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

Priest Spell Compendium Volume 1

Priest Spell Compendium Volume 1

Detect Lie fl

This spell enables the caster to see any illusion By the use of this spell, a priest can tell if a
for what it is, and banishes phantasms from the creature is alive. The magic detects life in the sub-
caster’s mind. Further, while the spell lasts, the ject of afeign death spell, or someone in a coma,
priest can allow one creature per round a new deathlike trance, or state of suspended animation.
savingthrowvs. spell against any illusion or phan- If cast upon the body of a creature that is engaged
tasm created by a spell of 6th level or less. To do in astral travel, it reveals that the creature is alive.
this, the caster must touch the creature (which The spell works on plants and plant creatures as
might require a successful attack roll) taking no well as animals. The spell’s range is diminished if
other significant action in the round. more than a one-inch thickness of wood or stone
lies between the priest and the subject. Each inch
Notes: Uncommon spell. of thickness of a wood or stone barrier is treated as
10 feet of open space. A barrier of metal of any
Detect Lie thickness causes the spell to fail and be ruined.
Any form of mental protection, including those of
(Divination) psionic or magical nature, likewise ruins the spell
without anything being detected. The spell detects
Reversible the first living creature that lies along the priest’s
Sphere: Divination line of sight (and within range), or else the first
creature that crosses the line-of-sight path before
Level: 4 the duration expires.
Range: 30 yds.
Notes:Common for priests of an oriental set-
Components:V,S, M ting.Uncommon for clerics and druids.
Casting Time: 7
Detect Living
Duration: 1 rd.Aevel
Area of Effect: 1 creature (Divination,Necromancy)
SavingThmw: Neg. Sphere: Necromantic

A priest who casts this spell is immediately Level: 1
able to determine if the subject creature deliber- Range: 0
ately and knowingly speaks a lie. It does not reveal
the truth, uncover unintentional inaccuracies, or Components: V,S
necessarily reveal evasions. The subject receives a
saving throw vs. spell, which is adjusted only by Casting Time: 4
the Wisdom of the caster-for example., if the Duration: 1 rd.Aevel
caster has a Wisdom of 18, the subject’s saving Area of Effect: 6O-ft.-radius
throw roll is reduced by 4 (see the Wisdom Table Saving Throw: None
in the PHB).
This spell discovers emanations of life, making
The material component for the &rea lie spell all living things within the area of effect glow with
is one g p worth of gold dust an easily discernible aura visible only to the caster.
Intelligence is the main quality upon which the
The spell’s reverse, underecrable lie, prevents spell focuses, because more intelligent creatures
the magical detection of lies spoken by the crea- glow more brightly. The spell does not allow direct
ture for 24 hours. The reverse requires brass dust mental contact and does not detect magically or
as its material component. psionically-shielded creatures or the wills of
absent scryers such as wizards using wizard eyes
Notes: Common for priests and druids (PHB). or crystal balls. Beings hidden in extradimen-
sional space are considered absent. This spell can
Detect Life detect life that is invisible, concealed, disguised
(even trapped within solid objects or magical
(Divination) forms), astral, or ethereal, but does not reveal the
Sphere: Divination state of the life. This spell gives no hint of the
nature, thoughts, or inclination (that is, hostile or
Level 2 friendly) of the life detected. The area is mobile
Range: 10ft.Aevel and centered on the caster.

Components: V, S, M

CastingTime: 1 rd.
Duration: 5 rds.
Area of Effect: 1 creature
Saving Throw: None

Detect powers

This spell was developed by Scriveners of type of metal or mineral (including gems), and can
Doom, who understood that mortalsoften flee from detect a different type each round, if desired. If the
eternalrest, too blindedby fear and ignoranceto re- substance is within a path 10 feet wide and 120
alize that a priest is trying to help them. The spell feet long, the exact location and approximate
also serves as a defense against living adversaries quantity of material is revealed. The caster can de-
who might try to ambush the spellcaster. termine if the material is in a pure, refined form
(pure silver, for example), raw ore (iron ore), or
Notes: Granted by the demipower Jergal, alloy form (adamantine).The caster can move at a
Scribe of the Doomed, of the F o ~ o a n wREALMS walk and maintain the spell, hut cannot engage in
setting. strenuous activity and maintain it.

Detect Magic The material component of this spell is the
priest's holy symbol.
(Divination)
Sphere: All Notes: Granted by the Mulhorandi earth god
Geh. Granted by dwarven gods such as Abbathor
Level 1 and Dumathoin. Granted by the gnome gods
Range: 30 yds. Callarduran Smoothhands and Flandal Steelskin.
Components: V, S, M
CastingTime: 1 rd. Detect Poison
Duration: 1nun
Area of Effect: IO-ft. path X 30 yds. (Divination)
Saving Tbmw: None Sphere: Divination

when the detecf m g i c spell is cast, the priest Level: 1
detects magical radiations in a path 10feet wide and
up to 30 yards long, in the direction he is facing. Range: 0
The intensity of the magic can be detected (dim,
faint, modemte, smng, overwhelming).The caster Components: V, S, M
has a 10%chance per level to determine the sphere
of the magic, hut unlike the wizard version of the Casting Time: 4 + 1 rd.Aeve1
spell, the type of magic (alteration, conjuration, Duration: 1 turn
etc.) cannot be divined. The caster can tum,scan-
ning a 60" arc per round. The spell is blocked by Area of Effect: Speci-'
solid stoneat least 1 foot thick. solid metal at least 1
inch thick or a solid wood at least 1 yard thick. SavingThrow: None

The spell requires the priest's holy symbol. This spell enables the priest to determine if an
object has been poisoned or is poisonous. One
Notes: Common for clerics and (h i d s (PHB). object, or a 5-foot cubic mass, can be checked per
round. The priest bas a 5% chance per level of de-
-Detect Metals and Minerals termining the exact type of poison.
Old Empire, Dwarf, Gnome
The material component is a strip of specially
(Divination) blessed vellum, which turns black if poison is
present.
Level: 1
Range: 0 Notes: Common for clerics and druids (PHB).
Components:V, S, M
Casting Time: 1 rd. Detect Powers
Duration: 1 turn+l rd.nevel
(Divination)
Area of Effect: 10-ft. x 120-ft. path Sphere: Divination

SavingThrow: None Level: 2

This spell allows its caster to divine the loca- Range: 240 yds
tion of a single type of ore or mineral deposit, A Components:V, S, M
casting priest concentrates on finding a specific Casting Time: 1 rd.
Duration: 1 turn
Area of Effect: 1 crystal shell
SavingThrow: None

Casting this spell outside a crystal sphere
allows the priest to determine if there are friendly

J i201

- Detect Powers

gods 01 other powers so that higher-level spells can h
be regained within its borders. The derecr powers
spell also reveals if the caster’s patron is wor- P

shipped in that sphere. P
If the sphere is one known to the DM, 01 one
S’
which has its major powers already designed, then 0
the spell reveals if the priest’s deity, or deities re-
lated to the one involved (either members of the u
b
Same pantheon or with similar amihutes and port-
folio) exist. For example, while two war gods of fi
P
different campaigns settings may he sufficiently a
similar to justify “related” status, a god of
C
smithing may have no parallel in a world without S’
developed metalcraft. In that situation, a priest de-
voted to the smithing god would not find a power fi
to recharge his spells.
S
If the sphere is new to the DM (that is, the ad-
venturers just discovered it), and he or she has no n
clear idea what lies within, then roll on the table
for a possible response to the spell.

Die Roll Response

01-10 Power is known in this sphere. The

priest can recharge spells normally.

11-50 Power is unknown in sphere, hut a
related power exists. The priest can
regain spells normally after con-
tacting priests of the related deity

51-90 Power is unknown in sphere. The
priest cannot regain spells above
2nd level until contact is restored

with veneratedpower.

9140 Power is unknown in sphere. There

is a related power, hut his relation-
ship is not good with the priest’s

power (whether through lack of
knowledge, some ancient insult-
imagined or real-r some other

mysterious reason). The priest
cannot regain spells above 2nd
level until either contact is restored

with the original power, or the
priest performs a great task for the
new power.

While many powers have similar portfolios and

areas of interest (war, healing, agriculture, death,
and so on), they are often at varying alignments.In
one fantasy world, a war god might be a good and
lawful figure. On another world, a war deity may

202

Detect Snares 81 Pits

Detect Predator Detect Shapechanger

(Divination) (Divination)
Sphere: Divination
Sphere: Divination

Level: 1 Level: 4
Range: 0
Componenu: V, M Range: 60 yds.
CastingTime: 1 Components:V, S, M
Duration: 4 rds.llevel CastingTime: 1 rd.
Duration: 3 rds.llevel
Area of Effect: 60-ft. radius Area of Effect: 1 creaturellevel
Saving Throw: None Saving Throw: None

This spell allows the caster to sense the pres- By means of this spell, the shukenja is able to
ence of any predatory creatures (including sharks, see the true form of any shapechanging creature.
eels, rays and intelligent marine creatures such as The true form is the shape most commonly as-
locathah and sahuagin) within a 60-foot radius, sumed by the creature. If the creature is currently
Although the caster can magically detect the pres- in that form, the spell reveals that it is a
ence of a predator and determine its location, he shapechanger but does not reveal the other forms
cannot actually identify its species until he physi- possible. The spell does not disclose the specific
cally sees it. type of shapechanger,the alignment, or the inten-
tions of the creature. One creature or one square
The material component is the caster’s holy yard of area can be examined each round.
symhol.
The material component for this spell is balm
Notes: Uncommon for seagoing priests or of honey and lotus flower smeared on the eyelids
those from underwater cultures. of the caster.

Detect Psionic Use Notes:Common for priests of an oriental set-
ting; otherwise, very rare.
(Divination)
Sphere: Thought Detect Snares & Pits

Level: 2 (Divination)
Range: 0 yds. Sphere: Animal, Plant
Components:V, S , M
Casting Time: 1 rd. Level: 1
Duration: 5 rds.llevel Range: 0
Area of Effect: Path, 10-ft.wide X 90 ft. long Components:V, S , M
Saving Throw: none Casting Time: 4
Duration: 4 rds.llevel
When this spell is cast, the priest sees any
psionic use in the area of effect as a rosy glow out- Area of Effect: IO-ft.path, 40ft. long
lining the psionic creature. The more PSPs the
creature uses, the brighter is the glow (faint 1 to 5 SavingThrow: None

points, modemte 6 to IO points, strong Il+points) Upon casting this spell, the caster is able to
detect snares, pits, deadfalls and similar hazards
The caster can turn slowly, scanning a 60-degree along a IO-foot-wide by 40-foot long path. Such
arc per round. The caster also has a 10%chance hazards include simple pits, deadfalls, snares of
per level to determine the psionic discipline, attack wilderness creatures (for example, trapdoor spi-
mode, or defense mode being used. Any material ders, giant sundews, ant lions, etc.), and primitive
banier at least one inch thick blocks this spell. traps constructed of natural materials (mantraps,
missile trips, hunting snares, etc.). The spell is di-
The spell requires the priest’s holy symbol, and rectional-the caster must face the desired direc-
a dew drop collected from a spider’sweb. tion to determine if a pit exists or a trap is laid in
that direction. The caster experiences a feeling of
Notes: Very rare spell. (Updated from danger from the direction of a detected hazard,
which increases as the danger is approached. The
POLYHEDRONNouszine.)

J 203 \

Detect Spirits f

caster learns the general nature of the danger (pit, Detect Untruth -Savant
snare,or deadfall) but not its exact operation, nor
how to disarm it, Close examination, however, en- (Divination)
ables the caster to sense what intended actions Reversible
might trigger it. The spell detects certain natud Sphere: Divination
hazards-quicksand (snare), sinkholes (pit), or
unsafe walls of natural rock (deadfall). Other haz- Level: 1
ards, such as a cavern that floods during rain, an Range: 30 yds.
unsafe construction, or a naturally poisonous Components:
plant, are not revealed. The spell does not detect CastingTime: 1
magical traps (save those that operate by pit, dead- Duration: 3 rds.
fall, or snaring;see the 2nd-level spell trip and the
3rd-level spell, snare), nor those that are mechani- Area of Effect: 1 creature
cally complex, nor does it detect snares or dead- Saving Throw: None
falls that have been rendered safe or inactive.
A savant who employs this spell is able to note
The caster must have his holy symbol to com- an untruth spoken by a creature, including even a
plete the spell. minor evasion of the truth. The material compo-
nent is the forked tongue of a snake.
Notes: Common for druids (PHB).
The reverse of the spell, evade truth, allows the
Detect Spirits savant to lie or evade the truth without being dis-
covered by any means. The material component is
(Divination) a pinch of brass dust.
Sphere: Divination
Notes: Restricted to savant-clerics, common.
Level: 3
(Updated from DRAWNMagazine.)
Range: 0
Deteet Weapons -Dwarf
Components: V, S, M
(Divination)
Casting Time: 6 + Sphere: Combat, Divination
Duration: 1 turn
1 Nm/level

Area of Effect: 10 ft. X 60 ft. path Level: 1

Saving Throw: None Range: 0

This divination reveals the presence of disem- Components:V,S , M
bodied or noncorporeal spirits of all types, includ-
ing wraiths, ghosts, spectres, astrally-projecting Casting Time: 1 rd.

creatures, those using magicjar or possession, and Duration: 1 turn
animal and nature spirits. Those who are simply Area of Effect: Path, 10 ft. X 90 ft.
invisible,phased, or ethereal do not count as spir-
its, since they are physically present in the flesh. Saving Throw: None
The caster detects spirits in a path 10feet wide and
60feet long; any spirits in the area of effect are re- When the detect weapons spell is cast, the
vealed in their preferred form or appearance for all priest detects weapons in a path IO feet wide and
to see. Simply detecting a spirit doesn't give the up to 90 feet long, in the direction she is facing.
The caster can turn, scanning a 60" arc per round.
caster any special ability to communicate with or The spell is blocked by solid stone at least 1 foot
attack it.
thick, solid metal at least 1 inch thick, or solid
The material componentfor this spell is a small wood at least 1 yard thick.
pendant of copper wire worth at least 20 gp.
The spell detects concealed, invisible, and im-
Notes: Uncommon for priests with access to provised weapons that have been used to h a m or
the sphereof Divination(POrSM). Also grantedby are carried with intent to harm. Broken weapons
the elven god Sehanine Moonbow.
are detected only if still usable. In some old ruins,
this spell is rendered useless by the sheer number

of abandoned weapons.

The material component is the priest's holy
symbol.

Notes: Granted by the dwarven goddess Haela
Brightaxe.

Determine Final Rest example, a priest could issue a dictate such as
“Stay here until I return:’ “Throw down your
(Divination) weapons,” or “Seize that elf!” The subjects con-
Sphere: Divination
tinue to obey non-immediate orders for up to one
Level: 3 round per experience level of the caster.
Range: IO yds.
Components:V,S Subjects who cannot understand the caster are
Casting Time: 6
Duration: 1 nun not affected, so those who do not understand the
Area of Effect: 1 creature or 1corpse caster’s languageare immune to this spell. In addi-
SavingThrow: Neg. tion, the order must create an immediate and obvi-
ous course of action for the subject; a dictate to
This spell is similarto know alignment in that it
enables the priest to read the aura of a living or de- “Die!” or “Feel sorry for him!” would simply
ceased creature. However, this magic is used to cause the subject to stand still in confusion for one
quickly determine which Outer Plane and which round. Poorly worded or confusing commands
particular level within that plane (if it possesses allow a + I to Cl bonus to saving throws at the
more than one) the examined individual should be D M s discretion. Similarly, someone who fails a
consigned to after death, as determined by a
being’s religion, nature, and alignment. (Though saving throw when given an obviously self-de-
the DM notes these, they are not revealed to the structive dictate simply loses the next round as he
spellcaster).If a being has been sent to an incorrect
final rest or redirected unwillingly en route, this or she fights off the compulsion.
spell notes that fact, but not the destination to
which the being has been sent. Note that those Originally developed by the Harmonium fac-
spells and objectsthat would prevent a know align- tion of the Outer Planes, this spell has come into
ment spell from functioning also inhibit a deter- more widespread use in recent years. While the
mine final rest spell. Corpses do not normally spell is available as a 2nd-level enchantment for
receive a savingthrow vs. this spell unless they are
actually undead Creatures. members of the Harmonium, this general version
is not as efficient and is a 3rd-level spell.
Notes: Granted by the demipower Jergal,
Scribe of the Doomed, of the FORWITENREALMS Notes: Uncommon for clerics and priests with
setting.
access to the sphere of Charm or Law.
Dictate
Dictate -Harmonium
(EnehantmenVCharm)
Sphere: Charm, Law (Enchantment/Charm)
Sphere: Charm, Law
Level: 3
Range: 30 yds. Level2
Components: V
Casting Time: 6 Range: 30 yds.

Duration: 1 turn + l t u d e v e l Components:V .. 1

Area of Effect: Up to 6 creatures in a 20-ft. cube Casting Time: 5
SavingThrow: Neg.
Duration: 1 rd.flevel
The dictate spell is an improved version of the
1st-levelpriest spell, command, and affects up to 6 Area of Effect: Up to 6 creatures in a 20-ft. cube
creatures in a 20-foot cube. The caster is not lim-
ited to a single word and can issue an order of no Saving Throw: Neg.
more than a dozen words in length. All the speci-
fied creatures that fail their saving throws must at- This spell is a variation of the c o m d spell. It
tempt to obey the caster’s instructions. For can affect up to six creatures at once,and its effects
can last more than one round. Dictate allows the
caster to speak a short, precisephrase or d e r of no
more than a dozen words that must be obeyed by all

target creatures who fail their saving throws vs.
spell. Examples include, “Throw down your
weapons, “ “Stay here until I return, “or ‘‘Seizethat
elf.” The command must be stated in a languageun-
derstood by the target matures or the spell fails.

Dictate must be phrased to create an immediate
course of physical action. Commands to “die” or
“sleep” usually don’t work but commands to ‘lie
down and put your hands behind your h e a d prove

1 205 \

Dictation f

effective. If the caster phrases the dictate spell mand word if an enemy within range uses it while
poorly, the DM can assign a saving throw modifier the spell is in effect.
of +I to 4.If an obviously self-destructiveaction
is commanded (“Throw yourself off that cliff or The material component for this spell is the
“Kill yourself”) any individual failing the saving blank page, scroll, or paper on which the dictation
throw stands still for one round, fighting the com- will appear. This must be prepared with a special
pulsion to obey. Such commandsnever work, how-
ever. Once an order takes effect, the subject wash of vinegar, costing IO gold pieces per page.
creature continues followingit the condition is fu- Notes: Very rare spell. (Updated from DRAGON
filled or the spell ends. Therefore, when a creature
ordered to “climb the ladder’’ reaches the top of Magazine.)
the ladder, the spell ends. A creature ordered to
“wait here” does so for the entire duration. Digit of Disruption, Henley’s

This spell was developed by and for the See Henley’s digit of disruption.
Harmonium. Since Harmonium security is very
tight and very effective, non-Harmonium priests DimensionalAnchor
have little chance to gain access to this spell.
(Alteration)
Notes: Common for Harmonium priests. A Sphere: Guardian
more general 3rd-level spell is uncommon for
others. Level 4

Dictation Range: IO yds.flevel
Components:V, S
(ImocationlEvocation)
Sphere: Learning Casting Time: 1

Level: 1 Duration: 1turn + 1 rd./level
Range: 10 ft.
Components:V, M Area of Effect: 1 creature
Casting Time: 1 Saving Throw: None
Duration: 1 t u d e v e l
Area of Effect: Special When a priest casts this spell, a green ray
Saving Throw: None springs from his outstretched hand and unerringly
strikes a creature within line of sight and the range
This spell causes any words spoken by the of the spell, covering the subject with a shimmer-
priest or anyone within 10 feet of him to appear on ing emerald field that completely blocks bodily
a piece of paper or the blank page of a book. It is extradimensional travel. Forms of movement
useful for recording conversations, verbal agree- barred by the dimensional anchor include blink-
ments, interrogations, or even notes or observa- ing, dimension door; etherealness, gate, phasing,
tions if the priest doesn’t want to take the time to plane shift,maze, shadow walk, :deporration, and
write them down himself. Generally, a person similar spell-likeor psionic abilities. The field per-
reading aloud takes about one to five minutes to sists for one turn plus one round per caster level
read a page, depending on the size of the writing and has no effect other than blocking extradimen-
and density of the words. sional travel. The dimensional anchor does not in-
terfere with the movement of creatures in astral
Foreign languages are not translated, although form, nor does it block extradimensional percep
foreign words are given the correct alphabetic tion or attack forms such as a basilisk‘s gaze.
spelling in the priest’s native tongue; for example,
the phrase c’esr la vie would appear as it does here, Notes: Uncommon for clerics (P0:SM).
with no English translation, but a phrase or name
in Arabic 01 Chinese would not be transcribed in Dimensional Folding
those alphabets. Magical spells and invocations
are not recorded, so this spell can’t he used to (Alteration)
create a copy of a scroll as it is read, but a clever Sphere: Numbers
priest may be able to record a magical item’s com-
Level: 4
Range: 5 ft.
Components: V, S, M
Casting Time: 1 rd.
Duration: 1rd.
Area of Effect: Circle, up to 1 0 4 . diameter
Saving Throw: None

This spell allows the caster to selectively warp Destination is Chance of Amount of
Very familiar* aging
the fabric of space,foldingit into higher dimensions. Studied carefully 2% aging
This effect can be best explained through an Seen casually 1 year
Viewed once 5% Id2 years
example. If an ant crawling along the west edge of Never seen ld3 years
a map decidedto travel to the east edge of the map, 10% Id6 years
Id10 yean
it would have to crawl the full width of the map. 15%
But if the map was folded in two so that the east 25%
and west edges were touching, the ant would travel
*Use this row if the desired location is within view of the
almost no distance at all. The ant’s world (the priest.
map) would have been folded through the third di-
mension. The dimensional folding spell does If aging occurs, every creature passing through
the gate in either direction suffersthe aging effect.
something similar with the three-dimensional All creatures passing through a given gate age by
world: it folds it through a higher dimension (the the same amount.

fourth), allowinginstantaneoustravel between two The caster need not be the one traveling. For
example, a priest can open the gate near a distant
locales on the same plane of existence. ally so the ally can join the priest.
Although this effect may seem similar to the
The material component is a sheet of platinum
wizard spell teleporr, in practice, it is much differ- tissue worth at least 15 gp, which the priest folds
ent. The dimensional folding spell opens a gate intricately during the casting. The tissue is con-
sumed when the gate closes.
that allows instantaneous, bidirectional access to a
distant locale on the same plane. This gate is circu- Notes: Common for to priests with major
lar, of any size up to 10 feet in diameter, and re- access to the sphere of Numbers; common (TOM).

mains in existence for up to 1 full round. The Dimensional lkanslocation
caster and any other creatures can pass through the
gate in either direction while it remains open. (Alteration)
Missile weapons and spells can also pass through Sphere: Numbers, Summnning

the gate. Level: 5

The gate appears as a shimmering ring, glow- Range: 60 yds.
ing with a faint light equivalentto starshine.Vision Components: S
Casting Time: 3
through the gate is clear and unobstructed in both
directions, allowing the priest to look before he Duration: 1 rd.Aevel
Area of Effect: 1 creature
leaps. Anyone on the other side of the gate is able Saving Throw: Special
to see the priest and his point of origin.
By using this spell, the priest seals off the mul-
,,- The near side of the gate always appears within
tidimensional existence of a magical, undead, or
5 feet of the priest. The location of the far side of extraplanar creature. The affected creature can be
the gate always opens within 5 feet of the place the
priest desires,Thus, there is no chance of aniving forced entirely into its extraplanar dimension,

at the wrong destination, as with the wizard spell, which removes it from the physical world, or its
telepon extraplanar existence can be severed,forcing it en-

There is a risk involved in using dimensional tirely into the Prime Material Plane. If the priest’s
folding, however. Many philosophers believe that level exceeds the subject’s Hit Dice or level, the

what we know as time is simply another dimen- creature is not allowed a saving throw, but crea-
tures of higher Hit Dice or level than the caster are
sion, and the behavior of this spell seems to sup allowed a saving throw vs. spell to negate the
port this thesis. Unless the priest is extremely effect. Any magic resistance applies, as well. If
used to banish an extraplanar or multidimensional
familiar with the destination, there is a significant creature, dimensional translocation prevents the
chance that any creature passing through a dimen-
sionalfolding gate will suffer instantaneousaging. creature from returning to the Prime Material
Theorists believe that this is the same kind of slip- Plane for the duration of the spell. The creature
page that can cause a teleporting wizard to land
high or low, except that in this case, the slippage is
in the time dimension.

The chance of aging depends on how familiar

the priest is with the destination (see table).

Dire chant -Dragon f

may be able to take other actions, such as using The dire chant lasts as long as the dragon con-
magical items or spell-like abilitieson itself while tinues to chant. This precludes the use of a breath
it waits to return. If the caster instead forces an ex- weapon, bite, and spellcasting with verbal compo-
tradimensional creature into the Prime Material nents (though innate spell-like abilities and
Plane, one or more of the following effects may granted powers can be used).
apply, at the DMs option:
In subterranean and enclosed settings, the dire
The creature’s Armor Class may be reduced chant need only be uttered for one round. The nat-
by ld6 points for the duration of the spell. ural acoustics of the enclosed area are magically

The quality of a magical weapon needed to augmented to echo the initial chant for IO rounds
strike the creature may be reduced by one ”plus”;
for example, a monster normally hit by +2 or after the dragon ceases to chant.
better weapons can become vulnerable to +1 Notes: Restricted to dragons. Granted by Null,
weapons for the spell’s duration.
the Death Wyrm, of the FORWITENREALMS set-
* The creature may suffer permanent death ting. This spell effect is known to exist as an innate
upon the loss of all its bit points. spell-like ability.

Use of Id6 spell-like powers (such as gating Disbelief
io allies) may be limited or negated.
(EnchanlmentJCharm)
* Undead creatures lose the ability to drain life Sphere: Thought
energy levels.
Level: 6
This spell does not prevent extradimensional Range: 0
travel on the Prime Material Plane (for example, Components: V,S
dimension dool; blinking, releport, or similar ef- Casting Time: 5
fects), but it does prevent the subject from plane Duration: 1 &level
shifing or becoming ethereal while in effect. Area of Effect: Special
SavingThrow: Special
Notes: Common for priests with major access
to the Sphere of Numbers, uncommon for clerics This spell allows the caster to temporarily con-
(P0:SM). vince himself that certain objects or as many as
four creatures within the area of effect do not actu-
Dire Chant -Dragon ally exist. While disbelief remains in effect, these
objects or creatures cannot harm or hinder the
(CnnjurationJSummoning) caster. He can pass through them as if they did not
Sphere: Necromantic exist and takes no damage h m their attacks or ac-
tions. However, since these objects or creatures
Level: 3 temporarily do not exist for the priest, he can take
Range: 0 no action against them. If the creatures attack, the
Components:V caster receives no Dexterity bonus to armor class
Casting Time: Special (since this bonus represents dodging, and the
Duration: Special priest is unable to dodge a creature that does not
Area of Effect: Dragon fear radius exist for him).
Saving Throw: None
The caster can attempt to disbelieveas many as
A dire chant is a draconic variant of the four creatures within 60 feet of his position at the
common chant and prayer spells. It creates a sense time of casting. He disbelievesthe same four crea-
of impending doom, an aura of decay, and lowers tures for the duration of the spell.Alternatively, the
the temperature in the area of effect to just above priest can disbelieve any or all inanimate objects
freezing (if the temperature is freezing or below, Of up to 20-cubic-yard volume (thus, he can disbe-
the spell has no affect on temperature). lieve a 12 foot by 15 foot area of 3-foot-thick

Within the affected area, opponents of the wall). This volume must be centered on a point no
caster suffer a -2 penalty to attack and damage more than 20 yards from the caster. These two op-
rolls, most saving throws, and morale. Saving tions are mutually exclusive; the priest can disbe-
throws against dragon fear, cause fear spells, and
similareffects suffer a 4penalty. lieve only creatures or objects, not a combination
of both.

J 208 L

Disbelieving a creature includes all gear, Discern Elven Influence
equipment, or treasure carried or worn by that
creature; it does not include other objects that Notes: Granted by the greater g d Boccob the
come into contact with that creature, such as walls, Uncaring of the WORLDOF GFSYHAWKsetting.
doors, chairs, and so on.
Discern Elven Influence
Disbelief is not automatic; it requires an ex-
treme effort. To successfully disbelieve, the pries -(Divination)
must make a saving thmw vs. paralyzation.A suc-
cessful saving throw means the priest has disbe- Sphere: Divination
lieved; failure means that the spell has failed and
the priest has not convinced himself of the crea- LReavnegle:1100 yds.
tures’ or objects’nonexistence. Components:
Casting Time: 1rd.
While this spell is in effect, the DM must
record any damage sufferedby the priest from dis- Duration: 1 turn +1rdflevel
believed creatures. When the spell ends, the caster
Area of Effect: 10-yd.radiusilevel
makes a saving throw vs. spell. Ifthe saving throw SavingThrow: None

is successful, the priest suffers only one-eighth of The priest who casts this spell must hold an
any damage inflicted by the creatures (round all nhject once touched or owned by an elf or half-elf.
fractionsdown); if the priest fails the savingthrow, The caster then concentrates on the area in ques-
he suffers one-half of any damage inflicted (round tion to determine whether elves have influenced
fractions down). the area in the recent past (one month per level of
the caster). “Influence” could mean that a group of
Notes:Common for to priest with major access elves had passed thmngh the area, elves or half-
to the sphere of Thought (TOM). elves are present at the time of casting. or elven
magic has shaped 01affected the area. The spell
Disc of ConcordantOpposition would not normally detect a single elf or half-elf
who moved through the area recently unless the in-
(Evocation) dividual did something dramatic while there
Sphere: Combat (killed someone, cast a powerful spell, built a
house, etc.).
Level: 6
Range: 10 yds. The caster does not learn the nature of the
Components:V,S , M elves’ activity in the area in question. He knows
Casting Time: 9 only that elves have been nr are currently present.
Duration: Instantaneous The sensation can vary in strength depending on
Area of Effect: 1 c r e a m the activity (it may be especially strong, for exam-
SavingThrow: Special ple, if a large battle had been fought there).

This spell is a weaker version of one used by The priest can probe multiple areas within the
the Boccoh the Uncaring; when it is cast, the priest spell duration. Successfully probing an area takes
brings into being a disc that will blast most crea- a minimum of one round. Thus, a 1st-level priest
tures into nothingness unless they have magic re- can prohe as many as 11 areas if working quickly.
sistance. No attack roll is required when the priest
hurls the disc at a selected creature. When humans first battled elves in the forests
of Cerilia, many of the gods granted human priests
A creature with fewer than 6 Hit Dice (or the ability to detect elven influence wherever they
levels) and less than 35% magic resistance is de- went. Since the Battle of Mount Deismaar and the
stroyed if it fails a saving throw vs. spell. A m a - destruction of the old gods, this spell has helped
ture with 6+ Hit Dice (or levels) suffers 40 pints many hibes of humans steer clear of elven territory
or attack it in response to the ghealle sidhe.
of damage, with a saving thmw vs. spell allowed
for half damage. A creature with 35% or greater The spell requires an elven object,

magic resistance is unaffected. Notes: Common for priests from Cerilia, the
The material componentsof the spell are a holy B I R T H ~ UsGet~ting.

symbol of Boccob and a small iron and electrum Disdain
wheel with a rod rising from the center of one side;
this is flung at the target creature as the spell is cast. Reversedform,attraction.

LJ 209

Disdain fl

Disentangle -Dwarf -Dismiss Undead CloisteredPriest

(Alteration) (Abjuration)
Sphere: Protection Sphere: Combat

Level: 2 Level: 3
Range: 80 yds.
Components: V Range: 0
Casting Time: 5 Components: V, S, M
Duration: 1rd.ilevel Casting Time: 2
Area of Effect: 1creature
Saving Throw: None Duration: 3d4 rds.
Area of Effect: Cone, 60 ft. long, 20 ft. diameter
This spell enables the recipient to escape any
rope, web, plant, jaws, glues (of monsters or SavingThrow: Special
plants), or wrestling hold, as long as the binding is
a physical effect. The spell does not enable the re- By the casting of this spell, a cloistered priest
cipient to alter shape, so it is not possible to can temporarily gain the ability to turn undead (if
squeeze through a fixed restraint, such as wooden good or neutral) or command them into service (if
stocks, metal shackles, or the bars of a cage, nor evil). For purposes of determining success or fail-
does it aid a creature that has been swallowed. ure of the turning (or commanding) attempt while
the spell is in effect, the level of the cloistered
The disentangle spell also allows immediate priest is that of an adventurer-priest minus four
escape from magical effects such as bind, entan- levels. Thus, a 7th-level cloistered priest turns
gle, Evard's black tentacles, or a mpe ofentangle- undead as a 3rd-level adventurer-priest.
ment, hut has no effect on spells such as hold
person or a ghoul's paralyzation touch. Notes: Restricted to cloistered priests.
(Updated from DRAGOMNagazine.)
Notes: Granted by the dwarven god Thard
Harr. Dispel Darkness

Disguise (Alteration)
Sphere: Sun
A 5th-level spell of the sphere of Wa,:See appendix
in Vol. 3. Level: 1

Dismiss Air Elemental Range: 20 yds.

Dismiss Earth Elemental Components: V, M

Dismiss Fire Elemental Casting Time: 1 + 2 rds.Aevel
Duration: 8 tums
Dismiss Greater Elemental
Area of Effect: Sphere, up to 30ft. radius
Dismiss Lesser Elemental
SavingThrow: None
Dismiss Nature Elemental
By casting this spell, the priest dispels all areas
Dismiss Water Elemental of magical darkness within the area of effect, ren-
dering them unable to reform for at least 8 turns.
rllese are the reversedforms of the corresponding
conjure elemental spells. Only magical darkness is affected by this spell.
New spells of darkness cast within or into the area

also fail. The spell affectsmagic that dims lighting
or creates gloom or shadowy conditions as well.

The material component is a holy symbol of
Pholtus.

Notes: Granted by the Pholtus of the Blinding
Light of the WOKDOF GRFIHAWsKetting.

1 210 \

Dispel Magic

Dispel Evil This spell removes physical fatigue or exhaus-

(Abjuration) tion from the subject by undoing the physiological
Reversible effects of his exertions. The subject is instantly re-
Sphere: Guardian, Summoning stored to his normal, fully rested level of endurance
or vigor. This spell can be used to negate the penal-
Level: 5 ties of forced marching, long swims,jogging, run-
Range: Touch ning, or sprinting, or even accumulated fatigue
Components: V, S, M points from either the P W E R ’ S OPTION: Combat &
CastingTime: 8 Tactics N ~ orSthe magic fatigue rules from the
Duration: 1 rd.Aevel PLAYER’OSPTIONS:pells & Magic rules. Once this
Area of Effect: Creature touched spell has been cast, the subject may start to accu-
Saving Throw: Neg. mulate fatigue or fatigue-basedpenalties again,de-
pending on how he continuesto exert himself.
The priest using this spell causes a summoned
creafure of evil nature, an evil creature from an- The material component is a sprinkle of fresh,
other plane, or a creature summoned by an evil blessed springwater.
caster, to reNm to its own plane or place when the
caster successfully strikes it in melee combat. Notes: Uncommon for clerics and druids
(Examples of such creatures are aerial servants, (P0:SM).
djinn, efreet, elementals, and invisible stalkers.)
An evilenchantment (such as a charmspell castby Dispel Good
an evil creature) that is subject to a normal dispel
magic spell can be dispelled automatically by the Reversed form,dispel evil. This form is used by
dispel evil spell. Note that this spell lasts for a evil priests.
maximum of one round for each experience level
of the caster, or until expended.While the spell is Dispel Magic
in effect, all creatures that could be affected by it
attack with a -1 penalty to their attack rolls when (Abjuration)
engaging the spellcaster. Sphere: All

In additionto driving away evil extraplanarand Level: 3
summoned creatures, this spell counters evil en- Range: 60 yds.
chanhnentlchann spells and all forms of magical Components:V, S
domination and possession. Casting Time: 6
Duration: Instantaneous
The reverse of the spell, dispel good, functions Area of Effect: 30-ft.cube or 1 item
against summoned or enchanted ReaNres of good Saving %ow: None
alignment or creatures that have been sent to aid
the cause of good. When a priest casts this spell, it has a chanceto
neutralize or negate the magic it comes in contact
The material components for this spell are the with as follows:
priest’s religious object and holy (or unholy)
water. First, it has a chance to remove spells and spell-
like effects (including device effects and innate
Notes: Common for clerics (PHB). abilities) from creatures or objects. Second, it can
disNpt the casting or use of these in the area of
Dispel Fatigue effect at the instant the dispel is cast. Third, it can
destroy magical potions (which are treated as 12th
(Necromancy) level for purposes of this spell).
Sphere: Necromantic
Each effect or potion in the spell‘s area is
Level: 1 checked to determine if it is dispelled. The caster
Range: 30 yds. can always dispel his own magic; otherwise the
Components: V, S, M chance to dispel depends on the difference in level
CastingTime: 4 between the magical effect and the caster. The
Duration: Instantaneous base chance is 50% (11 or higher on Id20 to
Area of Effect: 1 creature dispel). If the caster is higher level than the creator
Saving Throw: None of the effect to be dispelled, the difference is sub-
tracted from the number needed on ld20 (making

J 211 L

Dispel Silence I

it more likely that the dispel succeeds). If the Dispel Silence
caster is of lower level, then the difference is
added to the number needed on ld20 to dispel (Abjuration,Alteration)
Sphere: Combat
(making it less likely that the dispel succeeds). A
mll of 20 always succeeds and a roll of 1 always Level: 3
fails. Thus, if a caster is 10 levels higher than the Range: 0
Components: S, M
magic he is trying to dispel, only a roll of 1 pre- Casting Time: 6
vents the effect from being dispelled. Duration: 1 rd.ilevel
Area of Effect: 10-ft.ilevel radius
A dispel magic only affects a specially en- Saving Throw: None
chanteditem-such as a magical scroll,ring, wand,
rod. staff, miscellaneous item, weapon, shield, or This spell is the priest version of the dispel si-
armor-if it is cast directly upon that item alone. lence spell.This spell negates the effect of magical
This renders the item nonoperational for ld4 silencewithin the area of the dispel silence for the
duration of the spell. Following the casting of
rounds, An item possessed or carried by a creature dispel silence, all spellcasting, speaking, and ac-
gains the creature’ssaving throw againstthis effect; tions can proceed normally.

if unattended, an item is automatically rendered For the duration of the spell, the area protected
nonoperational for Id4 rounds. An interdimen-
by dispel silence is proof against silence spells;
sional interface (such as a bog ofholding)rendered they do not function within the area of the dispel
nonoperational is temporarily closed. Note that an silence. The area of effect is immobile; it does not
item’s physical properties are unchanged a nonop- move with the caster.
erational magical sword is still a sword.
The material components of this spell are a
Artifacts and relics are not subject to this spell, pinch of powdered diamond worth at least 50 g p
but some of their spell-like effects may be, at the that is flung into the air and the holy symbol of the
casting priest.
D M s option.
Note that this spell can be very effectivewhen Notes: Granted by the gods Milil, Lord of
Song, and Finder Wyvemspur of the FORGCTIBN
used upon charmed and similarly beguiled crea-
tures. Certain spells or effects cannot be dispelled; REALMSsetting.

these m listed in the spell descriptions. Dispel Ward -Old Empire

Notes: Common for clerics and druids (PHB). (Abjuration)
Sphere: Wards
Summary of Dispel Effects
Level: 2
source of ResistsAs Resdt oi Dispel Range: 60 yds.
Effect Dispel automatic
None Components: V,S
caster
.,S”S CastingTime: 5
Duration: Special
Staff 8th level Effectnegated Area of Effect: 30ft.cube
Saving Throw: None

Potion 12th level Potion destroyed This spell is a more limited form of the dispel

* Effect negated; if cast directly on item, item bccomcs magic spell that is specifically designed only to
bypass wards. Any glyph of warding, symbol,
nonoperationalfor Id4 rounds. magic mouth, wizard lock, spell from the priest
sphere of wards, or similar magic (as adjudicated
by the DM) can be canceled by this spell, and
every such ward in the area of effect must he
checked when the spell is cast to determine if it is
dispelled. This spell does not work against wall
spells (wall offire, wall of imn, etc.) or protective

J 212 \

Divination

sphere spells @rismaiic sphere, aniimagic shell, effect of dissension’sfeasi. A king and his wife
etc.). Rather, it negates spells cast upon an item or who are normally madly in love will bicker with
entrance to guard it. Unlike dispel magic, it has no each other in a matter of minutes. Members of a
effect on magical items. diplomatic delegation might come to blows with
each other within minutes of eating the food.
The chanceto dispel a ward depends on the dif-
ferencein level between the caster of the ward and At the end of the spell, those affected undergo
the caster of the dispel. The base chance of dis- the sensation of waking up. All are free to behave
pelling is 11 or higher on IdZ0. As with a dispel as they wish. Those at the meal will still be angry,
magic spell, if the caster is of higher level than the althoughthey have no idea why they became angry.
caster of the ward to be dispelled, the difference is
subtracted from the base number needed. If the Notes: Common for to priests with access to
caster is of lower level, the difference is added to the sphere of Chaos (TOM).
the base. A die roll of 20 always succeeds and a die
roll of 1 always fails. Thus, if a caster is IO levels Dissipate Smoke
higher than the caster of the warding magic, only a
roll of 1 prevents the effect from being dispelled. Reversedform,create smoke.

Notes: Granted by the Mulhorandi god Set of Divination

the FORWITENRKALMSsetting. (Divination)
Sphere: Divination
Dissension’s Feast
Level: 4
(Alteration, EnchanhnenffCharm) Range: 0
Sphere: Chaos Components:V, S, M
Casting Time: 1 turn
Level: 2 Duration: Special
Range: Touch Area of Effect: Special
Saving Throw: None
Components: V,S
A divinaiion spell is used to gamer a useful
Casting Time: 2 tums piece of advice concerning a specific goal, event,
or activity that will occur within a one-week
Duration: 5 turns + 2 turnsflevel period. This can be as simple as a short phrase, or
it might take the form of a cryptic rhyme or omen.
Area of Effect: Spell Unlike the augury spell, this gives a specific piece
Saving Throw: Neg.
of advice. For example, if the question is “Will we
This spell is cast by a priest during the prepara-
tion of a meal. The spell is cast on any one quantity do well if we venture to the third level?” and a ter-
of food, thus, the priest could cast the spell on the rible troll guarding 10.000 gp and a shield +I
batter of a wedding cake or on a quantity of onions lurks near the entrance to the level (the DM esti-
as they are diced for both a salad and a stew. The mates the party could beat the troll after a hard
spell affects up to 10 pounds of food per level of fight)the divinationresponse might bc: “Ready oil
the caster. Anyone who eats the affected food and open flame light your way to wealth.” In all
(even one who eats the salad but not the stew) is cases, the DM controls what information is re-
subject to the spell. ceived and whether additional divinations will
supply additional information. Note that if the in-
The effects of the spell begin five rounds after formation is not acted upon, the conditions proba-
the food has been eaten. At that time, all creatures bly change so that the information is no longer
that have eaten the food are allowed a saving throw useful (in the example, the mll might move away
vs. spell; success means that individual is does not and take the treasure with it).
suffer the effects of the spell.
The base chance for a correct divination is
Affected creatures quickly become agitated. 60%, plus 1% for each experience level of the
Petty events ranging from pwr table manners to priest casting the spell. The DM makes adjust-
loud talking bothers those affected.After five min- ments to this base chance considering the actions
utes, tempers flare, affected individuals feel com- being divined (if, for example, unusual precau-
pelled to shout at and insult one another, and h a t s tions against the spell have been taken). If the dice
are burled. Even those who are normally calm feel
compelled to vent their frustrationsviolently.

Creatures maintainno alliances while under the

J 213 \

Divination -Shukenja f

roll is failed, the caster knows the spell failed, divine bloodlines for titles that have been actively
unless specific magic yielding false information is held within 100 years per experience level. For ex-
at work. ample, if the last king of Athalantar reigned within
the past 900 years, the spellcasterwould have to be
The material components of the divination at least 9th level to recognize any noble descen-
spell are a sacrificial offering, incense, and the dants of that bloodline. Even though Elminster,
holy symbol of the priest. If an unusually impor- last prince of the first royal family of Athalantar
tant divination is attempted, sacrifice of particu- still lives, neither he nor anyone else has held that
larly valuable gems, jewelry, or magical items may throne or considered themselves “in exile” for ap-
be required. proximately nine centuries.

Notes: Common for clerics and druids (PHB). In cases where the subject is a descendant of
multiple noble bloodlines, the spellcaster can as-
Divination S h u k e n j a certain one such bloodline for every three experi-
ence levels.The order in which such bloodlinesare
This 3rd-level spell is otherwise the ascertainedis ranked first, hy how close in line the
same as the 4th-level spell of the subject is to inheritingthe title; second, by the rel-
same wm. ative rank or importanceof the titles; and third, by
whether a bloodline is active or dormant (that is,
Divination whether the culture or kingdom it is from is still
extant or essentially extinct).
The 1st Ed.form of this spell has been updated as
The material component of this spell is the
lair divination. priest’s holy symbol.

Divine Bloodline Notes: Granted hy Siamorphethe Noble of the
FORG(IITERNEALMSsetting.
(Divination)
Sphere: Divination Divine Curse

Level: 1 (Abjuration)
Range: Touch Sphere: All
Components:V, S , M
CastingTime: 4 Level: 6
Duration: Instantaneous Ranee: Suecial
Area of Effect:Creature touched
SavingThrow: Neg. I.

This spell enables the spellcaster to ascertain Components: V
any trace of noble lineage in the affected creature. Casting Time: 1 rd.
A successful saving throw vs. spell negates the at- Duration: Special
tempteddivination, and the savingthrow cannot be Area of Effect: Special
foregone, even voluntarily. The divination is l i m Saving Throw: None
ited to 100years per caster level.
This spell aeates a terrible and 1g- m e , so it
By means of a divine bloodline spell, the spell-
caster can determine if the affected creature is de- can be cast only upon someone who has performed a
scended from any noble bloodlines, and how close great evil-at least in the eyes of the caster. The
the creature is to inheriting a noble title. A noble awful deed may even have been unintentional, hut it
bloodline is created by any culture (no matter how must have yielded horrible results for the caster. The
insignificant) that recognizes a class of nobility victim of the m e can be of any alignment. The
commonly passed on to blood relatives. This spell caster personally chooses the punishment. Wording
even ascertains noble bloodlines of cultures long is very important, so the player must record the exact
forgotten and extinct. For example, if this spell is phrasing for future reference. The curse may fail if
cast upon an orc, it might determine that the orc is the punishment is inappmPriate, too harsh, or o h -
a descendant of the kings of the Screaming wise lacking (at the DMs discretion). In this case,
Banshee tribe and that he is the third survivingson the DM can choose to either guide the player to a
of the reigning monarch. c m e that is acceptable or make the character wait to
see if the curse takes effect.
By means of this spell, the spellcaster can
The priest becomes a vessel for the divine
wrath he invokes. He must clearly announce the

curse in the presence of the evildoer. Thereafter, \
the curse is in effect, though its effects sometimes
take time to surface. Instead, the curse may de-
velop over months or years. Divine curse can be
lifted. The victim has two means of removing the
curse. An atonement spell can lift the curse, pro-
vided the spell accompaniesa great, heroic deed or
similar act of expiation. Such an action must be an
appropriate counter to the original evil deed.
Sometimes,the c u e itself may include an escape
clause. Oftenthe clue to lifting the curse is hidden
somewhere within the wording. The DM should
encourage such clauses, since they do not ueces-
sarily provide an easy escape, as illustrated by this
sample curse:

You have walked long upon the backs of the
downtrodden. Now, each step you take shall be a
painful blow to yourflesh, until you stride barefoot
to the summit of Mount Arabek between sunrise
and sunset

At first the escape clause seems deadly, if not
impossible, to fulfill, but a creative DM or player
should be able to circumvent the obvious. For in-
stance, the cursed individual might pay someone
cast a haste spell upon him or otherwise increase
his rate of travel.

Curses inflicted with evil intent may trigger a
Ravenloftpowers check.

The material components for this spell are a
tiny silver gong and the priest's holy symbol.

N o k Common for priests on the Demiplane
of Dread.

Divine Event

(Divination)
Sphere: Divimtion

Level: 6
Range: 0
Components:V, S. M
Casting Time: 1 rd.
Duration: Special
Area of Effect: 1 event
Saving Throw: None

This spell combines three effects: divine past,
divine present, and divine future. The form the
spell takes is chosen by the casterat the moment of
casting. Once the form is chosen, the priest cannot
change it.

In all versions, the context of the event is speci-
fied by the caster. The chance of seeing a random
event instead is 100%. minus 5% per caster level.

J 215

Divine Future f

The spell provides a vision of a singleevent and sui genius spell. The priest's player can ask the DM
ficient clues to interpret its details, possibly allow one question about the current situation or about

".- ..-. ....-,--.IIU~.I-e~YYrC-Y..V-..rinn events that will occur within the next five rounds.
ing the identification of the participants and the Questions about the future must relate to external
events, such as "Will the guards respond to the
u. L4 & n ~-,Yeu..unum ~ nnfrn~s m n t c _L. t,.eh
"L

casterreceives sufficient impressions (in the formof

figures and depictions) to allow interpretationof the sentry's yell?" Questions cannot refer to the out-
come of combat, such as "Will we win the battle?"
event,usually one to threerounds, the spell ends.

A ) Divine Post: This allows the caster to divine The priest's player can use this spell to ask the DM

a past event from 1 hour to 1 year old, depending for advice. In this case, the spell is the equivalent

on the caster's level. A caster of 7th or 8th level can of asking the gods, "Okay, how do we get out of

divine the past up to one week. A caster of 9th to this one?"

13thlevel can see eventsup a month old. Casters of The DM should carefully adjudicate this spell.
higher level can see events of up to a year old. The answer to the question is always relevant and

B) Divine Present: This allows the caster to correct, although not necessarily complete. The
-. _".... -. ...rlirrine fmm-vent"..I.._5-11n
I... the rn .l-~"c1.1.m n tn r the immdiat- answer may be cryptic, in the form of a riddle or
rhyme, depending on the D M s assessment of the
I..- ".I1..--1. 1

past (1 rnund to 4 turns).A caster of 7th or 8th level

can divine up to one turn. A caster of 9th to 13th situation and how potentially unbalancing the

level can divine events up to two turns old. Casters answer might he. In general, the answer is a short
of hi-aher level can see events UD to four turns old. phrase of no more than eight to ten words.
This casting might fail against magics that prevenlt The material component is a gem of at least
_.^^____.^_-..-,scrying. The base chance of success is 50%. pluS
.~:- 500 gp value. This spell can be cast only once in
any 24-hour period.
C ~ ~ . . I I C L L&
we2c7m0
cL-.VI C-.L-LCLL 1LWCL .LLLALC glsalrl .L^_ .L
ULW

caster of the protection (and -5% per level the Notes: Common for to priests with major

caster is less than the caster of the protection). access to the sphere of Thought or Divination

C ) Divine Future: This allows the caster to (TOM).
divine an event that will happen in the next 1 turn
to 1day. A caster of 7th or 8th level can divine up Divine Investiture

to one turn. A caster of 9th to 13th level can divine (EnchantmenKharm, Illusinn!Phantasm)

events up to one hour in the future. Casters of Sphere: Law, Time

hi.gher level can see events up to one day in the
future. Such a future is generally one of severa1 Level: 5

possible futures, and might be changed with pre Range: Touch
.._ .,. .y.IIU..lInn Components:V, S, M
cautions based on foreknowledge. Castinglime: Special
Duration: Special
"unU.,.".,..".PynYt..~L.L f,.. .I, i"a

rare incense conducive to meditation (100 gp).
Notes: Granted by gods of divination, other- Area of Effect: 1 creature

wise very rare. (Updatedfiom D ~ n ~ o ~ M a g ~ ~ i nSeav. i)ng Throw: Special

Divine Future This spell is often employed upon the birth of a
noble's heir, at a coronation, or upon the investi-
See divine event.
ture of a noble's title. It can be cast successfully
Divine Inspiration
only upon a descendant of a noble bloodline (as
(Divination)
Sphere: Thought, Divination defined in the divine bloodline spell), upon the as-
sumptionof a noble title.A ceremony of divine in-
Level: 7 vestihm takes at least one turn to cast, hut most
Range: 0
Components: V, S, M Scions of Siamorphe extend the ceremony for at
Casting Time: 5 least an hour.
Duration: Instantaneous
Area of Effect:The caster Upon the commencementof the casting of this
Saving Throw: None spell, a willing recipient is bathed in a flickering
nimbus of radiant light equal in effect to a faerie
This spell is a more powerful version of the fire spell. The color of the radiance is selected by

the spellcaster (often gold, silver, or some other
color appropriate to the noble office) and lasts for

J 216 \

the duration of the casting. During the incantation, Divine Purpose

the priest is empowered to create pageantry appro- (Divination)
Sphere: Divination
priate to the event.The illusions created are similar
Level: 3
to those of the 3rd-level wizard spell spectral Range: 0
Componenu: S, M
force, but appropriate to the ceremony, as adjudi- CastingTime: 1 rd.
Duration: Instantaneous
cated by the DM. For example, if divine investiture Area of Effect:The caster
Saving Throw: None
is cast upon the crnwn prince during his corona-
This spell helps the caster to discern the pur-
tion, the priest might evoke the shades of past pose of an item, even if it is broken or only a part
of it can be examined. The caster must establish
kings who one by one step forward to lay their direct flesh-to-item contact with both the mystery
item (which can be of any size, but must be solid,
shadowy swords upon the prince’s shoulders. not a gaseous cloud, illusion, or visual effect) and
his holy symbol, then utter a specific prayer.
When the royal crown is placed on the prince’s Neither the item nor holy symbol is altered by the
spell. Through divine guidance, the caster can
head, the priest might evoke a dazzling burst of glimpse a vision of what the mystery item once
was a part of, or how it is used or functions.
light coming from the crown that momentarily Whether or not the spell succeeds, it drains 1 hit
point from the caster (which can be regained read-
blinds all in attendance. ily through rest or magical healing).

In addition to the pageantry of the ceremony of The chance of learning something about an
item has a base of 1% per level of the caster, plus
investiture,this spell creates a lasting effect known 1% per point of the caster’s Wisdom, plus 5% if
the item was made by beings of the same race as
as the legacy of Siamoij7he.The legacy varies from the caster, plus 10%if the item is or was wholly
nonmagical in its functioning (not necessarily in
recipient to recipient (and is determined by the its making), plus 10%if the item performs a func-
tion or has an end effect similar to one personally
DM) and seems to loosely correspond in power to familiar to the caster. (For example: If the caster
has shoed horses, an unfamiliar smithy tool con-
the relative rank of the spell recipient. Typical cerned with horseshoes would gain this modifier.)

legacies are: a +1 Charisma bonus with respect to The DM must determinehow clear or extensive
is the vision gained. This spell is very good at
the recipient’s subjects, a +I bonus on saving showing the nearby location (if such exists) where
an item was used or allied items lie, but it is very
throws vs. poison, a +I bonus to hit when wielding poor at showing the identities of past users of an
the ceremonial sword of state, and so on. item. A priest can only work divine purpose on a
given item once; subsequent castings fail.
Unwilling recipients of this spell can choose to
The material component of this spell is the
forego its effects. This decision is irrevocableonce priest’s holy symbol.

made, regardless of whether the spell is accepted Notes: Granted by the god a n d , Lord of All
Smiths, of the FORGOTENREALMSsetting. This
or foregone, and it must be made at the start of the spell is found only in a few exceptionally rare
tomes.
spell’s casting. (Infants and small children sub-

jected to this spell are assumed to voluntarily

accept its effects.)

The material components for this spell are a
chalice of holy water and a small amount of dye

laced with gold flakes. The latter is used to sketch

the noble’s heraldic device (or appropriate symbol

of nobility) somewhereon the subject’sbody prior

to the casting. The holy water is then poured over

the inscribed symbol during the ceremony and the

sketched symbol then vanishes.

Notes: Granted by the demipower Siamorphe,

the Noble, of the FOF“ REALMSsetting.

Divine Past

Divine Present

See divine event.

Divine Romantic Interest-Elf c

Divine Romantic Interest -Elf pare their Hit Dice or levels to the caster’s when

(Divination) deciding how much to reveal. Likewise with re-
Sphere: Divination spect to magical items, the DM should consider

Level: 1 the level of the creator, the power of the item, and
Range: Touch the importance of the item to campaign events
Components: S when framing a response.
Casting Time: 1 rd.
Duration: Special Once an answer has been received, the spell
Area of Effect: Creature touched ends. Multiple castings of this spell will not gener-
SavingThrow: Neg. ally add to the caster’s knowledge unless signifi-

This spell enables the priest to divine the exis- cant developmentshave occurred since a previous
tence and subject or subjects of the unspoken love, casting.
crush, or romantic interest of the first creature
touched by the caster. A successful saving throw Notes: Restricted to oracles and possibly sa-
vs. spell by a creature unwilling to share such in-
formation prevents the caster from learning the vants-clerics, very rare. (Updated from DRAGON
identity of the romantic interest, but conveys to the
caster whether or not the creature harbors any such Magazine.)
secret affectionsat the time of the spell is cast.
Divine Wind n
Curiously,this spell does not reveal whether or
not any other creature bas a romantic interest (Conjuration/Summoning)
toward the caster. Theologianspostulate that Lady Sphere: Weather
Goldheart wishes to surpriseeven her most faithful
followers with unexpected love. Level: 7
Range: 1 mile
Notes: Granted by the elven goddess Hanali Components: V, I
Celanil. Casting Time: 1 t
Duration: 1 tumL
Divine Ruth Area of Effect: 1,
SavingThrow: N
(Divination)
Sphere: Numbers This spell summons mighty humcane-force
winds at the shukenja’s command. The force of
Level: 3 these winds is such that small boats are automati-
Range: 0
Components:V,S cally capsized, large ships are capsized 70%of the
CastingTime: 1 turn time, branches are doped from trees, tree bunks
Duration: One question are snapped 70% of the time, heavy articles are
Area of Effect:The caster blown away, medium and lightweight articles m
SavingThrow: None tom free from their fastenings, shacks are flattened
60% of tbe time, common wooden buildings are
This spell allows the caster to determine a truth blown down 20% ofthe time, man-sized creatures
about one thing or matter. Tbe caster concentrates, am knockedto the ground 70% of the time, and are
placing in his mind a series of figures and images blown 10-40 feet 30% of the time (suffering ld6
that, when interpreted, may yield the guidance that
he or she is seeking. The chance of a meaningful points of damage for every 10 feet howled along).
answer is 75%, plus 1% per level of the caster, to a Flying creatures are blown backwards 50-100
maximum of 95%. Any question can be asked, but feet. Reinforced buildings and stone buildings are
as the questions become more complex, the DM
should make the answers more allegorical and relatively undamaged, generally suffering Id4
cryptic. As the priest advances in level, the an- points of structural damage. Boats on shore are
swers should become more clear. W~threspect to cast ahout like matchsticks. Seas become raging
other creatures or characters. the DM should com- tempests, deserts are shrouded in massive dust
storms, and snowy regions are blinded by bliz-
zards. Small fires blow out while large fires (the
size of a building or more) erupt into raging con-

flagrations.Crops are 75% ruined.
Creatures caught within the area of the divine

wind suffer Idlo points of damage for each full

tum they are exposed to the weather. C r e a m s are

reasonably safe within shelters, hut they can he Djalice, Veil of
buried in sand or snow or swamped by crashing
waves, When moving through the area affected by See veil of Djalice.
the spell, all movement rates are reduced to 114
normal. Attemptingto fight under these conditions Dolorous Decay
is nearly impossible and all creatures suffer a -8
on all to hit rolls. Missile weapons of all types are (Alteration, Necromancy)
Sphere: Necromantic
impossible to use. This includes snacks by breath
weapons and the like. Those standing next to each Level: 6
other have to shout to he heard. Flight, either natu- Range: 10 yds.flevel
ral or magical, is impossible. Components: V,S
CastingTime: 1rd.
The material component for this spell is a Duration: Special
Area of Effect: 1 injured living CIeaNre
banner or flag, painted with the calligraphic char- Saving Throw: Special
acter for wind, a moderate-sized drum and the
This spell affects a single currently injured living
shukenja's holy symbol. being; undead and healthy creatures are immune.
Notes: Common for priests from an oriental Dolomus decay is a rotting and withering of the
body that spreads from existing injuries causing ad-
setting; otherwise, very rare. ditional damage. The targeted c r e a m receives a
saving throw vs. spell. Success means the c r e a m is
Divinial Armor, Aranen's slowed (asthe 3rd-level wizard spell) for 1 round,
hut is then free of furthereffects. Failure inflicts 1
See Aranen's divinial armor. point of damage per level of the caster, a slow effect
for the following round, then allows a second saving
Divining Rod c" throw. Success ends the dolomus decay spell with-
out further effect; failure means the cmNre takes
(Divination) half the previous decay damage (round fractions
Sphere: Divination down),andis slowedforathirdmund.

Level: 1 This cycle of savingthrav and damage continues,
Range: 60yds. each bout of damage being half that suffered on the
Components:V, S, M previous round, until a minimum loss of 1 point is
CastingTime: 1 rd. reach& at which point a successful saving throw ends
Duration: I rd.flevel the spell. The cycle continues until the victim dies or
Area of Effect: Special the spell ends. Dolomus decq is not contagious, but it
SavingThrow: None can (at the DMs option)cause loss of mobility or the
use of limbs if the damage is severe enough (typically
With this spell, the shukenja can attempt to overhalf the victim's hit points must be lost.)
Notes: Granted by the evil god Myrkul, Lord of
locate common items or forces of nature that may the Dead, of the FORGOTTREENALMSsetting.
he hidden from view. The material component for
Doom Curse -Dwarf
the spell is a wand cut from a ginkgo tree. The
shukenja must state the particular item being (Alteration)
Reversible
searched for. Thereaftn; the wand points in the di- Sphere: Necromantic
rection of the item, pulling the caster along, pro-
vided the item is within the spell range. If an Level 5
Range: Special
impenetrable obstacle is reached (the ground, for Components:V, S
CastingTime: 1rd.
example) the wand presses against it and stops. Duration: 1 dayflevel
The shukenja must hold the wand with both hands Area of Effect: 1 creature
for the spell to work. If there is no item matching Saving Throw: Neg.
the description within the spell range, the wand
does not react, although the shukenja can move
about searching for the item. Common uses in-

clude locating water, buried treasure, and stolen
goods.

Notes: Common for priests from an oriental

setting; otherwise, very rare.

- -Doombound Haltling J

The effectsof this harmful spellcan be brought though matures immune to magicalfear are unaf-
down on any being touched by the caster, even by fected hy this spell.
means of a burled axe or other missile weapon.
The spell has no effect if the CIeaNre saves, and The initial appearance of a doomhound causes
can be ended by a remove curse or this spell's re- fear in the creature, as the reverse of the 1st level
verse, a lifr doom. priest spell removefear. A successful savingthrow
vs. spell negates thefear effect, but does not dispel
The exact effect of the spell varies with the the doomhound. Regardless of whether or not the
curse chosen; some typical dwarven curses are creature attempts to flee the doomhound when it
given here. The DM should feel free to devise new first appears, for as long as the doomhound stalks
effects, in keeping with the ethos of the casting the creature, the creature rolls all subsequent
priest and generally of the same level of power as saving throws with a -2 penalty and also all
those given. vpical doom curses include: morale checks and saving throws against fear ef-
fects unless a 20 is rolled.
Temporary loss of 3 levels, including hit points,
THACO, spell wielding, etc. Only one doomhound can stalk at creature at
Slow effects, as the 3rd-level wizard spell any time. The effects of this spell can be ended at
A 4-point penalty on all saving throws and abil- by a remove curse, limited wish, or wish or by the
ity checks death of the target creature, but physical or magi-
Inability to speak clearly (spellcasting is impos- cal attacks are otherwise ineffective against a
sible, messages are garhled and communication doomhound.
is difficult; possibly causing misunderstandings
with, and hostility in, encounteredcreatures) The material component of this spell is the
*Inability to hold things properly (a forced priest's holy symbol.
Dexterity check each round in which a weapon
or other item is held, manipulated, or wielded), Note: Granted by the halfling god Urngalan.
with item saving throws for all fragile items
dropped Doomtide
Recurring blurred vision or blindness, lasting
one round, and occurring in a 1 in 6 chance, (ConjnratiodSummoning)
rolled each round. Armor Class and attack penal- Sphere: Combat, Guardian
ties apply and cenain activities are endangered
(for example, walking along narrow paths with- Level: 4
out falling or humping into surroundings)or ren- Range: 0
dered impossible (for example, catching things).
Components:V, S, M
Notes: Restricted to dwarves, m e . Casting Time: 7
Duration: 6 rds.
Doomhound -Halfling Area of Effect:Eight 10-ft.X IO-ft. cubes

(Phantasm, Necromancy) Saving Throw: Special
Sphere: Necromantic
This spell creates a black, creeping mist filling
Level: 3 amaximum areaof eight IO-foot by 10-footcubes.
Range: 10 yds. It forms directly in front of the caster, who can
Components: V, S,M choose to make it stationary or direct it to move
Casting Time: 6 away at a rate of 3 yards per round; once this
Duration: Special choice is made, it cannot be altered.A doomtide is
Area of Effect: 1 creaNre destroyed by a successful dispel magic spell, a
Saving Throw: Special magical gust of wind, or any magic that affects
vapors; it is unaffected by natural winds (even if
This spell creates a shadowy mastiff visible extremely violent).
only to the caster and the intended target of the
spell. Once created, a doomhound inexorably A doomtide has no effect on the caster and (if
stalks the creature, never approaching closer than the caster desires) one other being who touches the
10 feet or falling more than 100 yards behind. It caster during the casting-all others who enter it
creates an unshakable premonition of death, see hundreds of long, slender black tentacles coil-
ing and reaching for them.

These menaces are illusory, but the mists do
have some real effects:All missile and other aimed
attacks (including spells) are at 4on attack rolls

1 220 L

> hagonbane

due to the visual confusion, all creatures within Notes: Granted by the lesser power Waukeen
suffera 4initiativepenalty, and beings of lessthan Merchant's Friend of theF O R m ReALMs setting.
7th level or 7 Hit Dice must make a saving throw
vs. spell for each round in which they are in contact Doubt
with a doomride or do nothing for that round
(seemingly dazed and unaware of their surround- Reversed form, leadership. A 4th-level spellfmm
ings). To the caster and the other lone protected the sphere of War See appendix in Vol. 3.
being, the doomtide appears as a faint colorationin
the air, and it offers no obstacleto vision. Dragon Scales

The material components of a doomtide spell (Alteration)
are a pinch of scot from any fue, a piece of eel skin Sphere: proteetion
(or an eel, which can be alive or dead, whole or
partial), and a piece of saing, thread, or cord (any- Level: 4
thing flexible and organic serves)tied into at least Range: 0
three knots. Components:V, S, M
Casting Time: 7
Notes: Granted by the evil goddess Besbaba, Duration: 1 t u d e v e l
Maid of Misfortune, of the FORGO~"REALMS Area of Effect: The caster
setting. This spell is found only in a few exception- SavingThrow: None
ally rare tomes.
This spell creates a plating of dragon scales
Doublecoin that grow from the priest's epidermis to cover all
of the body except the head. The dragon scales
(Evocation) give the priest a base AC of 4 or a +2 AC bonus,
whichever is better. The spellcaster determines the
Sphere: Creation tint of the dragon scales, but the chosen hue must
correspond to that of a chromatic dragon species
Level: 4 (white, black, green, blue, or red).
Range: Touch
Components:V, S , M The material components for this spell are the
Casting Time: 7 priest's holy symbol and a single dragon scale.
Duration: Instantaneous
Area of Effect: 1 coin Notes: Granted by the evil dragon god, Tiamat,
SavingThrow: Special to human worshipers.

This spell consumes a single coin or metal disc Dragonbane
and replaces it with two identical coins. The coins
(Abjuration)
are absolutely identical, not just similar in type, Sphere: Wards
and so scratches, special markings, and the like are
Level: 6
reproduced. The spell destroys any dweomer that Range: 10ydsAevel
might be in existence on the coins. The spell is Components: V, S , M

silent, but a faint, momentary glow accompanies +Casting Time: 1rd.
the permanent change it causes. Each time the
spells is cast, the caster must make a saving throw Duration: ld4 rds. 1 rd./2 levels
vs. spell. If the saving throw succeeds, the spell is Area of Effect: 5-ft-cubenevel
executed as intended and nothing untoward Saving Throw: Neg.

occurs. If the saving throw fails, the caster suffers This spell prevents any dragon that fails its
the permanent loss of 1 hit point, but gains 2d12 saving throw from entering the area of effect The
additional exact duplicate coins out of thin air. spell affects a cubic area whose sides equal the
Although this magic affects coinage of any size caster's level times 5 feet; thus, a 16th-level caster
and value, it can only work on metal, not on gems, can affecta cubewhose sideseachequal 80feet.The
wooden trade tokens, or coinage made of a combi- dragon can cast spells, blast breath weapon, or hurl
nation of materials in which at least one comp- missiles (if possible) into the area of effect. Dragons
nent is nonmetallic. in the area of effect when the spell is cast are not af-
fected. If such a dragon leaves the area of effect, it
The material component of this spell is a single
coin or metal disc.

Drain Undead f

must make a successful saving thmw vs. spell to Dream Sight Q
reenter the area. The spell’s effectiveness can he
greatly increased with the casting of afocus spell. (Alteration)
Sphere: Astral
The material components are the priest’s holy
symbol and a dragon scale of any type. Level: 2
Range: Special
Notes: Common for to priests with major Components: S, M
access to the sphere of Wards (TOM). Casting Time: 1 rd.
Duration: 1rd./level
Drain Undead Area of Effect: Caster
SavingThrow: None
Reversedform, undead regeneration. Thisform is
used by good and neutral priests. When using this spell. the shukenja falls into a
deep sleep and dreams of nearby places and
Draw Upon Holy Might events. The caster’s spirit is projected to the loca-

(Invocation) tion within range desired. Places and events seen
Sphere: Summoning
in the dreams happening at the time of the dream-
Level: 2 ing, these are not past or future events. In the
Range: 0
dream, the caster can both see and hear and can
Components:V,S, M will his or her spirit to move about normally.

Casting Time: 2 The dream spirit can pass thmugh solid objects
Duration: 1 rd./level with no difficulty, but cannot enter any area
Area of Effect: The caster guarded by a protection spell (whether good, neu-
Saving Throw: None tral, or evil), nor can sounds coming from such an
area he heard. The shukenja’s spirit can either
When this spell is cast, the priest’s body shud- move at a rate of 36 or observe the scene during
ders and glows with a shimmering aura as it be-
comes a vessel for the power of his god. As a one round. Thus, a 3rd-level shukenja could send
result, the caster can choose to increase one ability her dream spirit up to 720 feet in the first two
score (only Strength, Dexterity, Constitution, and rounds and then spend the third (and last) round
Charisma are eligible)by + I per three levels of his observing the desired scene.
experience (+I at 3rd level, +2 at 6th. etc.).
At the end of the spell, the dream spirit of the
Only one ability score can be increased. The
effect lasts for the duration of the spell. Ability shukenja automatically returns tu the body. The
scores can be increased above the normal restric- shukenja can also voluntarilyreturn before the end
tions due to race and class, to a maximum of +6or of the spell. If the shukenja’s body is disturbed
to 25, whichever is less. All benefits for excep-
tional ability scores listed in the Player’s befure the dream spirit returns, the shukenja must
Handbook apply; however, the divine abilities make a saving throw vs. death. If the save is suc-
found in the Legends & Lore book are not gained
by use of this spell. For example, an 18th-level cessful, the dream spirit returns safely to the body
priest with Strength 15 could increase her Strength with no ill effect. If the saving throw is unsuccess-
to 21 for 18 rounds, granting her a +4 attack
bonus, a +9 damage adjustment, etc. ful, the body falls into a deep catatonic state and
the dream spirit is unable to return of its own
When the spell ends, the energy abruptly leaves accord. Another shukenja can use dream sleep to
the caster’s hcdy, leaving the priest physically and guide the lost dream spirit back to its body, if able
mentally drained. No action other than rest can be to locate it.
taken for the next 4d6 turns. A successful
Constitution check (at the priest’s normal ability Funhermotv,while in dream sleep, the spirit of
score) reduces this time by 50%.
the shukenja is considered a lesser spirit for the
The material components are the priest’s holy purposes of all spells. Thus, it can be forced to
symbol and a vial of holy water that has been answer questions by a commune with lesser spirit
blessed by the high priest of the caster’s faith.
spell, cannot see things hidden by an invisibility to
Notes: Uncommon for clerics (TOM). spirits spell, and can he destroyed by a smite spell.
If the dream spirit is destroyed, the shukenja’s
body falls into a catatonic state that can be lifted

only by a raise dead, resurrection, limited wish, M
wish spell.

J 222 L

Druid‘s Decay

3

The material component for this spell is a stick of body. If the body is disturbed in any way while
incense worth at least one chain (5 gp). using this spell, the shukenja’sspirit becomes lost.
The body remains in its comatose state until some
Notes: Common for priests from an oriental means is found to rejoin the shukenja’s spirit with
setting; otherwise, very m e . his body, such as a restore spirit spell.

Dream Vision Q The duration of this spell is the amount of time
required for the shukenja to enter into the dreams
(Invocation) of the otber and then deliver the message. Thus,
Reversible the duration could be as short as one round or as
Sphere: Divination long as several hours.

Level 3 The reverse of this spell, nightmare, allows the
Range: Touch shukenjato send a hideous and unsettling vision to
Components: V, S, M the subject. The identity of the subject must he
known, as stated above, and the subject must be
Castin-e Time: 1turn asleep. This nightmare prevents restful sleep and
causes the victim to lose Id10 hit points. Sincethe
Duration: Special individualhas not rested, he is fatigued as if he had
Area of Effect: 1 creature not had the night’s sleep and is uuahle to regain
Saving Throw: None spells. The subject is allowed a saving throw vs.
spell to avoid the effects of the nightmare.
By means of this spell, the shukenja is able to
The material components for this spell are a
send messages to others in the fotm of dreams. At bowl of incense and a robe of red (or white for the
the beginning of the casting, the shukenja names reverse) silk cloth.
whom the message is for. The shukenja must know
the identity of the recipient or identify him by Notes: Common for priests fmm an oriental
some title that leaves no question as to the recipi-
ent. For example, the shukenjacould send a dream setting; otherwise, very rare.

to the governor of Changtai Province, even if he Druid’s Decay
has never met the man, since there is only one gov-
(Alteration)
ernor of that province. However, he could not send Sphere: Animal, Plant
a dream to the sake-maker of a village in that
Level: 3
province, since there might be several sake-makers Range: 30 yds.
Components: V, S, M
in that village. Casting Time: 6
Upon completingthe physical casting of the spell, Duration: Instantaneous
Area of Effect: 1 dead creatureor 10 cu. ft. of dead
which requires hut a turn,the shukenja falls into a plant material
deep, trancelike sleep. At this point his spirit leaves Saving Throw: Special

his body and travels instantaneously to the recipient Upon casting this spell, the caster can cause a
Thereupon, the shukenja is able to enter the dreams single dead creature to decompose into dust.
of the recipient and deliver his message unless the re- Alternatively, the spell can decompose 10 cubic
cipient is magically protected from spirits. If the re- feet or less of dead plant material, including ob-
cioient is awake when the soell is cast the shukenia jects made of wood. Items or constructions made
can choose to regain in his trancelike sleep until the entirely or partially of plant material (such as
recipient goes to sleep or he can choose to cancel the wood) must make a successful item saving throw
spell.The shukenja does not leam anything a b u t the vs. lightning or he destroyed.An item worn or held
current activities or whereabouts of the recipient, by a creature is unharmed unless the owner fails a
saving throw vs. spell; upon failure the item must
only whether he is asleep or awake. save vs. lightning or be destroyed.
Once the shukenja enters the dreams of the re-
This spell doesn’t affect living matter. A single
cipient, he can deliver a message of any length de- corporeal undead creatureof up to 10 Hit Dice can
sired, which the recipient remembers perfectly he destroyed if it fails a saving throw vs. death
upon awakening. The communication is one

way-the recipient cannot offer information or ask
questions of the shukenja. Neither can the
shukenja gain any information by observing the
dreams of the recipient. Once the message is deliv-

ered, the shukenja’s spirit returns instantly to his

L2 223

huidsight f

magic, The spell cannot affect noncorporeal vated or reanimated for a minimum of 24 hours,
undead (ghosts, shadows, wraiths, etc.) or undead during which time they will presumably be prop-
erly interred. The spell affects 2d6 Hit Dice of ani-
with more than 10 Hit Dice.
The material component is the priest’s holy mated skeletons andlor zombies, 3d6 if the

Symbol. remains are of dwarves.

Notes: Very rare spell. (Updated from DRAGON Notes: Granted by the dwsrven god
Magazine.) Dumathoin.

Druidsight Duplicate

(Evocation) (Alteration, Evocation)

Sphere: Animal Sphere: Creation

Level: 2 Level: 4
Range: 10yds.nevel
Range: 150yds. Components:V, S, M
CastingTime: 7
Components: V,S, M Duration: 1rd.nevel
CastingTime: 3 Area of Effect: Special
Duration: 2 hn. +rds1.t u d e v e l
SavingThrow: None
Area of Effect: 1 animal

SavingThrow: Special

By means of this spell, the druid is able to see This spell causes a translucent, obviously mag-
through the eyes of another animal and perceive ical quill pen to appear in midair. This animated
things as that animal would. Familiars and poly- pen generates its own ink and copies any writing
morphed or shapechanged creatures are not sub- or inscription of the caster’s choice that is within
ject to this spell. Animals on friendly terms with
the druid, such as companions, pets or summoned range onto any writing surface, such as paper,
animals, require no saving throw. Normal animals vellum smooth painted wall, or flat wocd, avail-
receive a normal saving throw vs. spell. The sub- able within spell range. If there is a choice of writ-
ject animal can be commanded telepathically to ing surfaces available, the one chosen mentally by
scout, spy, or stand guard at distances up to 100
yards plus 10 yards per level of the caster. the caster is used.
Spells can be copied by means of this spell,
The material components for this spell are a bit
of food desirableto the animal. creating a copy that is identical to the original for
purposes of study. The quill’s writing does not
Notes: Restricted to druids, very rare.
(Updated from DRAGOMNagazine.) trigger explosive runes, glyphs, or other traps, and
creates an identically functioning magical dupli-
Dry Spring
cate of such dangerous magic (if any is present).
Reversedform, create spring. The writing of a duplicate is of identical size

Dumathoin’s Rest and spacing to the original, allowing perfect for-
geries to occur. However, if the size of writing
(Abjuration, Necromancy)
Sphere: Necromantic surface or the spell duration does not permit the
entire writing to be copied, the entire copied writ-
Level: 2
Range: 10 yds.neve1 ing fades away, and the spell is lost and mined.
Components:V, S , M (The pen writes as fast as the caster can.) Being
Casting Time: 5 rendered unconscious or commencing other
Duration: Instantaneous spellcasting ruins the magic. The caster must
Area of Effect: 30-ft. radius
SavingThrow: None view the writing for the pen to work. (Brief
glances away or interruptions do not harm the
This spell causes animated skeletons and zom- working of the spell.)
hies to collapse. Their remains cannot be reacti-
The mind of any caster can only encompass

one duplicate spell at a time and attempts to go
beyond this limit result in a feeblemind effect (as
the 5th-level wizard spell). Casting duplicare
causes the caster to instantly lose 1 hit point per
experience level currently possessed. The loss of

1 224 L

Dwvoemer Divination

these hit points can be reversed only by the casting -Dust Shield Old Empire
of a limited wish or wish spell or the casting of a
heal spell on the recipient by a high priest of (Evocation)
Oghma in the sanctuary of an Oghmanyte temple.
No savingthrow against the loss of the bit points is Sphere: Elemental Earth
allowed, Death caused in this way destroys all
spellcasting ability, so a priest who died casting Level: 3
duplicate and later raised can no longer function
as a priest, but only a lay worshiper. Range: 0
Components: V,M
The material component of this spell is a Casting Time: 6
feather.
Duration: 1 rd.llevel
Notes: Granted by Oghma, Lord of Area of Effect: 1 square ydnevel
SavingThrow: None
Knowledge,in the FORGOTTENREALMSsetting.
’Ihis spell neafes a Scintiuating, invisible wall of
Dust Devil forceby causing the dust parricles in the ah to form an

(ConjurationlSummoning) mentally p if the
Sphere: Elemental Air, Summoning barrier, hl
:x, the

Level: 2 for a dispel m g i c spell 01 the mental command of the
Range: 30 yds. spellcaster, who can dismiss it at wiU. Priests of Gcb
Components:V, S
CastingTime: 2 rds. commonly use ulis spell to shore up collapsing mine
Duration: 2 rds.ilevel
Area of Effect: Creates 1 dust devil shafts,thus allowingminerstime to escape.
Saving Throw: None
If the banier is smaller than 1 square yard, the
This spell enables a priest to conjure up a weak
air elemental-a dust devil of AC 4, 2 HD, h4V priest can specify during casting that the dust
180 feet per round, one attack for Id4 points of
damage-that can be hit by normal weapons. The shield attach itself to his or her left or right fore-
dust devil appears as a small whirlwind one f w t in
diameter at its base, five feet tall, and three to four arm. The priest can then use the barrier as a full
feet across at the top. It moves as directed by the “body” shield, providing a +3 (total) bonus to
priest, but dissipates if it is ever separated from the
caster by more than 30 yards. Its winds are suffi- Armor Class. Such a shield cannot be dropped (as
cient to put out torches, small campfires, exposed
lanterns, and other small, open flames of nonmag- it is not actually held), but its presence does not
ical origin. The dust devil can hold a gas cloud or a
creature in gaseous form at bay or push it away allow the priest to do anything with the shield arm
from the caster (though it cannot damage 01 dis-
perse such a cloud). If skimming along the ground that someone holding a real shield could not do.
in an area of lwse dust, sand, or ash, the dust devil
picks up those particles and disperses them in a The spell cannot be used this way in conjunction
IO-foot-diameter cloud centered on itself. The
cloud obscures normal vision, and creatures with a regular shield or a shield spell.
caught within mblinded while inside and for one
round after they emerge. A spellcaster caught in The material comoonents of this snell are a
the dust devil or its cloud while casting must make hand]Fulof dust thrown into the air and the priiest’s
a saving throw vs. spell to maintain concentration,
or the spell is ruined. Any creature native to the el- h o b symbol.
emental plane of Air-even another dust devil- Notes: Oranted by the Mulborandi earth god
can disperse a dust devil with a single hit. REALMSsetting.
Geb of the FOR-
Notes: Common for clerics and druids (PHB).
Dwoemer Divination

(Divination)

Sphere: Divination

Level: 7

Range: Touch
Components:V, S
CastingTime: 3 rds.
Duration: 1 rdnevel

Area of Effect: 1 item

Saving Throw: None

This divination reveals things about a touched
item in an unfolding process that continues until

J 225 i

all information about the item has been gained 01 level-on items in contact with them. The spell re-
the spell duration expires. If the same caster em- veals the approximate nature of such associate
ploys another dweomer divination on an item al- dweomers, but not what their precise damage,
ready examined by use of this spell, the magic extent, or trigger conditionswere or are.
reveals new information. A dweomer divination
ends immediately if the caster neglects to touch or A dweomer divination provides no protection
handle the item for an entire round or if the item is against curses or magical traps placed on items
found to bear no dweomer. other than to identify them in its unfolding
process. It does not delay or prevent such traps’ or
In the first round of a dweomer divination, all curses’ normal functioning in anyway. Dweomer
dwwmers present on the item or linked to it are re- divinaiion might not reveal side effects that the
vealed; on the second round, any alignment or item’s enchanter did not intend or foresee.
class restrictions or special benefits associated
Notes: Very rare spell from the FORGOTIEN
with the item are identified; in the third round, the REAurs setting.
primary function or most powerful dweomer on
Dweomertlow
the item is fully revealed-in other words, how it
works-to the dweomer divination caster; during (Alteration)
the fourth round any word of activation or com- Sphere: All

mand process associated with that primary power Level: 4
is revealed; and on the fifth round, anythingwnmg Range: Touch or 20 yds.
with, or missing from, the functioning of that
power is clearly and fully identified.These succes- Components: V,S
sive rounds of inquiry occur even if there are no
Casting Time: 7
words or magical problems associated with the Duration: 1 rd.
power, and at the end of each round, the caster is Area of Effect: 1 spellcaster or magical item
SavingThrow: Special
made positively aware of such absences.
On subsequent rounds, this process is repeated This spell can be cast in one of two fashions. In
the first version, dweomerflow is cast on a spell-
for any additional item powers or properties after caster. It causesthe next spell cast by that individual
the primary or most powerful one in descending toflow into a prepared receptacle the caster touches
order of intensity of their dwwmer or importance instead of taking its usual effect. No saving throw is
required of the spellcaster or the receptacle. Qpical
of their effect until all item powers have been ex- receptacles include a focal stone, a crystal ball, or
plored. (In other words, the cycle of rounds three another item that can hold magics within itself, such
through five repeats as necessary.) The spell then as magical items in need of recharging, crucibles
tums to revealing any additional control words or temporarily empowered by spells to accept enchant-
operatingrestrictions on the item for a round (such ments, artifacts,and the like. If the item is destroyed
as special purposes or personal linkages), recharg- or later affected by spells that force it to disgorge
ing methods or the confirmed absence of same on stored magics, the ‘noweb‘ spell is released, often
taking its full effect.
the next round, and some images of how the item
was made on subsequentrounds. Dweomerflow createsa resonating field between
the subject spellcaster and the receptacle. If no suit-
Information gained after the fust round occurs able item is in range, the dweomeflow creates a
only for items that have been enchanted, not ghostly swirlingradiance that lasts one round, then
fades away. If no other receptacle becomes avail-
normal tools, furniture,or garments. Upon normal able within that time, the spell is wasted.
items, dweomer divination essentially performs as
A holy water font or consecrated altar can
a very sophisticated, but ultimately little more in- accept up to a dozen flowed spells to be released
formative,detect magic. separately,one per round, at any time thereafter by
any being of the faith the holy object is conse-
Note that a powerful spell that touches an crated to who touches the altar and wills the
item-afireball blast that flings a weapon down a magics forth. The subjects, aims, and areas of
hall, for example-leaves a trace dweomer on the effect of such magics are under the silent mental
item for 1 day per level of the spell, so that nonen-
chanted items can still bear trace dweomers.
Magics meant to be permanent or long-lasting and
spells that wait quiescent indefinitely for specific

trigger conditions to occur leave dweomers of
much longer duration-months or years per spell

J 226

Dying Curse -Old Empire
I

control of the being unleashing them, u -ig Curse Old Empire
not be the caster of the dweomeljlow 01 I
class or level necessary to normally wi I)
magics. Any individual who is not aware 01 wirai
magics are stored in a holy font or altar requires 1 Iteetlon
round of contact with the holy object per stored
spell to identify and gain conaol over such magics. Level 6
Range: 0
One randomly chosen magic at a time is re-
vealed-but only to beings of the same faith a .t~he Components: V,S

holy object or to wizards and priests employing Casting Time: 2 turns
Duration: Special
dweomer divination or similar powerful magics. Area of Effect: Special
Spellsof 5th level or greater must be accompa-
Saving Throw: None
nied by an abeyance spell cast on the altar or spell
A priest casting a dying curse spell seeks to
vessel within 1 turn of their being flowed into it-
or they erupt hack out at again, visiting their full avenge a future death. Anyone who kills the
priest-ven if the priest is later resurrected-be-
effects, at a random time and at a random target or comes the victim of a major curse with no saving
area of effect. (Previous abeyance spells cast into throw. The effects of the curse are determinedran-
domly (see table).The effect is permanent until re-
the same altar or vessel do not sufficeto govern a moved. Only a wish or rpmove major curse spell
newly arrived flowed magic.) can remove this curse.

Most temple and shrine altars are imbued with Notes. Granted by the Mulhorandi gcd HON+
Re of the FORWITENREALMSsetting.
powerful offensive spells by high-ranking clergy
of the faith for lesser priests to use in defendingthe Major Curse Table

holy ground against intruders. Those planning to ldlOORoll Effect
despoil an altar are warned that breakage of a holy
object; its exposure to fire, lightning, or the touch 01-50 Reduces one ability score to 3 (DM
of unholy water; or cold iron used to chisel away determines which randomly).
holy symbols or inscriptions almost always awak- 51-75 -4 penalty to suhject's attack and
ens stored magics-to take effect right where the
cause of their activationoccurs! 7WXI saving thmw mlls.
Subject is 50% likely to drop held
The second version of dweomeljlow allows the items (or do nothing if not an item
spellcasterto transfer charges 01 stored spells from
item to item, such as a charge from one wand of user). Checkeaehmund.

lightning to another or a spell from one ring of
spell storing to another. When this version of

dweomelfiow is cast, a saving throw vs. spell must

be made by both items involved. If the sending

item fails its saving throw, the dweomeljlow spell
is ruined, but no charges or stored spells are lost. If

the receiving spell fails its savingthrow, the charge
or spell being transferred is lost-sometimes with

spectacular effects-along with the dweomelfiow.

In this version of the spell, the spellcaster must be
touching both items involved to provide a bridge
for the spell energy involved.

Notes: Very rare spell from the FORCOTTEN

REALMSsetting.

J 227 L

-Earth Anchor Halfling pening within the area of effect through a
vague feeling of unease or impending
(Alteration) danger. Once the feeling is experienced,
Sphere: Elemental Earth the Driest can trv to concentrate 00 deter-
mining the specificthing that has set off the feeling
Level 2 of alarm. The chance of identifying the specific
event is 5% per level of the caster. Only one identifi-
Range: 10yds. cation roll can be made for each event that may trig-
ger the feeling. If the roll fails, the priest is unable to
Components:V, S, M determine the exact problem, but does identify the
CastingTime: 5 general area where the problem is accuning.
Duration: 5 rds. + 1 rd.nevel Once the spell is cast, the dwarven priest must
remain quietlyin place to continue concentrating on
Area of Effect: 3 0 4 . radius the spell. If the priest moves more than IO feet from
the spot where the spell was cast or engages in
S a v i n g k w : Neg. strenuous activity such as melee, the spell is broken.
Many different things can set off the feeling of
This spell magically binds living, corporeal alarm. Digging or sapping in the area, movements
creatures to the ground upon which they stand. For by burrowing creatures, spells or magic that cur-
the duration of the spell, such a creature can slide rently affect the earth, nonsilent movement across
back and forth at one-third its movement rate; the eanh or through a nearby passage, strenuous
however, no part of its body in contact with the physical activity (such as melee) occurring on a
ground can be lifted away from the earth. Those section of the earth, or an impendingnatural disas-
potentially affected by this spell can forgo their ter are all thingsthat can trigger the sense of alarm.
saving throws if they desire. A natural disaster that sets off the alarm could bc
unstable geological conditions that foreshadow a
Those in the affected area when the spell is cast mine collapse or natural earthquake, a natural gas
(or entering it later), are allowed a savingthrow vs. pocket about to explode, or volcanic or geyser ac-
spell to avoid the effect. Any creature in the area of tivity that could become dangerous.
effect that brings other parts of iu body in contact Dwarven priests often maintain a line of sentries
with the ground finds those parts anchored as well. in a stronghold and use this spell to monitor any-
Any creature leaving the area of effect is no longer thing that may signal an impending attack. Priests
bound by the earth anchor. Those reentering the might note a section of castle wall being under-
area must make a new saving throw, even if a pre- mined, an attempt to batter through a castle gate,
vious one was successful. The spell operates invaders scalinga fomess wall, or a passwall spell
through boots, armor, clothing, and other gear suddenly cast upon a section of stone wall. The
worn by affected creatures. material components for this spell are the priest's
holy symbol and a small sample of earth or stone
The material components of this spell are the from the area to be monitored.
priest's holy symbol and a small amount of mud.
Notes: Verv rare soell. (Udated from DRAWN
Notes:Granted by the halflinggod Urogalan. P

Earth Sense -Dwarf (

(Divination) Sphere: Elemental Earth

Sphere: Elemental Earth Level: 6
Range: 0
Level: 3 Componenu: V, S
Range: 0 Casting Time: 1 rd.
Duration: 1 t u d e v e l
Components:V, S,M Area of Effect:The caster
Saving Throw: Special
Casting Time: 1 rd.
Duration: 3 tumsnevel
Area of Effect: 30 ft.neve1
Saving Throw: None

This spell empowers a priest to key his sensesinto
the surrounding earth or stone structure to monitor

the conditions of the area. This spell can be used to
monitor all the earth and sume in a spherical volume
with a radius of 30 feet per level of the caster. The

priest can note anything unusual 01 important hap-

\ Earthmaw

The earth walk spell enables the priest to pass Earthenport
into and through stone and eanb as if he or she was
a xom (movement rate of 6). This ability allows (Alteration)
ambushes in which foes have a -3 penalty to their Sphere: Elemental Earth
surprise rolls.
Level S
The spellcaster can carry up to twice his or her Range: 0
body weight (total) through the stone as well. For Components: V, S
the spellcaster to use this ability offensively, the
priest must make a successful attack roll to grab Casting Time: 8
the subject, who is then allowed a savingthrow vs. Duration: 2 turns
petrifaction to break free. If the saving throw fails, Area of Effect: The caster
the spellcaster imprisonr the subject (as the 9th- Saving Throw:None
level wizard spell imprisonment).Afreedom spell
(the reversed form of imprisonment)can free the when this spell is cast, priests becomes attuned
trapped creature. to the rock surroundingthem, allowingthem to use
rocks of at least the same volume as themselves
A phase door cast on the earth-walking priest and the nonliving material they carry as teleport
instantly slays him or her. gateways. This gives the priest (alone) the ability
to teleport without ermr to any location on the
Notes: Grantedby the dwarveu god Dumathoin. Prime Material Plane that has a large outcropping
of rock. Priests take 1turn to travel from their orig-
Earthenair inal location to their new location. During the first
five rounds they are fading into the rock from their
(Alteration) starting point and during the last five rounds they
Sphere: Elemental Earth are emerging from the rock at their destination.
After the end of the last round of the spell's dura-
Level 3 tion, they can act normally; until then they are vis-
E ible, but immune and intangible to all magical,
physical, and psionic attacks except transmute
c rock to mud, dig,stoneshape or similar spells.
c
The use of this spell is not without danger.
1 Should the priest be the target of a transmute rock
P to mud, dig,stoneshape or similar spell during the
spell's duration, the priest suffers 4d6 points of
S damage (no saving throw allowed) and must make
a successful saving throw vs. spell or be stunned
inis spell causes me eann surrounaing me for Id4 rounds.

target creature to surge upward and inward in a vi- Notes: Granted by Grumbar, Boss of Earth
Elementals.
0lent eruption of dirt and rock. The number of
Earthmaw
nx k s created by the spell is Id4 plus the level of
(Alteration)
tlle caster. Each rock causes 1 point of damage to Sphere: Elemental Earth
-.... "..",lt .-."a,
"A.iY.n..Ynytinn .op..w" llr..tinn .,"A 'r"yn....L.".I&ti"n a = Level: 4
Range: SO yds.
one successful attack for purposes of the stoneskin
Components:V, S, M
spell. The rocks are considered magical weapons
CastingTime: 7
for numses of determininewhether can~r~~ ~ Duration: 1rd.
~ ~ ~~~~~~~~~~ a creature Area of Effect: 10-ft. diameter circle
SavingThrow: Neg.
~ ~~~~~~~~~~
E a r t h w causes a patch of ground IO feet in
be damaged by them.
diameter to open and form a gigantic mouth with
This spell does not work if the creature is stami-
.....-- ......,iiig on a solid stone surface (such as bedrock, UIJt
\ .L. :- 1n.L 1.... 1 ..L:^L^

The eanh remains somewh;It scarred where eartli-
enair is cast unless it is physically tidied up aft151
the spell is finished.

The material component for the spell is the
priest's holy symbol and a handful of pebbles that
are hurled toward the target creature.

Notes: Granted by Grumbar, Boss of Earth
Elementals.

J L229

Eanhquake

stalactite teeth. The mouth springs forth on a short When this spell is cast by a priest, a local tremor
serpentine neck, much like a water weird, and at- of fairly high strength rips the ground. The shock
tacks once in a direction the caster dictates. Then it is over in one round. The earthquake affectsall ter-
retracts into the eanh and closes solidly. The site rain, vegetation, structures, and creatures in its
of a earthmaw spell appears as if the ground has area of effect.The area of effect of the earthquake
been tilled recently. spell is circular, with a diameter of five feet for
every experience level of the priest casting it,
The mouth can attack one large creature, two Thus, a 2Mh-level priest casts an earthquake spell
man-sized creatures, or four small-sized creatures with a 100-foot-diameterarea of effect.
within I O feet of its outer edge. It can strike multi-
ple creatures only if they remain clustered within a Solidly built structures with foundations reach-
IO-foot diameter circle adjacent to the maw. ing down to bedrock sustain one-half damage;
onequarter damage if they score above 50% on a
The earthmaw attacks as a monster with Hit saving throw. An earth elemental opposed to the
Dice q u a l to the caster's level. Creatures standing caster in the area of effectcan negate 10% to 100%
on the site of the maw suffer a +3 penalty to Armor (roll ld10,O = 100%) of the effect. Other magical
Class for purposes of that attack only. Creatures protections and wards allowed by the DM may
standing next to the maw suffer no Armor Class also reduce or negate this effect. If cast undersea.,
penalty. this spell may, at the discretion of the DM, create a
tsunami or tidal wave.
A successful hit inflicts Id4 points of damage
per level of the caster. An unmodified roll of 19 or The material components for this spell are a
20 means the maw has swallowed the creature pinch of din, a piece of rock, and a lump of clay.
whole, burying the individual 2d4 feet below
ground. Creatures can he dug out manually, with Notes: Common for druids (PHB).
appropriate spells (such as dig), or with magical
items (such as a spade of colossal acavationj. A CIroUna-LraCKS open, causing.me IoLlowln.~
creature trapped underground suffocates unless 1kactions of creatures to fall in and die:
freed within a number of rounds equal to one-third
its Constitution score. Size S 1 in 4
Size M 1 in 6
Earthmow can be cast on any area of loose or Size L 1 in 8
packed earth, sand, or vegetation-covered soil. It
can be cast indoors on an earthen surface: for ex- ground
ample, on the din floor of a barn or basement, but Tunnel-Caves in
not on the marble floor of a home or temple. It
cannot he cast on an area containing a tree, any VEGETATION
portion of a building, or any type of pavement. Smallgmwth-No effect
Trees-I in 3 are uprooted and fall
An object present on the site of the maw (such
as a campfire or a tent, etc.) counts as a creature of STRUCTURES
that object's size in attacks. AI1 stnrctures-Sustain 5d12 points of struc-
tural damage, those suffering full damage are
The material component is a tooth from any thrown down in rubble.

predatory Creature. CREATURES (SeeTERRAIN entry)

Notes: Uncommon for druids.

Earthquake

(Alteration)

Sphere: Elemental Earth

Level: 7
Range: 120yds.
Components:V, S
Casting Time: 1 turn
Duration: 1 rd.
Area of Effect: 5-ft. diameterAevel
Saving Throw: None

J 230 L

\ Farthwrack

-Earthshake* Old Empire Notes: Granted by the Mulhorandi earth god

(Alteration) Geb of the FOR- REALMSsetting.
Sphere: Elemental Earth
Structure Structural Point Value
Level: 5
Range: 30 yds. Building, wooden 0’
Components:V, S, M Buttress 8-15
Casting Time: 1rd.
Duration: 1 rd.nevel 20*
Area of Effect: 3% diameternevel
SavingThmw: Special Door, wooden. reinforced 3
Drawbndee 10-15
This spell is a weaker and more targetable form 8-12
of the 7th-levelpriest spell earthquake. The m a of I
effect is circular, and the priest can specifically 6-12
target an area as small as a 3-foot-diameter circle Gate (double reinforced doors) 12
up to the entire area of effect (a circle 3 feet in di- Gatehouse, sf
ameter per the caster’slevel) to sufferthe effects of 4&80**
an earthshake. Palisade, wooden 30-50
Portcullis
When this spell is cast, a very localized tremor
of high strength shakes the ground. Beings stand- Tower, round
ing within the area of effect must make a success-
ful saving throw vs. spell or be thrown to the (per 10 x 10 X 10 foot section) 7.w
ground and stunned (unable to act) for Id4 rounds
and take 2d8 points of damage. If they succeed at *All buttresses must be destroyed before the structure
their saving throws, they are thrown to the ground
and take only Id8 points of damage. they suppint (Wall,tower, etc.) takes any damage.

Buildings, mine walls, and other structures take **For towers roughly 20 to 40 feet high and from 10
2 points of structural damage from an earthshake
spell. If a building nr a targeted part of a building to 30 feet in diameter (exterior measurements), not in-
suffers full structural damage, it is thrown down in
rubble. The averageshuctud point vdues for sev- cluding buttrrsses.
eral different types of buildings and parts of build- t For towers roughly 20 to 40feet high and fmm 10to
ings is given below.
30 feet square (exterior measurements), not including
Earthshake can be cast as a cwperative spell. If
multiple priests cast this spell simultanenusly on buttresses.

the same area, the structural damage caused by t Most often used to destroy part of a larger smchre,
each spell is mnltiplied by the number of casters
participating. For example, three priests of Geb such as a castle or outer wall. To causea sectionof wall to
casting this spell could each inflict 6 points of crumble. a wall must take enough damage to destroy its
structural damage (total 181, while four priests
could each inflict 8 points of structural damage entireheight,notjust thebottom OT toplBfwt section.
(total 32). A maximum of five Gebbite priests can
cooperate in casting this spell (for a total of 50 Earthwrack
points of structural damage in one area at once).
The damage caused to beings in the area of effect (Alteration)
is not multiplied, however, and this spell has no Sphere: Necromantic, Plant
additional effect if cast simultaneously with an
earthquake spell (or similar spell or effect). Level: 6
Range: 20 ydsAevel
The material components of this spell are a Components: V, S, M
handful of gravel thrown to the ground and the CastingTime: 1rd.
priest’s holy symbol.
Duration: 2d4+10years
Area of Effect: 30-ft. radiudevel

Saving Throw: None

This spell causes an area of soil to become
barren and blighted. Healthy plants wither and die
within Id4 days of casting. No seed planted there
will grow for the duration of the spell. Plant-based
creatures entering the despoiled area can see the
ruin and feel an intense wrongness within the soil.
Each round such creatures remain within the area,
they suffer Id4 points of damage.

The blight can be cured using a limited wish, a

J 231 \

Ease labor fl

wish, or by casting a remove curse spell (at the is defending oneself or moving at a normal move-
12th level of experience) and a plant growth spell ment rate.
simultaneously. Most druids consider earthwrack
an abomination, although some Shadow Circle In the third phase, the creature suffers increas-
druids use it as last-ditch scorched earth ing amonnts of pain. For each round this phase
vengeance against an unruly hamlet. lasts, the creature suffers increasing amounts of
temporary hit point damage and a temporary loss
The material component is the priest’s holy of Strength.In the first round, the creature suffers
symbol. 1 point of damage, in the second round 2 points, in
the third round 4 points, etc. Strength drops at a
Notes: similarrate (1 point, 2 points, 4 points, etc.). When
Strength or hit points drop to zero, the creature
(Alteration) falls unconscious for the rest of the spell’s dura-
Reversible tion. Spellcasting,physical attacks, and movement
Sphere: Healing are not possible during this phase.

Level: 3 Strength and hit points lost to this spell are re-
Range: Touch gained at the same rate they were lost after the
Components: V, spell ends.
CastingTime: 6
Duration: Speci; The material component for this spell is an
Area of Effect: 1 creature acorn.
Saving Throw: None
Notes: Granted by the goddess Shiallia. of the
This spell enables a priestess of Shiallia to miti- FORGOTIENREALMS setting. Granted by the dwar-
gate the pains of giving birth. By laying both hands ven goddess Sharindlar.
on a pregnant female’sbelly (or above her womb),
the priest can ease labor pains, correct complica- Easy March
tions like a breech birth, and otherwisemake labor
as easy and painless as possible. The spell lasts (Invocation)
thughout the birth process as long as the priest Sphere: Travelers
maintainscontact with the mother andlor child.
Level 5
The reverse of this spell, inflict labor, afflicts a
creature with all the pains of labor. For the re- Range: 50 A.
versed form, the spellcasterneed not maintain con- Components:V, S,M
tact with the target creature beyond the initial
touch, which requires a successful attack roll if the Casting Time: 1 turn
creature is not immobile, restrained, or unaware. Duration: 1 daynevel
Males get no saving throw vs. the reverse form of Area of Effect: 1 creahlreflevel
this spell, and females are allowed a saving throw Saving Throw: None
vs. spell to avoid the effect only if they have given
birth at least once previously. Pregnant creatures This spell enables a number of creatures equal
of any kind cannot be affected.The effects are split to the caster’s level to force march for a number of
into three phases. The first two phases last three days equal to the caster’s level. Creatures affected
rounds each, and the final phase lasts one round by easy march can travel 2%times their normal
per the caster’slevel to a maximum of nine rounds. movement rate witbout any risk of fatigue; thus,
they are not required to make a Constitution check
In the first phase, the creature feels violently at the end of the day.
nauseated and cannot cast spells, communicate,or
attack. It can only defend itself or move at half All creatures affected by this spell suffer a -1
normal movement rate. penalty to their attack rolls for the duration of the
spell; this modifier is not cumulative (that is, a
In the second phase, the creatureis fatigued and party experiencing its second day of easy march
cannot perform any action requiring significant suffersonly a -1 penalty). The modifier cannot be
amounts of energy. Physical combat is not possi- negated by resting.
ble, nor is running, but spellcasting is possible, as
Easy march has no effect on mcdifien to move-
ment due to terrain, fatigue, weather. or other
normal factors. (Referto Chapter 14 of the Player’s
Handbook for more about force marching.)
The material component is a piece of shoe leather.

J 232 L

> Ebony Tendrils

Notes: Common for priests with major access to priest’s attack roll for every three levels of experi-
the sphere of Travelers. ence past the first (+2 at 4th level, +3 at 7th level,
to a maximum of +4 at 10th level).
Easy Road
A touch-deliveredspell can be cast either before
(Alterstion) or after the creation of the ebony hand: thus, the
Sphere: Travelers hand can be used to deliver as many spells as its
duration permits. The ebony hand does not en-
Level: 1 hance attacks with weapons or ranged spells.
Range: Touch
Components: V, S, M The material component varies from religion to
CastingTime: 1 round religion, but it is usually a piece of apparel or jew-
Duration: 1 hr.llevel elry worn on the caster’shand (often a black glove
Area of Effect: 1 mile of roadnevel or a simple silver or onyx ring). Regardless of the
Saving Throw: None actual item employed, this focus is not destroyed
in the casting and can be used again. The ebony
This spell ensures that the passage of the priest hand is granted by malevolentdeities only to their
and his or her party along one path or road is quick evil priests.
and without mishap. The priest can enchant up to 1
mile of road or pathway per caster level, allowing Notes: Restricted to evil priests, including
the group’srate of movement along the road to he necromancer-priests.
increased by 50% without any noticeable spell
effect. If the priest abandons the road or path to Ebony Tendrils
move across country to the destination, the spell
ends immediately. (Conjnmtion/Summoning)
Sphere: Necromantic
In addition, for the spell’s duration, minor acci-
dents, such as stones caught in a horse’s hwf or a Level: 5
broken axle on a wagon, do not occur. Range: 10 yds.

The material components are the priest’s holy Components: V,S,M
symbol and a handful of dirt from the road, both of
which me held in one hand a moment before the CastingTime: 5
dirt is sprinkled at the feet of the priest. Duration: 5 rds.
Area of Effect: Special
Notes: Very rare spell for priests with access to Saving Thmw: Neg.
the sphere of Travelers. (Updated from DRAGON
Magazine.) This spell summons a lump of blackness five
feet in diameter with four IO-fwt arms radiating
Ebony Hand from it, 90 degrees apart. Touching the central
lump causes death unless a successful saving
(Evocation, Necromancy) throw vs. death is made. The arms attack with the
Sphere: Necromantic same chance to hit as the priest casting the spell,
inflicting ld10+2 points of corrosive and constric-
Level: 1 tion damage. Creatures StNCk have one chance to
Range: 0 break free, which is the same as the chance to open
a dwr. (If the chance to open doors is unknown,
Components:V,S, M assume that smaller than man-sized creatures
escape on the roll of a 1 on ld6, man-sized crea-
Casting Time: 4 tures on a roll of 1 OT 2 on ld6, and larger than
man-sized creatures on a 1, 2, or 3 on ld6).
Duration: 3 rds. + 1rd.llevel
The round after scoring a hit, an arm retracts
Area of Effect: The caster into the central lump, dragging the creature in its
Saving Throw: None grasp against the center and forcinga savingthrow
vs. death. Thereafter, the creature is held fast, and
This minor meditation focus a baneful, necro- continues to suffer corrosion and constriction
mantic aura in the caster’s chosen hand, envelop- damage, but continued contact with the lump does
ing the fingers in a dark, flickering radiance. The not require additional saves vs. death. Broken arms
ebony hand enhances the delivery of harmful, retract into the central lump without making fur-
touch-related spells (such as cause light wounds or
cause disease) by providing a + I bonus ou the

1 233 \

- Ecdysis -Dragon -

ther attacks.Arms holding dead creatures continue Echolocation

to hold them until the spell duration expires. (Alteration)
The material components for this spell are Sphere: Elemental Water

Nerull’s unholy symbol (the skull and scythe) and Level: 5 d levels
a small, rusty iron hall. Range: 0
Components:V
Notes: Granted by the evil god NeNll of the
+Casting Time: 5
WORLODF GREYHAWseKtting.
Duration: 1 turn 1 N
-Ecdysis Dragon
Area of Effect: Caster
(Alteratton) Saving Throw: None
Sphere: Animal

Lievel: 2 This spell allows the caster to send out a large
Range: Touch variety of sound pulses and receive clear, three-di-
mensional representations of his underwater sur-
Components: V,S, M roundings from the rebounding sound waves-just
as a dolphin does. This process of echolocation
Casting Time: 5 gives the caster a very detailed impression of any
Duration: Special object, creature, passageway, or structure in any
Area of Effect: Creature touched direction within 300 feet. In addition, the caster
Saving Throw: Neg. can detect the presence of any nonmagically con-
cealed or secret doors within range of this spell.
This insidious spell accelerates the molting that
dragons undergo. It is effective only against drag- The caster can engage in n o d conversation and
ons, dracohydrae,dragon turtles, dragonets, and the even cast spells with verbal components while this
various draconic hybrids. Ecdysis is not effective dweomer is in effect, as long as he periodically sends
against dracoliches and similarundead creatures. out a burstof sound.Note that Mher marinecreatures
can easily hear such sound bursts, making it ex-
If the creature makes a successful saving throw tremely difficult to sneak while using this spell. In
vs. spell, then the ecdysis spell has no effect. addition, a silence spell temporarily negates the
Failure means the creature begins to rapidly molt. effect, although it will resume once the silence spell
The creamre sheds 10% of its scales immediately. wears off or the caster moves out of the silenced m a .
By the end of one turn, another 10%are shed, and
again after an additional turn passes, another 10% The caster has the option of focusing his sound
are shed. For each 10% of its scales shed, the bursts into a sonic wave that inflicts 5d6 points of
target creature suffers a -1 penalty to its Armor damage on one creature, stunning it for ld4
Class (thus, after 21 rounds, the creature suffers a rounds. This use instantly ends the spell.
-3 penalty to its Armor Class). Scales shed in this
manner rapidly decay to dust and are useless as Because ofthis spell’shigh demand on the vocal
material components for spells. chords, the caster is incapable of speech (including
spellcasting)for one hour after the spell ends.
The degenerative effects of the spell can be
halted, but not reversed, by means of a successful Notes: Uncommon for aquatic and sea-going
dispel magic, remove curse, or cure disease spell. priests.
Only a heal, limited wish, or wish spell can speed
recovery from an ecdysis spell. Otherwise, new -Edge of Arumdina Gnome
scales grow naturally at a rate of 10% per tenday.
Thus, it takes a full 30 days before a victim of this (Enchantment)
spell regains its full Armor Class. Sphere: Combat

The material components are the priest’s holy Level: 2
symbol and a reptilian scale of any type. Range: Touch
Components: V,S
Notes:Restricted to dragons. Granted by Null, CastingTime: 5
the Death Wyrm, of the FORGOITENREALMS set- Duration: 1 rd.n levels (round down)
ting. This spell is known to exist as an dragon Area of Effect: 1 edged weapon
innate spell-like ability. SavingThrow: Neg.

J 234 L

l h ‘ s Accounts

\

This spell enchants an edged weapon-typi- Efficacious Monster Ward
cally some sort of axe, dagger, knife, or sword-
with the magical sharpness of Garl’s boon (Abjuration)
companion. Any weapon enchanted by means of Sphere: Wards
this spell can cut through earth, stone, or metal as
though it did not exist. This is not tn say the effects Level: 3
of this spell enable a weapon to cleave earth, stone, Range: 30 yds.
or metal. Rather, such materials are simply treated Components:V, S, M
as air as far as the enchanted weapon-in its en- Casting Time: 3
tirety, not just the edge-is concerned. Duration: 1 rd.llevel
Area of Effect: IO-ft. cubenevel
While this enchantment confers no additional Saving Throw: Neg.
damage bonus, metal armor of any sort, stone walls,
and the like provide no physical protection against a This spell prevents monsters of 2 or fewer Hit
weapon enchanted with the edge of A d i n a , al- Dice from entering the area of effect. Such crea-
though their magical bonuses, if any, are unaffected. Nres are allowed a saving throw; success indicates
The Armor Class of all opponents clad in m o r or that they avoid the spell‘s effects and are able to
behind such cover is adjusted accordingly.This spell enter the area of effect.
does not give a normal weapon the ability to harm
creaNresvulnerable only to enchanted weapons. For The spell affects a cubic area whose sides equal
example, a werewolf wuld not be struck by a normal the caster’s level times 10 feet (for example, a 9th
weapon enchanted with the edge ofArumdh. level caster could affect an area equal to a 90-foot
by 90-foot by 90-foot cube).
Notes: Granted by the gnome god Gar1
Glittergold. Monsters within the area of effect when the
spell is cast are not affected; however, when they
Effervescence leave the area of effect, they cannot return.
Monsters outside the area of effect can hurl rocks,
(Alteration) spears, and other missile weapons at targets inside
Reversible and can also cast spells into the warded area.
Sphere: Elemental Water
The material components are the priest’s holy
Level 4 symbol and a pinch of salt.
Range: 120yds.
Components: V, S, M Notes: Common for priests with access to the
CastingTime: 1 rd. sphere of Wards.
Duration: 1N d e v e l
Area of Effect: Special Ela’s Accounts
Saving Throw: None
(EnchantmentKharm)
By means of this spell, the caster can cause up Sphere: Charm
to 1,OOO cubic feet of liquid per caster level to
bubble, froth, foam, and fizz like an agitated, car- Level: 2
bonated soft drink. Thus, for each additional level Range: Touch
of experience,the druid affectsan additional 1,000
cubic feet. For example, at 2nd level, a druid Components: V,S
would be able to effervesce 2,000 cubic feet of
liquid, and at 3rd level, the amount would be 3,000 Casting Time: 5
cubic feet of liquid. Smallobjects of up to 1 pound Duration: 1 hr.
mass are drawn to the surface by this spell. Area of Effect: Individual touched
Saving Throw: Special
The reverse of this spell, calm, causes an effect
similar to that of pouring oil on troubled waters: When the time comes for ela’s church to update
All liquids in the area of effect become calm- its financial records, her priests each take a turn
even rapids on a river or water in a boiling kettle. visiting local merchants and other business folk,
usually in pairs. While the subject is conversing
Notes: Very rare spell. (Updated from DRAGON with one of the priests, the other casually casts
Magazine.) &‘s accounts. When the priests ask the charmed
individualfor details of his or her current financial
situation, the subject is compelled to recount all
properties, income, and holdings to the best of his

J 235 L

or her knowledge.The caster might ask to see var- scores for the priest when under the effect of this
ious items the subject mentions in particular, al- spell. to speed play). The normal restrictions on
lowing the other priest to use an appraising point allocation described for the thief class in the
proficiency to calculate the object’s approximate Player’s Handbook apply. The priest can cast this
value. The subject is unable and unwilling to lie or enchantment only on himself or herself.
to withhold such information as is requested
specifically. The material component is the symbol of fila.
Notes: Granted by Ela, a goddess of thieves.
When the priests depart, the subject has no (Updated from DRAGONMagazine).
memory of having divulgedthese details, only that
he or she had a conversation with a couple of Eldath, Water of
priests from the Quick Fingers temple. The spell
does not affect the subject’s attitude toward the See water of Eldath.
caster in any way (though the church usually sends
representatives who have a good rapport with the Eilistraee’s Moontire-Drow, Elf
subject), nor does it give the caster control over the
subject beyond the compulsion to reveal his or her (Alteration)
financial secrets. Sphere: Sun

Only other priests of Ella’s Quick Fingers are al- Level: 2
lowed a saving throw against this spell. If success- Range: Special
ful, the saving throw negates the spell’s effect, and Components:V, S
the subject knows that a fellow priest has at- Casting Time: 1 rd.
tempted to charm him. It is considered inappropri- Duration: 1 rd.neve1
ate to cast this spell on comrades of the faith, Area of Effect Up to 1 cu. ft.Aeve1
however, unless under orders from a superior. SavingThrow: None

Notes: Granted by Ela, a goddess of thieves. By means of this spell, the caster conjures con-
(Updated from DRAWNMagazine). trolled moonfire. The moonfire can range from a
faint glow to a clear,bright (but not blinding) light.
$a’s Blessing This can vary in hue as desired: blue-white, soft
green, white, and silver. It serves as a source of
(EnchanhnenVCharm) light for reading, finding one’s way, and attracting
Sphere: C h a m others to a desired location. Moonfire is the same
as the strongest moonlightfor all purposes.
Level: 3
Range: 0 Elisrraee’s rnoonjire lasts for one round per
Components: V, S, M level of the caster. Concentrationis not required to
Casting lime: 1 rd. maintain its, but the spell can be ended at will by
Duration: 1 hr./level the summoner,but a successfuldispel magic spell,
Area of Effect: The caster or by any darhess spell cast against it for this pur-
Saving Throw: None pose (both are negated).

A priest who has spent enough time in the faith Moonfire appears to emanate from some part of
of Ella’s Quick Fingers learns that the church em- the caster’s body, but can move about as the caster
braces some of the thieving habits of the denizens wills. Priests of 4th level or higher can cause
of the night, whom the goddess protects. This spell moonfire to move away from their bodies alto-
gives the priest the special thieving skills of a thief gether, drifting about in a manner akin to the danc-
of his or her level for its duration. For example, a ing lights spell, at a rate of up to 40 feet per round.
5th-level priest, after casting this spell, gains the It can drift thmugh the tiniest openings, and can
base thieving skill scores (PP 15%, OL IO%, F/RT fill an area as large or small as the priest desires,
5%. MS IO%, HS 5%. DN 15%. CW 60%. RL up to a maximum of one cubic foot per level.
O%), plus racial, m o r , and Dexterity adjustments
and the 180 discretionary points the priest would Notes: Granted by the drow goddess Eilisfraee.
have as a 5th-levelthief. Thepriest can allocatethe Also granted by the elven moon goddess Sehanine
points differently each time the spell is cast (the Moonbow.
player is encouraged to adopt a standard set of

J 236 \

Elemental Bondine

Eldath’s Tranquility this spell that the caster’s eye will be permanently
blinded when the elder eye ofGhaunadaurexpires.
(EnfhantmentlCharm) In such circumstances, nothing short of a heal or
Sphere: Animal regenerate can restore sight in the affected eye.

Level: 2 Notes: Granted by the &ow god Ghaunadaur.
Range: 0
Elemental Bonding
Components:V,S, M
(Alteration)
Casting Time: 5 Reversible
Duration: 24 hrs. Sphere: Elemental (Any)
Area of Effect: 15-ft. radius
SavingThrow: Special Level 1
Range: Touch
This spell creates a peaceful aura around the Components:V, S, M
caster that causes creatures with animal to low Casting Time: 1 rd.
Intelligence to regard the caster and his or her Duration: Permanent
allies as friendly. This spell is particularly useful Area of Effect: Creature touched
when encountering a large p u p of hungry or en- Saving Throw: None

raged animals. A creature with Low intelligence or With this spell the priest attemptsto repairphys-
with 6 Hit Dice or more is allowed a saving throw ical damage done to another being or creature. In
vs. spell to avoid this effect. an elemental sense, part of the damage incurred by
combat wounds or disease is, in fact, an imbalance
The material components are a scrap of food created in the body’s elemental proportions.
and the priest’s holy symbol. Through this spell, the priest restores some of this
balance.
Notes: Granted by Eldath the Green Goddess of
the FORGDITBNREALMSsetting. (Updated from The amount of damage healed is ld4+1 points.
POLYHEDRONNewszine.) hut there are restrictions. If the damage is from
disease or combat, the priest cannot completely
-Elder Eye Drow heal the recipient with this spell. He only heals the
recipient to within three 3 points of perfect health.
(Abjuration) For instance, if a warrior with 15 maximum hit
Sphere: Necromantic points bas 11 left, an elemental bonding spell heals
only 1 point of damage. Other magic can heal the
Level: 5 remaining damage. If the wounded individualtook
Range: 0 all damage solely fmm an elemental, however, the
Components:V, S priest heals all damage with this spell.
Casting Time: 1 rd.
Duration: 7 rds. The material component for this spell is an
Area of Effect: 1 creaturehoundwitbin 20 ft. amount of elemental material sufficient to cover
Saving Throw: Special the recipient’s wounds. The priest must abide by
his sphere of elemental worship when performing
When this spell is cast, one of the caster’s eyes this spell.
is transformed into a glowing golden orb of evil
for seven rounds. Each round, the caster can hale- Notes: Uncommon for priestsfmm the DARKS w
fully glare at a single living creaturewithin 20f e t
with the elder eye. If the creature fails its saving setting.
throw vs. spell at a -3 penalty, a nondamaging
magical blindness results that persists until a
dispel magic, remove curse, or cure blindness or
deafness spell is applied (rest or cure wound spells
will not suffice). This gaze attack is in addition to
other actions the caster can take during a combat
round. The gaze can he reflected back upon the
caster by any spell or magical effect that reflects
either spell or gaze attacks.

Thm is a 1% noncumulative chance per use of

J 237 L

Elemenld Breach fl

Elemental Breach The material components for the spell are sam-
ples of the two planes’elemental material, or silver
(Alteration) symbols signifyingsuch.

Sphere: Elemental (All) Notes: Common for priests from the Elemental
Planes, uncommon for other planar priests; other-
Level: 7 wise virtually unknown.

Range: 10 yds.flevel Elemental Control

Comwnents: V. S . M I. 1 (Abjuration)
Castin-g Time: 1rd. Sphere: Summoning
Duration: 1 hdlevel

Area of Effect: One 10 ft. X 10 ft. squarenevel

Saving Throw: None

This spell rends the very fabric of space itself Level: 4 + 10 yds./level
inside an Elemental Plane. The breach created by Range: 10yds.

this spell might open into any of the adjoining Components:V, S
Elemental Planes, or even one of the Energy
Casting Time: 1 rd.
Planes, causing material from that plane to spill
forth into the caster’splane. This material becomes Duration: Special

a permanent pocket. The breach stays open for a Area of Effect: 1 elemental
considerable amount of time, allowing passage
SavingThrow: Special
thmugh it in either direction.
The breach is an uneven tear, with the material This spell allowsthe casterto seize control of an
elemental summoned by someone else. The priest
of the other plane easily visible through it. The has a 50% base chance of success; the roll is ad-
size of the breach is approximately a IO-foot by justed by the difference in level or Hit Dice be-
I0-fwt squareper level of the caster, so it is possi- tween the priest and the elemental. This roll is
further modified by the difference between the
ble to create large holes. The material comes original summoner’s Wisdom and the caster’s: the
through the breach in a manner and rate deter- difference between the two is a bonus added to
whomever has the greater Wisdom.
mined by the DM, but it should be fairly constant
Only one attempt can be made per creature; if
and consistent with the size of the breach and the the priest does not seize control of the elemental,
nature of the intruding material. Although the ma- no future efforts will succeed. If the effort is suc-
terial becomes an elemental pocket, at the breach cessful, the elementalobeysthe wishes of the priest
itself the two elements interact, possibly forming for the remainder of its stay on the physical plane.
dangerousconditions (fire and water produce huge
amounts of scalding steam, for example). Notes: Very rare spell. (Updated from DMCON
Magazine.)
The spell might create habitable areas within the
Elemental Planes, such as an island of earth on the Elemental Forbiddance
plane of Water, or a pocket of air on the plane of
Smoke. Many planar spellcasters choose to make (Abjuration)
their homes or temples in such unique and exotic Sphere: Wards

places. Level: 5
Tearing holes in the bamers between planes Range: Special

often gains the attention of a powerful elemental Components:V,S , M

being. This being might reside on either side of the Casting Time: 1 turn
breach. There is a 25% chance that a being of
power will be alerted and annoyed enough to send Duration: 1 tumilevel
minions to close the breach (and possibly punish Area of Effect: Cube, 5-ft.flevel
the offender). The DM determines the nature of Saving Thmw: None
these minions. This chance is cumulativefor every
time a priest opens a breach into or out of the This spell prevents the entry of all elementals
being’s plane in a given year. Obviously, if the into the area of effect. Elementals outside the area
priest opens the breach specificallyto undermine
can’t make physical attacks against those inside,
or harm the being, its realm, or its minions, inter- but they can cast spells and make missile into the
vention is automatic. area. The spell affects a cube whose sides equal the

Elsewhen Chant

caster’s level times 5 feet (a 12th-level priest could fire is a tine spell, elemental protection is much
affect a 60-foot X 60-foot X 60-foot cube). longer lasting and, over all, more effective. (This
Elementalforbiddance has no effect on elementals spell does not provide the ability to breathe on the
that are within the area of effect when the spell is plane, however.)
cast. If such elementals leave the area of effect,
they cannot reenter. The material component is the caster*Sholy
symhol.
The material components are the priest’s holy
symbol and four glass beads, each of a different Notes: Uncommon for planar priests; other-
color (yellow, green, red, and blue). The priest wise, virtually unknown.
must pace out the perimeter of the warded area at
the time of casting. Elsewhere Chant

Notes: Common for priests with major access to (Alteration)
the sphere of Wards. Optionally may be available Sphere: Summoning
to elemental specialty priests.
Level: 7
Elemental Protection Range: Touch
Components: V,S
(Abjuration) Casting Time: 1 rd. or 2 rds,
Sphere: Elemental (All), Pmtection Duration: Instantaneous
Area of Effect: Special
Level: 5 SavingTluow: None
Range: Touch
This spell transportstwo livingcreatures (one of
Components:V,S, M whom may he the caster), or a creature and an
item, or two items, to “elsewhere” from the place
Castina lime: 1 rd. of casting. Travel is safe (akin to a wizard’s tele-
Duration: 1 hr.flevel pon without error spell), hut must be to a destina-
Area of Effect: 1 creature
SavingThrow: None tion on the same plane as the caster. If the caster
desires, only one being or item can be moved by
The priest casting elemental protection renders the spell, but if two are moved, they must go to dif-
one CreaNre immune to the effects of one specific
trpe of element (chosenby the priest at the time of ferent destinations.A being can take worn or car-
casting) for the duration of the spell. The level of ried gear, hut no more than 400 pounds total
protection is determinedhy the type of damage the weight. An item can he a single thing, a container
creature suffers. For purposes of this spell, there holding many objects, or any number of articles
are two types of damage: passive and active. lashed together, but weighing not more than 400
pounds total. Nonliving material (chosen ran-
Passive damage is environmental damage. domly) in excess of the weight limits is left
Passive fire damage is from heat from nearby fires behind, hut a living being who exceeds the weight
or hums from falling into a fire pit, The fire is not limit causes the spell to fail. This spell leaves
wielded with intent to do damage. The recipient of behind parasites, rodents, and hidden creatures
the spell is completely immune to this type of riding on a spell recipient, rather than failing be-
damage. cause of their presence.

Active damage is the result of an attack. A red If a priest casting an elsewhere chant takes a
dragon’s breath,fireball spells, boiling oil poured single round to unleash it, both affectedbeings or
from the top of a wall, fire elemental strikes, and items are translocated to visible nearhy destina-
similar attacks are active fire damage. The recipi- tions. This use of the spell often serves to put dis-
ent of the spell suffers only half damage from such tance between the caster and a foe. If the caster
attacks. Any saving throws against this type of chants for two rounds when casting this spell, the
damage has a +4 bonus. havel of one or both recipients can be to any loca-
tion on the same plane (that is, distant, out-of-view
This spell was developed by a planewalker spots). Destinations must be to places the caster
priest who frequented the Elemental Planes, hut it can currently see or has been in at a previous time,
has also come into use by planewalkers visiting not merely the other side of a mountain or an un-
dangerous areas on the Great Ring the icy layer of known name on a map.
Stygia on Baator or the fiery layer of Muspelheim
on Ysgard, for example. Although protection from

1 239 \

Embattlement fl

If a prohibited destination is chosen or some means the other caster reads the false emotion;
failure means the priest's true emotion is revealed.
part of a recipient exceeds the limits of the magic, This use also gives the priest a +2 bonus to saving

a random destination or part of the recipient to be throws against the following spells: spook, taunt,
im'tafion, know alignment, scare, emotion, fear;
excluded is determined (such things are never de- and phantasmal killer The priest instantly knows

termined by the caster). when any of these spells are cast on him or her, but
the source of the spe"11 I'S not revea.led..
Notes: Granted by the god Milil, Lord of All
_ - _ .B) Other:The s e amd use of this spell allows tbe
Songs, of the FORGUITBNRBALMSsetting. This
pCrIieeasNt rteopcerrefaitveealesvienl,.gzsleVLecmqoxtni2oen.na-cl.er.e, as-c.mtio.~.n-aitnroomnee
spell is found only in a few exceptionally rare
wizard spell emotion.All affe:cted CreaNres mu6;t
tomes. I be within a 20-foot cube. All creaNres possibly af

Embattlement ."_"=-.._._".fened by this spell, even willing creatures, mu6it

(Abjuration) make a successful saving tbraI._. "Q (-11 ttn *-*;e
Sphere: Protection the emotion. In addition to all other modifiers, the
saving throw is modified by -1 for every three
Level: 3
levels of the priest casting the spell.
Range: Touch
Components:V, S Some typical emotions follow, but the DM may
Casting Time: 6
allow other, similar effects.
Duration: 7 rds.
Area of Effect: creature touched Courage: The subjects become berserk, gaining
Saving Throw: None +1 to attack rolls and +3 to damage, and temporar-
ily gaining4 hit points (damage against the subject
While this spell is in effect, all attacks on the is deducted from these temporary points first).The
protected CreaNre that requires an attack are rolled
twice. The result most favorable to the creature is subjects need never check morale, and receive a +5
used. bonus to savingthrows against the various forms of

Notes: Granted by Ilmater, the One Who fear. Couragecounters (and is countered by)fear.
Endures, of the FORGOTTERNEALMSsetting. This Fear: The subjects flee from the priest for the
spell is found only in a few exceptionally rare
tomes. duration of the spell, even if this takes them out of

Emotion Control spell range. Fear counters (and is countered by)
courage.
(Alteration, Euchsutment/Charm)
Sphere: Thought, Charm "."-Friendship: The subjects react positively to an!I

Level: 3 encounter. Any result 0,".4.- ~cl I c v y I I I ~ LmR..=""&<--u.vLr~
Range: 10yds. table (Table 59 in the DMG) is moved one column
Components:V, S, M to the left. Thus, a threatening creature becomes
Casting Time: 6 cautions, an indifferent CreaNre becomes friendly,

Duration: 1 rdAevel etc. Friendship counters (and is counteredby) hare.
Area of Effect: Special Happiness: The subjects experience feelings of
SavingThrow: Special
.warmth, well-being, and confidence,modifyingall
This spell can be cast in one of two ways: in a
manner that affects the priest, or in a manner that reaction rolls by +3 They are unlikely to attack
unless provoked. Happiness counters (and is coun-
affects a creature other than the priest.
tered by) sadness.
A ) Priesr: This casting affectsonly the priest. It
Hate: The subjects react negatively to any en-
shields true emotions from magical examination, counter; any result on the Encounter Reactions
table is moved one column to the right (for exam-
When casting the spell, the priest designates a ple, a friendlycreature becomes indifferent, a cau-
tious creature becomes threatening, etc.). Hate
false emotion to be projected. If spells such as ESP counters(and is countered by)friendskip.
or emotion read are used on the priest, then the
priest is allowed a savingthrow vs. spell. with a +I Hope: The subjects' morale is improved by +2.
bonus for each 5 levels of experience. Success Their saving throw rolls, attack, and damage rolls
are all improved by +1 while this emotion is in
effect.Hope counters (and is countered by) hope-

lessness.

J 240 L

> Enchant Phylactery

Hopelessness: The subjects’ morale suffers a overall emotional state, the subject also might he
-10 penalty. In addition, in the round in which the distracted for a moment or remember and respond
emotion is initially established, they must immedi- to past events.
ately make a morale check. Hopelessness counters
(and is countered by) hope. The subject is allowed a saving thmw vs. spells
to resist this spell. If the saving throw is success-
Sadness: The subjects feel uncontmllahly glum ful, the priest receives no reading at all. If the sub-
and are prone to fits of morose introspection. All ject’s roll exceeds the necessary number by six or
initiative rolls suffer a + I penalty and attack rolls more, the priest perceives an emotion diametri-
suffer a -1 penalty. Their chance of being sur- cally opposite to the subject’stme emotion.
prised is increased hy 2. Sadness counters (and is
countered by) happiness. The material component is a square of un-
marked white wax.
The material component for both versions of the
spell is a small bunch of fleece or uncarded wool Notes: Common for a priest with access to the
that is consumed in the casting. sphere of Thought.

Notes: Common for priests with major access to Empathy
the sphere of Thought, uncommon for priests with
major access to the sphere of Charm (TOM). (Divination)
Sphere: Divination
Emotion Perception Reversible

A 2nd-level spell of ihe sphere of War See appen- I
dix in Vol.3. I

Emotion Read (

(Divination) (
Sphere: Thought
Duration: 1 turn
Levcl 1 Area of Effect: 10-ft.wide path, 30 ft. long
Range: 5 yds.flevel SavingThrow: None
Components: V, S, M
Casting Time: 3 This spell allows the caster to sense the basic
Duration: Instantaneous needs, drives, and/or emotions of any unshielded
Area of Effect: 1creature mind (hunger, ihirsi, fear, fatigue, pain, uncer-
Saving Throw: Neg. iainry, rage, haired, curiosiry, hosiiliry, friendli-
ness, love, and so on). The spell gives no result for
This spell allowsthe priest to perform an instan- creatures protected against detection, psionic crea-
taneous reading of a single subject’s emotional tures, or emotionless creatures (such as slimes,
state. It can he used on any subject possessing oozes, jellies, golems, skeletons, zombies, etc.).
Intelligence of 3 or better. This reading is neither
deep nor specific and cannot pick out mixed emo- The reverse of the spell, mask emotion, conceals
the emotions of the protected creaturefor one turn.
tions or intricate details. For example, it might tell
The material component is the priest’s holy
the priest that the subject is fearful, hut won’t symbol.
reveal what the subject is afraid of or why she is
afraid. Notes: Very rare spell. (Updated from
POLYHEDRNOe~wszine.)
Emoiion read does not reveal individual
thoughts or the subject’s motivation. Thus, the Enchant Phylactery
spell might reveal that the subject is coldly unemo-
tional at the moment, hut not the fact that the sub- (Enchantment)
ject is contemplating the cold-blooded murder of Sphere: Guardian, Pmteenon
the priest.
Level 5
The reading is instantaneous; it reveals only the Range: Touch
emotion that is strongest at the instant the spell is
used. While this usually is related to the subject’s Components:V,S, M
Casting Time: I rd.
Duration: Until the phylactery is opened
Area of Effect: 1phylactery

SavingThrow: None

iJ 241

Enchant Runestone -Dwarf /

~

spells such as augury or divination. The priest

A phylactery is a small box that can be opened, takes a set of 6 to 20 stones and engraves special
and is frequently attached to straps or fine chains
that allow it to be wom on the body. The enchanr dwarven runes on each stone. The exact number of
phylactery spell allows the priest to enchant the
item with a spell that takes effect when the phylac- stones and specific runes inscribed var~v w,ith the
tery is opened. If the phylactery is to be destroyed ~~~~~ ~~~
upon opening, the second spell can be lire- or elec-
tricity-based. If the phylactery is meant to survive, ~~~~~~
neither of those attack forms should be employed.
religion or homeland of thi:priest. A bless spell is
The phylactery can be previously enchanted. If
it is attuned to a being, however (the phylactery of then cast upon the runestories, followed by the e,n-
a lich, for example, is specific to that one lich), the
second spell does not takes effect if that being chanr runestones spell. Thie enchanted runestonies
opens the phylactery, nor will the spell take effect improve the chance for an I..I..C...C U T~~ Cu1I:.:_i..1v. mauon ,cor
if the caster opens the phylactery.
one week.
The second spell must be cast by the same priest
who cast the enchant phylac:ery spell, and this When a divination is attempted, the stones are
must be done in the immediately following round.
The level at which the second spell takes effect is tossed upon the ground and read as part of the div-
the same as that of the priest at the time the phy-
lactery was enchanted. Thus, if the second spell ination process. The reading of the runestones pro-
was cast by a 9th-levelpriest, the spell takes effect
as if cast by a 9th-level priest, regardless of how vides greater accuracy with divination spells. The
long it has been since the phylactery was en-
chanted. The second spell requires its usual mate- exact gain in accuracy varies from spell to spell
rial components, hut if it needs a visible target or
operates by touch, the phylactery itself serves that (butgenerallyonthi:ord.er of +lo%).
purpose. Only one spell can be placed on a given
phylactery with the enchant phylacrery spell. A The material COmI ponent is the priest’s holy
subsequent casting of enchanr pkylacrery replaces
a previous casting. symbol, which is to1iched to the runestones.
Notes: Very rare u>warvcn*,..a. peu. (,rurp-u>a-r.e~o> fmol rn~ - ~ ~ ~
The material components are a strand of spider-
web and an eyelash and sliver of fingernail from DRAGOMNagazine.)
the caster.
Enchant Stones
Notes: Granted by Mystra, Mother of All
(Enchantment)
Magic, of the FORGOTTERENALMS setting. (This
Sphere: Elemental Earth
spell has been updated.)
Level: 5
Enchant Runestones -Dwarf
Range: Touch
(Enchantment) Components:V, S , M
Sphere: Creation Casting lime: 1 wk.

Level 2 Duration: Special
Range: Touch Area of Effect: Circle of standing stones
Components:V, S,M SavingThrow: None
Casting lime: 1turn
Duration: 1 wk. This highly specialized and rarely-granted spell
Area of Effect: 6-20 stones
SavingThrow: None is available only to priests of the Celtic deity
Belenus who have attained 10th level. It is granted
With this spell, a dwarven priest specially pre- but once per year, and is the most important spell
pares a set of runestones to he used in divination
in the dedication of a circle of sranding srones (see
special section). The casting of the spell requires

an entire week. Any interruption negates its ef-
fects, and the priest must stat over. A priest using
this spell has one year to create a circle of stones.
Failure to do so means the patron deity takes back
this (and all the priest’s other spells), never again
to be bestowed. (Theoretically,in an extraordinary

case of exceptional service, a disgraced priest
might he reinstated, but there is no evidence this
has ever happened.)

The deity allows only one attempt to construct a
circle of standing stones each year.

The material component is a small stone quar-
ried from the same place as the stones used in the

circle. It must be collected after the stones have
been placed in position.

Endless Dance

Notes:Granted by the Celtic god Belenus, a sun Endless Dance
god and patron of druids. (In campaigns not using
(EnchanbnenUCharm)

a traditional Celtic pantheon, the local equivalent Sphere: Charm

might be substituted by the DM.) Level: 6

Range: 0

The purpose of a circle of standing stones is to Components: V,S

intensifythe effect of druidic magic and to create Casting Time: 1 rd.

a center of magical power. The site is dedicated Duration: 3 rds.llevel

,.,, -." Y......c-"""...y"I,-,ly,L, ".'y".,,,"f;..",L6 Area of Effect: 10-ft.radiusllevel
to one sphere of magic available to druids (for Saving Throw: Neg.

I.**",".CnIYnI""I,I~"*,."f~..:nntinn\ -"A nni.LI

completed,the site functionspermanently unless This spell seduces anyone within the area of
effect to join a korred circle dance. Those who fail
extraordinarymeans are taken to destroy it. a savingthrow vs. spell drop whateverthey bold in
their hands and begin dancing in a circle around
Once the circle is created,ceremoniescan take the spellcaster. While dancing, affected creatures
..place at the site to cast soells of the amrom.iate
cannot cast spells, attack, communicate, or con-
S,phere. The total number of levels of participat- sciously defend themselves from attack. However,

ing druids can be used as a multiplier upon any the wild movements of the dance enable those af-
fected by the endless dance to avoid some attacks,
...-. --01E.Lm. r Plu. ILI . .l~".w: _ -,n. g: r.a.rr_gr, "_IULa_u:U-ll-, UI ^ _ ^ ^ "^IC so they receive only a -2 penalty to their Armor
Class (to a maximum of AC IO).
effect. Thus, if 50 levels of druids are conilucting
During the endless dance, affected creatures
aIceremony to cast an animate object speII, then take ld4 points of damage per round until the spell

they could either multiply the range by 50 (to ends, death occurs, or they are restrained. Korreds,
worshipers of Shiallia, or those who voluntarily
,"."",, soldV"Ul"v a r A > m...".n..rl.,tinlu t.h.n._A~nlr.nlri.n.nl.h.vII,V_l (to
forgo their saving throws take only 1 point of
rounds per level of the caster), or multiply the damageper turn and cannot be reduced below 1bit
point by the spell's effects.
area of effect by 50 (to 50 cubic feet per level).
There is a 1% chance per level above 9th of the
One of the priests must actually cast the spell, spellcaster that Sbiallia's avatar appears during the

and that D ~ S I 'lSevel Drovides the basis from casting of this spell to aid the spellcaster in what-

which allbther spell information is derived. ever manner is necessary.
^. ".-"""*,c_,..,.g.du._,y. _p_,"^c^s^'^"^. TILLK- "aZ,.",= lllY3L 1L',1=".." *.,IIC."~ L U I I C I While this spell is in effect, the Shiallian stands

available and be at least 5 miles from any other in the center of the circle and slowly spins while
The creation of a standing stones site is a singing the song of the korreds. The spellcaster
cannot cast other spells or physically attack during
standing stones. At least 50 levels of priests, this time, but she can defend herself. If the spell-
caster stops spinning or singing, the endless dance
(worshipping at least four different Celtic gods) ends immediately.

are required. One must be a 10th-level priest of, Notes: Granted by the demipower Shiallia,Lady
of the Woods, of the FORGUTEVREALMS setting.
Belenus able to cast the enchant stones spell. All

of the priests must spend an entire month assem-

bling the stones and attending ceremonies. The

enchant sfones spell must be cast at the end of

E:ach week and again at the end of the constmc-

tion. If the priests are interrupted in any way
,..-(L"""E.Z." c":,-
.LLLLi^lD t"i..."l l l q *L1L1G_C~I.I.^CILI"'U..IrL.l-lol..~tlll "LA. ll" *LLUaL.,y
11111a

must s t m again.

The exact size and number of stones may^

vary; it is only important that they be arranged in

a series of circular patterns, A typical site is 10

-to 30 meters across. and its stones are arraneed
to follow the seasons, stars, constellauons, suns,

Inoons or similar celestial patterns,

J L243

Endurance f

Endurance This spell doubles the hit points of the spell re-

(Alteration) cipient for the spell duration. Any damage suffered
Reversible
Sphere: Healing is taken first from the bonus hit points until they

Level: 4 Q are all exhausted; damage is only then taken from
Range: Touch
Components: S, M the real hit pointsof the affected being. Further, all
Casting Time: 1 turn
Duration: 24 hrs. Strength and Constitution checks for the recipient
Area of Effect: 1creaturen levels
SavingThrow: None succeed while the endurance of Ilmater is in
effect. The spell also protects the vitality of the

spell recipient so that all system shock rolls and
checks of any son against contracting diseases au-

tomatically succeed, and all other saving throws
receive a +2 bonus. In addition,no being protected

This spell allows the shukenja to banish fatigue by endurance of Ilmater can be knocked over,
caused by lack of sleep and overexertion. When
cast, it fills the recipient with energy and vigor. For trampled, ridden down, or overthrown: all pro-
those who have gone without rest, it cancels the ef-
fects of fatigue as if they had eight hours of restful tected beings can stand firm against all charges.
sleep in the last 24 hours. Thus an individual could
be active for 24 hours (out of necessity), gradually Notes: Granted by Ilmater, the One Who
suffering fatigue, receive this spell, and return to
normal functioning instantly.For those who are al- Endures,of the FOR- REALMS setting.
ready well rested. the spell cancels the need for
sleep in the next 24 hours. It does not, however, Endure ColdlEndure Heat
allow the recovery of spells. The spell affects one
creature for every two levels of the caster. (Alteration)

The material component is a pinch of sand. Sphere: Protection
The reverse of this spell,fatigue, tires a c r e a m as
if it had not slept in the last 24 hours. The creature is Level: 1
allowed a saving throw vs. spell to avoid the effects. Range: Touch
An affected creature has a penalty of -2 to attack
rolls, a penalty of -1 to all saving thmws, and its Components: V,S
movement is reduced to two-thirds the normal rate.
In addition, if it does not rest within 12 hours, it col- Casting Time: 1 rd.
Duration: 1 5 hrs.Aevel
lapses from exhaustion and sleeps for IO hours. If
sleepis impossible, the creature is unable to take any Area of Effect: Creature touched
Saving *ow: None
type of effectiveaction. Eight hours of rest (if taken
before collapse occurs)negates this spell. The creaturereceiving this spell is protected from
normal extremes of cold or heat (depending on
The material component is a small noisemaker, which application the priest selects at the time of
Notes: Common for priests from an oriental set-
ting; otherwise, very rare. casting).The creaturecan stand unprotected in tem-
peratures as low as-30"F. or as high as 130"F. (de-
Endurance of nmater pending on application) with no ill effect.

(Abjuration, Alteration, Necromancy) Temperatures beyond these limits inflict 1 point of
Sphere: Necromantic, Pmtection damage per hour of exposure for every degree

Level: 4 beyond the limit. The spell is immediately canceled
Range: Touch if the recipient is affected by any non-normal heat
Components: V,S or cold, such as magic, breath weapons, and so on.
CastingTime: I
Duration: 1 rd.+l rd.ilevel m e cancellation occurs regardless of the applica-
tion and regardless of whether a heat or cold effect
Area of Effect:Creature touched hits the creature (for example, an endure cold spell
Saving Throw: None is canceled by magical heat or fire as well as by
magical cold). The recipient of the spell does not

sufferthe first IO points of damage (after any appli-

cable saving throws) from the heat or cold during

the round in which the spell is broken. The spell
ends instantly if either resistfire or resist cold is cast
upon the recipient.

Notes: Common for clerics (PHB).

J 244 \

Enhanceb i n e

EnduringWard -Old Empire The casting priest must h o w the bloodline deriva-

(Alteration) tion, blood ability, and ability power (minor or

Sphere: Wards major) to be affected. When the spell is cast, the

chosen blood ability improves one power level-

Level: 6 minor to m j o r , or mjor to great-for the duration

Range: Special of the spell. Blood abilities of maximum level gain
Components: V, S, M no benefit from the spell, and blood abilities that

Duration: Permanent have only one level of power cannot be enhanced.

Casting Time: 1 Nru When the spell ends, the blood ability returns to

Area of Effect: Special normal. The target then cannot use the previously

Saving Throw: Special enhanced blood ability for one Nm (it has been

stretched beyond its limits). If the blood ability is

This spell acts as a limited form of the perma- one that normally operates continuously (such as
nency spell available to wizards. Any glyph of enhanced sense or courage), then the creature

warding, symbol, or priest spell from the sphereof loses any continuousbenefits garnered by the abil-
wards is made permanent if followed by the cast- ity for that turn.The spell bas no effect on those

ing of this spell. Only one such spell can be af- without a bloodline ability.
The material components for this spell m two
fected per casting of an enduring ward.
This spell can be canceled by the successful similar objects-one small and one large-repre-

casting of a dispel magic or Mordenkainen’s dis- senting the bloodline derivationof the subject.The
junction spell (or similar magics), but a second caster breaks the smaller of the two totems during

such spell is typically required for the warding the casting of the spell, the larger symbol shatters

spell itself, whose finite duration (if applicable) when the spell ends.
-does not commence until the ending of the endur-
Notes: Common for priests from Cerilia, the
ing ward. BIRTHN~HseTtting.
The material component of this spell is a
Bloodline Totem Animal
crushed diamond of at least 200 gp value. Anduiras Lion
Notes: Granted by the Mulhorandi goddess Basaia Eagle
Brenna Cat
Nephthys of the FORCOTENREALMS setting. Dolphin
Masela Wolf
Energy Drain Reynir
Vorynn Owl
Reversed form, restoration. This form is used by Azrai Serpent
evil priests.
Sphere: Necromantic Enhance Turning
Enfeeble Water Creature
(Enchantment)
Reversedform,enhance water creature.
LReavnegle: :2Touch Sphere: Combat
Enhance Blood Ability
Level: 2
(Alteration, Evocation) Range: Touch
Components:V, S, M Components:V, S, M
Casting Time: 5 Casting Time: 5
Duration: 3 rds. +I rd./level Duration: 5 rds.nevel
Area of Effect: Creature touched Area of Effect: Creature touched
Saving Throw: None Saving Throw: None

This spell is identical to the 3rd-level wizard This spell can be cast on any individualwith the
spell of the same name. It enablesthe subjectto tap ability to turn undead creatures. While it is in
the essence of his bloodline directly to temporarily
increase the power of one existing blood ability.

1 245 \

EnhanceWater Creature f

effect, the recipient turns undead as if one experi- In addition, creatures native to the Elemental Plane
ence level greater, and gains a +1bonus to all turn- of Water subtract 1 hit point from each hit die. A
ing rolls, both for the initial turning result and for successful saving throw vs. spell negates the
the number of undead turned or destroyed. No ad- effect, but each creature affected must attempt a
ditional benefit is received from multiple castings separate saving throw. Note that some water
of this spell. deities may consider the use of the enfeeble water
creature spell a hostile act.
The material component is a silver holy symbol.
Notes: Very rare spell. (Updated from The material component for both versions is the
caster’s holy symbol.
POLYHEDRONNewszine.)
Notes: Uncommon for aquatic or seagoing
Enhance Water Creature priests.

(Alteration) Enmeshment
Reversible
Sphere: Animal, Elemental Water (ConjurationlSnmmoning)
Sphere: Astral
Level: 4
Level: 6
Range: IO yds.ilevel
M Range: IO yds.
Components:V, + 2 rds./level
Casting lime: 2 rds. Components: S
CastingTime: 9
Duration: Id4 rds. + 1 creatnrel4 levels of Duration: Special
Area of Effect: 1 creature Area of Effect: 30 ft. cube
Saving Throw: Neg.
the caster
This spell creates a mass of weak, sticky threads
Saving Throw: Neg. that remain in existence for one turn. The threads
block vision, but do not impede movement. They
This spell physically enhances creatures that
we nonflammable and can he removed only by a
live in or breathe water, as well as creatures from successful dispel magic spell or equivalent.
the Elemental Plane of Water. Examples include
Creatures touching the threads must make a suc-
water weirds, water elementals, sea lions, fish, cessful saving throw vs. spell at -3 or be at once
ocean-going mammals (such as whales and dol- transported into a misty labyrinth of unlimited
size. Prisoners in the labyrinth are affected by a
phins), and native ocean races (such as locathah form of confusion and are 50% likely to attack any
and sahuagin). The spell does nothing for beings creature they meet, friend or foe, being confused
that breathe underwater by artificial or magical as to its true nature.
means, nor does it affect those who merely use
Risoners not engaged in combat are allowed a
water-based spells, including most wizards. saving throw vs. spell each round after the first
Because most effects of this spell are beneficial, within the labyrinth. When a successful saving
throw is made, the creature returns to its previous
many recipients waive their saving throws. All re- location (if within the threaded area, the creature
cipients gain a + I bonus to their attack rolls, is not subject to the spell’s effect again).
Prisoners escape from the labyrinth when the
damage rolls, and saving throws. If damage in- spell effect expires in any event. Afind the path
flicted by a creature is measured by a number of spell cast in the labyrinth allows the prisoner to
dice, then the DM should add +I to each die before escape it automatically.
making any other modification.
Notes: Granted by the goddess Istus of the
Recipients from the Elemental mane of Water WOWD OF GREYHAWSKetting.
gain 1 hit point per Hit Die, applied immediately.

Any damage inflicted upon these creatures is sub-
tracted from the bonus hit points first.

In addition, creatures that need water to survive
can survive without it for the spell‘s duration. A

thin, bluish sheen coats the bodies of all recipients,
radiating strong alteration magic. Otherwise no
visual change occurs.

The reverse of this spell, enfeeble water m a -
fure, inflicts a -1 penalty to attack rolls, damage
rolls, and saving throws for the targeted creature.

1 246 L

> En- Shield

Entangle To cast the spell, the caster must speak without
interruption for a full round. Thereafter, the en-
(Alteration) chantment lasts as long as the priest speaks, to a
Sphere: Plant maximum of one hour. Those enthralled take no
action while the priest speaks, and for Id3 rounds
Level 1 thereafter while they discuss the matter. Those en-
tering the area of effect must also save or become
Range: 80 yds. enthralled. Those not enthralled are 50% likely
Components: V, S , M every tum to hoot andjeer in unison. If there is ex-
Casting Time: 4 cessive jeering, the rest are allowed a new saving
Duration: 1 turn throw. The speech ends (but the Id3 round delay
Area of Effect: 40-ft. cube still applies) if the priest is successfullyattacked or
performs any action other than speaking.
Saving Throw: %
If the audience is attacked, the spell ends and
By means of this spell, the caster is able to cause the audience reacts immediately,rolling a reaction
plants in the area of effect to entangle creatures check with respect to the source of the interrup-
within the area. The grasses, weeds, bushes, and tion, at a penalty of -10.
even trees wrap, twist, and entwine about the crea-
tures, holding them fast for the duration of the Note: When handling a large number of saving
spell, Any creature entering the area is subject to throws for similarcreatures,the DM can assumean
this effect. A creaturethat rolls a successful saving average to save time: for example, a crowd of 20
throw vs. spell can escape the area, moving at only
10 feet per round until out of the area. men with a base saving throw of 16 (25%success
Exceptionally large (gargantuan) or strong crea-
tures may suffer little or no distress from this spell, chance) will have 15 men enthralled and five not.
at the DMs option, based on the strength of the
entangling plants. Notes: Common for clerics (PHB).

The material component is the caster’s holy Enthrall -Shukenja
symbol.
QThis oriental spell is in all ways
Notes: Common for druids (PHB).
similar to ifs western counterpart,
Entangle, Sheela’s except that any discussion of poli-
tics, religion, or alignment grants a
See Sheela’s entangle. new saving throw at +5.

Enthrall Entrench

(Enehantment/Charm) A 4nd-level spell of the sphere of War:See appen-
Sphere: Charm, Law dix in Vol.3.

Level 2 (
Range: 0
Components:V, S <
CastingTime: 1 rd.
Duration: Special Level: 6
Area of Effect: 90-ft. radius Range: 0
SavingThrow: Neg. Components:V, S, M
CastingTime: 9
A priest using this spell can enthrallan audience Duration: 1 rd.fievel
that can fully understand his language. Those in Area of Effect: The caster
the area of effect must save vs. spell or give the Saving Throw: None
caster their undivided attention, totally ignoring
their surroundings.Those of a race or religion un- This potent defense surrounds the caster in a
friendly to the caster’s have a +4 bonus to the roll. chaotic maelstrom of energy and demimatter that
Any Wisdom adjustment also applies, Creatures blocks or deflectsmany attacks.The enfropy shield
with 4 or more levels or Hit Dice, or with a extends about two feet in all directions from the
Wisdom of 16or better, are unaffected. caster’sbody. The warping effectof the field causes

1 241 L

EIllptiOO f

any melee or hand--hand attack to miss 50% of This spell can be cast only upon ground with a
the time-even if the roll allows an attack to con- foundation of earth or natural rock. It causes the
tinue, the priest still gains a +2 bonus IO his Armor
Class. Normal missiles or hurled weapons miss au- area to erupt into geysers of molten rock. Columns
tomatically as the entropy shield deflects them of fiery stone burst from the ground and spew
from the caster. Even magical missile attacks (pro- deadly lava over everything in the area of effect.
duceflome, m g i c missile,or Melf‘s acid a m w , for Creatures within the area must attemptto move out
example), siege engines, and giant-thrown boulders (unless protected from fm or heat) and take 3d8
are deflectedas if they were hand-to-hand attacks. points of damage every round they remain in the
area. Exposed flammableitems are likely to hum.
Against spells or effects that produce energy, The molten rock sticks to skin and continues to
gas, or other physical attack forms fireball, light- bum, inflicting ld8 points of damage per round
ning bok, cloudkill, and other such spells) the en- until cooled or until 10 rounds have passed (im-
tropy shield provides a 5090 chance that the attack
simply does not affect the protected priest. Even if mersing a creature or dowsing it with water may
the harmful energy or matter penetrates the shield,
the caster makes any saving throw with a +2 bonus. reduce the duration). The DM adjudicates the
This does not cause a spell to fizzle or fail: a priest effect of this spell on structures; stone fortifica-
standing in the middle of ajreball is simply not tions are likely to survive.
touched by the spell, which inflicts its normal
damage on anyone else in the area of effect. Any The spell leaves a scar of natural, cooling vol-
spell or effect that does not create matter or energy canic rock in the area of effect when the snell ends.
to harm or hinder the creature can pass through the Vvhich will harden into a thin layer of stone.
entmpy shield normally, so mind-based attacks and
magical effects such as petrifaction, paralyzation, Notes: Uncommon for priests from the DARK
enfeeblemnf,orpolymorph can affect the priest. iuN setting. (Updated from prior version.)

In addition to its defensive benefits, the entropy Eternal Flame
shield has the ability to repel normal or giant-sized
animals and creatures of lawful alignment, such as Alteration, Necromancy)
extranlanar moustem from the lawful nlanes. Anv iphere: Necromantic, Elemental Fire
such creature attempting to attack the shielded
priest in hand-to-hand combat must roll a saving Level: 5
throw vs. spell at the end of the round. If the crea- Range: Touch
ture fails, it recoils from the priest and cannot
attack him physically for the remainder of the Comoonents:V.. S..M
spell’s duration (although it could decide to tum
on one of the priest’s companions). Casting Time: 8
Duration: Special
The material component for this spell is a gem- Area of Effect: 1 item or body not exceedingtwice
stone worth at least 100 gold pieces that has been the caster’sown body volume in size
exposed to the chaotic energies of Limbo. SavingThrow: None

Notes: Uncommon for priests with major access The name of this spell comes from a poetic
to the sphere of Chaos (P0:SM). name for magic attributed originally to the elves.
Eternalflame can he cast to affect an item or a
Eruption body. If this spell is cast on an object or body that
has a volume more than twice that of the caster, it
Onvocation) fails and is wasted.
Sphere: Elemental Magma
Transmitted only by direct touch, this spell
-Level: 7 imbues an item with a receptive neutral enchant-
ment that causes it to readily accept later magics
Ranee: 10 vds.flevel cast or transferred by d w e o m f l o w spells, for ex-
ample) into it. In other words, etemalj7ame allows
Components: V, S, M magic to he fed into an item simply by casting
spells in the normal way and choosing the item as
CastingTime: 2 rds. the target, hut then willing the spell to enter and
Duration: 1rdAevel not harm the item. (In other words, it makes a
Area of Effect: 30% diameter dweomeflow spell unnecessary unless a spell is
Saving Throw: % beingtransferred from another item such as afocal
stone.) One spell or magical effect per level of the

Ethereal Barrier

caster of the e t e m l flame can enter the affected Eternal Sleep-Dragon
item without a saving throw being needed for the
item, any chance of the transfer failing, or any (Necromancy)
damage occurringto spell or item,There is no time Sphere: Necromantic
limit to this entry of powers, but the opportunity to
imbue them is ended by the casting of an awaken- Level: 1
Range: Touch
ing spell 00 the item. Components:V, M
Note that unlike the enchant an item spell, eter- Casting Time: 1 rd.
Duration: Special
nalflame merely allows an item to hold enchant- Area of Effect: 1 dragon corpse
ments within itself-it does not enchant the item Saving Throw: None
so as to allow it to emit enchantments flowed into
it as controllable powers. In other words, an item This spell ensures that a dead dragon’s spirit

affectedby an eternalflame spell bears a dweomer passes for all eternity to the Outer Planes. Once it
and can hold magics within it, hut it is not a usable is cast on the corpse of a dragon, that corpse

magical item until the magics to give it powers cannot be animated or resurrected,and the dragon
have been conveyed into it and an awakening spell itself cannot be contacted hy spells such as speak
with dead. The spell has no effect on a corpse that
successfully cast upon it. (In other words, this has been animated at any time before eternal sleep
spell handles only the very beginnings of the is cast, not does it have any effect on dracoliches
process that the enchant an item spell eocom- or other undead creatures.
passes,) Unless or until F e r transfer occurs and
an awakening spell is cast, the item is an item stor- The material component is the priest’s holy
ing magic that no one can call upon in any con- symbol.

trolled way-thongh if the item itself is shattered, Notes: Restricted to dragons. Granted by Null,
the magics within it usually find instant and explo- the Death Wyrm, of the FORWITENREALMS set-
ting. This spell is also known to exist as an innate
sive release. spell-like ability.
This spell can be cast on living, dead, or undead
Ethereal Barrier
mammalian bodies by touch. It completely attunes
(Abjuration)
body tissues to fully receive a spell. The next spell Sphere: Astral, Wards
to come into contact with a body prepared by an
eternal flame spell takes full effect, exhibiting Level: 2
maximum possible duration, beneficial effect, Range: 120yds.
Components:V, S, M
damage, or whatever-even if a saving throw is Casting Time: 1 turn
normally necessary for the body to be affected at Duration: 1 t u d e v e l
all-and does not require the affected being to Area of Effect: Two 10-ft. squaresnevel
Saving Throw: None
make any savingthrow, system shock survivalroll,
or resurrection survival roll, even if one is nor- The ethereal barrier is a defense against the pas-
sage of extradimensional creatures, including
mally imperative (a turning attempt is not a spell.) creatures that arephased, ethereal, or traveling via
l k o schools of wizardry spells are exceptions to dimensiondoor or shadow walk. The priest creates
this: enchantmenticharm and illusiodphantasm. an imperceptiblebarrier of 10square feet per level
that can be arranged in any fashion desired. For ex-
An eternalflame does not cause the effectiveness ample, a 3rd-level caster can ward six 10-foot by
of enchantmenticharmor illusiodphantasm spells 10-foot surfaces, sufficient to guard a 10-foot X

to be changed for the affected body at all. 10-foot x 10-footroom (four walls, a ceiling, and
The material component of an eternal flame a floor need to be protected.) Some monsters may

spell is a spark struck by the impact of an item be able to abandon their ethereal approach and
bearing a dweomer from a rock, bladed weapon, or simplyenter the barred area on their own feet-the
metal item that bears some sort of dweomer. ethereal barrier only bars their passage as long as
(Neither item is hanned in any way by the spell.)

Notes: Very rare spell from the FORGOTTEN
REALMSsetting.

J 249 \


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