- Etherealness
they are traveling in the Border Ethereal. Also, plus one round per level of the caster, unless the
while this spell can't be worn down by any form of priest chooses to end the spell earlier.
attack, it does not bar teleponation, gates, or the
passage of astral creatures. While ethereal, the priest cannot be detected by
any means short of a true seeing or detect phase
Ethereal barrier can be cast as cooperative spell. Ethereal surroundings are misty, gray, and
magic by several priests working together. As long otherworldly.No action an ethereal creature takes
as all involved priests can cast the spell, their areas can affect the physical world, but the creature can
of effect added together. Take the total levels of all pass through walls, doors, and other solid ohiects
priests involved and multiply by two to find the without hindrance while ethereal.
number of ICLfoot by IO-foot squares that can be
warded. For example, four 6th-level casters (24 The priest can choose to end the spell voluntar-
total levels) can ward 48 10-foot by 10-foot ily at any time, materializing in the physical world
squares. The duration is determined by the highest in one round (this ends the spell only with respect
level priest involved, plus 1 turn for each addi- to himself and those he has brought back). A caster
tional priest. In the previous example, this would who occupies a solid object when the spell ends is
be 6 turns plus 3 turns for three additional priests hurled into the Deep Ethereal and stranded in a
for a total of 9 turns. catatonic stupor until rescued.
This spell is also suitable for focus magic (see Notes: Common for priests with access to the
thefocus spell). sphere of Numbers.
The material component is a special compound EverbleedingWounds
of rare earths and lead worth at least 10 gp per ap-
plication. One application is required for each 10- See curse of the everbleedingwounds.
foot by IO-foot square to be warded.
Everchanging Self
Notes: Uncommon for any priest with access to
the spheres of AsWl or Wards (P0:SM). (Alteration, Necromancy)
Sphere: Chaos, Protection
Etherealness
Level: 6
(Alteration) Range: 0
Sphere: Astral, Numben
Components: V, S
Level 3
Range: 0 Casting Time: 9
Components: V, S Duration: 3 rds.ilevel
Casting Time: 1 Area of Effect: The caster
Duration: Special SavingThrow: None
Area of Effect:The caster
Saving Throw: None An everchanging self spell causes the caster's
body to change shape and appearance constantly,
This spell resembles the 5th-level wizard spell with skin hue and texture, number of limbs, and all
other physical attributes changing continually.
etherealness in many respects, but there are a few This continual shifting ruins most clothing (and
important differences.First, the priest cannot leave harms the caster if armor more rigid than studded
the Border Ethereal and venture into the Deep leather is worn, at ld4+1 points per round), but ef-
Ethereal; therefore, at the end of the spell's dura- fectively conceals the caster's identity,
tion, be must return to the Prime Material Plane.
Second, the priest cannot use this spell on an un- The parade of everchanging limbs causes the
willing creature---only a willing creature touching caster to temporarily lose 3 points of Dexterity,
the priest when the spell is cast can be made ethe- and to make all attacks at a -1 penalty on attack
real. The caster can bring one creature per two ex- rolls and a -2 penalty on damage rolls, but Armor
perience levels (rounded up: three at 5th. four at Class benefits by 4 points.
7th. five at 9th, and so on) to the Ethereal Plane.
Even if the priest abandons them in the Border
Ethereal, stranded creatures materialize when the
spell ends. The spell normally lasts for one turn,
iJ 250
> Exaction
The spell does not change the upright, bipedal, quiver on a quiver containing one flight arrow, one
flightless, air-breathing nature of the caster sheaf arrow, and one silver mow, he could then
(though it can operate in conjunction with spells withdraw two silver arrows, one silver mow and
that do permit flight or underwater breathing). It one flight m w , etc. per round. No m w drawn
does make the casting of many spells impossible. from an everfull quiver while the spell effect lasts
The forms taken are not controlled by the caster is magical, even if the one or more m w s in the
(the shapes of specific individuals or monsters everfull quiver is magical.
cannot be counterfeited),and the forms change at a
rate that the castercannot dominate-but limbs ac- If an m w drawn from an everfullquiver is not
tually in use do not vanish, only alter in length and immediately employed, it fades into nothingness
appearance. The strength and senses of the caster in two rounds. Once shot, an mow drawn from an
are not altered by the spell. everfull quiver cannot he reused, but will not
vanish.
The everchanging self spell requires no system
shock rolls for the alterations it causes, and adds a The material components of this spell are the
+20% bonus to all system shock rolls forced on the priest’s holy symbol, a quiver, and two or more
caster by external forces while the spell lasts. mows, none of which is consumed in the casting.
Mask refuses to grant any variant of this spell Notes: Granted by the elven god Solonor
that affects others. The spell is customarily em- Thelandira.
ployed to carry out a fairly simple task in public,
when the caster wishes to scare ohserversor not be Exaction
identified by them. It was developed to allow
trapped Maskarran clergy to escape through (Enchanhnent/Charm)
crowds of observers after thefts occurred. Sphere: Charm, Summoning
Notes: Granted by Mask, Lord of Shadows, of Level: 7
the FORGQTIERNEALMSsetting. This spell is found Range: 10yds.
only in a few exceptionallyrare tomes. Components:V,S , M
Casting Time: 1rd.
Everfull Quiver-Elf Duration: Special
Area of Effect: 1creature
(Alteration) SavingThrow: None
Sphere: Combat
When this spell is employed, the priest con-
Level: 3 fronts some powerful creature from another plane
Range: Touch (including devas and other powerful minions, for
instance, but not demigods or deities of any sort)
Components:V,S, M and requires of it some duty or quest.A creature of
an alignment opposed to the priest (e.& evil if the
Casting Time: 4 priest is good, chaotic if the priest is lawful)
Duration: 1 rd.flevel cannot be ordered around unless it is willing. Note
Area of Effect: 1 quiver and two mows that an absolute (hue) neutral creature is effec-
Saving Throw: None tively opposed to both good and evil, and b t h law
and chaos.
This spell enchants a quiver that contains at
least two arrows. In every round thereafter, the The spellcastermust know something ahout the
caster can withdraw up to two m w s per round creature to exact service from it, or else must offer
without depleting the total number of arrows in the some fair trade in reNrn for the service. For exam-
quiver. If more than two arrows are ever with- ple, if the priest is aware that the creature has re-
drawn in one round, the spell effect ends immedi- ceived some favor from someone of the priest’s
ately, and only the fust two mows withdrawn do alignment, then the exaction spell can name this as
not deplete the real supply. If anyone aside from cause. If no balancing reason for service is known,
the caster tries to withdraw an m w from an end- then some valuable gift or service must be pledged
less quiver, the spell effect ends immediately as in return for the exaction. The service exacted
well. must be reasonable with respect to the past or
promised favor or reward, and with the being’s
The caster can withdraw any type of m w that effort and risk. The spell then acts, subject to a
was found within the everfull quiver when the
spell was cast. Thus if the priest casts everfull
J \251
Exaltation
magic resistance roll, as a quest spell on the being moves the effects of fear, sleep, feebleminded-
that is to perform the required service. ness, hunger, pain, nausea, unconsciousness, in-
Immediately upon completion of the service, the toxication, and insanity from the spell recipient
being is transported to the vicinity of the priest, (who can be of any alignment or faith). The recip-
and the priest must then and there return the prom- ient is protected against spells and other attacks
ised reward, whether it is imevocable cancellation that cause these effects for the duration of the
of a past debt or tbe giving of some service or spell. Such effects are negated, not postponed
other material reward. After this is done, the crea- until the spell expires.
ture is instantly freed to return to its own plane.
A recipienr of a differenrfaith and alignment
The DM adjudicates when an equitable arrange- than the caster must make a savingthrow vs. spell
ment has been reached. If the caster requests tm even if willing. If the saving throw is successful.
much, the creature is freeto depart or to attack the the spell is lost and has no effect.
priest (as if the agreement were breached) accord-
ing to its nature. If circumstances leave the situa- A recipient of a different faith and rhe same
tion unbalanced (for example, the creature dies alignment as the caster makes the saving throw at
while achieving a result that was not worth the a 4penalty. A successfully exalted recipient (the
creature dying), then this might create a debt owed saving throw failed) receives a +1 bonus to any
by the caster to the creature’s surviving kith and morale checks and +I reaction adjustment for sur-
kin,making the caster vulnerable to a future exac- prise checks for the spell duration.
tion spell from that quarter. Agreeing to a future
exaction or release in the event of catastrophicfail- A recipient of the same faith but a different
ure or death are common caster pledges in secur- alignment than the casfer,makes the saving throw
ing an exaction. is at a -6 penalty. A successfully exalted recipient
receives a +1 bonus to any morale checks for the
Failure to fulfill the promise to the letter results in spell duration.
the priest being subject to exaction by the subject
m t u r e or by its master, liege, etc., at the very least. A recipient of rhe same faith and alignment as
At worst, the m t u r e can attack the reneging priest the caster receives a +2 bonus to any morale
without fear of any of his spells affecting it, for the checks for the spell duration, and-if the caster de-
priest’s failure to live up to the bargaingivesthe crea- sires-radiates a white, blue-white, or amber radi-
ture total immunity from the priest’s spell powers. ance for the duration of the spell. If the radiance is
desired, it is evoked immediately and cannot be
The material components of this spell are the ended before the spell expires.
priest’s holy symbol, some matter or substance
from the plane of the creature from whom an exac- The material components for this spell are a
tion is expected, and knowledge of the creature’s flask of holy water and a powdered sapphire or di-
nature or actions that is written out on a parchment amond of at least 1,000gp value.
that is burned to seal the pledge.
Notes: Granted by Helm the Vigilant of the
Notes: Common for clerics (PHB). FORWITE+ REALMSsetting.
Exaltation Exalted Triad, Azuth’s
(Abjuration, ConjuratiodSmmoning) See Azutb’s exalted triad.
Sphem: Combat, Healing
Excessive Indulgence
Level: 3
Range: Touch (EnchantmenUCham)
Components:V, S, M Sphere: Charm
CastingTime: 1rd.
Duration: 1 rdAevel Level: 1
Area of Effect: Creature touched Range: Touch
Saving Throw: Special Components:V, S, M
Duration: 1 rd.Aeve1
This spell enables a priest to aid and protect any CastingTime: 4
one other being. The priest cannot cast this spell Area of Effect: One living creature
upon himself or herself. By touch, the caster re- Saving Throw: Special
This spell causes the mget creature to focuson its
current activities to the point of overindulgence.The
J 252 L
Exorcism-Savant
creaturereceives a savingthrowvs. spell to avoid the sessing magic, where the smaller number is the
priest’s level. In the obverse, a +I% cumulative is
effect. If the saving throw is failed, the creature’s added. The refereecan assign a base chance accord-
current actions for that round become compulsive ing to the existing circumstances, if desired.
and excessivefor the duration of the spell.
The material components for this spell are the
Each round, the creature must make an holy symbol of the priest and holy water (or
Intelligence check and a Wisdom check (both at a unholy symbol and unholy water, in the case of
-2 penalty) to perform any action besides the com- evil priests). A religious artifact or relic can in-
pulsion. For example, if Blenzer the Bulging was crease the chance of success by from 1% to 50%.
eating when the spell was cast, he feels an over- according to its power.
whelmingurge to gorge himself for the duration of
the spell, All surprise checks are made with -2 Notes: Uucommon for clerics.
penalty during this period.
Exorcism -Savant
If a creature under the effect of this spell is at-
tacked, the spell is instantly canceled.Likewise, an (Abjuration)
affected creature does not truly injure or kill itself Sphem: Necromantic
while under the spell’s effects, although it may
come close due to glunony or some other behavior. Level: 2 of spirit
Range: Special
The material components of this spell are the
priest’s holy symbol and three fresh flower petals. Components:V, S, M
Notes: Granted by Sharess, the Tawny Casting Time: 1 tu&
Temptress,of the FORGOTTENREAuls sening.
Duration: Special
Exorcise
Area of Effect: 1 spirit
(Abjuration) Saving Throw: Special
Sphere: Necromantic
A clerical savant casts this spell to rid one object 01
Level: 4 areaof an evil spirit The casting timeis equal to one
Range: 1 turn p”hit die of the spitic during which the caster is
Components: V, S, M shieldedas ifhy apmtectionfromevil IO‘mdius spell.
Casting Time: 1-loo* turns
Duration: Permanent Each turn of casting, the savant must roll 4d6
Area of Effect: 1 creature or object
Saving Throw: None for a total below his or her Constitution, subtract-
ing one from the roll for each four levels of experi-
The spell of exorcism negates possession of a ence (round fractions down). Failure ends the
creature or an object by any outside or supematu-
ral force. This includes control of a creature by spell, subjecting the savant to possible anack from
some force in an object, possession by magic jar
spell, demonic possession, curse, and even charm, the enraged spirit. If the exorcism fails, another at-
for the exorcise spell is similar to a dispel magic tempt can be made 24 hours later.
spell. Furthermore,it affects a magical item if such
is the object of the exorcism. Thus, a soul object of At the completion of the casting time, the spirit
any type affected by a successful exorcism expels must make a successful saving throw vs. spell 01
the life force contained, to inhabit its nearest mate- be forced back to the realm of the dead. Success
rial body, wholly and completely.
means the creature is driven away, remaining in
The exorcise spell, once begun, cannot be inter- the general area but losing one-fourth of its hit
rupted, or else it is spoiled and useless. The base points. If subsequent exorcismsreduce the spirit to
chance for success is a random 1% to 100%. Each
turn of exorcism the dice are rolled, and if the base zero hit points, it is permanently driven from the
chancenumber, or less, is rolled, the spell is success- area. Any noncorporeal undead or restless life
ful. The base chance of success is modified by -1%
for each level of difference between the priest’s level force can be affected, including any singular
of experience and the level of the possessor or pos- undead possessing or haunting an individual,
object, hallway, m m , etc. This does not include
intelligent undead in the vicinity of a specific lair
(vampires, liches, death knights, etc.).
The material componentsof the spell are a small
silver bell, a book of prayers, and a blessed candle
that must remain lit throughout the ceremony.
Upon completion of the spell, the savant snuffsout
the candle and destroys it.
J 253 \
Exbact Spirit-Shaman c
Notes: Restricted to savant-clerics, common If the spmt object is placed in a mom, on a path
or passage, or in another area, the shaman can tell
(Updated from DRAWNMagazine.) if any creatureor spirit passes through the area. An
area up to 10yards across can be monitoredin this
Extract Spirit -Shaman way. If several spirits are set as guards in this
manner, the shaman cannot tell which specific one
(Necromancy) has been passed, only that one of them has been.
Sphere: Summoning
The spell requires a container for the spirit,
Level: 4 which must be an object for which the spirit has a
Range: 10yds. natural affinity: for example, a tree spirit might be
Components: V, S, M placed in a piece of wood, while a river spirit
CastingTime: 1 rd.
Duration: Permanent would tbetter be stored in a jar of water. When the
Area of Effect: 1 spirit
Saving Throw: Neg. spirit is released, the object crumbles; if the object
is broken, the spirit is also released.
This spell allows the caster to remove a spirit
that is bound into an object, and place it in another Notes5: Restricted to shamans, uncommon.
container. The spell works only on spirits hound
into objects. This includes naturally bound spirits E;xtraciunensional uetection
(for example, tree spirits or the spirits of springs
and fields) and those hound by another shaman's (Divination)
magic (such as fetish spirits). If the spirit does not Sphere: Numbers, Divination
wish to be extracted, it is allowed a saving throw
vs. spell. The spell has no effect on spirits set to Level: 3 path, 60 -ft. long
guard an area or merely constrained not to wander. Range: 0
Components:V, S
Some benevolent shamans use these spells to CastingTime: 3
rescue doomed spirits, like moving the spirits of
Duration: 1 rd.flevel
dying trees into a seed or sapling. This is not as Area of Effect: I0-ft:wide
pointless as it might sound, as the rescued spirit is Saving Throw: None
likely to be grateful, and may spread word of the
caster's kindness, which might make other, more When extradimensional detection is cast, the
potent spirits friendly towards the caster. priest detects the existence of any extradimen-
sional spaces or pockets in a path 10 feet wide and
Most shamans, however, use the spell to create 60 feet long in the direction he is facing. The priest
spiritual alarms or guards. The two usual uses of can tum, scanning a 60" arc each round, or move
such spirits are listed below. Inventive casters may slowly while the spell is in effect to change the
find other uses for them, the success or failure of sweep of the detection,
such attempts to he adjudicated by the DM.
Extradimensional spaces include those created
If the object into which the spirit is placed is by spells such as rope trick and those within such
camed by the shaman, it allows him to sense the items as bags of holding and ponable holes. The
approach of spirits and living creatures.The range priest does not know the size of the space or its
of this ability depends on the power of the crea- source.The spell also detects interplanar gates and
ture or spirit: it extends up to a distance of 10
yards per Hit Dice or level of the approaching the gate opened by the spell extrodimPnsionolfold-
being; a 5 Hit Die monster is detected when it ing.
moves within 50 yards, a 3 Hit Die monster within
30 yards. The shaman does not know, however, in The spell can be blocked by a stone wall of one
which direction the being is, how far away it is, foot thickness or more, a one-inch thickness of
which way it is moving, nor what it actually is. In
crowded areas (where the number of creatures or solid metal, or one yard or more of solid wood.
spirits exceeds the shaman's Intelligence score) Notes: Common for priests with access to the
the shaman cannot keep track of the total number
of beings present, and the ability becomes effec- sphere of Numbers; uncommon for priests with
tively useless. access to the sphereof divination (TOM).
1 254 \
Extradimensional Pocket
Extradimensional Manipulation one space is within the other when the spell ends
the usual consequencesensue immediately.
(Alteration)
Sphere: Numbers In both cases, if the space to be affectedis being
maintained by a spellcaster,as in the case of a mpe
Level: 5 trick, that spellcaster receives a saving throw vs.
spell to resist the manipulation. If the space is cre-
Range: 10yds. ated by a magical item, however, no saving throw
Components:V, S , M is allowed.The duration of the spell is 4 rounds per
Casting Time: 5 level of the caster, plus an additional 2d12 rounds.
Thus a 10th-levelcasterk effect lasts 4 tums and 2
Duration: 4 rds.flevel+ MI2 rds. to 24 additional rounds.
Area of Effect: 1 extradimensional space up to 20
The material component is a strip of gold tissue
A. x 20ft. worth at least 5 gp, given a half twist and joined at
the ends during the casting.
SavingThrow: Special
Notes: Common for priests with major access to
This spell allows the priest to alter the charac- the sphere of Numbers ( T o w .
teristicsof certain extradimensionalspaces such as
Extradimensional Pocket
those created by mpe trick and similar spells or
those contained in items like bags of holding or (Alteration)
portable holes. It can be used in two different Sphere: Numbers
ways. Level 5
A ) Alter Space: The spell can be used to in- Range: Touch
Components: V, S, M
crease or reduce the size of a single extradimen- Casting lime: 1 rd.
sional space. The amount of increase or decrease Duration: 2 turnsllevel+ Id12 rds.
Area of Effect: Special
depends on the level of the caster. Saving Throw: None
Level Multiplier This spell allows the priest to create a single ex-
u p to 10 x2 tradimensional space like that inside a bag of hold-
11 to I6 ing. The spell is cast on a container such as a sack,
17 or above x3 bag, or backpack. Once under the influence of the
x4 spell, the container opens into a extradimensional
space much larger inside than its outside dimen-
Thns, a 10th-levelpriest can double the capacity sions. The container always weighs a fixed
amount, regardless of what is put inside, This
of a bag of holding or decrease it to half its normal weight and the capacity of the extradimensional
size. A 15th-level priest can triple the capacity or space depend on the level of the caster (see table).
reduce it to one-third capacity. The spell lasts for 2 rounds per level of the caster,
plus Id12 rounds. For this duration, the extradi-
If the size and capacity of an extradimensional mensional created acts in all respects as a bag of
space is decreased, any contents of the space that holding.
exceed the current capacity are expelled (deter- If the container is overloaded or if it is pierced
mined randomly). These contents are expelled by a sharp object, the hag immediately ruptures
from the space in the same way they originally en- and the contents are lost into the A s t d Plane. Any
items in the hag when the spell ends are also lost in
tered it, if that path is still open. If the path is the Astral Plane.
closed, as it would be if a bag of holding was tied
shut or a portable hole was folded up, the extra The material components, in addition to the
contents are expelled into the Astral Plane. Any container, are 200 gp worth of powdered diamond
and a sheet of platinum worth 500 gp. The plat-
items in an enlarged space when the spell duration inum sheet is inscribed with a drawing of a Klein
expires suffer the same fate.
Bj Seal Pocket: The spell can be used to reduce
the danger of placing an extradimensional space
inside an other such space, sncb as placing a bag of
holding inside a portable hole. When used in this
manner, the size of the space is not altered.
However, the affected extradimensional space can
be placed within another such space (or another
extradimensional space can he placed within the
affected space) with no adverse consequences. If
J 255 L
- Eye of Fin -Old Empin -
bottle (a paradoxical figure with only one sur- Eyes of the UndN--’
face-the three-dimensional analogue of the
Moehius strip). The diamond dust is consumed (Necromancy)
during the casting, the platinum sheet is not. Sphere: Necromantic
Notes: Common for priests with major access to
Level 3
the sphere of Numbers (TOM).
Range: 40 yds.
1
Components: V.S, M
Extmdirnensional Pocketl s h l e Casting Time: 6
Apparent Weight Volume Duration: 2 hrs.Aevel
Level Weight Cap. Cap. Area of Effect:1 undead creature
Saving Throw: Neg.
9-13 15 Ibs. 2501bs. 30 cu. ft.
14-16 25 Ibs. 5001bs. 70 cu. A.
17-19 35 Ihs. 750 Ibs. 100 cu. ft. This caster can use this spell on any dead or
undead body of size S (small) or larger. Once cast,
20+ 601hs. 1,000lbs. 150cu. ft. the spell forges a link that allows the caster to see
and hear anything that the corpse can. The caster
Eye of Fire -Old Empire
cannot control the undead creature through this
(Evocation) spell, hut must rely upon the creature’s orders and
Sphere: Combat, Sun instincts to provide the appropriate views. The
more self-willed and intelligent the undead, the
Level: 3
better the chance the caster will see or hear some-
Range: 30 yds.+lO yds.nevel
Components:V,S thing useful. A dead body, or an undead creature
CastingTime: 6 that willingly serves the caster receives no saving
Duration: Instantaneous throw.
Area of Effect:1 creature Although the corpse must be within 40 yards
Saving Throw: % when the spell is cast, it can move up to 1 mile
away and still transmit to the caster. On the
This spell causes the priest’s left eye to emit a Demiplaneof Dread, the spell ceases to work if the
blazing beam of fire, which bums with the intense caster and corpse are in different domains and the
borders of either domain (or any intervening
heat of the sun. The priest points at the target crea- domain) close.
ture, which the priest must he able to see, and
The material components for this spell are an
utters the Mulhorandi word for vengeance. A crea- eye and ear of a dead man. Casting this spell on the
ture shuck by the narrow beam of flame suffers Demiplane of Dread requires a Ravenloft powers
check.
Id4 points of damage per level of the priest, up to
a maximum of 10d4. Undead creatures suffer Id6 Notes: Common for priests from the Demiplane
points of damage per level of the priest, up to a of Dread with major access to the Necromantic
sphere.
maximum of 1Od6.A target creature making a suc-
cessful saving throw vs. spell suffers only half
damage.
The intensebeam of heat can ignite combustible
items or melt other items. An exposed item wom
or canied by a creature that fails its saving throw
vs. spell must make a successful item saving throw
vs. magical fire to survive the beam.
The verbal component is the Mulhorandi word
for vengeance.
Notes: Granted by the Mulhorandi god Horus-
Re of the FORGOTTENREALMSsetting.
Faith Armor
Faerie Fire In addition to the faerie fire effects, this
spell inflicts magical damage upon crea-
(Alteration) tures outlined by it. The spell inflicts 2d4
Sphere: Weather points of damage immediately. Each
round thereafter, the creature is allowed a saving
Level: 1 throw vs. spell to end the effect.Failure means that
Range: 80 yds. another 2d4 points of damage is taken and the
Components: spell continues, to a maximum duration of 4
Casting Time: 4 rounds per level of the caster.
Duration: 4 rds.ilevel Otherwise, the flames give off no heat and do
Area of Effect: 10 sq. ft.ilevel in a 40-fi. radius not harm objects, nor do they spreadto other objects
Saving Throw: None or creatures. Any creature touching an object out-
lined withfaerie&mes takes Id3 points of damage.
This spell enables the caster to outline one or Faerie flames cannot be doused with water,
more objects or creatureswith a pale glowing light. smothering, or other methods normally used to ex-
The number of subjects outlined depends upon the tinguish flames, though magical means can be
number of square feet the caster can affect. used, including a wand offlame eninguishing or a
Sufficient footage enables several objects or crea- successful dispel magic.
tures to be outlined by thefaeriefire spell, but one The material components for this spell are a
must be fully outlined before the next is begun,and small piece of foxfire and an ounce of pure sulfur,
all must be within the area of effect. Outlined oh- both of which are consumed in the casting.
jects or creatures are visible at 80 yards in the dark, Notes: Very rare spell granted by some elven
40 yards if the viewer is near a bright light source. gods. (Updated fmm DRAGOMNagazine.)
Outlined creatures are easier to strike, thus oppo-
nents gain a +2 bonus to attackrolls in darkness (in- Faith Armor
cluding moonlit nights) and a +1 bonus in twilight
or better. Note that outlining can render otherwise (Abjuration, InvocationlEvocation)
invisible creatures visible. However, it cannot out- Sphere: Protection
line noncorporeal, ethereal, or gaseous creatures.
Nor does the light come anywhere close to sunlight. Level: 5
Therefore, it has no special effect on undead or Range: 0
dark-dwelling creatures. Thefaeriepre can be blue, Components: V,
green, or violet according to the word of the caster Casting Time: 8
at the time of casting. Thefaeriefire does not cause Duration: 5 rds.
any harm to the object nr creaturethus outlined. Area of Effect: The caster
Saving Throw: None
The material component is a small piece of
foxfire. This spell brings into being a shadowy, hanslu-
cent armor mund the caster,The aura of this roiling
Notes: Common for druids (PHB). magic can neither be removed nor cast on other
beings. Faith armor temporarily makes the casterAC
Faerie Flames-Elf 0 (regadless of encumbrance, Dexterity, and what-
ever realarmor or garb is wom beneath it). Further, it
(Alteration) can be set during casting to render the priest immune
Sphere: Combat, Weather to the effects of all wizard spells of a particular
school or all priest spells of a specific sphere, so that
Level: 5 the armored caster is unaffected by such magic.
Range: 80 yds.
Components:V, M The material component of afaith a m r spell
CastingTime: 1 rd. is a handful of powdered obsidian, enough to com-
Duration: 4 rds./level pletely cover both of the caster’s palms if it is
Area of Effect: 10 sq. ft.ilevel in a 40-ft. radius spread out as thin as dust.
Saving Throw: Special
Notes: Granted by Helm the Vigilant of the
This spell is a variant of the 1st-levelpriest spell, FORWTTENREALMSsetting. This spell is found
faeriefire.Except as noted bere, this spell conforms only in a few exceptionally rare tomes.
to the characteristics of the lesser spell.
Faith AI -
>rethan a round to cast are unaf-
(EnchantmenVCharm igic zone. Item effects based on
Sphere: Combat I likewise activated with a +3
ndties also affect spell casting
Level: 2 and item activation in progress at the instant the
Range: Touch fairh magic zone spell is completed.
Components: V, S, M Thefairh magic zone creates a dim silver radi-
CastingTime: 1rd. ance that emanates from the caster. Since the
Duration: Special caster is not necessarily the center of the spell
Area of Effect: 1 arrowd3 levels effect, there is no readily apparent way to know
Saving Throw: None where the limits of the spell's effects are located.
Creatures in the area of effect of afairh magic
This spell allows the caster to enchant a zone gain a +3 bonus to all saving throws against
number of nonmagical arrows with divine power. wizard spells and effects. The zone can he dis-
The arrows are considered +3 magical weapons pelled normally.
for determining what CreaNreSthey can hit. The material c,
priest's holy symh
A normal shot with afairh a m w always hits, so from a beehive or
long as the target is within how range and in the Notes: Granted by the nature gods Hldath,
asher's lineof sight. A called shot can be made with Mielikki, and Silvanus of the FORGOITENW s
the archer's normal chances to hit. A faith a m w setting. Known by the Emerald Enclave.
cannot pass through any hanier that a normal amnv
cannotpenetrate,norfoUowapaththatanormal amnv Faithfnl Mount
could not It inflicts double damage upon evil oppc-
nents.Afairh o m numhles to dust afterit is used. CnchantmenVCharm)
phere: Animal
A priest can create one fairh arrow for every
three levels of experience (for example a 10th- Leve1 7
level priest can create three faith arrows). The
caster cannot have more than sevenfaith a m w s in Ra-nDr-e. T-o--u-c-h-
existence at one time. Components: V. S, M
Casting Time: 1 turn
The caster can givefaith a m w s to others, hut
any such arrow used by someone not of the Duration: Permanent
caster's faith crumbles to dust when fired.
sAarevainogfmEfofewct::NCerega. turetouched
The material component is the caster's holy
symbol. The mows must he made hy an expert erful magic that combines the effects of c h a m
fletcher. mnrnmal and speak with animals. The mount re-
mains loyal to the priest who cast the spell, and the
Notes: Very ra~espell granted by elven gods. two can converse as if under a permanent speak
(Updated fromDRAGOMNagazine.) with animals spell. Further, the mount receives a
+3 bonus to saving throws againstfear spells and
Faith Magic Zone effects and additional c h a m mammal spells or ef-
fects directed at it after thefaithful mount spell is
(Abjuration) cast upon it.
Sphere: Protection, Wards
Mounts that can he affected include horses,
Level: 4 ponies, mules, donkeys, camels, rhinoceroses, ele-
Range: 60yds. phants, giant stags, griffons. hippogriffs, pegasi,
Components:V, S, M unicorns, and other animals that can be ridden.
The mount is allowed a saving throw vs. spell,
Casting Time: 7 with a +2 bonus if it has greater than animal intel-
ligence (Intelligence 1) and magical defense ad-
Duration: Id4 Nms justment modifications if it has an exceptional
Area of Effect: 180-ft.-radiussphere Wisdom. Success means the animal is not affected
Saving Throw: None
This spell causes the casting of all wizard
spells in the area of effect to he slowed, resulting
in a +3 penalty to the casting times of wizard
spells that normally take one round or less to cast.
J 258 L
False Dawn
\
by the spell, nor can it be affected by subsequent that are aided by spells or props before or during
castings of the spell by the same priest. the operation of the spell are fairly likely to with-
The material component for the spell is a lump stand the spell, but small stone pieces are easily
of sugar. shattered by use of this spell.
Notes: Granted by the evil god Malar the Notes: Granted by the woodland god Silvanus
Beastlord of the FORWITENREALMS setting. of the FORGOITENREALMSsetting. This spell is
Falling Wall found only in a few exceptionally rare tomes.
(Alteration) False Dawn
Sphere: Elemental Earth, Weather
(Evocation)
Level 6 Sphere: Sun
Range: Touch
Components: V, S Level 6
CastingTime: 9 Range: 0
Duration: Permanent
Area of Effect: Up to 5 cu. ft.flevel Components: V,S, M
Saving Throw: Special
Casting lime: 9
This powerful spell works only upon stone,
masonry, and mortar. The priest must touch the Duration: 1 rd.flevel
construction to be affected continuously during
casting, and then make a saving throw vs. petrifac- Area of Effect: 30-ft.-radius sphere
tion. If it fails, the spell does too, and the priest im-
mediately sustains Id6 points of damage. If it Saving Throw: None
succeeds, the wall is weakened. A falling wall
spell affects such constructions as if weather had False dawn calls into existence a bright reddish
worked on them for long periods. It causes mortar
to crumble, drives stones apart, and even causes light, as if a sunrise was occurring, within the area
walls to collapse. The precise effects of this spell of effect. This light is bright enough to read by,
are adjudicated by the DM in accordance with the
prior condition of the wall and the situation. (For dispels magical darkness, and persists for the spell
example, weakening a culvert through which
water is rushing is quite likely to cause parts of it duration despite any attempts to dispel it or to es-
to break off and be carried away by the flow, en- tablish magical darkness in the area.
larging the opening, but trying to break a hole in a
strong, thick, unbroken, and fairly new wall is All undead creatures within afalse &wn suffer
probably hopeless.) 6d4 points of damage. Undead creatures are not al-
The caster can affect a maximum area of 5 lowed saving throws against this damage and, if it
cubic feet per level, but the extent of this is up to destroys them, their remains instantly crumble and
the priest (it can be along a surface or directed into
a narrow cylinder sent straight through a wall). cannot be animated as undead. Affected undead
NaNral rock formations, however fragile or unsta- cannot move, launch attacks, or use specific magi-
ble, are not affected by this magic, only artificial cal powers of their own volition.
constructions. Carvings that leave a solid piece of
mck as their result are also immune to the effects All creatures with infravision have it foiled
of this magic, which works on the joints, cements, during the false dawn and for Id4 rounds after it
and faces of joining.
ends or they leave its area.
Obviously a thin, flimsy wall is more prone to The caster cannot exempt any creatures in the
suffer dramatic damage as a result of afalling wall
spell, but just about any wall that is not a military area of effect from the spell. The spherical area of
construction can be breached by the application of
three falling wall spells in the same place. Walls effect extends below the caster’s ground level and
into the air above him or her.
This spell consumes a clear-, red- or yellow-
hued gemstone or gemstones of not less than 1,000
g p total value that fades away to nothingness in the
caster’s hand.
Notes: Granted by Lathander the Morning
Lord of the FORWITENREALMSsetting.
259
- Fangs of Retribution -
Fangs of Retribution This spell creates an illusory, many-armed,
noisy mechanical construct of impressively mas-
(Invocation/Evocation) sive appearance that floats about as the caster wills
Sphere: Combat at MV F1 4 (C) and attempts one of the following
tasks, as determined by the caster: push, pull, I@,
Level 2 dig. throw, or thrash-and-flail with a tool or
Range: 30 yds. weapon.
Components:V, S, M
Casting lime: 5 Push The machine can push on a boulder, on a
Duration: 3 rds.
Area of Effect: 1 creature building (to make it fall over), on a wall (to col-
SavingThrow: None lapse it 01 break through it), on a door (to force
it open), or simply push heavy furniture or car-
This spell creates a spectral fanged viperlike casses. While pushing, it moves 80 feet per
mouth with a flickering forked tongue. It fades round over solid rock or stone construction, 60
into view in front of the caster’s face and flies at a feet per round over earth and loose rock, and 40
single target creature, which must be visible to the feet per round over loose earth or mud. Walls
caster and within spell range. If the creature is out receive a savingthrow of 12or greater to he un-
of range, the viper fades away instantly and the affected or to stand fast on any given round
spell is lost. Otherwise,it darts toward the selected against its push.
foe. If it hits, the creature suffers the same number PUN:The machine can pull massive weights up
of points of damage as it has caused the caster an incline or cliff, to a weight limit of 50 times
during the same day as the casting of fangs of ref- the caster’s own body weight. The machine’s
riburion (no saving throw). grip does not mar or break the item pulled.
Movement rates while pulling are the same as
The viperlike flying mouth is AC 1 and M V Fl when pushing.
L.ifi:The machine lift with the same limitations
15 (A), striking at THACO 15 on its first round of as pulling.
existence, THACO 12 on the second, and THACO Dig: The machine a IO-foot-diameter hole 80
10 on the third. It fades away either at the moment feet deep per round through loose ear~h,such as
it hits (or someone else hits it) or at the end of the a mudslide. It digs 60 feet deep per round
3rd round if it has failed to strikethe selected crea- through earth and loose m k , or 20 feet deep per
ture successfully (the caster cannot switch crea- round through solid rock or stone construction.It
tures once the spell is cast). The bite of fangs of digs a 20-foot-diameterhole at half these rates. It
retribution inflicts no damage if sent against a can dig a 10-foot-diameter hole horizontally (a
creature that has not harmed the caster. Once the tunnel) at the same rates as it digs a 20-foot-di-
fangs are launched, the caster is free to undertake
other spellcasting or activities without affecting ameter hole vertically.
their operation. Throw: The machine throws ropes, rocks, or
even rocks with ropes attached to them (to cross
m e material component of this spell is a fang a chasm with a line, etc.). Its accuracy is deter-
from any type or size of snake. mined by the caster’s own THACO; misses are
treated as grenade-like missiles. It can hurl items
Notes: Granted by Ilmater, the One Who
Endures, of the FORGOTENREALMSsetting. This up to Id20 X 100 feet. Hurled items deal
spell is found only in a few exceptionallyrare tomes. damage according to their nature. The machine
can hurl items no heavier than its pulling weight
Fantastic Machine limit; a boulder that heavy inflicts 12d12 points
of damage with a direct hit.
(Alteration, Evocation, nlusioflhnntasm) Thrash-and-Flail: The machine thrashes and
Sphere: Creation flail rapidly with a tool or weapon; crushing
thickets and brambles to pulp, threshing gain, or
Level: 6 smiting all creatures within a 30-foot-wide, 20-
Range: 10yds.ilevel foot-deep area selected by the caster with 2d4+2
Components: V, S melee weapon attacks per round. The damage of
CastingTime: 6
Duration: 1 tun
Area of Effect: Special
SavingThrow: Special
these attacks is determined by the melee weapon Fate
used (decided on by the priest at the spell’s cast-
ing and limited to one-handed weapons only). (Divination)
Mobile targets are allowed a saving throw vs.
spell each round. If the saving throw is success- I Q
ful, these targets suffer only half damage from I
any successful attacks.
(
A fantastic machine has no tangible existence
and performs only a single task. It fades away Casting Time: 6 NmS
when the spell ends even if the task is unfinished Duration: Special
(for example, a partially lifted item would be Area of Effect: 1 creature
dropped), Despite the illusory nature of the bulky Saving Throw: None
construct, the magic applies very real force to its
surroundings. It has made Gondar priests-who This spell allows the shukenja to foresee the
preservethe spell as one of their most holy secrets,
rarely writing down all of its symbols in one place general course of a subject’s life. Both the
or tome-most respected in some circles. shukenja and the one for whom the spell is cast
must be present at the casting. Significant details
The material components a drop of water, a
fragment of adamantite or adamant (the ore of the subject’s life must be known-birth date,
adamantiteis derived from), a cog or mthed wheel
fashionedof any metal, and a strand of spiderweb. past deeds, family, etc. Upon casting the spell, the
shukenjadelves into the possible paths for the sub-
Notes: Granted by the god a n d , Lord of All ject’s future life. At the end of the spell, the
Smiths, of the FORGOTTERNEALMS setting.
shukenjais able to predict some major future event
in the subject’s life. Neither the subject or the
shukenja has any control over the nature of the
event predicted, that is, specific questions cannot
be asked or answered. Nor are the exact circum-
stances of the event known (date, location, etc.).
I L261
Indeed, the shukenja is only @..le ta pmvi.a.e gen- . -aung an adven.ture t.o nrr. ine UM can ISO mea=
eral statements about the future of the subject. other fates as desired. The fate is not an absolute
When this spell is cast, there are two ways the event and unyielding, rather it is the potential for
what m y occur. The actions of the subject are the
DM can decide the answer. If the DM knows of player’s choice and these may change the fiualout-
some event that will occur, this can provide the come. Indeed, knowing his fate allows the individ-
answer. Thus, if the DM knows that the subject will ual to better prepare himself to meet and avoid it.
shortly incur the wrath of a ninja family, be can re- An individual can have only one fate at a time.
spond “Soon you life will be fraught with danger Once determined,the nature of theevent cannot be
from someone whose wrath you have incurred.You changed although the outcome can occur differ-
ently if the subject’s actions accomplish this.
must expect danger h m unexpected sources and Determining a fate does not make the individual
friendly strangers. Courage, cunning, and caution immune to death, that is, the subject can still die
should enable you to prevai1:’A DM who knows of before his selected fate comes to pass, especially if
no particularevent can roll on the table. be behaves in a rash or stupid manner. However, in
most cases, the subject should live to see his fate
FATETABLE fulfilled, even if he only survivesfor a few seconds
after it has happened.
Die
Roll Outcome The material components for this spell are in-
cense, astrological charts, and a silver gong.
1 The subject will overcome some great
2 opponent in a valiant suuggle. Notes: Common for a priest from an oriental
3 The subject will gain a great fortune but setting; otherwise, very rare.
lose it before he can reap the benefits.
45 Fatigue
The subject will be elevated to high po-
6-7 sition and enjoy the respect and admira- Reversedform, see endurance.
8-9
tion of those around him. Favor
10-12 The subject will be elevated to high po-
sition but evil scheming will bring about (Invocatinn/Evoeation)
13-15 Sphere: Protection
16-17 his fall.
The subject will suffer a humiliating Level: 5
18 Range: Touch
defeat at the hand of some great enemy.
19 The subject will come into a great for- Components: V, S
20 tune that will bring ruin and hardship to
Casting Time: 1 hr.
his house. Duration: I wk.llevel
Powerful beings will take compassion Area of Effect: Individual touched
Saving Throw: None
upon the subject, sparing his life at an
By casting a favor spell, the priest asks the
unexpected moment. deity to watch over the recipient. Usually, the
The actions of the subject’s family will favor spell is cast upon a great hero, such as
Odysseus or Jason,just before the hero undertakes
bring misfortune down upon the subject. a magnificentdeed.
A stranger will bring disguised good
The effectiveness of the spell depends upon
fortune into the snbject’s life. how the priest’s god news the glory of the deed to
The subject will gain great favor with be undertaken. Usually, as the god‘s favor is some-
what arbitrar-this is determined by rolling ld6.
the mighty through a courageous and For the duration of the spell, the recipient’s saving
hemic action. throws are modified (in the positive direction) by
the result. In cases of especially glorious undemk-
A stranger will bring ill fortune into the ings, the DM may assign a saving throw modifier.
subject’s life.
A fearful enemy will seek devious re- In addition, the subject is blessed by a pledge
venge when the subject does not expect it. of one godly intervention. In practical terms. this
The statements given above are quite general
and many provide the basis for adventures. The
DM should secretly note the fate of the individual
and then arrange for the events to come about, cre-
1 262 \
> Favor of Shaundakul
means that, during the duration of the spell, the tance, so long as the spell range is not exceeded
subject can reroll any single die roll that affects The transfer restores the creature to full hit points
him or her personally. The recipient invoke this if possible. If not, the caster is drained to 0 hit
pledge of intervention only once, even if the points and the creature is restored to that extent.
second roll was unsuccessful. The caster cannot limit the number of hit points
transferred.
The gods never grant more than onefavor spell
to a single group of adventurers or a single adven- Neither the creature nor the caster must make a
turer, and usually insist that the spell be cast upon system shock check unless the caster was brought
the group’s leader. If a second favor spell is at- to 0 hit points while failing to bring the creature
tempted, both it and the first are lost. above 0 hit points. In this case, both individuals
must make a system shock roll. Failure brings
Notes: Rare spell, typical of the classical death, success puts that individual into a coma-
Greek pantheon. not dead, but unable to heal without magical aid.
Otherwise, the damage to the caster can be healed
Favor, Bemnar’s by the usual methods.
See Berronar’s favor. Only physical damage can be transferred. The
caster cannot take on other conditions4isease.
Favor of Ilmater parasitic infestation, drunkenness, and the like-
with this spell. nmater regards the taking on of the
(Abjurstion,Alteration, Necromancy) pain of others as a holy act, and encourages his
Sphere: Necromantic, Protection clergy to use this form of the spell whenever a real
(not frivolous)need is present.
Level: 3
Range: 10yds.ilevel Notes: Granted by Ilmater, the One Who
Components:V, S Endures, of the FORGOTTENReAurs setting.
Casting Time: 6
Duration: Special Favor of Shaundakul
Area of Effect: 1creature
Saving Throw: None (Alteration)
Sphem: Travelers
This spell has two possible forms. The caster
chooses which form is cast at the instant of casting. Level: 2
Range: Special
A) Banish Pain: This form banishes pain and Components:V, S, M
nausea so that the recipient, who can be the caster, CastingTime: 1rd.
cannot be stunned or debilitated by amputations, Duration: Special
torture, and severe injuries. Those injuries still Area of Effect: Special
deal damage-and death may occur from loss of SavingThrow: None
blood, strangulation,and the like-but dignity and
composure can he maintained, shock avoided, and Favor of Shaundakul creates a serendipitous
clear, calm thought retained in the face of adver- occurrence during a taxing or dangerous journey.
sity. The recipient can die nobly, stay conscious It makes something go right when everything else
and calm to pass on vital information, remain alert is going wrong. The exact effect is determined by
and aware as an observer even if dying, and so on. the DM and is in no way controlled by the caster.
The spell also banishes feeblemindedness, delir- Favor of Shaundakul only functions in wilderness
ium, and charm effects; frees the recipient from settings or severe weather conditions while the
hypnotic effects, maze spells, and confusion: and caster is on a journey. It does not work while the
revives that individual from dazed conditions and caster is at home.
faints, The spell lasts 1 turn per caster level; pain
and physical symptoms return if their causes are Typical effects include finding a safe place to
present when the spell expires. The helpful effects camp, being able to start a fire in wet conditions,
on the recipient’s mind are permanent-for exam finding shelter in a blinding snowstorm,stumbling
ple, a broken charm is gone forever. across an oasis while crossing the desert, finding a
rare herb native to the region that m s a particular
B ) Transfer Damage: The caster touches a disease or neutralizes a particular poison, finding a
living creature, instantly restoring its hit points and light source while in darkness, etc. This favor
suffering its damage. This can be done from a dis-
/ 263 \
- Fawr of the Goddess -
never gives bonuses or penalties to any sort of roll. round as the spell took effect. The second saving
The material component is the caster’s holy
throw receives a +3 bonus, the next a +2 bonus,
symbol,which is not consumed in the casting.
Notes: Granted by the god of travel and the next a +1 bonus. After the four enhanced
Shaundakul of the FORWITENREALMSsetting. saving throws, the magic is exhausted. This pro-
Favor of the Goddess tection (also known as Tymora’ssmile) cannot he
(Alteration, InvocationiEvocation) ended by dispel m g i c or other magical effects; it
Sphere: Plant
lasts until the death of the recipient or until ex-
Level: 2
Range: Touch hausted by use.
Components: V,S
Casting Time: 5 A priest of Tymora must pNhysically touch the
Duration: Permanent
Area of Effect: Two plants, vegetables,or pieces of *~-...recipient with a
fruiwlevel
Saving Throw: None ing a successful
hare hand to tchate~ sts-tuhq~ise cs~~pr eI..S.l.lm:.,r~eoqaur.irri.e~
This spell confers instant fertility upon plants attack roll if
or doubles the yield of mature, growingplants. For
example, picked fruits in a basket swell to twice or unwilling.
their former size when this spell is cast on them.
Tainted, diseased, spoiled, or poisoned plants are Tymora does not allow her favor to be granted
rendered wholesome by this spell, hut plants naN-
rally harmful to humans an not made safe. to the same CreaNre more than once in any day
Affected plants seem to glow with life and unless there are exceptional circumstances, such
gwdness, and their dramatic increase in volume
can break open containers if the chosen produce as an individual championing Tymora’s cause in
has strength enough. For instance, cucumbers
would burst open a crate M barrel, hut tomatoes open battle. Any attempt to cast Tymora’s favor
would explode before such containers gave way.
This spell can only affect a plant, vegetable, or more than once a day on a nonworshipper of
piece of fruit once; further castings are ineffective.
Tymora automatically fails.
Notes: Granted by Chauntea, the Great
Mother, of the FORGOITERNesLMs setting. Creatures faithful to Tymora are looked upon
Favor Of m o r a with disfavor if they request the bestowal of a
(Abjuration) favor of Tymom more than twice in any tenday, to
Sphere: Proteetion
rely directly on the pgoridedstesssofis3nrOmtotorat,rwuslht oinmhaeyr
Level: 2 luck. This includes
Range: Touch
have to atone for any use of this spell 01 I them-
Components:V,S
selves that exceeds this rate.
Casting Time: 5
Duration: Special The church of Beshaba employs a reversed
Area of Effect: 1 living creature
Saving Throw: None form of this spell known as the bane of Beshaba.
Thefavor of T y m m confers bonuses upon the The spells favor of Tymora and bane of Beshaba
saving throws of the recipient. The first saving
throw made after the spell is cast receives a +4 cancel each other out if cast on the same creature,
bonus, even if this takes place later in the same
regardless of how many saving throws the first
spell to be cast has affectesd.
Notes: Granted by T y n ~ ~ n ,-”-- L1 ^.AW_. ~LT.U.-,CK of the
FORWITENREALMsSetting.
Favor of Valkur
(EnchanlmenVCharm)
Sphere: Charm, Elemental Water
Level: 5 *
Range: 5yd ”
Component!
Casting Tim
Duration: SI
Area of Effe
Saving Thra
This spell is cast on a willing, living recipient,
typically a sailor. The lucky subjects of this spell
are enchanted so that if they ever fall overboard or
are shipwrecked, a chance confluence of wind and
currents float them safely to shore-no matter
what the weather conditions-before they drown
Fedefensn; Azuth‘s
or die of thirst or starvation. Whatever shoreline naturally winged equine, its movement rate while
flying is doubled and its maneuverabilityclass im-
the creature reaches will have sufficient foal and
water to supportit indefinitely @utthis is no guar- proves by one (to a maximum of A).
antee against stupidity, disease, or predators The material components for this spell are a
common to the region). A creature cannot receive
thefavor of Valkurmore than once in its life. feather from a pegasus (freely granted) and the
The spell ends once thefavor ofValkurhas been priestess’s holy symbol.
used or one yea^ expires since the spell’s casting. Notes: Granted by Lurue, the Unicorn Queen,
This spell can be cast on a specially prepared of the FORGOTTENREALMS,setting.
amulet,Whoever possesses the amulet can activate
it upon himself or herself. Such amulets must be Fear Contagion
used within five years of their constructionor their
magic dissipates. Such an amulet of Valkurcan k Quest spell, see appendix in Vol.3.
prepared only by a Valkuryte priest of 16th or
higher level and typically sells to merchant cap- (Alteration) Feat
tains for 2,000 to 4,000gp. Sphere: All
The material component of this spell is a small Level: 4
piece of driftwood from a ship that foundered in
years past. Range: Touch
Notes: Granted by Valkur, Captain of the Components: V. S
Waves, of the FORWITENREALMSsetting. Casting Time: 7
Favor of Yathaghera Duration: Special
Area of Effect: Creature touched
(Alteration)
Sphere: Animd SavingThrow: None
Level: 3 This spell allows the recipient to complete one
Range: Touch extremely difficult action or single-step task-in
Components: V, S. M other words, any necessary ability checks and those
Casting Time: 6 proficiency checks not involving protractedactivity
Duration: 1hr.ilevel (such as say, consmcting a suit of m o r ) automat-
Area of Effect:1equine ically succeed. The magic does not perform the ac-
SavingThrow: None tivity for the being and does not protect the king
from any risk M damage associated with the task,
The equine subject of this spell (typically a but merely guarantees that the specified thing to k
horse, but sometimes a centaur, unicorn, or pegasus) done is carried out. Even if the creature dies in the
immediately sproutsa pair of wings similarto those attempt, his or her body completes the action.
borne by pegasi if it does not already have wings. Typical feats include swingingor leaping through a
The newly winged equine can fly with a movement small specificwindow or opening, catchinga small
rate of 48 and maneuverability class C (D if thmwn object, falling into a stream or hole or other
mounted). Favor of Yathaghera makes the spell- pdcular location, firing an mow through a key-
caster (but only the spellcaster)proficient in aerial hole, and such. The act must be performed on the
riding for the duration of the spell and enables the round following the casting of thefeat; otherwise,
the magic is wasted and lost.
equine steed to maneuver and fly as if it was born
Notes Granted by Tymora, Lady Luck, of the
with wings. As part of the magic of the incantation,
any saddle, bit, or bridle placed on the CreaNre in- FORWITENREALMSsetting.
mediately slips off and falls to the ground; the
winged equine must be ridden bareback. While Fedefensor,Azuth’s
under the influenceof this spell, an equine can dive
at an opponent from heights of 50 feet or higher and See Azuth’s Fedefensor.
use its hmf attacks;each such attack roll is at a +2
bonus and does double damage.
If this spell is cast upon a pegasus or any other
LJ 265
Feeblemind f
Feeblemind poison injected or otherwise intmduced into the
body becomes effective when the spell recipient is
(EnchanhnentlCharm) no longer under the influence of this spell, al-
Sphere: Charm though a saving throw is permitted. However, the
spell offers no protection from causes of certain
Level: 6 death-being crushed under a landslide, etc. Only
Range: 160yds. a willing individual can he affected by a feign
Components: V, S death spell. The priest is able to end the spell effect
Casting Time: 9 at any time, but it requires a full round for bodily
Duration: Special functionsto hegin again.
Area of Effect: 1 creature Note that, unlike the wizard version of this
Saving Throw: Neg. spell, only persons can be affected, and that those
of any level can be affected by the priest casting
A spell solely for employment against persons this spell.
or creatures who use magical spells. feeblemind Notes: Common fiJI clerics (PHB)
causes the victim’s brain to become that of a mo-
ronic child. The individual remains in this state Feign undead
until a heal, restoration or wish spell is used to do
away with the effects. The spell is of such a nature (Necromancy)
that its chance to affect the target creature is gener- Sphere: Necromantic
ally enhanced (saving throws are lowered).
Level: 4
The spell has no material component. Range: Touch
Notes: Common for clerics (Updated from 1st
Ed.PHB). Components:V,S, M
Type of Spells used Saving Throw Casting Time: 7
hy Target Creature Adjustment
+I Duration: I Nrn + 1rd./level
Cleric -1
Area of Effect: Person touched
Dmid 4 Saving Throw: None
Wizard (human)
Illusionist -5 This spell can make the caster or any willing
person appear to be a zombie. The person looks
Combination or nonhuman -2 undead, ceases to breathe, and feels no pain or
emotion. He becomes immune to paralysis,
Feign Death poison, and attacks that drain Strength or energy
levels. Poison attacks require a saving throw vs.
Ouecmmaney) poison only when the spell expires. The immu-
Sphere: Necromantic nity to pain does not protect the person from
damage; but does block penalties due to exces-
Level: 3 sive pain.
Range: Touch The person’s hcdy looks just like an animated
Components: corpse-the skin color changes, and flesh shrinks
to show bones. His joints become stiff and his
Casting Time: 112 movement jerky. When he attacks, it is as a normal
zombie, striking last in the melee round. The
Duration: 1 turn + 1 rd.Aevel person’s attire does not change: he must attend to
the state of his clothes himself. Spells that nor-
Area of Effect: Person touched mally affect undead have no influence over him,
SavingThrow: None which might reveal his m e nature.
By means of this spell, the caster or any other Most creaures seeing the person will assume
willing person can be put into a cataleptic state the individual is a zombie. Actual undead won’t
attack the person unless ordered to do so. If the in-
that is impossible to distinguish from actual death. dividual does something out of character for a
Although the person affected can smell, hear, and zombie, then the chances that an intelligent crea-
know what is going on, no feeling or sight of any ture deduces that he is not what he seems in-
sort is possible; thus, any wounding or mistreat-
ment of the body is not felt, no reaction occurs,
and damage is only one-half normal. In addition,
paralysis, poison, or energy level drain does not
affecta person under the influence of this spell,hut
> Fertility
creases. On the Demiplane of Dread, casting this Fertility
spell requires a RAVENLOFpoTwers check.
(Necromancy)
The material componentfor this spell is a hit of Sphere: Creation
hone and dirt from a grave.
Level: 4
Notes: Common for priests from the Range: Touch
Demiplaneof Dread. Components: V, S, M
Casting Time: 1 tum
Feline Form Duration: Special
Area of Effect: 1 creature
(Alteration) SavingThrow: Neg.
Sphere: Combat
This spell has two possible uses. The first is an
Level: 7 enhanced version of the planr gmwth spell, affect-
Range: 0 ing a IO-mile-square area. The DM secretly makes
a saving throw (based on the caster’s level) vs.
Components: V,S, M spell, and if the roll is successful, the spell renders
plants more vigorous, fNitfU1, and hardy, increas-
Casting Time: 1 rd. ing yields 30% to 80% given a normal growing
Duration: 1 hr.ilevel season. The spell operates in the same way as
Area of Effect: The caster planr gmwfh,otherwise.
SavingThrow: None
The second use of the spell is often requested as
This spell is similar to the 9th-level wizard a marital blessing, Again, the DM makes a saving
spell shapechange, hut it only allows the caster to throw based on the caster’s level, and success indi-
assume the form of a feline or partial feline of any cates that any creature upon whom the spell is cast
species. Those who cast feline form become the who mates within 24 hours has a 95% chance to
creatures they wish to and have all of their abilities impregnate 01 become pregnant. Furthermore, the
save those dependent upon Intelligence, innate offspring inspired by this magic is certain to be de-
magical abilities, and magic resistance, for the livered normally and in good health provided the
mind of the assumed form is that of the caster. The mother remains healthy and uninjured. Note that
caster can change into a tressym and fly away, then factors such as old age and curses may influence
to a sea lion to dive into a lake, and then into a the percentage chance of becoming pregnant, as
wemic or dragonne to run across the plains. The may magic specifically geared to preventing such
first form adopted has whateverhit points the cast- an Occumnce or a being’s inabilityto conceive due
ing priest had at the time of the casting of thefeline to peculiar magical factors. (For instance, many of
form spell, and subsequent forms carry the current Mystra’s Chosen seem unable to conceive for un-
total hit points with them. Each alteration in form known reasons.)
requires only a second, and no system shock sur-
vival roll is required. Shiallia knows if this magical blessing should
not he performed and secretly informs her priest if
A priest adopting another form also adopts its this is so. Shiallia’s priest then performs a non-
vulnerabilities.For example,a priest who becomes magical blessing very similar in form instead to
a sea lion still cannot breathe out of the water for prevent the couple from being embarrassed if the
more than 24 hours. Like the shapechangespell, a blessing was to he a public event.
priest who is killed while in another form does not
revert to his or original shape, which may disallow The material component of this spell is any
certain types of revivification. seed.
The material components for this spell are Notes: Granted by the goddess Shiallia of the
locks of hair from three different species of feline. FORWI.T.ENR.E.AL.M..sSetting. Granted by the dwar-
Notes: Grantedby Nobanion,the Lion King, of 1
the FORGO” REALMSsetting.
Ferment
Lost spell. Rumored to be used in rhe making of
wine.
Fertilize f
Fertilize panion to that priest.
Aka fertility. A priest’s companion typically has 3d4 hit
Find Companion points plus 1 bit point per level of the summoning
(ConjurationlSummoning) priest and an Armor Class of 7.
Notes: Granted by the evil god Malar the
Sphere: Animal
Beastlord of the FORGCITENReALMs setting.
Level: 4 Die COMPANION TABLE
Range: 1 mildtwo levels Roll
Components:V, S, M Companion Sensory Powers
CastingTime: 1 hr. 1-3 Smell, hearing
Wild Dog Distance vision
Duration: Special 4-6 Eagle Smell, hearing
Wild Boar Smell, hearing
Area of Effect: 1 animal companion 7-9
SavingThrow: Special 1&12 Fox Night vision
13-15 Smell
This spell is similarto the 1st-levelwizard spell 16-18 Giant Rat
fndfamiliaq but it is in some respects more pow- 19-20 Badger
erful. A priest casting this spell is attempting to No companion
summon an animal for aid and companionship. A
in range
priest can have only one companion at a time, and
has no control over what creatureanswers the spell Find DrinkableWater
call unless animal summoning is also cast. (Divination)
Sphere: Divination
No matter the creature summoned, it has
greater Intelligence and a longer life span than Level: 1
others of its kind. Priest companions have an Range: 90miles
Intelligence of 4 or 5. A priests gains the height- Components:V, S, N
ened senses of the companion, receiving a +1 CastingTime: 1 rd.
bonus to all surprise rolls.
Duration: Instantanel
The priest is linked to the animal companion Area of Effect: The c
telepathically and can give it directions telepathi- Saving Throw: None
cally or verbally. In return, the priest can under- This spell impartsto its casterthe precise direc-
stand the thoughts and sounds of the companion as tion, approximate distance, and a vague mental
if using a speak with animals spell. picture of the nearest spot within spell range where
If the companion is separated from its linked drinkable water (that is, not tainted, diseased, or
poisonous) can be had on the surface of the land.
priest by more than a mile for more than one day, it
loses 1bit point a day until it dies. If no such water exists, the spell indicates this
fact and shows the location (with distance and dim-
Unlike a wizard’s familiar, a priest’s compan- tion) of the closest drinkable subterranean water to
ion does not have the priest’s saving throws. the surface,with a mental picture of what is above it
on the surface. If only tainted or poisonous water
However, the priest does not suffer physical exists within spell range, the spell indicates this as
damage if the companion dies. well, and points out the nearest source in a like
manner. In all cases, the Vision and sense of direction
A priest can try to find a companion once a and distance remain with the caster until the spot is
month until successful. The process involves an reached or the caster next slumbers (these memories
hour-longprayer session in which a priest asks the
patron deity for a companion and bums 100 gp of do not interfere with spellcasting or concentration).
incense during the process. (At this point, roll The spell outlines the presence and location of
Id20 on the table.) Immediately after the spell is
completed, a priest knows if the casting was suc- holy and unholy water, as auras of differing hues,
cessful. The companion arrives at the casting spot hut also keeps to its main purpose of locating
within Id4 hours if the spell was successful. available natural water. It does not detect the water
If the priest strikes the companion or withholds
in liquids such as blood, sauces, alcoholic bever-
its food, the spell ends, at which time the compan-
ion is no longer held and can freely depart. That ages, fruit, and the like.
type of animal won’t ever again become a com-
Find the Path
\
The material component is a drop of water that ciency. After the spell is cast, the priest develops a
need not be pure, a drop of dew, or one of the sixth sense as to where to look for food and water;
caster’stears, which is touched to the caster’sholy this lasts until sufficientfood is found. For every
symbol. caster level above 4th, the priest can find sufficient
sustenance to sustain a human or demihuman for
Notes: Granted by Mielikki, the Forest Lady, one day. Thus, a 7th-levelpriest can find sufficient
of the FORGOTTERNEALMSsetting. This spell is food and water for three people.
found only in a few exceptionallyrare tomes.
While food and water sources found by this
Find Portal spell may vary widely in taste, nutritional value,
and safety, continued use of this spell allows the
(Divination) priest to locate a sufficientlydiverse assortment of
Sphere: Divination food to support life. Thus, it results in a fairly
healthy and balanced diet without excessive risk
Level: 3 of disease.
Range: 0
Components: V, S Find sustenance fails if there is absolutely no
Casting Time: 1rd.
Duration: 5 rds.ilevel food or water to he found, a situation that seldom
Area of Effect: 10-fi. wide X 30-ft. long path occurs if the priest has unrestricted access to the
SavingThrow: None natural world.
This spell reveals all normal or magical portals Notes: Granted by the feral elven god
Fenmarel Mestarine.
within its area of effect. This includes doors, win-
dows, magical gates, tunnel openings, teleportals, Find the Path
shifting walls, secret doors, openings concealedby
illusions, and similar constructions. False or illu- (Divination)
sionary doors are excluded; there must be or have Reversible
been some possibility of function as a method of Sphere: Divination
entranceor egress. The caster does not gain any in-
formation about how a portal is used locks, traps, Level: 6
method of operation, direction of operation (in the Range: Touch
case of one-way doors), and similar information is Components: V, S, M
not leamed. However, if a poaal itself is magical Casting Time: 3 rds.
or if it is magically concealed,the casterhas a 10% Duration: 1 NInllevel
per level chance to determine what type of magic Area of Effect: Creaturetouched
is involved. The spell is most useful for finding Saving Throw: None
secret doors, shifting walls, and the like.
Notes: Very rare spell. (Updated from The recipient of this spell can find the shortest,
most direct physical mote that he is seeking, be it
POLYHEDROMN agazine.) the way into or out of a locale. ‘Ibe locale can be
outdoors or under ground, a trap, or even a maze
Find Sustenance-Elf spell. Note that the spell works with respect to lo-
cales, not objects or creatures within a locale.
(Divination) Thus, the spell could not find the way to “a forest
Sphere: Divination where a green dragon lives” or to the location of “a
hoard of platinum pieces.’’The location must be in
Level: 1 the same plane as the caster.
Range: 0
Components: V, S The spell enables the subject to sense the direc-
Casting Time: 1rd. tion that eventually leads to his destination, indi-
Duration: Special cating at the appropriate times the exact path to
Area of Effect: The caster follow (or physical actions to take-for example,
Saving Throw: None with concentration the spell enables the subject to
sense trip wires or the proper word to bypass a
By means of this spell, the caster can find food glyph). The spell ends when the destination is
and water as if he or she has the survival pmfi- reached or when one turn for each caster level has
elapsed. The spell frees the subject, and those with
J 269 \
- Find the Path -Shukenja -
him, from a maze spell in a single round, and con- might be unexpected and harmful. The spell
tinues to do so as long as the spell lasts. cannot predict actions of creatures (hence a con-
cealed murder hole or ambush is not a trap), nor
This divination is keyed to the caster, not any are natural hazards considered traps (a cavern that
companions, and that, like the find traps spell, it floods during rain, a wall weakened by age, a uat-
does not predict or allow for the actions of m a t u r e s .
urally poisonousplant). If the DM is using specific
The spell requires a set of divination counters
of the sofl favored by the priest, bones, ivory coun- glyphs or sigils to identify magical wards (see the
ters, sticks, carved runes, or whatever. 3rd-level priest spell, glyph of warding), this spell
shows the form of the glyph or mark. The spell
The reverse spell, lose the path, makes a crea- does not detect traps that have been disarmed or
ture totally lost and unable to find its way for the are otherwise inactive.
duration of the spell, although it can be led, of
course. Notes: Common for clerics (PHB).
Notes: Common for clerics (PHB). Find UndergroundWater
Find the Path S h u k e n j a See find water.
Exactly the same as the standard Find Water
version, except the divinnfion coun.
(Divination)
- Qters are bone, holy, or teak. Sphere: Divination
Find Raps Level: 1
Range: 0
(Divination) Compone
Sphere: Divination Casting T
Duration:
Level: 2
Range: 0 Area of E
Saving TI
Components:V. S
This spell enables the caster ta find any water
CastingTime: 5 source within range of the spell, allowing him to
Duration: 3 turns estimate how plentiful the water is. After casting
Area of Effect: 10-ft. X 90-ft. path the spell, the caster can search the immediate
Saving Throw: None vicinity, and any water within 90 feet of the druid
in the direction of concentration along a 10-foot-
When a priest casts a find traps spell, all wide path) will be detected. The caster can tell a p
mps--concealed normally or magically--of mag- proximately how much water there is; these
ical or mechanical nature become apparent to him. estimations are: traces only, a small amount, a
This spell is directional, and the caster must face goodly amount, a large amount, or a vast supply.
the desired direction in order to determine if a trap The casterhas a 5% chance per level to know if the
is laid in that particular direction. water is drinkable (fresh, salq, unfit). Thus, the
caster might detect a water source beneath a cave
A trap is any device or magical ward that meets floor, but might not know if it is potable until the
three criteria: It can inflict a sudden or unexpected party digs down to it. Water can be found through
result, the spellcaster would view the result as un- rock metal, or any other material, as long as the
desirable or harmful, and the harmful or undesir- water is within spell range and area.
able result was specificallyintended as such by the
creator. Thus, traps include alarms, glyphs, and The material component for this spell is a
similar spells or devices. forked stick (divining rod).
The caster learns the general nature of the trap Notes: Very rare spell, more commonly known
(magical or mechanical) but not its exact effect, to druids or granted by gods of divination.
nor how to disarm it. Close examinationwill, how- (Updatedfrom DRAGONMagazine.)
ever, enable the caster to sense what intended ac-
tions might trigger it. Note that the caster’s
divination is limited to his knowledge of what
J 270 \
Fin Puree*
Finger of Death struck again, both types of damage are suffered
again, and the armor collapses into liquid metal
(Necromancy) blobs and falls from its wearer’s body.
Sphere: Animal
The material component of this spell is the
Level: 7 priest’s holy symbol,which is touched during cast-
Range: 60 yds. ing, It is not harmed, and need not be continuously
Components: V, S, M touched as the spell continues.
Casting Time: 3
Duration: Instantanwus Notes: Granted by the dwaNen god Gorm
Area of Effect: 1 cTeaNre Gulthyn.
SavingThrow: Neg.
Fire of Justice
The finger of death spell causes a CreaNre’s
heart to stop. The caster utters the incantation, (N=Mm-ey)
points his or her index finger at the c r e a m to be Sphere: Combat
slain, and unless the creature succeeds in making
the appropriate saving throw, death occurs. A suc- Level: 5
cessful saving throw vs. death magic negates the Range: 90 yds.
spell. Components: V, S, M
Casting Time: 1 rd.
Notes: Uncommon for druids. (Updated from
1st Ed. PHB.) Duration: Instantaneous
Fire Eyes of Gorm-Dwarf Area of Effect: 1being
SavingThrow: None
(Evocation)
Sphere: Combat T h e j h ofjustice spell induces corrosive inter-
Level: 4 nal energy surges in the recipient, causing ld4+1
Range: 0
Components: V, S, M points of damage per level of the caster (lOd4+10
Casting Time: 4
Duration: 1 rdAevel points maximum). Undead suffer double damage.
Area of Effect: Ray, 1 ft.nevel
SavingThrow: f i This damage is not affected by fire or heat resist-
This spell allows the priest to emit a fiery beam ance of any sort.
from either one or both of his eyes. This thin,ruby-
red beam can strike up to two opponents a round, This spell can be cast only by a priest of Tyr
attacking with the priest’s normal THACO. The
priest can engaging in other physical activities (in- who has already inflicted some unhealed melee,
cluding combat) in the same round.
missile, or magical damage on the creature. A
The beam deals 2d8 fire damage to all crea-
NreS struck by it (save vs. spell for half damage). single hit point inflicted by the priest is sufficient,
Creatures immune to flame damage are unharmed.
but the spell fails if this is not done.
The beam acts as an instant (searing-level)heat
metal on all metal it touches.A second beam strik- The material components of afire of justice
ing the same piece or area of metal melts the
metal, unless it makes a successful item saving spell are a coal that has once been in a tire (it need
throw vs. lightning (magical items have a saving
throw bonus equal to any attack bonuses they pos- not be smoldering, or even warm) and a drop of
sess).
holy water consecrated by a priest of Tyr.
An armored individual struck by the beam suf-
fers both direct heam damage and the searing Notes: Granted by Tyr, the Just God, of the
damage as from a heat metal spell. If the beam
FOR- REALMSsetting. This spell is found
only in a few exceptionallyrare tomes.
Fire Purge*
(Abjuration)
Sphere: Wards
Level: 4
Range: 10 yds.nevel
Components:V, S, M
Casting Time: 1 Nm
Duration: 1 N d e v e l
Area of Effect: 10-yd. square
Saving Throw: None
J L271
Fire Purge -Myrikan fl
An area enchanted with fire purge is protected a successful saving throw vs. spell is made, a crea-
against normal and magical fires. Normal fires (in- ture within the burst area receives only one-half
cluding camp fires, torches, and oil fires) cannot damage, but a creature struck directly suffers full
bum in the area of effect. Magical fires (including damage (i.e., no saving throw).
fiery dragon breath, other creature-generatedfires,
and spell-related fires such as burning hands and Fire Seed Incendiaries.This casting turns up to
firebolo cause only 50% of their normal damage. eight holly hemes into special incendiaries. The
Additionally, any creature in the area of effect re- holly berries are most often placed, being too light
ceives a +4 bonus to its saving throws vs. fire- to make effectivemissiles (they can be tossed up to
based attacks. It does not extinguish existing fires. six feet away). They burst into flame if the casteris
within 40 yards and speaks a word of command.
Thefire purge spell can he cast as cooperative The berries instantly ignite, causing ld8 points of
magic. The duration of the spell becomes 1 turn damage to any creature and igniting any com-
per level of the most powerful priest, plus 1 addi- bustible within a five-foot diameter burst area.
tional turn for every other contributing priest. The Creatures within the area that successfully save vs.
area of effect is a square whose sides equal the spell suffer half damage.
number of priests times IO yards (thus, six priests All fire seeds lose their power after a duration
equal to one tnrn per experience level of the
could create a 60-yard square of protection). caster-e.g., the seeds of a 13th-level caster
The material components are the priest’s holy remain potent for a maximum of 13 turns after
their creation.
symbol and a scorched sliver of wood.
Notes: Common for priests with major access No other material components beyond acoms
or holly berries are needed for this spell.
to the sphere of Wards.
Notes:Common for druids (PHB).
Fire Purge -Myrikan
Fire Storm
Losf spefl.Rumored to be known by a rare type of
paladin-dmid caffeda myrikan. (Evocation)
Reversible
Fire Quench Sphere: Elemental Fire
Reversedform,fire storm. Level 7
Fire Seeds Range: 160 yds.
Components:V, S
(Conjuration) Casting Time: 1 rd.
Sphere: Elemental Fire Duration: 1 rd.
Area.of Effect: 20-ft. cubenevel, minimum 16 IO-
Level: 6 A. cnhes
Range: Touch SavingThrow: !A
Components: V, S, M
Casting Time: 1 rd./seed When afire storm spell is cast, the whole area
Duration: Special is shot through with sheets of roaring flame that
Area of Effect: Special equal a wall offirespell in effect. Creatures within
Saving Throw: % the area of fire and 10feet or less from the edge of
the affected area receive 2d8 points of damage
The fire see& spell creates special missiles or plus 1 additional point of damage equal per caster
timed incendiariesthat bum with greatheatThespell level. A successful saving throw vs. spell reduces
can be cast to create eitherfire seed missiles orfire damage by half. The damage is inflicted each
seed incendiaries,as chosen when the spell is cast. round the creature stays in the area of effect. The
area of effect is equal to two 10-foot x lO-foot
Fire Seed Missiles: This casting turns up to cubes per level of the caster-for example, a 13th-
four acorns into special grenade-like missiles that level caster can cast a fire sform measuring 130
can he hurled up to 40 yards. An attack roll is re- feet X 20 feet X 10feet. The height of the storm
quired to strike the intended target, and profi- is 10or 20 feet; the balance of its area is in length
ciency penalties are considered. Each acorn bursts and width.
upon striking any hard surface, causing 2d8 points
of damage and igniting any combustible materials
within a IO-foot diameter of the point of impact. If
272
Finbreak
The reverse spell,$re quench, smothers twice Any closeable item (book, box, bottle, chest,
the area of effect of aprre srom spell with respect coffer, coffin,door, drawer, and so forth) can he
to normal fires, and the normal area of effect with
respect to magical fires. Fire-based creatures, such warded by afire nap spell. The spell is centered on
as elementals. salamanders, etc., of less than
demigod status have a 5% chance per experience a point selected by the spellcaster. The item so
level of the caster of being extinguished. If cast
only against aflamtongue sword, the sword must trapped cannot have a second closure or warding
roll a successful item saving throw vs. crushing spell placed upon it. A knock spell cannot affect a
blow or he rendered nonmagical. Such a sword in jire nap in any way--as soon as the offendingparty
the possession of a creature first receives the crea- opens the item, the trap discharges. As with most
ture’s saving throw, and if this is successful, the magical traps, a thief has only half his normal find
second saving throw is automaticallysuccessful. traps score to detect a fire trap. Failure to remove it
successfully detonates it immediately. An unsuc-
Notes: Common for druids (PHB). cessfuldispel magic spell won’t detonatethe spell.
Fire Trap When the trap is discharged, there is an explo-
sion of 5-foot radius from the spell’s center. Each
(Abjuration, Evoestion) creaturewithin this area must roll a saving throw vs.
Sphere: Elemental Fire spell. Damage is ld4 points, plus 1 additionalpoint
Level: 2 per level of the caster; those who successfully save
Range: Touch take half damage. Underwater, this ward inflicts
Components: V, S, M half damage and creates a large cloud of steam.The
Casting Time: 1turn item trapped is not harmed by this explosion.
Duration: Permanent until discharged
Area of Effect: Object touched The caster can use the trapped object without
Saving Throw: i/i
discharging it, as can any individual to whom the
spell was specifically attuned when cast (the
method usually involves a keyword).
To place this spell, the caster traces the outline
of the closure with a stick of charcoal and touches
the center of the effect. Attunement to another in-
dividual requires a hair or similar object from the
individual.
The material components are holly hemes.
Note: Common for druids (PHB).
Firebreak
(Alteration)
Sphere: Plant
Level: 2
Range: 10y d s . t ’
Components: V,
CastingTime: 5
Duration: 1 t u d e v e l
Area of Effect: 800 square ft.Aevel
SavingThrow: None
Thejirrebruokspell renders all living vegetation in
the area, including plant-like monsters and animated
plant life, immuneto normal fire, and cuts all damage
to such plants from magical fire in half Dead plant
matterin the areaof effect can still bum,as can living
plants moved outside the area. The spell does not
function indoors or underground. The caster can
cover an area of 800 square feet per level (for exam-
ple, a 10-foot wide firebreak,80 feet long per level).
/ 213 \
Finlight f
The material component is a bit of charred This spell temporarily renders a spherical area
wood. firepmof, instantly extinguishingall fires and pre-
venting the ignition of future conflagrationsfor the
Note: Very rare spell (Updated from DRAWN spell's duration. Despite its name, this magic does
Magazine). not ward away flames, but rather drinks them in,
destroying them. The sphere is centered on the
Firelight caster but is stationary once created. The caster
can move about engage in other spellcasting ac-
(Alteration) tivities, slumber, or even leave and reenter the
Sphere: Elemental Fire sphere repeatedly without affectingit in any way.
Level: 1 Thefireword spell is effective againstreddragon
Range: Touch breath, fire elementals (which cannot enter or be
Components:V, S, M summoned into the sphere), natural fires of all sizes
CastingTime: 4 (including forest fires), and fiery magic. It prevents
heat and vapor transfer between its protected area
Duration: 4 Ius. + 1 hr.R levels and the surroundings so that smoke cannot enter a
fireward area, a conflagrationcannot roast its occu-
Area of Effect: 1 object pants, nor can a fire suck all the oxygen out of the
SavingThrow: None ward to feed its own roaring flames.
This variant of the spell log of everburning The material components of this spell are a
changes one small fire no larger than a campfm pinch of sand and a drop of water.
into firelight The flame ceases to produce smoke
and becomes much cooler; within 1 turn of the Notes: Granted by Silvanus Oakfather of the
spell's casting, the fire cools enough to he handled FORWITENReAurs setting.
or touched barehanded without causing harm. The
firelight is resistant to gusts of wind or poor burn- Firing Frenzy, Azuth's
ing conditions(pouringrain,lack of air,and so on),
but complete immersion in water, vacuum, or mag- See Azuth's firing frenzy.
ical darkness extinguishes the flame immediately.
Firelight bums brighter and steadier than a normal Fist, llmater's
flame, and a torch enchanted with this spell sheds
light in a 30-foot radius instead of the normal 15- See nlmater's fist.
foot radius. The fuel source lasts throughout the
duration of the spell. Unlike log of everburning, Fist of Faith
this spell is not at all useful for staying warm since
firelight produces very little heat. (InvoestionIEvocation)
Sphere: Combat
Firelight inflicts Id2 points of damage per
caster level if cast on creatures of livingor elemen- Level: 2
tal fire, but has no other effecI on these monsters. Range: IO yds.
Components: V, S
The material component is a mix of resins and CastingTime: 5
incense, thrown into the flame to be affected. Duration: Instantaneous
Area of Effect: 1 being
Notes: Uncommon for druids (P0:SM). Saving Throw: None
Fireward strike any being visible to the caster who is within
range. The fist of faith strikes only once, but
(Abjuration) cannot miss. It causes no damage to items (even
Sphere: Elemental Fire
fragile ones), acting only on living or undead
Level: 5
Range: 0 bodies, and inflicts 4d4 points of damage (4d6 to
Components:V, S, M undead). Once shuck, a creature is immune to all
CastingTime: 8 effects of other fist offaith spells until 24 hours
Duration: 1 rd.flevel have elapsed.
Area of Effect: Sphereof 1ft. in diameternevel
Saving Throw: None Notes: Granted by Helm the Vigilant of the
1 214 \
Flame Harvest
FORGOTTERNEALMSsetting. This spell is found from fire, the damage inflicted is reduced by 2
only in a few exceptionally rare tomes. (that is, ld4+2 points). Fire dwellers and those
using fire as an innate attack form suffer no
Fist of Gond damage from the spell. The flame blade can ignite
combustible materials such as parchment, straw,
(Evocation) dry sticks, cloth, etc. However, it is not a magical
Sphere: Combat weapon in the normal sense of the term, so crea-
tures (other than undead) struck only by magical
Level: 6 weapons are not harmed by it. This spell does not
Range: 0 function underwater.
Components: V, S, M
Casting Time: 9 In additionto the caster’s holy symbol,the spell
Duration: 6 rds. requires a leaf of sumac as a material component.
Area of Effect: The caster’s arm
Saving Throw: None Notes: Common for druids (PHRI.
This spell temporarily augments the might and Flame Harvest
hardness of one of the caster’s arms, encasing it in
an invisible field of force and raising its Strength Conjuration, Invocation)
to 22. The caster’s muscles and joints are magi- Iphere: Elemental Fim
cally bolstered so they are not tom when blows
from thefist of Gond land. Such blows can punch ALLmaen-ele::5S.oecial
through armor and stone alike, striking at a +4
attack bonus, dealing ld4+10 points of damage, Components: V, S, M
and forcing saving throws vs. crushing blow on all Casting Time: 1 hr.
items they hit. Duration: Special
Area of Effect: Special
The material components of ajisr of Gond spell Saving Throw: YX
are a cube of solid adamantine not less than 1 inch
on a side and a diamond of not less than 500 g p This powerful spell creates a trap of a large
value. field, copse of trees, or other flammable area, trig-
gered by certain, predefined conditions.
Notes: Granted by Gond, Lord of All Smiths,
of the FORWITENREALMSsetting. This spell is The priest slowly walks the area to be trapped
found only in a few exceptionally rare tomes. for a period of an hour, envisioning the rising
flames and deciding on the conditions that trigger
Flame Blade its activation. When the meditation period ends,
the priest can leave the area and the trap remains
(Evocation) set for 1 month.
Sphere: Elemental Fire
The player must write the conditions of the
Level: 2 spell on paper for the DM, and the DM should take
Range: 0 these words as literally as possible. The conditions
Components:V, S, M can be as simple or as complex as the player likes,
Casting Time: 4 but they must be written. Some possible conditions
are: whenever anyone sets foot in this grove, or,
Duration: 4 rds. + 1 rdJ2 levels whenever templars draw their weapons.
Area of Effect: 3-ft.long blade When the condition is met, the area is engulfed
Saving Throw: None in flames, and those inside take 6d8 points of
damage. The site continues to bum normally, and
With this spll, the caster causes a blazing ray anyone trapped takes Id4 points of damage until
of red-hot fire to spring forth from his band. This the fire bums itself out.
bladelike ray is wielded as if it was a scimitar. If
the caster successfully hits with the flame blade in The area affectedis 90 feet square, or its equiv-
melee combat, the creature struck suffers I d 4 4 alent, and the engulfing flames rise to a height of
points of damage, with a damage bonus of +2 (that 10 feet. The shape of the area does not affect the
is, 7-10 points) if the creature is undead or is espe- spell in any way.
cially vulnerableto fm.If the creature is protected
Notes:Uncommon for priests from the DARKSUN
semnp.
J L275
Flame Shield fl
Flame Shield Flame Strike
(Evocation) (Evocation)
Sphere: Elemental F k e Sphere: Combat
Level: 3 Level: 5
Range: 0
Components:V, S,M Range: 60yds.
Casting Time: 6 Components:V, S , M
Duration: 1 rd.flevel Casting Time: 8
Area of Effect: Special Duration: Instantaneous
SavingThrow: None Area of Effect: 5-ft. radius by 30-ft.-high column
SavingThrow: !A
This spell creates a pulsating, 6-foot-high When the priest calls down aflame strike spell,
shield of darkness at the end of the caster’s hand.
a vertical column of fm roars downward in the
The shield is weightless and intangible. Missiles exact location called for by the caster. Any crea-
and other weapons and solid objects, including
ture within the area of effect must make a saving
parts of the caster’s body, pass through it without throw vs. spell. Failure means the creature sustains
impediment.The shield remains attached to one of 6dS points of damage; otherwise, the damape is
the caster’s hands (chosen during the casting) halved.
unless the casting priest touches another creature’s The material component is a
hand and wills control of the shield to pass to the Notes: Common for priests (
other (who must agree to the transfer or it cannot
Flame Wall
occur).
The shield works against flame. Its touch extin- (Alteration)
Sphere: Elemental Fire
guishes normal torches, flaming oil, and candles
instantly. Larger fires are diminished. A fireball Level: 3
striking or exploding around the hearer of aflame
shield, for example, causes only half damage. A Range: Touch
flame blade coming into contact with aflame Components:V, S,M
shield is harmlessly destroyed. A flame shield
fully cancels out aflame strike if held directly in +Casting Time: 5
the path of the flame strike (over the shield- Duration: 1 rd. 1 rd.fleve1
bearer’s head); this desmys the flame shield in- Area of Effect: creaNre(s) touched
stantly. If the flame shield is not held in such a Saving Throw: None
fashion, the shield-bearertakes half damage.
By means of this spell, the caster empowers
Flame-related illusions, hypnotic patterns, and
the like have no effect on any being viewing them one or more creatures to withstand nonmagical
through aflame shield. A magical, flaming sword fires of temperatures up to 2,000” F. (enabling
striking through a flame shield encounters no re-
them to walk upon molten lava). It also confers a
sistance and inflicts normal weapon damage but
no flame damage.Any part of such a blade that has +2 bonus to savingthrows against magical fire and
passed through the shield remains free of flames reduces damage from such fires by one-half, even
while any part of the blade is in contact with the if the saving throw is failed. For every experience
shield; thus a flaming sword striking through a
flame shield cannot ignite a scroll or other flam- level above the minimum required to cast the spell
mable object by touch.
(5th), the priest can affect an additional creature.
The material components for this spell are a
piece of phosphorous, a drop of mercury, and a This spell is not cumulative with resisrfire spells
cobweb.
or similar protections.
Notes: Granted by nature goddess Eldath of the
FOR- REALMsSetting. The material components of the spell are the
priest’s holv, sv,mbol and at least SO0 -mr o--f nr-o.w.-
~~~~~~~~
di:red ruby per affected creature.
Notes: Common for druids (PHB). The orien1-
ta1(shukenja) version is identical.
Flesh to Stone
Reversedform,stone to flesh.
Flowstone-Dwarf
Float of damage for every four levels of the spellcaster
(round down) per round. (Note that monsters
(Alteration) immune to weapons of a nonmagical nature suffer
Sphere: Creation no damage from the birds, which are io all respects
ordinary avians.) Invisibility provides no protec-
Level: 5 tion, and neither does pmtectionfmm nomtal mis-
Range: Touch
Components:V, S, M siles, as the birds are not missile weapons. Any
Casting Time: 5 rds. creature within the area of effect must also make a
Duration: 2 turns+] t u d e v e l
Area of Effect: Object touched morale check every other round (beginning with
Saving Throw: None the second round of the spell's effect) or flee until
it is more than 240 yards from the birds.
This speU allows the priest to bestow a form of
magical flight upon an object weighing 500 Nothing drives the flock of birds from the areaof
pounds or less. The priest moves the object effectM dissuades them fromattacking (if the spell-
through concentration, causing it to move either caster is of sufficientlevel and so desires). However
vertically or horizontally at MV FL 6 (C) and half any area-ofeffect spell that inflicts a minimum of 4
that rate if ascending or descending. Further, the
caster can cause the object to hover motionless, points of damage (assuming all saving throws would
suspendedin the air. If the caster's concentrationis be successfullymade by the birds), encompasses the
disrupted, the spell is ended.
entire flock and is cast after the flock of birds is
The material component for the spell is a bit of summoned ends thefick ofbinis spell effectimme-
down from a duck. diately by killing all the birds. Other attacks that in-
Notes: Known to be uncommon in the flict insufficientdamage M have a smaller area of
FORGUTTREENALMSsetting, effect kill many of the birds, but do not noticeably
Float decrease the size of the flock. An all-compassing
protective barrier, such as that created by a cube of
A 1st-level spell that makes creafllms and objects force, protects anyone within its confines for as long
buoyant. See waterfloat. as the barrier exists or until the spell expires.
Flock of Birds -Old Empire Note that while the weaker version of this spell
is fairly harmless, if the priest causes the flock of
(ConjuratiodSnmmoning) birds to attack, many of the birds are likely to
Sphere:Animal, Summoning
perish during the aerial assault. As a result, some
Level: 4 nature priests (particularly druids) are unhappy
Range: 120 yds.
Components:V, S, M with the use of this spell and may seek to make the
CastingTime: I
Duration: 2 rds.Aevel caster atone in some manner for its use.
Area of Effect: 3O-ft.-diameter sphere The material components for this spell are the
Saving Throw: None
priest's holy symbol and a handful of feathers.
Notes: Granted by the Mulhorandi god Thoth
of the FORGUTI"REALMSsetting.
-Flowstone Dwarf
(Alteration)
Sphere: Elemental Earth
This spell summons a dense flock of ordinary Level 5
birds. In an environmentfree of n o d birds (for Range: 10 yds.
example, underwater),the spell fails. The birds ob-
scure vision, limiting it to 20 feet. Spellcasting Components: V,S , M
within the flock is impossible. The CastingTime: 8
A spellcaster of 1Ith level or greater can cause Duration: 1rd.
Area of Effect: 3 cubh
the birds to attack if desired. The flock attacks any SavingThrow: Special
one being in the area of effect, heedless of their
own safety. A creature within the flock is subject This spell makes stone flow like syrup, and
to countless suicidal attacks by diving birds and then harden. The stone flows in response to grav-
ity, but can be directed by beings (such as skilled
suffer Id2 points of damage plus 1additional point
1 211 \
Flyfield f
dwarves) wielding wooden paddles or erecting Fly6eld
temporary dams. The flowing stone is not heated (Alteration)
or altered in hue. Sphere: Guardian
Dwarves often use this spell to shape stone Level 5
conduits, by flowing stone around logs that are
Range: 20 yds. + 10 yds.1
later burnt away, and to sculpt stone into smooth
door surrounds, covering or shielding embedded level
locks and the like.
Components: V,S
The spell can also allow escape from stone
prisons, by using wooden poles to open holes in Casting Time: 1 rd.
the melted stone of walls and to uproot manacle Duration: Special
bolts or other fastenings. Its most deadly use is to Area of Effect: 5 tonsflevel
Saving T h w : Special
trap beings by entombing them or encasing their
feet or other body parts in the hardening stone. This spell allows the caster (only) to cause a
powerless, drifting spelljamming ship to suddenly
Any creature in contact with flowing stone is lunge through space in a desired direction and dis-
tance, up to the limits of the caster’s range. It is
allowed a saving throw vs. poison. If successful, commonly used to move a ship away from ram-
the creature entirely avoids having stone cling or ming attempts or collisions, escape missiles in
envelop any part of it. It wins free of the affected combat, or to dart through crystal sphere portals.
area without h u m (but must save again upon re- The caster can activate the spell even if the
entering). words of activationcannot be heard due to magical
silence or other circumstances. The spell activator
A creature that fails this save is partially en- has total control over the ship’s direction and dis-
crusted with stone, slowed in movement rate, and tance. If no direction is chosen, the DM can
choose one at random, using the rules governing
suffera tw-point Dexteritypenalty until the stone grenade-like missiles in the DMG.
is washed off (within 2 rounds) or shattered and
The incomplete spell remains effective for one
scraped off (thereafter). day per level of the caster (for example, a 16th-
level priest could cast the spell, and at any time
If an encNSted being is immobile, or is in the within the next 16 days speak the final words-
center of an affected area more than 10 feet across and the ship she was in would instantly lunge as
she desires).
when the round of flowing ends, a saving throw
If the priest is killed or feebleminded between
vs. spell is also necessary. If it fails, the being is casting and the end of effectiveness period, the
stuck. A Strength check is allowed to beings spell is lost (normal sleep or unconsciousness do
not count).
struggling against the hardening stone. If success-
ful, they reach the edge of the affected area, If the priest is in contact with two ships when
emerging with one or more limbs encased in im- the spell is activated, nothing occurs. The spell’s
mobilizing blobs of stone. Failure traps the crea- magical field can be centered only on the priest
and on a single ship.
ture in the hardening stone. If stone covers
breathing organs (in most beings, the head), death This spell does not work upon any ship cur-
rently under power (for example, being moved by
occurs in ld4+1 rounds. If stone merely prevents spelljamming, a furnace, or other power source),
movement, the being dies of starvation in but does work in wildspace, phlogiston,and atmos-
pheres alike. It cannot affect a shipwhose total ton-
ld10+10 days, or whenever overcome by rising nage (atmosphere excluded) exceeds the limits of
water, attacking beasts, or the like. the caster’sarea of effect-if tried, the spell is lost.
Attacks on the stone transmit half damage di- The material components are two small pieces
rectly to the trapped person; an encased limb can of any metallic, magnetized substance (or natural
typically be freed by either amputating it (loss of lodestones) and a small sphere of crystal.
onequarter hit points, plus an immediate system Notes: Common for spelljamming cultures:
shock survival roll), or inflicting 20 points of otherwisevery rare.
crushing or piercing damage on the stone (10
points to the trapped being). A second flowstone
spell can free trapped beings without harm.
The material components of this spell are a
drop of water, a daub of mud, a grain of sand, and
a pebble.
Notes: Granted by the dwarven goddess
Sharindlann
LJ 278
Focus
3
Focal Stone Focus
(Alteration) (Invocation)
Sphere: All
Sphere: All, Elemental Earth
Level: 5 Level: 4
Range: Touch Range: 10 ft.
Components:V, S, M Components:V, S, M
Casting Time: 1 rd.
Casting Time: 1 d
Duration: Permanent
Area of Effect: 1gemstone Duration: Special
Saving Throw: Special
Area of Effect: Sp
Saving Throw: Nc
This spell transforms the internal s t ~ c t u r oef a This spell creates a focus through which faith
clear or translucent gemstone of crystalline s t ~ c - magic can work. The focus cannot function with-
ture no larger in size than the caster’s balled fist to out a source of devotional energy, such as a con-
enable it to receive and hold a spell dweomer (usu- gregation or goup of priests. The focus gathers
ally cast into it by use of a dweomrJlow spell). At devotional energy and reshapes it to amplify other
the time the spell is cast, roll an item saving throw
for the gemstone vs. magical fire (nxk, crystal vs. spells (the same energy keeps the focus in exis-
magical fire). Success means that the spell is suc- tence; if the spell is cast and there is no immediate
cessful; failure destroys the gemstone. Gemstones source of devotional energy within 100 feet, the
of above-normal quality may receive a bonus to focus immediately fails).
the saving throw at the DM’s discretion (usually
from + I to up to +3 for flawless or otherwise ex- Once created, most foci cannot be moved.
tremely exceptional quality stones).
This condition and the need for a constant supply
The gemstone glows with a soft internal d- of devotional energy tends to limit the use of foci
ance oncefocal sfone is cast (which in some mar-
kets raises its value), and it emits a faint dwwmer. to temples, churches, monasteries, shrines, and
If immersed in a poisonous liquid, thefocal stone seminaries permanent strnctures where followers
of the religion gather on a regular basis.
turns a vivid purple and can be commanded by Sometimes a focus is created for a special gather-
touch and will to neutralize poison. If so com- ing such as a holy day, conclave, grand wedding,
manded, thefocal stone dissolves and is destroyed, or yearly festival.
but it leaves the liquid safe to drink or touch. Not all foci are identical.The particular form of
A focal sfone otherwisehas no special proper- the focus depends on the power and nature of the
ties; contrary to popular belief, it cannot reach out spell being amplified. All foci can he seen by
and trap spells cast near it or suck in passing en-
detect magic. There are three basic types of foci:
chanted creatures, though it is an ideal receptacle site, item, and living.
for the life force of a being using a magical spell.
The focal sfone spell does not prevent the focal Sire foci are connected to a place, whether a
sfone from being shattered by deliberate attack (a
crushing blow, for instance), but does prevent it room, building, field, or forest. Once cast, the
focus cannot be moved. It causes no disturbance in
from being damaged by natural and magical heat, the surroundings;it is invisible and intangible.
flame, lava, extreme cold, or mineral contamina-
Item foci are centered on a single object.
tion. Shattering a focal sfone immediately un-
leashes the full effects of any spell stored in it in a Customarily, this object is large and immovable,
manner determined by the DM. A dispel magic such as an altar, but it is possible for the focus to
cast on such a stone does not affect it 01any stored be as small as is practical. The item can be as elab-
orate or plain as desired, but should have some sig-
magics. nificance to the religion.
The material component is a pinch of any sort
Living foci are the rarest of all types. In this
of opal dust. case, the focus is created on a living plant, animal,
or person. Detect charm reveals the person is
Notes: Very rare spell in the FORGOTTEN
somehow enchanted, although not under the influ-
BALsMettiSng. ence of a typical charm spell.
The type of focus created (site, item, or living)
depends on the religion and nature of the spell am-
plified. These choices are listed in the table.
Foesight f
Casting the focus spell is a long and compli- Notes: Uncommon spell (TOM).
cated process, accompanied by many ceremonies FOCUSEDSPELLEFFECTS
and rituals. During the day spent casting the spell, SPeU Possible
the priest needs the assistance of at least two other
priests of the same faith. These aides need not Anti-animal shell nFoQcues
memorize the spell (or even be capable of casting cbntml temperahue, IO' radius SM.
it). Their duty is to provide the extra bands and chntml wmds SM.
voices needed at specific points of the casting. A c w
large number of worshipers must be present since S*
the focus requires their energy. Not surprisingly, C
the casting of this spell is often incorporated into Detect poison sn*
Detect Ire
important holy festivals or special occasions. Detect magic ?
The duration of thefocus is one year. If the de- Sfl
votional energy falls below a minimum level, the I
I
spell ends sooner. A focus requires the devotional
energy of at least 100 devout worshipers. Lay Endure coldlendu, S/I
Know alignment , Sfl
monks (those dedicated to the religion but not S
priests) count as two worshipers, while priests (of Negative plane pmrecfion S
any level) count as ten. A focus could be main- Protecnonfmm evrl
Protection fK,m lightning I
tained by a congregation of 100, a monastery of Pmtecttonfr. Pmpre SNL.
fifty, or a seminary of as few as 10priests (or any Pur& food and d n
combination of the above). The focns must receive Removefear S
this energy for at least 10hours out of every day. If SlvL
these conditions are not met, the focus weakens. - - ~ -Remove curse Sn
S
The area of effect of the amplified spell decreases Repel insects
by 20% each day until it fades away completely.
Resrsrfire/resist
Once the focus is created, the priest or priests
Speak with animals
have 1turn in which to cast the desired spell upon Tongues
the focus. A focus can amplify only one spell, and True seerng
each item, creature, or place can receive only one *mecaster states a desired range (temperature,wind
focus. Spells that can be cast upon a focus are strength,etc.) within the spell's nomd limitationsat
listed on the table. the time it is cast.
Once the spell is cast, the normal duration and Foesight
area of effect for that spell are ignored. The focus
begins to increase these factors of the spell's (Divination)
power. After one day, the amplified spell reaches Reversible
Sphere: Divination
its full area of effect. Thereafter, it remains over
that area until the focus fails. Level: 4
Range: !4 mileflevel
The area affected by the focus (and its ampli- Components:V, S, M
Casting Time: 1turn
fied spell) depends on the level of the caster. The Duration: 24 hrs.
spell expands in a radius from the focus, 20 feet Area of Effect: The caster
SavingThrow: None
per level of the caster, although it can be created
smaller. Within that area of effect, the amplified
spell exerts its normal effect. A 13th-level priest
could create a focus up to 260 feet in diameter.
The material components are many, including
special vestments, incense, oils, waters, and other
equipment the DM deems appropriate.The cost of
these materials must be at least 1,ooO g p plus 100
gp per level of spell being amplified. These items
are given up as offerings to the deity (perhaps to be
distributed to the poor), and new ones are obtained
each time the spell is cast.
Forbiddance
Foesighr lets the caster detect enemies at a dis- than the original caster, or by waiting for its dura-
tance, allowing time to flee or prepare a defense. tion to run out.
The effect is centeredon and mobile with the caster,
extending to a radius of % mile per caster level. The material component is Fharlanghn’s disc
and curved line holy symbol and a pinch of road
If a being that means harm to the caster (or his dust or damp mud.
group) comes within the area of the foesight, the
caster immediately senses the enemy’s presence. Notes: Granted by the Fharlanghn, god of
After two rounds, the feeling grows in strength, travel, of the WORLDOF GREYHAWseKtting.
and the caster knows the approximate distance of
the foe, the general direction from which it comes, Forbiddance
and the speed at which it travels.
(Abjuration)
The spell does not in any way identify the Sphere: Guardian, Wards
enemy or provide information on its strength. It
does, however, give the caster a sense of the foe’s Level 6
numbers (whether it’s one or an army). The Range: 30 yds.
caster’s sense of danger doesn’t increase as the Components:V, S, M
enemy draws closer. Rumors exist of higher-level Casting Time: 6 rds.
variants of this spell and its reverse that affect Duration: Permanent
more than one person-even whole armies, in Area of Effect: 60-ft. cuheJlevel
some cases. The material component is the caster’s SavingThrow: Special
holy (or unholy) symbol.
This spell can secure a consecrated area (see
The reverse of this spell, hidden hatred, pre- DMC),sealing it from teleportation,plane shifting,
vents detection by foesight until within 10 feet of and etherealpenetration. At the option of the caster,
the protected creature. At that distance, hidden the ward can he locked by a password, in which
hatred can no longer cloak the attacker’s enmity. case it can be entered only by those speaking the
Unlikefoesight, the hidden hatred spell can be cast proper words. Otherwise,the effecton those enter-
on any creature. The material component is the ing the area is based on their alignment,relative to
caster’s holy (orunholy) symbol. the caster’s. The most severepenalty is used.
Notes: Uncommon for planar priests; other- Alignment identical: No effect. if password
wise very rare. locked, cannot enter area unless password is
known (no saving throw).
Footsore
Alignment different with respect to law and
(EnchantmenffCharm) chaos: Save vs. spell to enter the area; if failed,
Sphere: Travelers suffer 2d6 points of damage. If password locked,
cannot enter unless password is known.
Level: 4
Range: 20 yds. Alignment different with respect to good and
Components:V, S, M evil: Save vs. spell to enter this area; if failed,
suffer 4d6 points of damage. If word locked,
CastingTime: 7 cannot enter unless password is known. The at-
tempt does cause damage if the save is failed.
Duration: 1 dayllevel
Area of Effect: 1 creaturenevel Once a saving throw is failed, an intruder
SavingThrow: None cannot enter the forbidden area until the spell
ceases.The ward cannot be dispelled by a caster of
This specialized curse canses any journey of lesser level than the one who established it.
more than one league (three miles) to become Intruders who enter by rolling successful saving
twice as long as normal. Those affected drag their throws feel uneasy and tense, despitetheir success.
feet, walk in circles or in an irregular line, insist on
long rests, and take other actions (or inaction’s) to In addition to the priest’s holy symbol, com-
increase the distance traveled or slow travel time ponents include holy water and rare incenses
(or both). Any normal mount ridden by those af- worth at least 1,000 gp per 60-foot cube. If a
fected are affected as well. password lock is desired, this also requires the
burning of rare incenses worth at least 5,000 gp
The only way to counteract this spell is with per 60-foot cube.
remove curse spell cast by a priest of higher level
Notes: Common for clerics and druids (PHB).
281
Force Shapechange f
Force Shapechange saving throw vs. spell or be forced away from the
(Abjuration) caster. Those failing are forced back 10 feet per
Sphere: Protection
level of the caster. Missiles and spells can be
..
launched freely into and out of the warded area.
Casting Time: 1
Duration: Instantaneous The forceward remains stationary; it does not
Area of Effect: 1 creatuwlevel
Saving Throw: move with the caster.
This spell allows the shukenja to force any Creatures forced outside the protected area can
shapechanger to reveal its true form (the form
most commonly used). The shukenja simplypoints try to break in. One attempt per creatureper mund
at those known or believed to be shapechangers.
These creatures, if they are shapechangers, must is allowed, and a successful saving throw vs. spell
make a successful saving throw vs. spell or imme-
diately revert to their true forms. In addition, the at a -3 penalty means the creature breaks through.
change is accompaniedby wracking pain, causing
3d10 points of damage to the shapechanger. The Any creature breaking through the ward can move
shapechange takes an entire round, during which
the creature can take no other action. If the saving and act freely within its confines, but cannot
throw is successful, the shapechanger does not
change form. However, the strain of resisting the confer freedom from the forceward upon others,
spell causes pain equal to half the normal amount.
even by attempting to drag them along.
The material component for this spell is a live
butterfly,released when the spell is uttered. Any creature can freely leave the warded area
Notes: Common for priests from an oriental but must make a successful saving throw vs. spell
setting; otherwise, very rare. (with the -3 penalty) to reenter, even if originally
Force Werechange designated as protected when the spell was cast or
Lost spell. Essentially a variant of force if successful in breaking through earlier.
shapechange.
The forceward ends instantly if the casting
Forceward
priest leaves its confines, is slain 01 rendered un-
(Abjuration) conscious, or wills the ward out of existence. The
Sphere: Wards
caster can engage in spellcastingwithout affecting
Level: 3
Range: 0 the forceward; concentration is not required to
Components:V, S, M
Casting Time: 1 rd. maintain it. A successful dispel magic spell de-
Duration: 1 rd.llevel
Area of Effect:Sphere of lO-ft.-radiusllevel stroys aforceward insta
SavingThrow: Special
The material compoi f gems,
This spell aeates an immobile, spherical area
of protection.The air within glows faintly.This ra- rock crystals, or glass bf r's holy
diance is barely visible in full sunlight, but the area
is clearly lit in darkness. When forcewanl is cast, symbol.
all creatures except those touched or named by the
priest in the spellcasting must make a successful Notes: Granted by Helm the Vigilant of the
FORGO" REALMSsetting.
Foresight
(Divination)
Sphere: Combat, Divination
Level: 1
Range: 200 yds.
Components: V, S, M
Casting Time: 4
Duration: 1 rdAevel
Area of Effect: 1 creature
SavingThrow: Special
This spell enables the priest to foresee the ac-
tions of a single creature two rounds into the
future. For every three levels of experience, the
caster can predict the actions of the creaturean ad-
ditional round into the future (to a limit of four
rounds). For example, a 1st-or 2nd-level priest can
foresee the actions of the target creature in the fol-
lowing two rounds, while a 3rd-, 4th.. or 5th-level
priest can foresee the actions of the target creature
ForgottenMelody
3
in the following three rounds. The caster must be large quantities of fuel. Only a small bundle of
able to see the creature or read its mind (through sticks or a single lump of coal is needed to start a
the use of mind read, aporion of ESP, etc.) for the forgepre. Thereafter, the fire bums without need for
spell to work. more fuel for the duration of the spell. No harmful
gases are given off by the use of this spell. The spell
A priests benefiting from a foresight spell only works in a smithy forge or smelting fumace
cannot be surprised by any action of the creature. consecrated when conshllctedto acceptthe spell, in
For example, if a priest foresees that the creature a special ceremony performed by a dwarven priest
will cast apeball spell, she could quaffapofion of that includes the casting of aprayer spell.
fire resistance. A priest who perceive that the m a -
ture will make any sort of physical attack receives The power and heat of the fire, and the metals
a i 4 Armor Class bonus, for that attack only, for that can be forged, increase with the caster's level
anticipating the opponent's maneuver. The priest as follows:
also receives a t 4 saving throw bonus against at-
tacks like area-effect spells and breath weapons, if 3rd level: Lead, zinc, tin.
a saving throw is allowed. 5th level: Copper, silver, gold, brass, bronze,
The target creature is allowed a secret saving e1ecnum.
throw vs. spell when this spell is cast. If the saving
throw is failed, the priest receives a true vision. If 7th level: iron, common steel alloys, mete-
the saving throw is successful, the spell is wasted. oritic-steel alloy.
If the target creature rolls a 1, the priestreceives a
false vision, This gives the priest a penalty of 4 9th level: Mithral steel alloy, platinum.
Armor Class and saving throws when trying to 16th level: Adamantite-steel alloy.
avoid the predicted attack. The material components for this spell include
the bundle of sticks or lump of coal used as starter
A priest who reveals the visions in any fashion fuel and a pinch of sulphur.
that the target creature can understand, the creature Notes: Restricted to dwarven priests, very rare.
might adjust its actions accordingly. For example, (Updated from DRAGONMagazine.)
if a priest shouts "Everyone take cover, the wizard
is casting a lighting bolt!", the wizard might Forgotten Melody
change her spell selection. However, if the priest
shouts in elvish and the enemy wizard does not (EnchantmenVCharm)
speak elvish but the priest's comrades do, the Sphem: Charm, Combat
wizard is unlikely to change her action.
Level 5
The spell requires the priest's holy symbol, a Range: 120 yds.
miniature silver hourglass filled with fine white Components: V
sand worth at least 50 gp, and a small piece of Casting Time: 8
amber. Only the last is consumed in the casting. Duration: Special
Area of Effect: 1to 4 creatures in a 60-ft. cube
Notes: Granted by Savras the All-Seeing, of Saving Throw: Neg.
the FORGOTI" WALMsSetting,
To set this spell in motion, the caster sings the
Forge Fire first phrase or the chorus of a tuneful,catchy song.
Those potentially affected by theforgotten melody
(Alteration) must each make a successful savingthrow vs. spell
Sphere: Elemental Fire at a 4penalty or become obsessed with that song.
Those affected cannot get the song out of their
Level: 2 beads until they finish it, and they worry the lyrics
Range: 20 yds. around in their minds over and over, trying to re-
Components: V, S, M member them and complete the song.While trying
CastingTime: 1rd. to finish the song, those affected cannot cast spells
Duration: 3 tumdlevel or use psionic abilities since they cannot focus on
Area of Effect: Single forge or furnace any other intense mental activity other than finish-
SavingThrow: None ing the song.
This spell enablesa dwarf to m a t e a strong, ef- This spell is especially devastating to very in-
ficient fire in a forge or fumace without burning up telligent beings, since it subverts their ability to
J 283 L
concentrate intensely. The di Notes: Uncommon for druids.
by the Intelligence of the
Beings who fail their saving Fortitude
for the number of roun
Intelligence. This duration ad See natural fortitude.
cal defense adjustment (dete
A bonus subtracts that numbt
spell's duration: a penalty 2
rounds. For example, a
Intelligence of 12 and a Wisc
for 11 rounds.
Mindless undead creature
Animal intelligence or less (a
less) cannot he affected by
spell, and neither can beings
do not understand the langual
caster can use magical mean!
herself understood and then a
Notes: Granted by Milil, :
F0~00rrvrREALMSsetting.
Fortify
A 3rd-level spellfrom the spi
pendix in Vol.3.
Fortify
Aka fonify healing.
Fortify Heal
(Necromancy)
Sphere: Healing
Level: 4
Range: 0
Components:V, S, M
Casting Time: 6
Duration: Special
Area of Effect: Creature touch
Saving Throw: None
This is a simple coopemti\
one priest can cast the spell hi
fer, another priest is required.
the priest improves the quality of another priest's
healing spells.
The fomfi healing spell must be cast simulta-
neously with a cure light wounds, cure serious
wounds,or cure critical wounds.The priest casting
forrib healing lays his 01her hand on the priest at-
tempting the cure. When both spells are cast, addi-
tional energy flows through the second priest and
into the creature being healed. The fortified cure
spell function at maximum effect. Thus, a cure se-
J 284 \
> Formnate Fate
-Fortitude Drow beguiling,charm,fear, hypnosis, illusions,posses-
sion,suggesfion,etc.
(N=TOllUUlCY)
The spell lasts one day for every two levels of
Sphere: Necromantic the caster (round up). A small token of the beast
totem, such as a bear claw or raven feather, must be
Level: 2 carried by the spell recipient. If the token is lost for
Range: Touch any reason during the normal durationof af o m ' d e
of Uthgarspell, the spell effect ends immediately.
Components: V, S,M
The material component of this spell is the
Casting Time: 5 priest's holy symbol (the shaman's sacred bundle).
Duration: 2 rds.nevel
Area of Effect: Creature touched Notes: Granted by the barbarian demipower
Saving Throw: None Uthgar of the FORWITENREALMSsetting.
This spell gives the recipient the ability to Fortunate Fate
ignore mow1 wounds and continue fighting. The
creature, after being brought to 0 hit points or less, (Abjuration, Necromancy)
can fight normally for I d 6 1 with a hit point total Sphere: Protection
of -1 to -9 before collapsing. A creature brought
to -10 hit points or less dies immediately. The Level: 7
spell effectends once the creaturedies or collapses Range: Touch
into unconsciousness. Components:V, S
Casting Time: 2 rds.
The material components are the caster's holy Duration: Until the next time the spell recipient is
symbol and several drops of cave bear blood reduced to 0 or fewer hit points
Area of Effect: 1 being
Notes: Granted by the drow god S e l v e t m , SavingThrow: None
Champion of Lolth.
This powerful spell cloaks the recipient (who
Fortitude of Uthgar cannot be the caster) with a protective aura that
withstands dispel magic and other destructive
(Enchanhnent/Charm) spells and lasts until expended. If the recipient ever
Sphere: Charm reaches0 or fewer hit points, thefomrnafefate acts,
instantly healing all damage (including diseases,
Level: 1 curses, open wounds, molds, parasites, and charm,
Range: Touch geas, or other mental controls) without the spell re-
Components:V, S , M cipient needing to make a system shock roll. Death
CastingTime: 1 turn is prevented (it does not momentarily occur and
Duration: Special then reverse), and unless the recipient is already
Area of Effect: 1 being unconscious when the fortunate fate acts, there is
SavingThrow: None no loss of consciousness. This spell confers one
such protection and is discharged in doing so.
This spell fortifies the recipient with strength
of mind and body that enableshim or her to endure It is a sin to cast this spell on anyone not of
pain or adversity with courage. A shaman of chaotic good alignment unless they are directly
Uthgar can cast this spell upon himself or any acting as a formal champion of Tymora (orto aid
other member of his tribe. A fom'tude of Uthgar or protect Tymoran clergy). The spell simply does
spell has no effect on those not formally inducted not work if cast on an evil Creature or applied to its
into the shaman's tribe. caster. There are instances of rulers and rich
people persuading Tymoran priests to give them
The affected individual passes all Constitution forrunarefate protections. but the clergy have un-
ability checks (assume a starting value of 20 in the dertaken this the sin only in return for a service or
case of degenerating checks such as those for donation of great value (100,000 gold pieces or
drowning). In addition, he or she receives a +2 more, or the gift of lands and legal changes that
bonus to all Strengthand Wisdom checks. Finally, make more temples possible) to the faith. This is
the individual receives a +I magical defense ad- typically done after consultative prayer, and
justment, identical to (and cumulative with) the
bonus received for a high Wisdom ability score,
against magical spells that attack the mind such as
Tymora usually sends a vision of what service or of paralysis and hold spells. Under water, the indi-
penance the priest must perform-or a stem prohi- vidual moves at normal (surface)speed and inflicts
bition not to cast the spell on the supplicant at all. full damage, even with such cutting weapons as
In the days when many Halruuans used skyships,a axes and swords and with such smashing weapons
forrumre fate protection was a coveted protection as flails, hammers, and maces, provided that the
against death by falling. weapon is wielded in the hand rather than hurled.
The free action spell does not, however, allow
Notes: Granted by Vmora, Lady of Luck, in water breathing without further appropriatemagic.
the FORGOTTENREALMS setting.This spell is found The material component is a leather thong,
bound around the arm or similar appendage,which
only in a few exceptionally m e tomes. disintegrates when the spell expires.
Fostered Protection Notes: Common for clerics (PHB).
(Abjuration) Free Will
Sphere: Protection
(EnchauhneuVCharm)
Level 3 Sphere: Charm
Range: Touch
Components: V, S, M Level: 2
Casting Time: 5 Range: Touch
Duration: 1 t d e v e l Components:V, S
Area of Effect: 1creature Casting Time: 5 or special
Saving Throw: None Duration: Instantaneous
Area of Effect: Creature ti
Fostered protection can he cast only on crea- Saving Throw: None
tures that already possess some level of natural
magic resistance. Other beings simply aren’t af- This spell breaks all enchantments, charms, or
fected by the spell. psionic effects affectingthe will or the mind of the
recipient. By means of this spell, the spellcaster
When cast on a naturally magic-resistant m a - immediately ends the effects of all spells such as
ture,fosteredprotection increasesthe resistance by beguiling, charm, command, confusion, enthrall,
2 percent per level of the caster for the duration of feu6 hypnosis, suggestion, etc.
the spell. Under no circumstances can the crea-
ture’s magic resistance exceed 95%. If any such spells are cast on a priest who has a
memorizedfree will spell,the priest has the option
The material component for this spell is a drop of immediately using thefree will spell, assuming
ofblood or ichor from a magic-resistant neatwe. she or he has not yet performed any action during
the current round. (The mind-affecting magic
Notes: Rare for planar priests; otherwise, virtu- cannot be structuredto preventthe casting of afiee
will spell if conditions permit.) The decision
ally unknown. whether or not to cast the free will spell is made
before savingthrows are rolled or magic resistance
Free Action is checked. Casting afree will spell in this fashion
counts as the priest’s action for the current round.
(Abjuration, Enchantment)
Sphere: Charm Notes: Granted by the jungle god Ubtao of the
Level 4 F o ~ ~ m f Ri NEALMSsetting.
Range: Touch
Components:V, S, M
CastingTime: 7
Duration: 1 t d e v e l
Area of Effect: Creature touched
Saving Throw: None
This spell enables the creature touched to move
and attack normally for the duration of the spell,
even under the influence of magic that impedes
movement (such as web or slow spells) or while
under water. It even negates or prevents the effects
286
> Frost Breath
Frenzy of the Celts 10feet away fromthe nearest creatures in the area.
(EnchanhnenUCharm) After the enchanted object has moved a satis-
Sphere: Combat factory distance from the nearest creature, the ap-
pendages disappear.When a creature again comes
Level: 3 within three feet of the enchanted object, the en-
Range: 30 yds. chanted object sprouts appendages and flees. This
Components: V, S, M process continues until the enchantment is negated
Casting Time: 6 (through a dispel m g i c or similar spell) or the en-
Duration: 1 Nrnflevel chanted object is subdued or destroyed.
Area of Effect: Special
SavingThrow: None The enchanted object can sprout feet (MV 24),
wings (FI 24, MC class B), or fins (Sw 241,
This 3rd-level priest spell allows the Celtic whichever is most advantageous.Thus, a hook on
priests to drive their armies into a battle frenzy a shelf might sprout wings and fly away, while a
before combat. The spell affects 20 Hit Dice of table might gallop amund a room. The enchanted
creatures per casting (usually ten 2nd level Celtic object can freely and instantly trade appendages as
warriors). For its duration, the fxnzy of the Celts necessq.
spell allows those affected to never check morale,
gives them a +I to all saving throws and attack The enchanted object moves only through open
rolls, and allows them to move 50% more than spaces. It won’t crash through windows, shatter a
their normal distance without penalty. Those af- closed door, or dig through the earth. It cannot
fected immediately charge the closest enemy attack or take any actions other than movement. If
forces and engage them in combat, whether this is surrounded or cornered, the enchanted object
wise or not. Waniors under a frenzy of the Celts moves in random directionsuntil it is restrained or
spell do not require leadership, hut those who re- destroyed.
cover from the spell without a leader in sight will
run hack to their own lines or some other point of The enchantment ends if the caster voluntarily
safety. negates it, if the enchanted object is destroyed (the
object has the same vulnerabilities as it has in its
The material component for this spell is a tiny normal state), or if the enchanted object is re-
chariot wheel and a spark created with flint and steel. strained for ld4+1 rounds. Restraint means that
the object is prevented from fleeing; if a creature is
Notes: Restricted to priests of Celtic cultures, able to grapple, lift, or sit on the object, it is con-
common. sidered restrained.A creature capable of lifting the
object in its normal state is considered strong
Frisky Chest enough to restrain it (for instance, a person capable
of lifting a 50-pound box is also capable of re-
(Enchantment, Charm) straining such a box enchanted by frisky chesf).
Sphere: Wards The object can he restrained by tossing a net or
heavy blanket over it or by surrounding it.
Level: 2
Range: Touch The material components are a dried frog’s leg,
Components:V, S, M a feather, and a fish scale.
Casting Time: 2
Duration: Permanent Notes: Common for priests with access to the
Area of Effect: 1 0 4 . cube sphere of Wards. (Updated from the original.)
Saving Throw: None
Frost Breath
With this spell, the caster can enchant a chest,
b o k , or any other nonliving object no larger than a (InvocationlEvocatinn)
10-foot cube and no heavier than 100 pounds per Sphere: Combat, Elemental Water
Level of the caster. When any mature other than the
caster comes within three feet of the enchanted Level 2
object, it instantly sprouts appendages and moves Range: 0
away fmm the creature as quickly as possible. The Components:V, S , M
enchanted object continues to move until it is at least CastingTime: 5
Duration: Instantaneous
Area of Effect:Beam, 5 ft. diameter X 20 ft. long
SavingThrow: Special
J 287 L
Frost Fingers f
This spell brings into being a straight beam that firosr wnip
moves away from the caster’s chest (in the direc-
tion the caster is facing) to a distance of 20 feet. (Alteration, Evocation)
The first creature to come into contact with the Sphere: Cornbat, Weather
beam suffers 2d4+2 points of cold damage, and
must make a successful saving throw vs. spell or Level 2
be chilled and shuddering for the rest of the round Range: 0
(attacks not yet taken in the round are lost).
Additional creatures struck by the beam suffer Id4 Components:V,S
points of cold damage (half if they successfully
save vs. spell). Casting lime: 5
Duration: 1 rdAevel
The material component is a group of three Area of Effect: Flexible 6-ft.-longbeam 4 inches
drops of water (or fragments of ice) held in the in diameter
priest’s cupped palm and breathed upon. SavingThrow: !h
Notes: Granted by Auril Frostmaiden of the This spell creates a beam of frost stretching
FORGOTTREENALMSsetting. This spell is found from the caster’s band. With a one-round delay, it
only in a few exceptionally rare tomes. can be shifted to any other body extremity: this
ability is normally used only when the caster is
Frost Fingers climbing, dangling down from a ledge, or pinned
under foes. The beam lasts until the spell expires,
(Evocation) the caster wills the magic to end, or the priest un-
Sphere: Combat,Weather dertakes the casting of another spell.
Level: 1 Afmst whip is commonly swung about to lash
Range: 0 foes. It can pass through them like a force, rather
than a real whip, so that if the caster faces several
Components: V,S opponents, it can be swung in an arc through all of
them. If held in front of the body or across an
CastingTime: 3 opening, it can sometimesbe made unavoidableso
Duration: Instantanwus that foes must take damage from it, but it other-
Area of Effect: The caste1 wise attacks once per round at the caster’s normal
Saving Throw: % WAC0 for 4d4 points of damage. A successful
saving throw vs. spell reduces the damage by half.
Frostfingers is a cold form of the burning
hnnds 1st-levelwizard spell. When cast, it causes A gently applied frost whip can also freeze
freezing cold and shards of ice to blast from the windows shut, stop pipes, freeze water, ruin fruits
caster’s fingertipsto a distance of 3 feet in a 120- and vegetables, and render items fragile or sur-
degree arc in front of the caster. Any creature in faces slippery.
this area suffers Id3 points of damage plus 2
points for every level of the spellcaster, to a maxi- Notes: Granted by Auril Frostmaiden of the
mum of ld3+20 points of cold damage. Those who
make a successful saving throw vs. spell receive FORGOTTENR w s setting.
half damage. Liquids engulfed by the cold freeze
unless an item savingthrow vs. cold is successful.
Notes: Granted by Auril Frostmaiden of the
FORGOTTERNEALMSsetting