninregtuyronusntgoei.ins-1ifoawnc,i.y.y

at first and then rapidly until it is once again an
infant of its species,No system shock survival roll
is required. The infant has no memory of its previ-
ous life. Commonly, a halfling community or the
priest then raises the infant to respect halflings and
the ways of Yondalla. An infant of a species inher-
ently unsafe to raise (say, a troll or a dragon), it is
placed with a foster parent of a species able to
properly raise it in a positive moral and ethical
fashion.

An undead creature of less than divine status
that fails its savingthrow is destroyed by this spell,
but a creature of extraplanar origin is merely cast
back to its home plane and unable to return to the
prime Material Plane for lodl0 years. A creature
with magic resistance has it reduced by a -25%
penalty against the effects of a curse ofYondalla. A
creature that successfully saves still suffers 3d8+3
points of damage or half its remaining hit points in
damage, whichever is less.

The bestowed curse ofYondalla cannot be dis-
pelled, though it can be removed by a remove
curse cast by the same priest of Yondalla who cast
it or by any good priest whose level exceeds the
original caster’s level; it can also be negated by a
full wish. When the curse is removed, the creature
returns to its normal age over the course of 1 turn
(requiring no system shock survival roll). It re-
members events that took place during its second
youth in addition to those of its previous older life.
Destroyed undead creatures can be restored or ex-
traplanar matures can be allowed to return before
the end of the allotted time only by a full wish or
divine intervention.

Priests ofYondalla do not cast this spell lightly.
Yondalla’s divine servitors or Yondalla herself are
said to watch over its use and prevent it from being
successfully cast if they feel its use is an abuse of
the divine privilege.

The material component of this spell is the
priest’s holy symbol.

Cyrrollalee, Seal of

See seal of Cyrrollalee.

175

-Dance of Life* Old Empire The material component of this spell is
several gallons of milk spilled on the
(EnchanbnenVChann) ground at the center of the dance before
Sphere: Healing beeinning the swll.
Notes: &antedby the Mulhorandi god Hathor,
Level: 6 in the FORWITENREALMSsetting.
Range: Special
Components:V, S, M Dance of Pain
Casting Time: 1 hr.
Duration: Special (Alteration, Nefromancy)
Area of Effect: Special Sphere: Necromantic
SavingThrow: None
Level: 3
This spell is a form of cooperative faith magic. Range: Touch
a spiritual renewal that invigorates the old, heals
the sick, banishes pestilence, and nourishes the Components: V,S
stomach. Casting Time: 6

Like all faith mapic, this spell is preceded by Duration: 4 rds.
the casting of the 4th-levelfocus spell,and its cast- Area of Effect: 1 creature (size L or smaller)
ing must begin within 1 turn of the completion of Saving Throw: Special

the focus spell, or the casting fails. The dance of This spell affects only a recently inju
ture (defined as having lost some hit poir
life can be cast only in a community, and at least the preceding '24 hours). It is wasted if C ~ S Lun a
90% of the female inhabitants of that community healthy, unharmed being, or a creature larger than
must participate for it to have any effect. Male size L, the spell cannot form around larger beasts.
members of a community are welcome to partici- When the caster successfullytouches the subject, a
pate, as are outsiders, but nonresidents cannot spiral of illusory blades whirls around the creature,
number more than 5% of the participants.A dance marking the boundaries of a field of sharp-edged,
of life cannot be performed more than once per invisible lines of force that cut and buffet it. If free
year in a community. to move, a creature subiected to this s d l is ,ierked

All participants dance in a ring in a leaping, --about in an uncontrollable dance that :at ises a -2
chaotic,&-form dance for an hour, at which point
they collapse exhausted and exhilarated. Even the penalty to its attack rolls, worsens its Amnor Class
old, crippled, and the infirm find they can partici- by 4 points, and ITlakes intricate taslcs (such as
pate, magically invigorated by the deity's power. opening locks or ca_b^udng_ _s.p_~..\n.s,~:_ar_p.u!sL.s.~o,~nee.

This spell affects the general health of the com- unseen cutting edges slice and slash for 2d4i.4
munity as well as the participants. Everyone par- points of damage per round. Restrained or immo-
ticipating in the dance is cured of all diseases (with bile creatures simply suffer damage.
the exception of magical diseases such as mummy
rot or lycanthropy) and receives the benefit of a A creature affected by this spell is allowed a
cure light wounds spell and a neutralize poison saving throw vs. spell each round. Success means
spell. At the conclusion of the dance, the partici- the creature takes only 2 points of dnmage on that
pants find themselves fully nourished and full. round and can manage at least one semi-intricate
Those who have suffereda decline in their physi- task (such as hurling a missile weapon, getting an
cal abilities (Strength, Constitution, or Dexterity) item from pouch or belt and readying it for use.
due to aging find themselves restored to the vigor and so on), but still cannot cast spells.
of youth for the remainder of the day. The commu-
nity is cleansed of any pestilence and morale is Notes:Granted by the evil goddess Loviatar of
raised to at least 12 (Steady) or increased by 2 if
already at 12 or above (maximum20). the FORGOTE-NALMS setting.

This spell has been employed by priestesses of
Hathor in the villages of Mulhorand for centuries.
The requirement for female participation, how-
ever, effectively prevents its use in the cities of
Mulhorand.

J 176

b Dark Aura ’

Dance of the Fallen more quickly (Id6 rounds) if a successful healing
proficiency check is made upon them. The cloud
(Evocation, Necromantic) of limbs remains until the spell expires and then
Sphere: Guardian, Necromantic fades silently away. It can be dismissed instantly
by the caster at any time.
Level: 6
Range: 30 yds. The material component of this spell is a hand-
Components:V, S, M ful of bone shards or hair of any type.
Casting Time: 9
Duration: 3 rds.ilevel Notes: Granted by the god war god Tempus of
Area of Effect: 5 4 . to 60-ft-diameter cylinder, 5- the FORW’ITENREALMSsetting.
to 20-ft. high
SavingThrow: Special Dance of the Unicorns

Dance of the fallen is often used to capture, (Alteration)
disarm,or force to flee foes to whom the caster has Sphere: Combat
no wish to do lasting harm. Dance of the fallen a
whirling cloud of severed limbs, some bony and Level: 5
some still bearing flesh, but all curiously blood- Range: Touch
less. These remains are said to he summoned from
recent battlefields, and they rotate at high speed Components:V,S, M
around a central point, forming an immobile bar-
rier. The plane of rotation of the body parts can be Casting Time: 8
horizontal, vertical, or any angle in between the Duration: 6 rds.
two. The area of effect of the dance of the fallen is Area of Effect 1sentient being
set mentally by the caster upon casting the spell SavingThrow: None
(from as little as a 5-fwt-diameter cylinder that is
5 feet tall or thick to as large as a 60-foot-diameter This spell is a priestly variant of the 7th-level
cylinder that is 20 feet tall or thick) and cannot be wizard spell teleporr without error and the 3rd-
altered thereafter. level wizard spell blink. Once per round, by silent
act of will, the recipient can teleporr without error
Any creaNre trying to pass through the barrier with a range of 360 yards. The recipient can take a
suffers 4d6 points of damage and must make a maximum weight of 250 pounds plus 150 pounds
ConstiNtion check to avoid being struck senseless. for each level of the casting priest above loth.
Fragile worn or carried items must make a snc-
cessful item saving throw vs. crushing blow or be The teleportation effect can occur at the end of
destroyed. Beings trying to move through the the round or at a random time during the round. In
dance of the fallen require ld3+2 rounds to cross the latter case, the spell operates identically to a
the area of effect, taking damage and making blink spell, but the range and direction are chosen
Constitution checks each round. by the spell recipient.

Beings within the barrier’s area of effect when The material components for this spell are a
it forms must make a saving throw vs. spell. If the small vial of clear fresh water from a river or
saving throw succeeds, they escape the barrier by stream stirred by a unicorn with its horn, and the
the most direct mute and sufferno damage. If they priestess’s holy symbol.

saving throw fails, they suffer the full damage of Notes: Granted by Lurue, the Unicorn Queen,
of the FORGOITEXREALMS.
the dance of the fallen. Any other intended action
than leaving the area when the barrier is formed- Dark Aura
such as a charge toward the caster-invites the full
effectsof the dance of the fallen. (Alteration, InvocatiodEvwation)
Sphere: Combat
Only 25% of the damage done by dance of the
fallen is permanent; the rest is temporary and re- Level: 4
Nms after Id4 hours are spent resting. Beings re- Range: 0
duced to 0 hit points or lower by this spell are
rendered unconscious and ejected from the area of Components:V,S
effect. They regain consciousness in Id6 Nms or
CastingTime: 7
Duration: 1rd.nevel
Area of Effect: 20 ft. diameterflevel
SavingThrow: Special

Dark Embrace -Draw f

This spell creates a spherical miasma of gloom wounds and hold person can delivered by a dark
and menace centeredon the caster.Witbin this area
of visible (but not vision-clouding) dimness, all embrace spell,bnt aflame strike cannot.
evil-aligned beings attack at a + I bonus to their Upon the utterance of the command word, the
attack and damagerolls, all good-alignedcreatures
strike at a -1 penalty to their attack and damage black half-mask dissolves once again into a dark
rolls, Further, the caster is personally empowered shadow that then moves to envelop the intended
to strike at with +3 bonus to attack and damage target. The dark embmce acts as a carrier of the
rolls. Neutral-alignedbeings (with respect to good second spell: No saving throw or magic resistance
and evil) are unaffected by this spell. Once cast, check is allowed against it. Instead, the target crea-
the spellmoves with the caster; no concentrationis ture receives magic resistance checks and saving
required to maintain it. (The caster also receives throws only against the spell delivered. Such
the bonusesfrom the dark aura whenever these are magic resistance checks are made with a 10%
relevant in spells cast subsequently.) penalty, and any saving throw is made with a -3
penalty. Only the target creature is affected by the
Good-aligned creature are allowed a saving transferred spell, even if it is normally an area-
throw vs. spell at a -2 penalty to avoid the detri- effect spell.
mental effects of the aura for the current round.
This saving throw is made each round, regardless If the carried spell requires the caster’s holy
of the results of previous rounds. symbol as a material component, the black half-
mask created by the dark embrace serves as such.
The spell outlines all good-aligned beings
within it in amber (lawful), orange (neutral), or Notes: Granted by the drow god Vhaeraun.
scarlet (chaotic) auras that serve only to identify
their alignment and do no harm. Dark Fire

Notes: Granted by the death god Cyric of the (Alteration)
FORWITEN& u s setting. Sphere: Travelers

-Dark Embrace Drow Level: 2
Range: Touch
(ConjurationlSummoning) Componenu: S, M
Sphere: Combat
+Casting Time: 2
+Level: 4
Duration: 1br. 1hr.Aevel
Range: IO yds. IO yds.flevel Area of Effect: Special
Components:V SavingThrow: None
Casting lime: 7
Duration: Special The darkfire spell provides a small, lightless
Area of Effect: Special campfire when cast on a bronze brazier. This fire
Saving Throw: Special puts out heat and bums, but emits no light in the
normal visible spectrum, nor does it create smoke.
This spell manifests as a dark shadow that flits Objects set ablaze by the dark fire bum normally,
about the spellcaster for a few moments before co- emittingboth smoke and light. The area of effect is
alescing into a half-mask of black velvet on the equal to the size of the brazier, to a maximum di-
spellcaster’s face. Vhaeraun’s dark embmce lasts ameter of one foot per level of the caster.
for at most 1 t u n plus 1 round per level of the
spellcaster before dissipating into nothingness. The material components is a small piece of
charcoal.A bronze brazier is also required.
Once clad by the black half-mask created by
the dark embmce-although not in the sameround Notes: Very rare spell (Updated from
in which the dnrk embrace is cast-a priest can POLYHEDRONNewszine.) Not to be confused with
unleash another memorized spell of 3rd level or darkfire.
less with a single word of power; that is, with a
casting time of 1. Such a spell must be either a
touch-delivered or an area-effect spell that has no
physical manifestation. For example, cause light

2 178 \

Dark Promise

Dark Path Notes:Granted by the Ibrandul, the Skulking

(Alteration) One, of the FOR^ REALMS setting.
Sphere: Sun, Travelers
Dark Promise
Level: 1
Range: Touch (Enchantment/Charm)
Components: V, S, M Sphere: Charm, Necromantic
Casting Time: 1 rd.
Duration: 3 hrs./Ievel Level: 5
Area of Effect: Special Range: Touch
Saving Throw: None Components:V, S
CastingTime: 1Id.
This spell enables willing recipients to move in Duration: Permanent
complete darkness without hindrance or risk. The Area of Effect: 1creature
night sky is not usually considered complete dark- Saving Throw: Neg.

ness, hut a cave lined with luminescent lichens is. This spell sets in motion a set of circumstances
that an affected creaturemust follow to the letter (a
This spell works for blinded creatures as well. promise, of sorts). The dark pmmise must serve
the interests of the caster’s patron Power, hut
Those affected suffer no penalties for dakness 01 cannot be suicidal for the creature. Dark promises
blindness. While affected creatures are completely such as “Never eat,” “Never breathe,” and “Never
wear m o r ” fail. Functional dark promises in-
aware of all natural and unnatural hazards and clude: “Do not return to (name of place)’’ or
creatures that they could perceive in fully illumi- “Never again attack a priest of Bane.” A target
nated conditions, the spell does not allow the de- creature that makes a successful saving throw vs.
tection of invisible or magically silenced creatures spell is not affected.
or hazards.
If the promise is violated, the affectedcreature
Although this spell can be cast only on a single permanently loses 1 hit point per violation (it can
creature, any living creature in physical contact lose hit points in this way until it dies). Curing and
with the recipient when the spell is cast (or part of other means of recovering hit points do not restore
a chain of creatures in physical contact with each damage inflicted hy this spell: these hit points are
other and the recipient) receives the benefit of the permanently gone (short of a wish spell).The dark
dark path as well while contact is maintained. promise can be lifted hy the original caster, by a
Creatures not in the chain when the spell is cast wish spell, or by a remove curse spell cast by a
cannot receive the spell’s benefits later. Such crea- good priest of higher level than the original caster.
tures later entering a chain break it: cutting off
those after them until the chain is rearranged. Only one dark promise can affect a being at
one time. Any dark promise spell cast against a
Relying on chains of contact is dangerous creature already subject to one fails.
during combat, since the benefit of the spell stops
immediately for any creature losing physical con- The main components of a dark pmmise spell
tact with the spell recipient-the effects stop as are the name of the recipient a carefully worded
well for anyone further down the chain. promise statement.
Reestablishing contact reestablishes the dark path
if the spell has not ended. The darkpromise spell was used exclusivelyhy
priests of Bane centuries ago to make sure their
If the recipient or chain member enters an area hidden cults, temples, and covert members were
of illumination (that is, comes within 15 feet of a protected from the bias of the general populace.As
Bane’s power grew to a point where Banites were
lit torch, within an appropriate distance of another no longer hunted, the spell was no longer needed,
light source such as a lamp or lantern, or enters the and its use has since dwindled away.
area of a light or continual light spell), the dark
path spell ends immediately, and those affected by Notes: Granted by death gods such as Bane
the darkpath spell must make a successful saving and Cyric of the FORWITERNEALMS setting.
throw vs. spell or be stunned for 1 round and
blinded for Id6 rounds.

The material component of this spell is a small
piece of luminescent lichen and the priest’s holy
symbol.

Dark Road f

Dark Road magic spells, but h i r e d wish (and stronger
magics) prevail against them.
(Alteration)
Sphere: Elemental Earth The material components of a dark mad spell
are a straight bone that has been touched to the
Level: 6 item sought, and a preserved eye (or tears from the
Range: 0 eye) of any burrowing or earth-phasing creature,
Components: V, S, M from a mole to a xom.
Casting Time: 1 rd.
Duration: 1rd.nevel Notes: Granted by the Shar, Mistress of the
Area of Effect:The caster Night, evil goddess of the FORGOTTERNEALMSset-
SavingThrow: None ting. This spell is found only in a few exception-
ally rare tomes.
This spell serves as an unerring direction tinder
underground or in darkness, to an item, chosen UarK way
during the casting, that the caster has handled
before. Once during the course of the spell, if the (INvoeationlEvoeation)
direction to the object lies through a wall, includ- SPIiere: Creation
ing the natural rock of a cavern, the caster can
touch the wall and create as passage much like the Level: 6
5th-level wizard spell,passwall. Range: 20 yds
Components:V, S, M
The object sought must be a specific, portable Casting Time: 9
item, well known to the caster, typically a spare Duration: 4 rds.
holy symbol, undergarment, memento, or even a Area of Effect: 2 ft. wide X 1 inch thick X up to
nondescript stone that the priest keeps hidden in 20 ft. long X the caster’s level
his abode. The spell points to it even if the item has SavingThrow: None
moved for any reason, and thus a priest can be de-
ceived when using this spell to learn directions. This spell instantly brings into being a ribbon-
Conversely, when the item is being carried on a like, weightless but unbreakable black bridge. The
known journey, the priest can use multiple dark matte black strip of force is straight, 2 feet wide,
mad spells to trace the progress of the carrier. an inch thick, has no side rails, and can be as long
as 20 feet per caster’s level. Its length may he only
A dark mad spell operates correctly even when inches, or it may stretch to the maximum allowed
miles underground, in areas of strong natural or by the spell range but the dark way must be created
magical radiations, and through most known mag- so that both ends are anchored to stationary,stable,
ical harriers. solid objects such as m f s , walls, or clifffaces, not
dirt slopes or tree branches. It cannot bend, hut can
The passage power creates a temporary open- climb or dip if the caster desires.
ing four feet wide, six feet high, and 20 feet deep,
through solid stone, earth and rocks, mud, sand, A dark way spell need not span a chasm, but
wood, plaster, metal, and even magical harriers can be created inches above the floor of a room
created by spells of 6th level or less. The tunnel (running from wall to wall) to allow its caster to
can slope and curve, changing its grade or shifting take advantage of its other properties.
one foot for each foot of its run. (Up or down and
left or right, hut never changing its direction to Once created, the dark way is immobile, and
zigzag, or to rise and then fall. Only one change in withstands all known spells and attacks. It cannot
gradient or shift in direction from the straight is be destroyed(even by will of the caster) before the
possible.) The passage lasts for one round per level spell ends. It can he traversed by all CreaNreS and
of the caster, and cannot be ended at will. It can be does not conduct electricity, heat, or magical ef-
traversed by any being or thrown item regardless fects. The caster cannot fall from or he shuck or
of the caster’s will, and can he combined with
other dark mad spells to create a longer passage. swept fromthe dark way (though he can deliber-
When it closes, the passage expels items and ately jump), and while in contact with any part of
beings within it; there is no known way to entomb
a creature or object by closing a dark mad tunnel the way, can lift, cany, and wield any weight (of
upon it. Dark mad Nnnels are unaffectedby dispel beings, items, or both) as if they weighed nothing.

This allows a caster to stand on the way in defi-
ance of gale-force winds or even elude attacks by
walking on the edges or bottom of its span. The

‘’weightless’’property of the span has been used by
some priests to dupe others into thinking that the
caster possesses mighty strength (lifting a horse,

for instance, while standing on a dark way hidden
behind an altar).

This property does not apply to other matures.
Any being who overloads the way (stepping onto it

with a total burdened weight half again as much as
the caster’s burdened body weight at the time of

casting) falls through the dark w q , even though it
remains solid to all other matures. In other words,

if the caster of dark way plus what the caster is
wearing and carrying weighs 100 pounds,. and he
flees along the span, a pursuing monster who
weighs 150 pounds or more plunges through it.
Obviously, creatures other than the caster can fall

from the way, as they could from any n m w bridge.
The material components of a dark way spell

are one of the caster’s hairs, some spidemeh, and
a shard of black glass (man-made or obsidian).

Notes: Granted by the god Mask of the
FOROOIIENREALMSsetting. This spell is found
only in a few exceptionallyrare tomes.

Darkbolt Darkfire

(InvocationlEvocation) Aka darkfm of Beshaba.
Sphere: Combat
Darkfire -Drow
Level: 4
Range: 5 yds.ilevel (Alteration)
Components: S, Sphere: Elemental Fire
Casting Time: 7
Duration: 1 dilevel Level: 2
Area of Effect: 1 creature Range: Touch
SavingThrow: Special Components:V, S, M
Casting Time: 5
This spell unleashes a 4-inch beam of darkness Duration: 2 rds.llevel
in a straight line from the caster’s hand. The beam Area of Effect: 1 fire source
ends whenever it strikes a creature within range. Saving Throw: Special
One darkbolt can he hurled per round until the
spell expires or the caster works another spell, A Darkfire flames give no light at all, although
darkbolt chills living creatures for 2d4 points of creatures with infravision see a signature brighter
damage and acts as a one-round hold spell on than normal flame. Contact with a brazier or hand-
undead creatures. (A successful saving throw vs. lamp of darkfire typically inflicts 2d4 points of
paralyzation negates this effect on undead.) Struck damage: flammable items or garments require
creatures are also afflicted with magical silence item saving throws vs. magical fire.
lasting Id4 rounds; a creature making a successful
saving throw vs. spell is not silenced, but only In battle, darkfire can be cast to emanate from
takes damage if living. one of the caster’s hands. It does not harm the
caster at all, except to burn away clothing it
Notes: Granted by the Shar, Mistress of the touches. A blow from a flaming hand inflicts Id8
Night, evil goddess of the FORGOTTERNEALMS points of &-based damage.
setting.

Darkfire of Beshaba f

Darkjire from the hand can be willed into hand- This spell is found only in a few exceptionallyrare
fuls and thrown. One ball of flame can he hurled up tomes.
to IO feet, as if the caster was attacking directly.
Thrown dor&m inflicts ld3 points of damage plus Darkness
1 additionalpoint per casterlevel, to a maximum of
ld3+10 points of damage at loth level. The DM Reversed form,light. This form is used by evil
should use the grenadelike missile table to deter- priests.
mine where misses land-such misses have the
usual incendiary effect and the darwre itself rages Day In The Life, A
for Id2 rounds before burning out.
See a day in the life.
This magic was developed for use in rituals of
worship to Lolth, but has since been adapted into -Daydream Halfling
an offensive battle spell. This spell transforms a
normal fire or ignites unlit fuel with darkfire. (Phantasm)
Sphere: Creation
Notes: Granted by the drow goddess Lolth.
Level: 1
n
Range: 20 yds. + 10yds./level
S
Components: S , M
L CastingTime: 4
R Duration: 1 rd./level
Area of Effect: 1 creature
C Saving Throw: Neg.
C
This spell causes the subject’s thoughts to drift
r away from the task at hand, diminishing his or her
chances to notice anything unusual. For the dura-
SavingThrow: None tion of the doydream effect, small clues OT discrep-
This spell enables the caster ta emit a jet of ancies are blithely ignored, and only obvious
events are noted, as adjudicatedby the DM. A suc-
black flame from his hand or eyes. The flame is cessful saving throw vs. spell negates the day-
oily, c w l to the touch, and has no effect on flam- dream. If the casting of the d q d m a m was done
mable materials-it harms only living things. If discreetly, regardless of whether the saving throw
the flame comes from the caster’s hand, a touch was made or not, the target creature may not even
(successful attack) by the caster inflicts Id4 points realize that a spell was cast.
of damage, plus 1 additional point per level
(ld4+10 points maximum). If the flame jets fmm An affected creature is penalized by 10% on
the caster’s eyes, it has a range of 15 feet. A suc- any checks related to perception or observation.
cessful attack roll is required to inflict damage, Thus checks for surprise are made with a -1
which is only half as much as a successful touch penalty, thief skill checks to Move Silently and
(round up). Hide in Shadows are made with a +lo% with re-
spect to the subjed of the daydream, Intelligence
An undead is restored by darwre and regains checks to notice or observe anything unusual are
lost hit pints equal to the damage the spell inflicts made with a -2 penalty, etc. If and when the crea-
upon living things.This spell can also knit together ture does notice anything unusual, the daydream
severed undead body parts, restoring them to a ends immediately.
functioning whole. The parts must be brought into
contact and properly assembled before the &@re The material componeots are the priest’s holy
is applied, and the spell must manifest moss the symbol and a pinch of fine sand.
breakage. Only one break per level of the caster can
be rejoined by this means. Severed skeletal limbs Notes: Granted by the halfling god
often involve multiple bone breakages. Brandobaris.

The material component is a pinch of ash from
a cremated mammal.

Notes: Granted by Beshaha, the Maid of

Misfortune, of the FORGOTTENREALMSsetting.

> Deadly Dance

Dead Magic Shield This spell animates multiple corpses or body

(Alteration) parts without making them undead. Up to 10once-

Sphere: Protection living objects per level of the caster can be raised

Level 5 up from 1 to 14 feet above the ground and sent in a
Range: 0 single direction so that they drift along in a straight
Components: V,S
Casting Time: 8 line on the indicated route at MV Fl IO (E).The
Duration: 1 rd.flevel
Area of Effect: Creates shield, 2-A. diameter caster can redirect them at any time by concentrat-
Saving Throw: None
ing, so as to allow them to follow a winding road
This spell creates a shimmering disc-shaped
shield of force 2 feet in diameter affixedto the left or simply to change direction. The spell is not
or right forearm of the caster as chosen during
casting. If the caster is not wielding a weapon two- ended, nor contact lost, if the caster engages in
handed, carrying a shield, or casting a spell, the
dead magic shield can be used to block magical at- other spellcasting. The spell works underwater, so
tacks. If the caster wields a weapon in his or her
other hand, the priest can attack with a melee that the animated army of the dead can march
weapon while employing the dead m g i c shield.
down into a river, across its bed, and up the far
A dead magic shield does not have any effect
on Armor Class or physical attacks. However, if hank. The magic is not broken by long falls; an an-
successfully intelposed between the caster and a
spell or a spell-like power, it harmlessly dissipates imated band that marches over a cliff continues on
the spell. Area-of-effect spells can be blocked
from affecting the caster and anyone physically its way at the bottom.
shielded by him or her. Touch spells can be dissi-
pated as well by forcingthe attacker to bring his or The animated corpses can be dressed in uni-
her hand into contact with the dead magic shield.
forms to deceiveobserversor be used as light trans-
To block a spell, the caster must make a suc-
cessful saving throw vs. spell with a +1 bonus to port by strapping pouches or weapons to them, but
the roll for everv three exnerience levels of the
spellcaster, rounding up, to a maximum of +5 the spell cannot keep singleitems that weigh even a
Even if a spell is not blocked (in other words, thi
savingthrow is failed), if the spell normally allow trifle over 200 pounds aloft, so pack trains of the

wielder is still allowed a saving throw witl animated dead are impractical. The spell can be
a +2 bonus.
ended before it expires if the caster so wills. At the
Notes: Granted by the lesser god Shaundaku1
of the FORGOITERNEALMS setting. spell's end the dead fall ahmptly to the ground or

Dead March sink gently down, as the caster desires. The ani-

(Alteration, Necromancy) mated dead have no sentience or hostile intent and
Sphere: Necromantic
cannot be affected by magic that affects or controls
Level 4 undead creatures,neither can they beturned.
Range: 5 yds.flevel
Components: V, S, M The material components for this spell are a
Casting Time: 7
Duration: 1 hr.Aevel miniature or full-size drum stick or a chicken leg
Area of Effect: 10corpses or body parts
Saving Throw: None hone and a thread.

Note%Granted by the god Kelemvor, Judge of
the Damned, of the FOR- REALMSsetting.

Deaden Sensation

Reversedf o m intensify sensation.

Deadly Dance

(Alteration)
Sphere: Combat

Level 4

Range: Touch
Components:V, S, M
Casting Time: 7

Duration: 4 rds.
Area of Effect: 1 four-limbed,bipedal creature
Saving Throw: None

This spell affects the caster, another touched

four-limbedbipedal creature (such as a human), or

a creature currently using such a form. It fades,

Deafening Clang -Gnome f

wasted,if used on anothertypeof creature or if the Death Candle -Shaman
recipient being changes its form to something
other than a four-limbed biped. (Divination)
Sphere: Divination
The recipients of a deadly dance spell moves
with fluid grace. Remaining still takes a conscious Level: 2
effort; its wants to move. For the duration of the
deadly dance, the Dexterity of the recipient is in- Range: Special
creased by 2 points and balance is perfect, allow- Components:V, S, M
ing him or her to leap about and land with pinpoint Castine Time: 1 rd.
precision-for example, on tiny ledges-and cast
spells, catch or throw things, or launch attacks in I~ ~~
mid-leap. In each round of the deadly dance, the
recipient either can attack with a +3 bonus to Duration: Special
attack rolls or take double the usual number of Area of Effect: 1 creature
normal attacks. SavingThrow: None

The material components of this spell are a bit This spell creates a way for the shaman to keep
of rubber and a scrap of silk. track of the health and life of another. The spell is

Notes: Granted by Lliira, Mistress of Revels, cast on a single being, who must he holding a pre-
of the FOR-N REALMSsetting. viously unused candle: As the spell is cast the

Deafening Clang -Gnome candle must be lit, and thereafter cannot be extin-
guished except by magical means, such as gust of
(Enchantment) wind or create water spell.
Sphere: Combat
The flame bums without changing the candle,
Level: 1 for as long as the subject lives. If the subject is
Range: Touch
Components:V, S, M ever extremely unwell (such as suffering from a
Casting Time: 4 fatal disease or wounded to the point of near
Duration: Special (1turn maximum) death), or ever leavesthe Prime Material Plane, the
Area of Effect: 1 metal item flame gutters and flickers low, hut does not fail.
Saving Throw: None Only if the subject dies does the candle go out.

This spell is effective only when cast upon a
metal item. Once cast, the object enchanted by
means of this spell rings with a deafening clang if
struck against a hard surface and a command word
spoken. The spell expires once three deafening
clangs have been sounded or once ten rounds have
passed from the time of casting.

All creatures except the wielder within 10 feet
of the point of contact when a deafening clang is
sounded must make a successful saving throw vs.
spell or be deafened for 2d4 rounds. An affected
creature has a -1 penalty to its surpriserolls unless
its other senses are unusually keen. Deafened
spellcasters have a 20% chance to miscast any
spell with a verbal component.The deafness fades
in 2d4 rounds or can be cured magically, for exam-
ple, by the cure blindness or deafness spell.

The material components are the priest’s holy
symbol and a small round metal gong.

Notes: Granted by the dwarven god Gaerdal
Ironhand.

LJ 184

Txath Chariot

Thus, the candle's owner can tell whether the crea- can retain detonation control of the chariot by ac-
ture lives or has died. companying it in person. This control does not

The material component is a previously unlit preclude the caster from taking other actions or
casting spells, and does not mean that the caster
candle. has to personally command the death chariot.
Notes: Restricted to shamans, uncommon. Note that a priest could well deceive others into

Death Chariot thinking the death chariot is a chariot of Sustarre

(Evocation, ConjurationlSummoning) by touching passengers before they enter the death
Sphere: Elemental Fire chariot and accompanyingthem.

Level: 7 If the death chariot is preset to detonate, then at
the designated moment it suddenly explodes in a
Range: 10yds.
gigantic ball of fire and vanishes along with its
Components:V,S,M steeds. AI1 in the chariot or within 30 feet take
1Od4 points of fire-based damage (half if a saving
Casting Time: 1 turn
Duration: Special throw vs. spell is successful). Passengers suffer a
Area of Effect: Special funher 2 points of blast shock as oxygen is con-
SavingThrow: Special sumed in the blast, and air rushes back in to fill the

When this spell is cast, a clap of thunder void caused by it. If the chariot vanishes in midair,
sounds and a billowing cloud of smoke erupts passengers also fall unless magical items or spells
from around the caster or at a spot within 10yards
of him or her. Within this cloud appears a flaming afford escape.
chariot pulled by two fiery horses. The chariot Readily combustible materials such as cloth,
moves at MV 24, F148 (D) and can carry up to
nine man-sized creatures. The caster need not be wood, paper, and oil are consumed in the blast;
among them. The chariot feels uncomfortahly hot flamingoil damage should he added to the damage
to approach, and merely touching one of the horses total for any chariot passengers carrying oil on
inflicts 3d8 points of fire damage, but hoarding 01
touching the chariot causes no damage. Anyone ir their persons. All other items-including scrolls
the chariot can control its path by verbal com- and spellbooks-receive item saving throws vs.
mand, causing the flaming steeds to stop or go,
walk, trot, run, or fly, turn left or right, or rise or magical fire to survivethe blast. Items that also fall
descend. must make successful item saving throws vs. fall
or he destroyed.
The vehicle and steeds can be harmed by water
or by magical weapons. One quatt of water causes A caster accompanying the chariot causes the
1 point of damage. The steeds and chariot areAC 2
and can be dispelled by inflicting 30 points of death chariot to explode by act of will, not verbal
damage upon each of them. The steeds and chariot command. The caster can hail out before igniting
can be forcibly returned to the elemental plane of the trap, ride the death chariot in safety for a short
Fire by the use of such spells as dispel magic and
holy word. Fire and electricity harm neither the trip (for example, across a chasm or down from a
chariot nor the steeds, but cold-, ice-, and water- cliff, tower, battlement, etc.) and then leave it as a
based magic inflict double damage. The steeds are fiery trap, or even send the death chariot back at a
immune charm, sleep, and hold magics. Bringing
an alchemyjug or a decanter of endless water into pursuing enemy before causing it to explode. The
the death chariot causesthe chariot to explode im- maximum duration of a death chariot, if it is not
mediately (effectsgiven below). detonated, is one round per level of the caster. If

A death chariot closely resembles a chariot of kept for its maximum duration, the death chariot
Surrarre, save that its enchantments are less stable fades away harmlessly.
and more temporary. The caster can set the spell to
work one of two ways: Either the death chariot is The material components me a small piece of
preset to explode at any time from one round to the wood, bark, or a handful of wood shavings, two
end of one turn after the spell is cast, or the caster holly hemes, and a fire source at least equal to a
torch.

Notes: Granted by the nature god Silvanus of

the FORWITENREALMSsetting.

Death Curse f

Death Curse ing that would bar its caster). While it is unatlected
by spells governing undead or dragons, a dispel
(Alteration, Neeromantic) magic spell causes it to melt away instantly. It flies
Sphere: Necromantic a b u t at MV Fl 12 (D) and is able to attack twice
per round. Regardless of what body part appears to
Level: 2 attack, these are always THACO 10 bludgeoning
Range: 0 blows that inflict Id12 points of damage each.
Components: V, S, M
Casting Time: 1 rd. A death dragon isn’t truly solid, and therefore
Duration: Special can’t he ridden by its caster or struck by oppo-
Area of Effect: 1being nents-their blows pass through apparent nothing-
Saving Throw: Neg. ness.

This spell is used to avenge the imminent death The material components of a death dragon
of the caster. The barbarian cleric can name an spell are four bones, all of which must be complete
enemy and invent a curse to take effect on the and intact. One of these remnants must be from a
foe-if this enemy was the direct cause of the
caster’s death. If the caster is raised from the dead, reptile and one from an avian. Alternatively, a
the curse is broken, but otherwiseit is everlasting.
The curse is usually imaginative (and fiendish), single fragment or whole hone from any sort of
hut caunot exceed the power of a bestow curse dragon will serve.
spell (-4 penalty, ability score reduced to 3, etc.).
If the caster commits suicide,the spell takes effect, Notes: Granted by the god Kelemvor, Judge of
but obviously this is not commonly done. the Damned, of the FORGOTIERNEALMS setting. This
spellis found only in a few exceptionally rare tomes.
The material component is a necklace made of
the teeth of large carnivores. Only one enemy can 8+3 Hit Dice) might disperse the death dragon
he held under threat of a death curse at a time in melee combat if the caster fails a saving throw
vs. spell (check each round of melee in which
Notes: Restricted to barbarian clerics, very the creature attacks only the death dragon).
Exceptional attacks, such as a breath weapon in-
rare. (Updatedfrom DRAGONMagazine.) flicting more than 50 points of damage, might
also disperse this spell instantly.
Death Dragon
Death Pact
(Nenomsney)
Sphere: Necromantic (Invocation/Evocation)
Sphere: Necromantic
Level: 6
Range: 90 yds. Level: 7
Components:V, S, M Range: Touch
Casting Time: 1 rd. Components:V, S. M
Duration: 1 rd.fleve1 Casting Time: 1 turn
Area of Effect: Special Duration: Special
SavingThrow: None Area of Effect: 1 individual (usually caster)
SavingThrow: None
This spell creates a weird dragon-shaped as-
semblage of skulls, hones, hair, teeth, and other By completingthis ritual, a high priest forges a
body remnants, apparently from many different powerful pact with his or her deity. The covenant
creatures, held together in a macabre collection by ensures that a chosen individual will survive an
magic. The result is winged, has a tail,four claws, untimely death. A death pact is aiggered when-
and a large-jawed head, and is semi-illusory, shift- ever the protected individual is reduced to fewer
ing outlines and size as surroundingspermit or the than 0 hit points (mortally wounded) due to
caster desires (for example, its wings and tail can combat, spell, or accident. In the same round, the
be shrunken dramaticallyto fit through gaps or into subject receives the following benefits:
small rooms without affectingits flying ability.)

A death dragon cannot be made smaller than the
caster (in other words, it can’t pass through an open-

Death Prayer

-The individual (or his or her remains) and all Death Prayer
possessions are transported immediately hack to
a religious Sanctuary as if by a word ofrecall (the (Invocation)
location of the sanctuary must he specified at the Sphere: Protection
time of casting).
Upon arrival,the individualis revived;no system Level: 2
shock roll is required. Range: Touch
Components:V, S, M
*Physical damage sustained by the individual is Casting Time: 1 turn
completely healed except for 2-5 (ld4+1) points Duration: Instantaneous
of damage. Area of Effect: 1 corpse
Saving Throw: Special
* Severed or amputated limbs are fully restored.
-The body is cleared of lingering enchantments The priest can, by use of this spell, reduce the
chance that a corpse will rise later as an undead
with a dispel m g i c (bestowed at caster’s level), creature.It prevents both the magical animation of
whether beneficial or baneful, and cleansed of all a corpse and the seizure of the body by an inuud-
poisons, diseases, blindness, curses, and insanity. ing spirit. Once the protection is placed, the
dweomer fades, and the fact that the death prayer
A death pact remains in effect indefinitely, was cast can be detected only by a greater divina-
until the conditions established at the time of its tion spell of at least 5th level.
forging have been fulfilled. The pact can be estab-
lished to benefit an individualother than the caster. If a corpse would rise as an undead creature,
However, in almost all cases, the chosen one must this protection allows a saving throw based on its
he in good standing with the caster’s religion and level in life. The saving throw cannot be better than
agree to undertake a mission that directly benefits 6 or more on Id20 in any event (75%). even if mag-
the deity or dark power responsible for granting ically augmented. Failure means the corpse will
the spell. A dispel m g i c cannot end a death pact rise as the appropriate type of undead. Success
prematurely. means that the corpse is merely dead. This prevents
the corpse from returning, for example, as a ghoul,
This powerful spell is not without its cost, how- ghast, wight, wraith, spectre, or even a vampire.
ever. Forging a deathpact is an exhaustively stress-
ful process, drawing the priest into draining While the corpse is sealed, a speak with dead
audiences with extsaplanar powers. As a result, es- spell or its equivalent cannot contact the spirit
tablishing it ages the caster five years and requires unless the caster is of higher level than the caster
at least one week for completerecuperation,during of the death prayer Also, while the corpse is pro-
which time the priest cannot cast spells or engage tected, any resurrection survival roll it requires is
in any physically demanding activity. Furthermore. penalized by 25%. The death prayer cannot be re-
when the pact is invoked, the mystical transport moved with a dispel magic spell, but it can he re-
and instantaneous healing exacts another toll, this moved with a limited wish or restoration.
time aging the recipient five years (and one point of
Constitution permanently, if brought back from This spell does not function on the Demiplane
death). Thus, a the priest who casts the spell on of Dread.
himself might sacrificeten years of life.
The material component is the priest’s holy
The material components are a holy (or symbol and a vial of holy water, which is sprinkled
unholy) sanctuary consecrated to the caster’s deity over the body.
and seven drops of holy water (or unholy water).
Wicked necromancersin the service of evil deities Notes: Very rare for clerics. (Updated from
are rumored to have significantlyreduced the per- DRAGOMNagazine.)
sonal toll on the caster by substituting some un-
speakably foul sacrifice.

Notes: Uncommon for evil necromancer
priests; otherwise very rare.

Death Pact, Velsharoon’s

See Velsharmn’sdeath pact.

Death Symbol of Bane f

Death Symbol of Bane save against all three effects each time the symbol
is activated.
(ConjurationlSurnmoning)
Spherr: Guardian If a death symbol of Bane is cast upon a surface
that is destroyed or broken before the death
Level: 7 symbol is exhausted (usually in an attempt to de-
Range: Touch stroy or bypass the death symbol), the dearh
Components:V, S , M symbol’s magical energy is instantly released in an
CastingTime: 3 explosion. This energy blast does 3d8 points of
Duration: Special damage to all creatures within 10 feet, 2d8 points
Area of Effect: Special to all within 11 to 20 feet, Id8 to all within 21 to
Saving Throw: Neg. 30 feet, and Id4 to all within 31 to 40 feet.

The Risen Cult of Bane uses a special symbol The material component of this spell is the
created long ago with the direct assistance of the paste (described above) with which the symbol is
god Bane. The death symbol of Bane is extremely draw.
long-lasting; it lasts for one discharge per creature
whose blood is used in its making. The casting of Notes: Granted by the evil death god Bane of
most death symbols of Bane involves the sacrifice the EORWLTENREAMS setting.
of at least 30 CreaNreS whose blood is mixed into a
paste with ground black opal dust and diamond Death Talisman
dust (no less than 5,000 gp value of each t y p of
dust). (Only three drops of each mahue’s blood (Divination,Enchantment, Necromancy)
are required, though Banites usually kill whole Sphere: Divination
creatures and use all their blood.) The symbol is
drawn with this grisly paste. Level: 2
Range: Touch
A death symbol of Bane vanishes, once cast, Components:V, S , M
and glows only when activated. It can be detected CastingTime: 1 rd.
by magics that allow the reading or detectionof in- Duration: 1 wk.Aevel
visible things or writings. It cannot be activatedby Area of Effect: 1 object
any creature bearing a holy symbol of Bane. SavingThrow: None
Typically, it is cast on a door or portal. It is acti-
vated when any CreaNre of the types whose blood Using this spell, a caster can enchant a small
was used in its creation who is not carrying a holy item, usually a polished knife or other shiny metal
symbol of Bane touches the door or attempts to object, linking it to the caster’s health.
pass through the portal.
As long as the caster stays healthy, the object
When activated, it explodes outward in de- remains in the same condition as it was in at the
smctive, life-draining energy. Any being within time of casting. when the caster dies or is other-
10 feet of the dearh symbol of Bane must make a wise permanently disabled (for instance, Nmed to
successful saving throw vs. death magic or be stone), the enchanted object becomes corroded
slain. (Any being touching the death symbol itself, and dull.
even if using a weapon or tool to do so, saves at a
-1 penalty.) Any being within 20 feet must make a The divination effect lasts as tong as the caster
successful savingthrow vs. paralyzation or suffer a stays within 1,000miles of the enchanted item.
chilling withering that causes Id12 points of
damage; there is a 30% chance that 1 hit point of The spell focus is the item to be enchanted,
such damage is permanently lost. Any being which is not destmyed in the caziing.
within 40 feet must make a successful saving
throw vs. breath weapon or be wracked by fierce Notes: Uncommon for priests h m an arabian
stabbing pains for 2d10 rounds. These cause a -2 setting; otherwise, very rare.
penalty to attack rolls and a -1 penalty to
Dexterity ability scores.

These effects are cumulative.A creature touch-
ing a death symbol-guarded door or m a has to

Death Touch

(Necromancy) points, the DM should allow this $pelt to revive
Sphere: Necromantic mortally wounded characters (0 to -9 hit
Iioints), providing it is cast within 10 to 1rounds
Level: 6 <If the subject's demise. A system shock roll 1s
Range: 0
Components: V, M "-",-_" ....Iequired to survive the transition. If successfiUl,
Casting Time: 6
Duration: Instantanwus ....,t..h- p Ciihiert nermrnrntlv I.nls"e-."~II rnn"int of
Area of Effect: 1creature
Saving Throw: See below Constitution. The creature is restored to 1 hit

point, which can be increasedby further magical
healing. If the time limit is exceeded, then the

subject can be revived only by a raise dead spell

By casting this spell, the priest slays another or similar magic.

living creature and transfen part of its life energy to Debris Barrier

himself. To cast the spell successfully, the priest must (Alteration)
make a successful attack roll.The creatureis allowed Sphere: Guardian
a saving throw vs. death magic at a -2 penalty. If suc-

cessful, the creature suffersthe effectsof a cause cnr-
ical wounds spell (3d8+3 points of damage). Level: 5

Othenuise, the creature is slain and the priest gains Range: 5 yds.nevel
Id4 hit points per Hit Die or level of the creature slain,
up to the priest's normal hit point maximum. Components:V,S, M

Casting Time: 5 rds.

The material component for this spell is a spe- Duration: 1rd.Aevel
cially prepared skull decorated with gold filigree and
mwnstones worth 500 gp,which is consumedin the Area of Effect: Up to 5 ot

SavingThrow: Special

spellcasting, whether the attack is successful or not.

Notes: Granted by Iuz the Evil of the WORLD This spell allows a priest to animate nonliving

OF GREYHAWsKetting chunks of space debris (man-size or smaller) into

Death's Door motion. It is effective in wildspace, phIogiston,
and atmosphere alike.

(Necromancy) The debris must be present already, not con-
Sphere: Necmmantic tained by or part of a larger mass. The debris
whirls about within an oval area, no more that 10
Level: 3
feet per level long and 5 feet per level wide or

Range: Touch deep. The priest can use the field as a barrier or

Components: V, S, M direct it as an offensive weapon. Those contacted
Casting Time: 6
Duration: 1hr. I level by or within the field suffer4d4 points of damage
Area of Effect:Creature touched per round. Exposed ceramic, bone, or glass items

in a debris barrier must make a successful item

Saving Throw: None saving thow vs. crushing blow each round or be

A priest who employsthis spell touches a being destroyed.
who is injured, unconscious and "at death's dwr" The debris field moves at a rate of 18 ( M C C).
:-I to -9 hit points). The spell immediately brings
he wounded individual to 0 hit points. Although The caster can move the field about within the
he individual remains unconscious, bleeding and spell range by concentration. The field remains
ieterioration are stopped for the duration of the stationary if the priest casts another spell or is ren-
rpell. The subject (now at 0 hit points) can be dered unconscious. A successful dispel magic
xought immediatelyto consciousness by spells or spell causes the objects to disperse immediately.
tems that restore lost hit points.
Notes: Common for priests from a spelljam-
The material components are the priest's holy ming culture: otherwise, very rare.

"-S.y._l'rL"^"1,, a" l".1:1.-c"L...Ll:l.-l,l:-l-r" l l l l n 1 , a^..All" a 1 urrguc,rr. Decay

Notes: Uncommon for clerics. A 3rd level spell, see druid's decay.

LJ 189

Decay After an appropriate amount of time has passed,
most objects break, rust or corrode, decay into
A 6th level spell, see greater decay. powder, or otherwise become useless.A successful
dispel magic halts the accelerated decay process
Decay and return’s an item’s aging to normal rates; aging

ilteration) that has already taken effectis permanent, however.
>here:Time
Normal items do not receive a saving throw
Level: 3 against this spell’s effects.Magical items receive a
saving throw against the spell; they must make a
Range: Touch successful item saving throw vs. lightning at a -2
Components: V, S, M penalty or be affected by the spell. Artifacts and
Casting Time: 1 rd. relics are unaffected by this spell. To affect an item
Duration: Instantaneous being carried or worn by someone, the casting
&ea of Effect: 1 cu. ft.Aevel priest must make a successful attack roll with his
Saving Throw: Special
or her hand.
This spell accelerates the aging of any item. It The material component of this spell is the holy
has no effect on living matter. For every hour that
symbol of the casting priest.
passes, the object decays a day. Equally, any abra- Notes: Granted by the evil death god Bhaal of
sion or strain to the article is increased twenty-fold.
the FORWITERENALMS setting.

3 Oeep Breath

Decay, Dolorous fected by this spell, although a corpse (even a fresh
one) would be. Undead creatures that have corpo-
See dolorous decay. real forms are affected if they fail a saving throw
vs. death magic. A magical item composed of or-
Deceive Prying -Drow ganic materials (for example, a wooden spear + I )
must make a saving throw vs. disintegration.
(Divination) Nonmagical items of organic composition (doors,
Sphere: All rugs, etc.) receive no saving throw. Decomposed
creahxes can be raised, resurrected, or reincar-
Level: 6 nated if the dust is carefully collected and pre-
Range: Touch served.
Components:V, S, M
Casting Time: 9 The material component is a pinch of pufiall
Duration: 1hr.flevel(maximum 1day) dust.
Area of Effect:Creature touched
SavingThrow: None Notes: Very rare spell, most common for
druids. (Updated from DRAWNMagazine.)
This spellprotects the priest 01 anothertouched
being from magical and psionic examination (not Deep Breath
attack). The alignment aura, faith, and thoughts of
the recipient are overlaid by a false alignment and (Alteration)
set of beliefs (chosen during casting), and random Spherr: Elemental Air
surface thoughts are supplied by the spell, in I.- Reversible
sponse to what the being sees happening and the
false alignment and faith chosen. The being can Level:
cast spells without breaking this protection, and Range:
conduct any mental activity desired (including the Compi
use of psionics or telepathy) behind the mental Castinj
screen. A deceiveprying spell provides no protec- Duratii
tion against enchantmenVcham spells or psionic Area 0:
attacks except to give a + I bonus to the initial Saving
saving throw against a charm person magic (not
the more powerfulcham monster), by making the With this spell, the caster allowsone creatureto
attacker’s mind assault less precise. Priests of take a singlebreath that lasts for the duration of the
Vhaeraun use this spell to hide from those wing
to discover their identities. spell. The spell bestows no ability to maneuver or
function underwater or while buried in sand but it
The material components a drop of cranial
fluid and a small cube of iron. does temporarily remove the need to breathe. Once
the spell ends, an individual who cannot breathe
Notes: Granted by the drow godVhaeraun. normally begins to suffocate after ’/I his
Constitution score in rounds (a Constitution check
Decompose is required each round, with a -2 cumulative
penalty: after failing a check Id6 points of damage
(Necmmancy) is taken per round).
Sphere: Animal, Plant
If the deep breath spell is cast on a creaturethat
Level: 4 has already held its breath for a few rounds, the
Range: 5 yds.Aevel spell acts as a clean gulp of air-when the spell
Components:V, S, M wean off the creature begins the suffocation pro-
Casting Time: 7 cedure fresh. The spell also lets an individual
Duration: Instantaneous avoid the ill effects of most gases, magical and
Area of Effect: 150 Ibs. maximum otherwise.
Saving Throw: None or Neg.
The material component for this spell is a tiny
This spell causes organic material to turn into bladder of air, usually made from animal skins,
which is burst over the recipient’smouth and nose.
humus or compost instantly. Up to 150 pounds of
material can be affected. Living matter is not af- Notes:Uncommon forpriests from the DM SUN
setting; otherwise, very rare. See steal breath for the
reversed form.

Defensive Harmony f

Defensive Harmony Defiler Scent

(EnchantmenUCharm) (Divination)

Sphere: Law Sphere: Elemental Air

Level: 4 Level: 4
Range: 5 yds. Range: 10yds.Aevel
Components: V, S Components:V, S
CastingTime: 5 rds.
CastingTime: 1
Duration: Instantaneous
Duration: 1 rd. + 2d4 rds. Area of Effect: I creature

Area of Effect: 1 creatureltwo levels Saving Throw: None

Saving Throw: None

This spell must be cast on at least two crea- Using this spell a priest can discern whether a
tures. The priest can affect one creature per two particular being is a defiler, although it doesn’t tell
him if the creature is a spellcaster.
experience levels, and all creatures to be affected
must be within duee feet of each other at the time A priest picks a creature in an radius of IO
of casting. After the spell is completed, affected yards for each level he has attained. He concen-
individuals can move about freely. trates for one round and waits as the spiritual odors
of the suspected defiler waft toward him.
The spell grants the creatures a defensivebonus Preservers and creatures by race and species smell
by bestowing an enhanced coordinationof their at- normally. Defilers carry the bitter scent of smol-
tacks and defenses. The affected creatures must be dering meat.
involved in a single battle so that their effortshar-
Notes:Uncommon for priests from the DAFXSLIT
monize to the benefit of all involved. For example, selting; othetviise, very rare.
the affected creatures can attack one dragon or a
group of orcs in a single area. They can also attack Deflect Psionics -Duergar
additional enemy forces that anive duringthe same
(Abjuration)
combat. If the enemy forces divide and flee, the af- Sphere: Thought
fected creatures can follow,continue to attack, and
benefit from the spell. If the affected group is split Level: 4
into two smaller groups when attacked, however, it Range: 0
gains no benefit from defensive harmony
Components:V, S
While the spell is in effect, each affected crea- CastingTime: 7
ture gains a + I bonus to Armor Class for each Duration: 7 rds.
creature other than itself benefiting from the spell,
to a maximum bonus of +5 (although more than Area of Effect: Special
five can be affected by the spell). Thus, if four SavingThrow: Special

creatures are affected each creature gains a +3 This spell employs magic to deflect psionic at-
tacks against the priest. For the duration of the
Armor Class bonus. spell, any being directing a psionic attack at the
This bonus represents a mystical coordination caster must first make a successful saving throw
vs. spell. Success means the psionic attack pro-
of effort on the part of all affected creatures. A ceeds normally. Failure means, the attack is shifted
fighter will naturally wage his attack to distract the to take effect against another being within 30 feet
troll attacking the thief. The ranger will instinc- of the priest, other than the original attacker. If no
suitable individual is in this range the attack pm-
tively block the swing of an orc, thereby protecting ceeds normally against the priest.
the wizard. Creatures affected by the spell are not
If the psionic attack can be deflected to more
consciously aware of these efforts, and they are than one individual, the one affected is determined
by the following priorities: I ) the most PSPs, 2)
unable to create specific strategies and tactics. the highest Intelligence score, and 3) a random die
Notes: Common for to priests with major roll. Neither priest nor the attacker bas any control
over the target of the deflected attack.
access to the sphere of Law (TOM).

Defile

Reversedfoim, sanctify.

<J 192

The material component is the priest’s holy Dehydrate
symbol.
@vmtion)
Notes: Granted by the duergar gcddess Deep
Sphere: Sun,Elemental Sun
Duerra.
Level: 7
Deflection Q
Range: 5 yds./level
(Evocation) Components: V. S
Reversible CastingTime: 1rd.
Sphere: Protection Duration: Concentration
Area of Effect: 1 creature
Level: 1 Saving Throw: None
Range: 120yds.
Components: V, S This awful spell causes water to evaporate r a p
Casting Time: 1 rd. idly from the target creature’s body. The creature
Duration: 2 rdsnevel loses 1 hit point per round as its body fluids seep
Area of Effect: 1 creature to the surface of the skin and are absorbed by the
Saving Throw: Special spell. This continues until either the creature is
dead or the spellcaster is disrupted. Drinking a
When the shukenja casts this spell, a chosen canteen of water stops aU damage for 4 rounds and
creature within range is surrounded by a mystical restores Id4 points of damage taken from this
shield, protecting it from missiles and blows. The spell. The spell not only steals its creature’swater,
creature is allowed a saving throw vs. death it transfersit to the caster as well. The priest does-
against any attack for which a successful hit roll is n.1 have to drink again for a number of days equal
scored. If the saving throw is successful, the m a - to 10% of the stolen hit points. If 20 hit points
ture takes no damage from missile weapons and were stolen, the priest does not have to drink for 2
half damage from melee attacks. Through the days.
power of the spell, the creature has managed to
nimbly sidestepthe shot or deflect the blow of the If the creature survives, drinking good water
attacker. renuns all but Id6 of the lost hit points, and heal-
ing spells work normally,.
The reverse of this spell, amaction, can be cast
on an unwilling opponent who is allowed a saving Notes: Uncommonfor prismfromtheDARKSUN
throw vs. spell to avoid the effect. If the saving setbhg; otherwise, very rare.
throw isfailed, thecreatme suffers 1point of addi-
tional damage for every level of the caster when hit Demagnetize
(to a maximum of +IO), unless a successfulsaving
throw vs. death is made for that hit. Reversedform,magnetism.

Notes: Common for a priest from an oriental Deny Death
setting; otherwise, very rare.
(Alteration, Necromancy)
Degenerate Critical Wounds Sphere: Necromantic

Degenerate Light Wounds Level: 5
Range: 30 yds.
Degenerate Serious Wounds Components:V, S
Castinglime: 8
Reversedforms,regenerate critical wounds, regen- Duration: 1 hr./level
erate light wounds, regenerate serious wounds. Area of Effect: 1creaiure
Theseforms ore used by evil priests. Saving Thmw: None

Degenerative Harm This spell places willing or senseless beings
that have suffered injury within the previous turn
Reversedform, regenerativeheal. Thisform is used into a type of suspended animation. It does not
by evilpriests. work on hostile beings who are still conscious or
who are under the effects of a magical or psionic
charm or sleep effects. This suspended sleep pre-

LJ 193

- D e p ~ sRs esistance -Elf, Gnome M

vents further loss of blood, vital fluids, and hit Destroy Atmosphere
points and prevents foreign substances and poi-
sons that are propelled through the body by the Reversedform, create atmosphere.
natural actions of breathing, blood pumping, or di-
gestion from dispersing any further. It thus keeps Destroy Bloodline
poisoned or sorely wounded beings alive for the
spell duration. Reversedform, create bloodline.

The spell also prokcts the subject against addi- Destroy Crypt Thing
tional damage from nonmagical attacks or han-
dling. For example, it allows the caster to drag a Reversedform, create crypt thing.
sorely injured companion over rough ground with-
out causing further harm. The caster can end the Destroy Water
effect instantly at will regardless of how much dis-
tance separates him or her from the affected being. Reversedform, create water. Thisform is used by
Recipients of deny death cannot rouse themselves, evilpriests.
nor are they awakened hy attacksupon themselves.
Destruction
Notes: Granted by the god Kelemvor, Judge of
the Damned, of the FORGOTI%R’ EM?, setting. Reversed form, resurrection. Thisform is used by
evilpriesrs.
Depress Resistance -Elf, Gnome
Destroy Magedoom
(Abjuration, Alteration)
Sphere: Combat (Conjuration/Summonhg)
Sphere: Summoning,Protection
Level: 3
Range: 60yds. Level: 7
Components: V, S , M
Casting Time: 6 Range: 10 ydsAevel
Duration: 1 turn
Area of Effect: 1creature Components: V,S
Saving Throw: None
Casting Time: 1 rd.
Using this spell, a priest can temporarily Duration: Instantaneous
reduce the magic resistance of a target creature. Area of Effect: 1mageduom
The magic resistance of the c r e a m works against SavingThrow: Special
the depress resistance spell at half its normal
value, and no saving throw is allowed. The spell This spell has no effect on any c r e a m except
a magedoom. It is unaffected by a magedoum’s
has no effect on creatures that have no magic re- 100% magic resistance. When cast on a mage-
dmm, the creature must make a successful saving
sistance. throw vs. spell or be destroyed. If the saving throw
If the creature does not resist this spell, its is successful,the magedoom takes 1Od8 points of
damage, which might destroy it, anyway.
magic resistance is reduced by 10%for m e turn.
However, drow magic resistance is reduced by The spell was developed by the church of
50%, plus 2% per level of the caster. Azuth in response to the creation of a mage-!dling
horror known as a magedoom by the powerful
The material compouents of this spell are the wizards of the Zhenmim. Azuth only grants this
special spell to high-level specialty priests and
priest’s holy symbol and a broken iron rod. wizards who serve him well.
Notes: Granted by the elven god Shevarash.
The material components are a holy symbol of
Granted by the gnome god. Callarduran Azuth, and a magical item (which is consumed in
Smoothhands. the casting). Unique items, artifacts, and relics (as
adjudicated hy the DM) cannot be used as compo-
Desecrate Ghi nents for this spell.

Reversedform, sanctify ghi. Notes: Granted by the god Azuth of the
FORGOITE-ANLMS setting.
Destroy Air

Reversedform, create air.

J 194 i

Detect Ambush briefly. This touch gives the castera fleeting vision
of the animal or creature that caused the injuries as
(Abjuration) it looked at the time of the attack.
Reversible
Sphere: Divination Even a caster who receives a vision of an unfa-
miliar attacker can get an idea of its size, primary
Level: 3 attack method, and alignment (good, evil, or neu-
tral).In addition, if the attacker still lives and fails
Range: 50 yds. + 10 yds.Aevel a saving throw vs. spell, the caster senses its cur-
rent position, location, and direction of travel.
Components: V, S, M
Casting Time: 5 The material component is the priest’s holy
Duration: 1 t u d e v e l symbol.
Area of Effect: Special
SavingThrow: None Notes: Uncommon for druids and similar
nature priests.
This spell detects sentient creatures of hostile
intent within range that mean to do harm to the Detect Balance
caster hy lying in ambush. It does not detect traps
that might surprise the caster or hostile creatures (Divination)
that might do harm to the caster if encountered: Sphere: Divination
only those expecting the caster and lying in wait to
hann him or her are detected. Level 1
Range: 60 yds.’
The reverse of this spell, undetectable ambush, Components:V, S, M
makes one sentient being waiting in ambush proof Casting Time: 1
against this spell or any other divination spell Duration: 1 rd.Aevel
(from the school or the sphere) that would have the Area of Effect: 1 object or creature per rd
same effect. For example, undetectable ambush Saving Throw: None
would prevent an ambush from being detected hy a
detect evil or detect magic spell. This spell allows the druid to determine if non-

The material component for this spell is a pos- neutral forces and alignments are at work in the
session taken from an enemy (not necessarily the m a of effect (upon or in the object or creature
one who is lying in ambush). being examined).An alignment that is partly neu-
tral (such as that of a neutral goodpriest) radiates a
Notes:Granted by the Mulhorandi god Anhur of mild aura, while an alignment that has no neutral
the FORWITENREALMSsetting. component (such as that of a chaotic goodtighter)
gives off a strong aura. The spell does not deter-
Detect Animal Attacker mine exact alignment, but only tells the druid if the
object or creature being examined is something
(Divination) other than true neutral; a paladin and a chaotic evil
Sphere: Animal thief, for instance, radiates the same aura at the
same strength.
Level 4
Range: Touch The spell doesn’t function on nonliving items
Components: V, S, M that do not have a natural aura (such as a vial of
Casting Time: 1 turn poison), but works on an object such as an aligned
Duration: Instantaneous magical sword. Creatures that are under the effect
Area of Effect: I creature of an unknowable alignment spell or similar magic
Saving Throw: None don’t radiate any aura when tbis spell is used upon
them. If the magic is used upon something or
Depending on how it is cast, detect o n i m l at- someonethat exudes a hue neutral alignment (such
tacker gives the druid a visual image either of a as another druid), it produces a smwth, well-hal-
creaturethat injured an animal 01of an animal that a n d aura identifiableas one of neutrality,
attacked any victim. The spell works only within
one hour per level of the caster after the injury is Notes: Restricted to druids and other true neu-
inflicted. and is effectiveregardless of whether or eal preservers of balance.
not the attack was fatal.

While casting, the druid touches the wound

Detect Charm f

Detect Charm curse, bane,or some other similar spell. This spell

(Divination) does not detect magical items that have malign ef-
Reversible fects, such as a necklace of strangulation.
Sphere: Charm, Divination Notes: Granted by the Mulhorandi god Thoth of
the FoRGUlTEN REALMS setting.
Level: 2
Range: 30 yds. -Detect Curse Shukenja
Components:V, S
Casting Time: 1 rd. (Divination)
Duration: 1 Nm Sphelo: Divination
Area of Effect: 1creatudrd
Saving Throw: None Level: 3
Range: 0
When used by a priest, this spell can detect if a Components:V, S, M
person or monster is under the influence of a Casting Time: 1 rd.
charm spell, or similar control such as hypnosis, Duration: 1 rd.Aevel
suggestion, beguiling, possession, etc. The crea- Area of Effect: Path, 10 wide X 30 ft. long
Nre rolls a saving throw vs. spell and, if success- Saving Throw: None
ful, the caster learns nothing about that particular
creature from the casting.A caster who learns that With this spell, the shukenja has a 5% chance
a creature is being influencedhas a 5% chance per per level of detecting any cursed item, person, or
level to determine the exact type of influence. Up place. One man-sized object or one square yard of
to IO different CreaNreScan be checked before the area can be checked each round. Once a cursed
spell wanes. If the creature is under more than one item has been discovered, the shukeoja has the
such effect, only the information that the charms same percentage chance of determining the gen-
exist is gained. The type (since there are conflict- eral nature of the curse, although its precise trig-
ing emanations) is impossible to determine. gers and effectsremain a mystery. For example, in
examining a cursed scroll, the shukenja could
The reverse of the spell, undetectable cham, learn the curse causes misfortune to the reader, but
completely masks all charms on a single creature could not discern that it lowers saving throws and
for 24 hours. attack rolls by 1 until removed. Each item or area
can be checked only once by the shukenja, subse-
Notes: Common for clerics and druids (PHB). quent results will not vary.

Detect Curse The material components for this spell are a
gem of at least 2 chi’eo (10 gp, given to the
Aka, detect cursed item. shukenja’s deity as an offering) and a fresh spray
of cheny or plum blossoms.
Detect Curse -Old Empire
Notes: Common for priests from an oriental
(Divination) setting; otherwise, very me.
Sphere: Divination
Detect Cursed Item
Level: 3
Range: 10 yds. (Divination)
Components:V, S Sphere: Divination
Casting Time: 6
Duration: 1 rd.Aevel Level: 3
Area of Effect: 1 object or being/rd. Range: Touch
Saving Throw: None Components:V, S
Casting‘lime: 1rd.
This spell enables the caster to magically exam- Duration: Instantaneous
Area of Effect: 1 item or pen
ine an item or creaNreto see if it has been subject to Saving Throw: Neg.
a curse spell. To the spellcaster, such cursed items
or beings appear to be radiating a black aura. At A priest using this spell may be able to tell if an
12th level, the caster is able to determine if a curse item is cursed. The priest must touch item (in some
spell so detected is bestow curse, major curse, dying

f L196

cases, this might release the curse effect). Cursed Detect Drow -Dwarf, Gnome
scrolls must be opened, but not read, for the spell
to have an effect. Artifacts give no reading to this (Divination)
spell in any case. This spell does not detect charm Sphere: Divination
effects; though it can detect a curse on a creature.
An unwilling subject receives a saving throw vs. Level: 1
spell to negate the effect. Range: 0

The basic savingthrow of an item is 13, though Components:V,S , M
a very powerful cursed item might have a saving
throw as low as 5 (the DM decides saving throws CastingTime: 1 rd.
on an item-by-itembasis).Failure to detect a curse Duration: 1 turn
means the caster has no chance to cast this spell
successfullyupon the item or creaturebefore gain- Area of Effect: 10 fi. X 30 yds.
ing another experience level.
Saving Throw: None
Casting this spell affects the priest so strongly
that no other spells can be cast for four hours, When a detect dmw spell is cast, the priest de-
though currently memorized spells are not lost. tects the presence of night elves and their kin in a
path 10 feet wide and up to 30 yards long, in the
Notes: Very rare spell. (Updatedfmm DRAGON direction he is facing. The exact number of drow
can be determined. The caster has a 10% chance
Magazine.) per level to determine the level and class of any
drow so detected. The caster can turn, scanning a
Detect Disease 60" arc per round. The spell is blocked by solid
stone at least 1 foot thick, solid metal at least 1
(Divination) inch thick, or solid wood at least 1yard thick.
Sphere: Divination
The material component of this spell is the
Level 1 priest's holy symbol.
Range: 10 yds.
Components: V, S, M Notes: Granted by the dwarven god Shevarash,
CastingTime: 1 rd. and by the gnome god Callarduran Smoothhands.
Duration: 1 rd.flevel
Area of Effect: 1 creature or objectilevel
Saving Throw: None

This spell reveals whether a creature or object
carries a disease (including lycanthropy, mummy
rot, or a magical disease), and whether the caster

can cure the affliction. The caster has a 10%
chance per level to correctly identify the disease;
failure results in no identification at all.

The material component is the priest's holy
symbol.

Notes: Common for specialty priests of heal-
ing; otherwise; uncommon.

Detect Disease

The oriental version differs only in Q
the mterial component, which is a
bamboo wand withprayer-inscribed

paper strips attached to it.

J L197

\ Detect Dwarves -Dwarf fl

-Detect Dwarves Dwarf ing for a backstab has the relevant thief skill score
halved (usually hide in shadows or move silently).
(Divination)
Sphere: Divination The caster also has a 5 % chance per level tn
detect longer term hostility toward himself or her-
Level 1 self, even if no direct attack is imminent.
Range: 0
The material components of this spell are the
Components:V, S, M priest's holy symbol and a drop of blood from a
former enemy. It is not necessary to display either
Casting Time: 1 rd. in an obvious fashion, allowing the priest to cast
Duration: 1Nm this spell without alerting opponents that he is
doing so.
Area of Effect: 10 A. X 90 ft.
Notes: Granted by the dwarven god Vergadain
SavingThrow: None the Trickster.

When the defectdwarves spell is cast, the priest Detect Evil

detects living dwarves, dead dwarves, azer, duergar% (Divination)
Reversible
derro, half-dwarves, and spilled dwarven blood, Sphere: Divinalion
even if these are invisible,shapechanged, concealed
by illusions,and so on, in a path IO feet wide and up Level: 1
Range: 0
to 90feet long, in the direction he or she is facing.
Components:V,S, M
The approximate number of dwarves in the area of
effect can also be determined within 10%. The Casting Time: 1rd.
caster also has a 105%chanceper level to determine
the suhrace and gender of dwarves detected, to a Duration: 1 Nrn + % Nm.flevel
maximum chance of 75%. The caster can tum,
scanning a 60" an:per round. The spell is blocked Area of Effect: IO-ft.path x 120yds.
by solid stone at least 1 foot thick, solid metal at
least 1inchthick, or solid wood at least 1yard thick. Saving Throw: None

The material component is the priestess holy This spell discovers emanations of evil, from
symbol. any creature, object, or area. Character alignment,
however, is revealed only under unusual circum-
Notes: Granted by the dwarven goddess stances: characters who are strongly aligned, who
Sharindlar. do not stray from their faith, and who are of at

Detect Enemies -Dwarf least 9th level might radiate evil 8 intent upon op-

(Divination) pmpriafeactions. Powerful monsters, such as rak-
Sphere: Divination shasas or Id-rin, send forth emanations of evil or
good, even if polymorphed. Aligned undead radi-
Level: 2 ate evil, for it is this power and negative force that
Range: 0 enable them to continue existing. An evilly cursed
Components: V, M object or unholy water radiates evil, but a hidden
CastingTime: I rd. trap or an unintelligent viper does not.
Duration: 1 turn
Area of Effect: Path, 10ft. X 604 The d e w of evil (fainr,moderare, srmng, over-
Saving Throw: None whelming) and possibly its general nature (expec-
rant, maligmnt, gloating, etc.) can he noted. If the
This spell detects the presence and direction of evil is overwhelming, the priest has a 10%chance
any creature within a 6o-foot radius that has imme- pcr level of detecting its general bent (l+l, neu-
diately hostile intentions toward the caster. The nea- rml, chaotic). The dutation of a detecr evil spell is
ture or creatures can be invisible, ethereal, astral, out one Nm plus five rounds per level of the priest,
of phase, hidden, disguised, or in plain sight. The Thus a 1st-level priest can cast a spell with a 15-
priest feels a compulsion to face each individual round duration, a 2nd-level priest can cast a spell
enemy in range. The priest need not do so, but unerr- with a 20-round duration, etc. The spell has a path
ingly recognizes as hostile any such creature the of detection 10 feet wide in the direction in which
priest sees. Unseen enemies are sufficiently detected the priest is facing. The priest must c~ncentra-
to negate surprise attack rounds, and a thief position- stop, have quiet, and intently seek to detect the

Detect nlusion

aum-for at least one round-to receive a reading. Detect Harmony
The spell requires the use of the priest’s holy
(Divination)
symbol as its material component, with the priest Sphere: Divination
holding it before him.
Level: 1
The reverse spell, detect good, operates the Range: 0
same way, but good emanations are discovered. Components:V, S, M
CastingTime: 1turn
Notes: Common for clerics (PHB). Duration: Instantaneous
Area of Effect: IO-ft.ilevel cube or 1individual
Detect Good Saving Throw: None

Reversed form, detect evil. This form is used by This spell gives the shukenja general information
evilpn’ests. on the balances of forces-good, evil, lawful, or
chaotioin a given area.It does not reveal the exact
Detect Harmful Gas -Dwarf alignment or nature of anything in the area of effect,
only the general proportions of each element. The
(Divination) DM must consult his information about the target
Sphere: Divinatinn area to determine the answer. Answers a~ always
vagu+”there is more evil than gwd here! or “the
Level: 1 lawful order of the univeme is ascendantin this area”
Range: 0
Components:V, S, M When cast upon a living creature, the spell
Casting Time: 1rd. takes into account not only the creature’s given
alignment, hut also the acts they have done, the ac-
Duration: 1 turn + % tumnevel tions they currently intend to do, and any other
factors that may be at variance with their stated
Area of Effect: 604.diameter. sphere alignment. Thus, a lawful evil character noted for
SavingThrow: None his occasional outbursts of compassion towards
the helpless would be detected as being “faithful
Useful in mining and undergroundexploration, hut in which the other forces are at struggle:’ Also,
this spell enables the caster to detect the presence the spell can be cast on buildings and areas in an
of harmful gas in a sphere 60 feet in diameter attempt to learn whether there are powers at work
around the caster. The primary use of this spell is in these places. A dwelling haunted by spirits
to detect underground hazardous natural gases would show the harmonies tending towards evil
such as explosive methane or poisonous sulphur, and destruction, while the cave of a noted holy
or toxic gases like carbon monoxide, hut this spell hermit would give the opposite impression.
can also detect any other harmful gas that occurs The material component for this spell is a specially
naturally or is pmduced by alchemy or magic. prepared scroll of sutras costing 5 chi’en (25 gp)
for the paper and inks.
In addition to revealing the presence of such
gases, the caster has a 5% chance per level to iden- Notes: Common for priests from an oriental
tify the specific type of gas found (for example, setting; otherwise, very rare.
chlorine gas, methane, or c&on monoxide), to a
maximum chance of 75%. Some rare, exotic gases Detect Illusion
might be beyond a priest’s ability to identify ex-
actly, although the identification roll may indicate (Divination)
the possible danger from or effect of the gas. Sphere: Divination

The material component of this spell is the Level: 3
priest’s holy symbol. Range: 0
Components:V, S
Notes: Very rare spell, known to dwarven Casting Time: 6
priests. (Updated from DRAGONMagazine.) Duration: 2 rds.nevel
Area of Effect:The caster
Saving Throw: None

J \199


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