Amth's Fedensor f
SIpel1 can be in use on a given spell slot at a jtime; any Azuth's Firing Frenzy
ampt to use multiple exalted triad spellsoIn a given
(InvocatiowEvocation)
.. . . .SIpel1 inmemor/resultsinthespellcasi~g~feeble- Sphere: Combat
mmoea. A W ~.Is.IteIae.mor cannot oe usea on Azurh's Level: 6
Range: 60yds. +IO
e Components: V, S
a Casting Time: 9
Duration: Instantaneous
use (on different spells in memory) at a time. The Area of Effect: Special
spells gained by use of an exalted niad all take up the Saving Throw: None
same spell slot;that spellslot is consideredin use until
ad.li.lscthaerd.ceod.p, iaetswc.lrue.ca.htemd. bye tth.hee eexraal.ltteedd.mnoi.dad.eanrde.su. sed or This spell allows the priest casting it to unleash
three bursts of magic missiles (almost identical to
Notes: Granted by the Azuth, god of wizards, those created by the wizard spell, m g i c missile)at
of the FORGOTTERNEALMsSetting. once. Each burst consists of five such missiles. All
of the missiles in a burst are directed at the same
Azuth's Fedensor target, which they strike unerringly (doing no
damage to nonliving materials, hut inflicting
(Alteration) ld4+l points of damage each to creatures). Each
Sphere: Thought bunt must be fired at a different target (in other
words, five missiles strike at one target, five at an-
Level: 4 other, and five at a third-zven if this means wast-
Range: Touch ing 10 of the missiles). Missiles fired into empty
Components: V, S air fade away at the limits of spell range.
Casung Time: 7 Certain veteran priests speak of the magical
Duration: Up to 1turn items of foes discharging involuntarily when
struck by a burst from a firing frenzy, but this
Area of Effect: Creature touched seems to be a m e and unpredictable occurrence.
Saving Throw: None
Notes: Granted by the Azuth, god of wizards,
This spell allows the next 1st-through 5th-level of the FORWITENREALMSsetting. This spell is
spell cast by the caster of Azuth's fedensor or an- found only in a few exceptionally rare tomes.
other touched spellcastingbeing to be unleashed
without any normally necessary material compo- Azuth's Immobility
nents (unless crucial to a spell, such as the gem
used in a magic jar spell) and without being for- (EnchanhnenVCharm)
gotten. The affected spell is not erased from Sphere: Charm
memory and can be cast again as normal at a later
time. The spell to be effected must he cast within a Level: 5
turn of the casting of Azuth's fedensor, or the fe- Range: 0
densor is lost and wasted. Azuth's fedensor does Components: V, S
not work on Azuth'sfedensor, such a use results in Casting =me: 8
the loss of bothfedensors. Duration: 3 rds.
Area of Effect: 20-tl. radius
Notes: Granted by the Azuth, god of wizards, Saving Throw: Neg.
of the FORWITENREALMSsetting.
'Ibis spell locks all neatures within 20 feet of the
casterasaholdpersonorholdmo~erspellforthree
rounds. A creature maldng a successful saving throw
vs. spell is unaffected. The saving throw is made at
4 for 1st-levelM 1 Hit Die creatures, -4 for beings
of 2nd level or 2 Hit Dice, and at -2 for those of 3rd
level or 3 Hit Dice, unadjusted for those of 4th level
or 4 Hit Dice, +2 for beings of 5th level, and so on.
- Amth's Spell Shield
All affected creatures are freed insm
caster of the immobility touches or map
tacks any one of the held beings (or any it
directly holding, wearing, or carrying), aimoug.rr
the magic does, of course, give the caster one
attack that automatically hits that target being.
If those other than the caster strike an affected
creature, the individual creaturestruck is freed, but
not the others affected hy the spell. The caster can
move out of spell range without ending the spell
(and indeed this magic is usually employed to
allow the caster to escape).
Notes: Granted by the Azuth, god of wizards,
of the FORGOTTERNEALMS setting. This spell is
found only in a few exceptionally rare tomes.
Azuth's Spell Shield
(Abjuration)
Sphere: Ploteftion
Level: 7
Range: Touch
Components:V, S
Casting Time: 1 rd.
Duration: 1rd.
Area of Effect: Creature touched
Saving Throw: None
This spell renders the recipient immune to all
magical effects on the round after this spell is cast.
The spell shield also suppresses previously applied
protections, aids, and ongoing effects of a benefi-
cial nature as well. The spell does not prevent such
magics from operating; it simply prevents the pro-
tected being from being affected by them for one
round.
Notes: Granted by the Azuth, god of wizards,
of the FORWITENREALMSsetting.
Bad Medicine Badger Form -Halfling
(EnchanlmenVCharm) Level: 4
Reversible Range: 0
Sphere: Charm
Components: V,S, M
Level: 4
Range: Line of sight CastingTime: 1 rd.
Duration: 2 nunsflevel
Components:V, S, M Area of Effect: The caster
Saving Throw: None
Casting Time: 2
Duration: Special This s p l l transforms the priest into the form of
Area of Effect: Individual (or village) a giant badger, with all the abilities and attacks
Saving Throw: Neg. thereof. No system shock roll is required.
Bad medicine is a powerful spell mnst often When the change in form occurs, the priest’s
used by irate shaman to avenge themselves on equipment, if any, melds into the new form (in par-
those who have angered them. Bad medicine mod- ticularly challenging campaigns, the DM may
ifies the target’s THACO, saving throws, morale, allow protective devices, such as a ring of pmtec-
and damage hy.-2. It is usually cast upon a single tion, to continue operating effectively).The priest
individual, but a priest of 16th level or greater can retains all mental abilities and granted powers, hut
cast this spell upon as many as 300 beings (animal cannot cast spells. Hit points and saving throws
remain the same as well. The priest can return to
or human), as long as they are gathered in an area normal form at any time, ending the spell prema-
turely. When the badger form ends by the priest’s
of an acre or less. The character with the lowest will or the duration expires, the priest returns to his
saving throw score saves for the entire village. or her own form and heals Id12 points of damage.
The priest alsoreturnsto his or her own form when
To cancel bad medicine, a priest of equal or slain or when the effect is dispelled, but no
greater level than the original caster must cast the damage is healed in these cases. A system shock
reverse of the spell upon the victim@).If this is not check is not required when the caster transforms
possible, the spell can also he removed by remove back to normal form, whether voluntarily or invol-
curse or wish spell. untarily.
If not cast in order tu cancel bad medicine, the This spell is commonly used to help dig
spell’s reverse, good medicine, is not nearly as halfling burrows and to defend them against at-
powerful as its vengeful form. It raises the tackers.
THACO, saving throws, morale, and damage of the
target by +I for Id10 rounds. Good medicine can The material components are the priest’s holy
he cast on an entire village, hut only if all occu- symbol and a claw, tooth, or tuft of hair from a
pants are gathered together in an area no greater badger (normal or giant sized).
than 100feet in diameter.
Notes: Granted by the halfling goddess
The material components of either spell are a Yondalla.
handful of herbs common to the area, the claw of
an eagle (for bad medicine). the feather of an pj;f$;;
eagle (for good medicine), and the vennm of a
poisonous snake. as caster;#AT 3,THACO 17;Dmg ld3/ld3/1d6;
SZ M (4’ long). See also MCAnnual Vol.2.
Notes: Common for Amerind cultures.
Bane, Death Symbol of
Bad Weather
See death symbol of Bane.
Reversedform, good weather.
Bane, Doom of
Badberry
See doom of Bane.
Reversedform, goodberry.
Bane -Old Empire other magical effects. It lasts until the death of the
target creature or until its power is exhausted by use.
(Abjuration)
Reversible A priest of Beshaba must physically touch the
Sphem: protection recipient with a hare hand to cast this spell,requir-
ing a successful attack roll if the recipient is in
Level: 7 baffle or not unaware or immobilized. The bane of
Beshabo confers saving throw penalties. The first
Range: Touch saving throw made by the creature receiving the
bane is made at a -4 penalty, even if it takes place
Components: V,S later in the same round as the bane took effect.The
second saving throw has a -3 penalty, the next a -2
Casting lime: 9 penalty, and the following one at a -1 penalty.
Duration: Permanent After four penalized saving throws occur, the
Area of Effect: 1 CreaNre magic is exhausted.
Saving Throw: Special
Only one such spell can he in effect upon a
A priest who casts a bane spell bestows an ex- creature at any one time. Additional castings of
tremely powerful curse on a target creature. After bane of Beshaba have no effect while one bane of
casting the spell, the priest must successfully Beshaba is still in effect. Beshaha imposes no re-
touch the intended target within one turn or the strictions on her priests as to how many times this
spell ends ineffectively. spell can be cast upon a creature.
If the priest makes contact, the creature re- In a spiritual sense, the bane of Beshaba is the
ceives a saving throw. If the saving throw is suc- reversed version of the favor of Tymom spell em-
cessful, the victim receives a curse of dire ployed by the servants of Beshaba's nemesis. The
proportion that only a remove curse spell cast by a spellsfavor of Tymora and bane of Beshaba auto-
deity or a reverse bane or a wish cast by a mortal matically cancel each other out if cast on the same
can remove. A creature that fails the saving throw creature, regardless of how many saving throws
suffers a -5 penalty to all attack and damage rolls, the first spell to be cast has affected.
while opponents receive a +5 bonus to their attack
rolls against the creature. In addition, the creaNre The material components of this spell are a
automatically fails all saving throws, and all at- sliver of a broken mirror and the priest's holy
tacks against him or her cause maximum damage. symbol (which is not consumed in casting the
spell).
The reverse of this spell, merse bane, removes
the effect of any curse-type spell (including bestow Notes:Granted by the evil goddess Beshaba of
curse, m j o r curse, bane, and other similar spells) the FORGOTIERNEALMsSetting.
except for instantaneous curse effects. (For exam-
ple, it does not teleport a party back to the dungeon Bane of the Defilers
after they have opened a cursed scroll that tele-
ported them out.) i,Tiefmmancy)
Sphere: Cosmos
Notes: Granted by the Mulhorandi god HONS-
Re of the FORWITENRe~wMssetting. Level 7
Range: 0
Bane of Beshabs Comwnents: V..S..M
(Abjuration) Castinglime: 1turn
Sphere: Combat Duration: 1 day
Area of Effect: Special
Level 2 Saving Throw: NA
Range: Touch
Components: V, S, M This spell turns an ordinary missile weapon of
CastingTime: 5 wood, metal, or stone into a deadly projectile of
Duration: Special defiler slaying, adding +3 to attack rolls and in-
Area of Effect: Living meaNre touched flicting double damage upon defilers.
Saving Throw: None
Notes:UnmonforpriestsfrommeDAR~Suh'
This spell confers a curse upon a single living setting.
creature that cannot be ended by dispel magic or
J 53 \
\ Bane afYondalla -Hdfling fl
Bane of Yondalla -Halfling frozen, and unscorched condition for one day per
level of the caster. It cannot restore dead plants to
(Necromancy) life, nor make ravaged plants whole, but it brings
Sphere: Necromantic what remains to peak condition-wilted flowers
bloom anew, and drooping leaves rise up green.
Level 5 Leaves that have fallen to the ground cannot be
Range: Touch reattached to their plants by means of this magic,
but withered foliage can be made green and grow-
Components: V. S, M ing again, even in the depths of winter, as long as
the spell lasts. In this manner, the skeleton of a
CastingTime: 8 hedge can be made opaque with thick growth in an
Duration: Instantaneous instant. A flower restored by means of this magic
Area of Effect: Creature touched can he picked without ending the magic, though it
Saving Throw: Neg. shrivels again when the spell expires.
Bane ofyondalln is similar in effect to a smke If the weather and season permit continued life,
by a stafofwitkering. A target creaturethat fails a restorations wrought by this spell outlie it. For ex-
saving throw vs. spell suffers the full effects. A ample, a diseased, shriveled plant restored to health
creature afflicted by the bane of Yondalla suffers will remain healthy, following its normal growing
ld4+1 points of damage and ages by 10% of its cycle, and not lapse back into ruin the moment the
natural lifespan, with the corresponding adjust- spell ends. To injured mobile or intelligent plant
ments to its abilities and lifespan. If the caster is life (such as neants and shambling mounds), appli-
11th level m higher, one of the creature’s limbs cation of a banish blight restores l d 1 W points of
shrivels and becomes useless. (Roll randomly for damage, but it cannot help healthy plants to grow
which limb is struck, unless the priest makes a larger or gain extra hit points.
called shot against a specific limb; the bead is not
considered a limb.) Mielikki crafted this spell both as a gift to
Silvanus and to empower her faithful to give forest
AgelessCreaRlTes (undead,tanar’ri, baatezu,etc.) creatures endless f w d by restoring half-eaten veg-
cannot be aged or withered. Aging a dwarf is of Little etation to a full state.
effect, while aging a one hundred ninety year old
dragon (see the Monstrous Manualm) or a forty- Notes: Granted by many nature deities, includ-
four year old human wizard (see Table 12 in the ing Mielikki of the FORGOTTERNEALMSsetting and
Player’sHandbwk) could actually aid the target. the elven god Rillifane Rallatbial
The material components of this spell are the Banish Flame
priest’s holy symbol and a desiccated vine of some
variety. Only the latter is consumed in the casting (Alteration)
of the spell. Sphere: Elemental Fire
Notes: Granted by the halfling goddess Level: 1
Yondalla.
Range: IO yds.Aevel
Banish Blight
Components:V, S
(Alteration) Casting Time: 4
Sphere: Plant Duration: Instantaneous
Area of Effect: Cube, IO-ftnevel square, to 90 ft.
Level: 2 maximum
Range: Touch Saving Throw: None
Components: V,S This spell instantly snuffs all flames of a non-
magical nature within the area of effect. Burning
CastingTime: 5 items are not destroyed and can be relit if another
Duration: Special source of fire is applied to them. Burning items
Area of Effect: 1 plant within the area of effect are snuffed even if they
Saving Throw: None are in any sort of normal container that would pro-
tect them from wind or water. Magical flames of a
To enact this spell, the caster touches and continuous nature are extinguished for one round
breathes on any pan of a plant. This spell wipes
out existing plant diseases permanently, and it re-
stores plant leaves to an uneaten, unshriveled, un-
Bat Sense
and then relight. Flaming breath weapons that This spell creates a one-way invisible force
enter the area of effect during the same round as field around the area of effect. The spell creates
the spell is cast have their damage reduced by 1
point per level of the spellcaster. Light, continual one IO-foot x IO-foot x IO-foot cube for every
light, and other similar spells are unaffected by level of the caster These can be arranged into any
rectangular shape the caster desires.
banishflame.
Notes: Granted by Kossuth, a greater power of Intruders entering the protected area suffer no
ill effects, but the barrier of retention prevents
the elemental plane of Fire. them from leaving. The spell affects all creatures
that fail a saving throw vs. spell. The caster can
Banish Mirage pass in and out of the harrier freely.
Reversed form, create mirage. Intruders trapped by the barrier can cast spells
ont through the barrier, and can use spells such as
Baravar, Mantle of teleport to escape the protected area. Objects
cannot be hurled out of the barrier but can be car-
See mantle of Baravar. ried ont by an escaping creature. A successful
dispel magic or similar spell negates the barrier.
Barkskin
The material compnent is a small cage made
(Alteration) of silver wire. The caster must walk around the
Sphere: Plant perimeter of the area of effect when casting.
Level: 2 Notes: Common for priests with major access
to the sphere of Wards (TOM).
Range: Touch
Components:V, S, M Bat Sense
+Casting Time: 5 (Alteration)
Sphere: Divination, Animal
Duration: 4 rds. 1 rd./level
Level: 2
Area of Effect:Creaturetouched Range: Touch
Components: V, S, M
Saving Throw: None Casting Time: 4
When a priest casts the barkskin spell n p n a Duration: 3 turns + 1 t u d e v e l
creature, its skin becomes as tough as hark, in-
creasing its base Armor Class to AC 6, plus 1 AC Area of Effect: Individual touched
for every four levels of the priest: Armor Class 5 at Saving Throw: None
4th level, Armor Class 4 at 8th. and so on. This
spell does not function in combination with When this spell is cast, it gives the individual
normal armm or any magical protection. In addi- touched the echolocation powers of a bat. The
tion, saving throw rolls vs. all attack forms except being is able to “see” in all directions up to 60 feet,
magic gain a +l bonus. This spell can be placed on sensing the physical shape and position of all solid
the caster or on any other creature he touches. and liquid objects. The exact distance to any object
can be determined in a round. To use bar sense, the
In addition to his holy symbol, the caster must being must close its eyes, hut this causes no penal-
have a handful of bark from an oak as the material ties in either movement or combat. No concentra-
compoent of the spell. tion is required to maintain the sense.
Notes: Common for druids (PHB). While using bar sense, the individual cannot be
surprised and can “see” any invisible, displaced, or
Barrier of Retention camouflaged item within 60 feet. Psionic invisibil-
ity, however, cannot he detected. Mirror images
(Abjuration) are not detected at all; nor can the individual detect
Sphere: Wards illusions, projected images, clouds, gases, or in-
substantial spirits such as ghosts. If such objects
Level: 5 are capable of harming the individual, the being
won’t know what is attacking until opening its
Range: Special eyes, temporarily nullifying the spell’s effects.
Components: V, S, M
Casting Time: 1 turn
Duration: 1t u d e v e l
Area of Effect: One 10-ft.cubeneve1
Saving Throw: Neg.
Battle Blessing, Haela’s f
Thus, insubstantial or gaseous creatures could Battle Trident
attack with a +4 bonus to hit.
OnvocationlEvocation)
This spell works by picking up sound waves; a Sphere: Combat
silence, 15 radius spell will nullify the effect.
Loud noises do not harm or hamper the recipient. Level: 4
Range: 60 yds.
The material component of the spell is a bit of
fur from a bat’s ear, which must be eaten by the Components: V, S,M
being that wants to use the sense.
Casting Time: 7
Notes: Very rare spell. (Updated from DRAGON Duration: Instantaneous
Magazine.) Area of Effect: 1 creature
Saving Throw: %
Battle Blessing, Haela’s
Like its lesser variant, the speeding fridenr,this
See Haela’s battle blessing. spell brings into being a three-tined missile of tem-
porarily hardened water, its piercing points hard
Battle Song enough to penetrate armor. This streaks at a chosen
target creature, turning and twisting to follow any
(ConjurationlSummoning) evasive movements, and strikes with the caster’s
Sphere: Charm, Combat THACO, but at a +2 attack roll bonus (it is consid-
ered a +2 magical weapon for purposes of deter-
Level: 2 mining what it can hit). A battle trident deals 4d6
Range: 60yds. points of damage, plus 1 additional point per level
components: V, S of its caster. A successful saving throw vs. spell re-
Casting Time: 5 duces damage by half. After striking or missing,
Duration: 7rds. the trident dissipates in a swiftly scattering mist.
Area of Effect: 5aft. cube
Saving Throw: None The material components of a battle trident
spell are three drops of water and three pointed
This spell is readily recognizable by its ringing pieces of any sort of h a d ferrous metal.
song, a loud ascending refrain that raises and re-
leases the magic at the instant of its ending, affect- Notes: Granted by the evil sen goddess
ing all beings within a 50-foot-cube centered on Umberlee of the FOROOTTREENMS setting. This
the point selected by the caster. This spell cannot spell is found only in a few exceptionally rare
be cast stealthily. Creatures in or leaving this area tomes.
when the casting is complete are affected, but
beings entering the area afterward are not. While it Battlefate
lasts, a battle song conveys a +I attack bonus, a +I
damage bonus, a + I bonus to saving throws, and a (Alteration)
+2 bonus to all ability checks. A faint echoing Sphere: Chaos
keeps the sound of the caster’s song alive until the
spell expires; this can be readily heard by those Level: 1
who listen for it. Note that any vocal affliction or Range: 20 yds.
gag prevents the casting of this spell. This spell
can be used in conjunction with a chant and/or Components: V, S,M
prayer spell, but no more than one of each type of
spell can be in effect at a time. Casting Time: 4
Duration: 2 rds.Aevel
Notes: Granted by the god of singers Milil of Area of Effect: 1creature
the FORGOT?ZRNEALMSsetting. Saving Throw: None
This spell alters probability tu faVM one crea-
ture locked in battle. The opponent may stumble at
an awkward time, a clumsy parry might catch the
enemy’s weapon atjust the right angle, or the crea-
ture happens to notice the foe moving in for a flank
attack. The more powerful the priest, the more
potent the aid. Combat modifiers provided by bot-
tkfare equal + I per three levels, so a 1st-level
Bear Hug
\
caster provides a +I bonus, a 4th-level caster a +2 ing, not c r e a m who later come within range of
bonus, a 7th level caster a +3, and so on to a maxi- the caster during the duration of the spell.) Beings
mum of +5 for a 13th-level priest. The exact form affected by the spell remain slowed even if they
of the aid or assistance varies from round to move beyond the original area of effect of the spell.
round-roll Id6 to see which aspect of the sub-
ject’s combat abilities are affected in any given The magic transfers the energy it steals from
round. the affected beings to the caster, who is hasted for
the spell duration without any of the aging effects
ld6 Effect of a haste spell. The caster moves at double normal
1 Nothing happens movement rate and makes physical attacks twice
2 Defenses enhanced, apply bonus to subject as fast (that is, a being who attacks once per round
AC attacks twice-first in the round and then last).
3 Luck enhanced, apply bonus to saving Banletide does not hasten spellcasting.
throws
4 Accuracy enhanced, apply bonus to attack All beings within range of the caster are al-
rolls lowed to make saving throws vs. spell once a
5 Damage enhanced, apply bonus to damage round to avoid, or instantly break free of, the bat-
rolls tletide.The spell ends entirely when the last victim
6 Lucky opening! Subject gains one extra escapes its effects or at the end of its duration. On
attack with either enhanced accuracy or the first round, the saving throw to avoid battle-
damage (subject’s choice) tide’s effects is made at a -6 penalty; on the
second, at a -5 penalty; on the third, at a 4
An individual who does not make a roll of the penalty, and so on.
specified type in the round gains no benefit. For
example, if the creature gains the saving throw The material component of this spell is a piece
bonus but doesn’t have to make any saving throws of cobweb, human hair, or silk thread as long as
during the round in question,the banlefate spell is the caster’s hand.
-of no helo that round. Of come. in the following Notes: Granted hy the evil gods Bane, Cyric,
and the lesser power Iyachtu Xvim, son of Bane,
round, the spell may provide a different benefit. of the FORWITENREALMS setting.
Note that on a roll of I , banlefate does not help at
all-such is the nature of chaos. Bear Hug
The material component for this spell is an (Alteration)
electrum coin tossed by the priest as he casts the Sphere: Animal
spell.
Level: 4
Notes: Common for priests with access to the Range: 0
sphereof Chaos.
Components: V.S,M
Battletide
Casting Time: 1
(Alteration) Duration: 1 rd.12 levels (round up)
Sphere: Combat Area of Effect:The caster
Saving Throw: None
Level 5
Range: 0 As a bear can crush a creature in its anns, this
spell allows the druid to make a crushing attack.
Components: V,S, M This type of attack is possible only against foes of
the druid‘s own size or less. Once the spell is cast,
Casting Time: 8 the druid can grab a creature, with the same attack
Duration: 6 rds. chances as if using a weapon. If successful, the
Area of Effect: 20-ft.radius creature takes 2d8 pints of damage from crushing
Saving Thmw: Special in that round and every round thereafter unless the
spell ends, the druid is killed, or the bear hug is
This spell slows all beings except the caster broken. To break freeuf a bear hug, a creature must
within a 20-foot spherical radius. Affected beings make a bend hmllift gates roll (if not rated for
move and attack at half-speed. (The spell affects Strength,use 5% per Hit Die); one such attempt is
beings within the radius of effect at the time of cast- allowedeach round,. While in a bear hug, a creature
Beast Claw fl
can make attacks against the caster with a -2 follows all normal rules for attacking with a held
penalty. If the caster is also under the influenceof a weapon.
viperbite spell, the bite attack has a +2 bonus.
The spell can be ended at any time at will, and
Bear fur is the required material component. the caster’s limbs instantly revert back to normal.
Notes: Very rare spell for druid‘s and similar The reversion banishes any damage done to the
nature priests. (Updated from DRAGOMNagazine.) limbs, wiping out both hit point damage, any muti-
lations, or even magical withering.
Beast Claw
The claws are as dexterous as the caster’s own
(Alteration,Necmmancy) hands and are capable of manipulating small ob-
Sphere: Combat, Necromantic jects and performing any delicate tasks of which
the caster is normally capable. They are also
Level: 2 immune to any magic that transforms physical
Range: 0 shape. In other words, if a foe polymorphed the
Components: V,S caster into a fmg, the frog would retain the two
Casting Time: 5 mighty limbs-ar if the caster employed shape
Duration: 1rd.flevel change to take another form, the beast claws and
Area of Effect: The caster their limbs would remain.
Saving Throw: None
Notes: Granted by the evil beast god Malar of
This spell temporarily transforms the caster’s
arms into extremely durable furry limbs with the FORGOITERNEALMSsetting.
raking talons allowing two rending attacks (one
per claw) at a +2 bonus, for ld4+2 points of -Beast Tattoo Elf
damage each. The caster can use a normal weapon
if desired. A weapon attackis made as if the caster (Enchantment)
had a Strength of 18/76, and the caster otherwise Sphere: All
Level: 1
Range: 0
Components: V, S, M
CastingTime: 1 rd.
Duration: 3 hrs./level
Area of Effect: The caste]
Saving Throw: None
This spell enchants a tattoo depicting an animal
01 monster to imbue the caster with an ability score
increase in an attribute related to that creature. For
example, cats are often associated with agility,
foxes with cunning, and so on. The exact charac-
teristic associated with any given species may vary
from culture to culture.
Thus. this spell augments one ability score (the
one most closely associated with the animal de-
picted by l point, up to a maximum of 19. Thus, if
a bear is associated with strength in the caster’s
culture, the caster can increase his or her Strength
by 1 point (or lo%,for characterswith exceptional
Strength).
The material component of this spell is the
priest’s holy symbol. The caster must also have an
appropriate tattoo.
Notes: Granted by the elven god Fenmarel
Mestarine.
Beastmask loathed by any species of normal animal, including
giant types. For example, if beastspire causes hats
(IIlusionPhsntasm) to hate the subject, giant hats will react similarly.
Sphere: Animal
When the individualcomeswithin 30 yards of an
Level: 1 animal from the target species, the creature makes
Range: Touch waming signals (barks,growls,etc.). Its M e r reac-
Components:V, S , M tion depends on the anhal‘s nature.Aggressive ani,
Casting Time: 4 mals, including predators and most trained guard
Duration: 12 hrs. animals, attack. Nonaggressive beasts shun the indi-
Area of Effect: Creature touched vidual, fleeing or attacking if approached. Owners
Saving Throw: Neg. can restrain their domesticated animals, but the
beasts show obvious disaess and may become very
Beastmask can affect any single person or hostile if the character tries to touch them.
animal. It allows the subject (who may he the
caster) to take on the illusory form of a single If the subject was riding when the spell took
animal species-hut only that species of animal effect, the mount tries to throw off the character.The
can perceive the illusion. The subject cannot person must make a riding proficiency check each
assume an animal form more than twice or less round to stay astrideand to avoid a fall if thrown off.
than one quarter the character’s size.
An animal extremely loyal to the subject, such
The almost perfect illusion the spell creates de- as a pet dog, a creature influenced by an animal
ceives the animals’ sight, hearing, smell, and friendship spell, a wizard‘s familiar, or a paladin’s
touch. For instance, if the priest casts a “bear” illu- war horse does not become utterly hostile to its
sion on a subject, bears believe that subject to be a owner. Instead it notices something “wrong” about
bear, while to humans, other races, and other m a - the character and acts unusually nervous.
tures, the subject remains the same.
Notes: Uncommon for druids and similar
Characters normally use beastmask to travel nature priests.
among or hunt a particular species. This spell lets a
druid assume the guise of a caribou to move Beckon -Old Empire
among a herd without causing them to panic. A
character also could avoid being attacked by a (Conjuration, C h a r m )
pack of dire wolves by wearing a wolf‘s “mask.” Sphere: Animal
Beasmtnsk does not allow communication with Level: 1
the animal species, though it can he used with Range: I-mi. radius
animal communication spells. Components:V, M
Casting Time: 4
The material component is a miniature wooden Duration: Instantaneous
mask carved to look like the animal. Area of Effect: 1 creature
Saving Throw: None
Notes: Uncommon for druids.
This spell affects one creature of semi-intelli-
Beastspite gence or lower (Intelligence 4 or less). The ma-
ture must either he vulnerable to an animal
(EnchanbnenUCharm) friendship spell or be a domesticated pet of the
Sphere: Animal caster. The spell does not imbue the beckoned
creature with a favorahle attitude toward the caster
Level: 2 nor does it grant the ability to communicate. When
Range: 10yds. the beckon spell is cast, the creature hears the call.
Components: V, S ing and rushes to the caster’s side as fast as possi-
Casting Time: 5 ble. Creatures outside the spell’s range do not hear
Duration: 1 hr.llevel the beckoning and are not summoned.
Area of Effect: 1 person
Saving Throw: Neg. The material component for this spell is a piece
of food that is favored by the animal or pet.
Beastspite afflicts a single person with a magi-
cal aura that induces one species of animal to hate Notes: Granted by the Mulhorandi god Osiris
and fear that individual. The individual becomes of the FORWITENREALMSsetting.
Beckon Spirit f
Beckon Spirit saving throw bonus of +I for each point of damage
suffered (however, a roll of “I” always fails). If
(ConjuratinnBnmmnning) this spell is used in conjunction with a shillelagh
Sphere: Summoning spell, the creature saves at a -1 penalty. The
dweomer lasts three rounds plus one round per
Level: 6 caster level, or until the priest scores a successful
Range: Special hit with the cudgel, whichever occurs first.
Components: V,S
Casting Time: 1turn A charmed creature remains so for 2d10
Duration: 1 turn rounds. The creature regards the priest as a com-
Area of Effect: Special
Saving Throw: None rade, friend, ormentor, treating the priest with love
Through this spell, a shaman can ask any spirit and respect, and trusting him or her implicitly. If
to appear. It is typically used to gain audience with
a hero spirit, ancestors, or other major spirit. communication is possible, the charmed creature
The shaman must find a place that is holy to the obeys the priest to the best of its ability as long as
spirits; there must be no one present of whom the
spirit disapproves, and no person or creature of an the instructions seem plausible and do not obvi-
alignment opposed to the spirit. ously consign the creature to needless injury, loss,
or violation of alignment.
The spirit can answer or ignore the shaman’s
beckoning. If it chooses to come, the spirit usually This spell is particularly useful for getting in-
appears from the darkness of a cave, steps out of comgibles to listen to the teachings of St. Cuthbert
swirling mists, or makes some other suitably dra-
matic entrance. The spell is usually used by pow- or to contribute to wortby causes.
erful shamans who wish to converse with major Notes: Granted by St. Cuthbert of the Cudgel
spirits, or give a physical object to the spirit. If the
spirit wishes, it can cany an object from material of the WORLDOF GREYHAWsKetting.
world into the spirit world. Once the object crosses
over, it cannot be retrieved. Only under the most (Evocation) Beneficence
unusual of circumstances might a spirit give a Sphere: All
character in the material world an object from the
spirit world (this is up to the DM). hel: 1 Q
Range: Touch -
Notes: Uncommon for shamans. Comwnents: V
CastingTime: 5
BegniIing Duration: 2 turndlevel
(EnchanhenUCharm) Area of Effect: IO-ft.fleve1 radius
Sphere: Charm Saving Throw: None
Level: 2 The beneficence spell surrounds the shukenja
Range: Touch
in an aura of mystical harmony and wisdom. All
Components: V,S, M
who see him recognize him as a holy man of virtue
Casting Time: 5
Duration: Special and kindness and many are predisposed to treat
Area of Effect: C r e a m touched
Saving Throw: Neg. him in a friendly and respectfulmanner, The spell
gives the shukenja a bonus of +2 to encounter re-
This spell imbues the priest’s bronzewood or action rolls with most NPCs and creatures. Only
oaken cudgel with the power to charm an oppo- those who are sworn enemies of the shukenja, his
race, his class, or what he represents are immune
nent by touch. The priest can make a nondamaging to the effects of the spell. Nor does the spell work
on CIeaNTeS that have no understanding of the
touch, or a normal melee attack. In either case, a shukenja’s position or role. Thus, the spell is
target creature that is hit must make a successful
saving throw vs. spell or be charmed. If the priest unable to affect the reactions of a den of tigers or a
makes a damaging attack, the creature receives a
group of bandits waiting to waylay the unwary. It
can, however, affect the reactions of a group of
peasants or a village of ninjas, provided the latter
are not hired to harm the shukenja.
Beneficence does not deprive those affectedof
their free will and does not cause them to instantly
Beshaba. Darklire of
follow the suggestions of the shukenja. Their reac- Berserk
tions are improved for every day dealings, not for (EnnehanhnenUCharm)
very unusual events. Sphere: Charm
Notes: Common for priests from an oriental
setting; otherwise, very rare. Level: 5
Bemnar, Succor of Range: 50 A.
See succor of Berronar. Components:V, S
Casting Time: 1
Bemnar’s Favor -Dwarf Duration: 1 rd.Aevel
Area of Effect: 1 warriorAevel
(ConjurationISummoning)
Sphere: Summoning Saving Throw: Neg.
Level: 5 When a berserk spell is cast upon a group of
Range: Special warriors. they change into the shapes of bears.
Components: V, S, M Although they retain the hands and eyes of men
CastingTime: 1 hr. and continue to wield weapons in this state, they
Duration: Instantaneous lose all fear of death and enter a killing rage They
Area of Effect: Special must attack any enemy they see and cannot be
Saving Throw: None given orders. Thus, any hope of coordinating an
attack is completely lost. Due to their blind rage,
they suffera -4 modifier on ability checks involv-
When dwarven enclaves fall on hard economic ing Intelligence, Wisdom, or Charisma, but receive
times, this spell can be used to help put the com- a +2 bonus to all saving throws vs. spell.
munity back on its feet. When cast the spell sum-
While the spell lasts, the warriors are immune
mons a lock of Berronar’s hair, which turns into to the following priest spells: charm person or
gold within 24 hours after its arrival. The golden mammal, all spells in the Charm sphere,pmtecfion
lock is worth 2,000-8,ooOgp. It does not radiate from evil. profection f m m evil, 10’ radius, and
magic, nor can it be dispelled or negated. Despite dispel evil. They are also immune to the following
the usefulness of this spell,it has two imvomnt re- wizard spells: pmfectionfmmevil, pmrecrionfmm
strictions:
evil, 10’ radius, repulsion, all spells in enchant-
First, the spell must be cast on behalf of a suf
,..-th,must be used to help mentlcharm school, and all spells in the
fering dwarven encla,{e, and the acquired golii illusiodphantasm school.
Inlll.Y”,u..l“.m.LL.Y-U..Y”L :r” .I:- Warriors under the influence of a berserk spell,
cult times. If the gold is used for any other pur- receive a t 4 adjustment to their Strength score,
pose, especially an evil or selfish purpose (for with the accompanying modifiers to their attack
example, personal gain)the gold is forfeit and van- and damage rolls, and their AC is modified by a +2
ishes iimedi-a.tely.
~ (so that, for example, AC 4 becomes AC 2). A
Sec:ond, the caster must be Berronar’s higl1 berserk spell frees the warriors from having to
priest in the enclave and of lawful good alignment make a morale check, and renders them immune to
_.._.s
If .t.hese condit i ons a re n os.t-p.m.w,e t, Berr ona 1 fire damage.
impl -VLD~V~ L. O- -~.~~,W~ arriors
y -I-GrI.U.S-C-S.LL.V gram .LIL.K ~U ~S who die while under the influence of
Berronar’s adventuring priests are unlikely to re- a berserk spell are assured of a place in Valhalla.
ceive this spell while away from their enclave. This spell can only be cast on fighters, and only if
This spell can be cast only by priests of Berronar they are willing recipients.
Truesilver.
Notes: Restricted to priests from a Norse CUI-
The material component for this spell is the NE; rare.
caster’s holy symbol. The casting time accounts
Beshaba, Bane of
-for other factors in the spell’s casting such as
prayer. meditation, and the like. See bane of Beshaba.
Not:e:Granted by the dwarven god Berronar
TNesilver. Beshaba, Darkfire of
See darkiire of Beshaba.
Bestow Cune fl
Bestow Curse The spell requires some personal possession of
the creature (this is not consumed in the casting).
Reversedform, remove curse. Thisform is used by
evil priests. The reverse of the spell, remove major curse,
Bestow Hit Paints -Savant counters any of the major curse effects.
Notes: Very r a x spell, used by evil priests.
(Alteration)
Sphere: Necromantic (Updated from DRAGONMagazine.)
Level: 5 MAJOCRURSEE F F E C ~
Range: Touch
Components:V, S 1. Aging
Casting Time: 1 rd. 2. Age Regression
Duration: Special 3. Agonizing Pain
Area of Effect: Creature touched 4. Alter Gender
SavingThrow: None 5 . Alter Race
6. Alter Sub-Race
With this spell, a clerical savant can bestow up 7. Amnesia
to one of his hit points per level on an intelligent 8. Aura, Antipathy
creature. This has the effect of restoring lost 9. Aura, Attraction
damage or even increasing the creature's hit points IO. Blindness
above the normal maximum. The magically he-
stowed hit points last until they are lost through 11. Breathing Air
damage or until the savant dispels the enchant- 12. Breathing Water
ment. For the spell's duration, the savant is without 13. Conditional Death
these hit points. In the event, the creature is slain, 14. Conditional Petrifaction
the savant permanently loses the hit points he- 15. Confusion
stowed-even if the creature is subsequently 16. Deafness
raised or resurrected.Only one such spell at a time 17. Deafening Voice
can be enacted upon a creature. 18. Disfigurement
19. Gelatinous Form
Notes: Common for clerical savants; otherwise 20. Growth
virtually unknown. (Updated from DRAGON
Magazine.)
Bestow Major Curse 21. Halitosis, Deadly
22. Insanity
(Abjuration) 23. Lycanthropy
Reversible 24. Multiple Personalities
Sphere: All 25. Muteness
26. Polymorph
Level: 7 27. Shrinking
28. Touch, chilling
Range: Touch 29. Touch, flora wilting
Components:V, S , M 30. Touch, petrifaction
Casting Time: 8
Duration: Special 31. Touch, poison
Area of Effect: Creature touched 32. Touch, scorching
Saving Throw: Neg. 33. Touch, shocking
34. Touch, withering
By touching a creature, the caster bestows a 35. Undeath
major curse upon it. The caster can choose any 36. Vulnerability
effect from the list of major curse effects (see list). 37. Weakness
The creature is allowed a saving throw vs. spell; 38. Withering
Success negates the curse. Neither dispel magic nor
=move curse can rid a creatureof this effect. Only a
wish or remove major curse is an effectiveremedy.
J 62 1
Bestow Major Cme
\
EFFECTEXPLANATIONS is not. Depending on the nature of the casting the
subject may or may not know the nature of the
Aging: This curse ages the subject l M 0 years, or
the demihuman equivalent. Only the disadvan- problem.
tages of aging are acquired in this process. Conditional Petrifaction: If the cursed person
Age Regression: This curse makes the subject age does a certain act he turns to stone.The caster de-
ride- the rrilrmr For e y m m l e ~the PC m k h t nim
rnnirflv h=rkward er, rhr SDP nf 16 minim 7dX fnr II
to stone if h e is exposed to direct sunlight.
human, or the demihuman equivalent. The regres-
Depending on the nature of the casting of the curse
sion might be nearly instantaneous, or might take the accursed may or may not know the nature of
place over a number of days or weeks. his problem. A stone to flesh spell dispels the
Agonizing Pain: The K is wracked by continual
effect of this curse.
pain. This reduces Dexterity reaction time, attack Confusion: Under extreme stress (frequently the
rolls, and any saving throws involving Dexterity
long as the curse is in effect. Furthermore, any under the effects of a confision spell.
spellcasting has a 50% chance of failure. Deafness: Aside from the communication prob-
Alter Gender:The permanent change of one's sex lems, a deafened spellcaster has a 25% chance of
can be most disconcerting.
Alter Race: Changes the subject's race; an elf can spell failure if casting a spell with a verbal compo-
become a dwarf, a human a halfling etc. nent. The accursed is more easily surprised (95%)
Alter Sub-Race:This change involvesan alteration
within the same genus, as in a change from grey elf unless looking exactly in the right direction.
Deafening Voice: Every word that leaves the sub-
to high elf or w d elf to drow.Note the suhraees of ject's mouth is deafeningly loud. A whisper
humanity fall into this category, as well. sounds like I O men shouting, a yell like a flight of
Amnesia: This is a total loss of memory @ut not
survival and self-preservation skills associated dragons roaring.
Disfigurement: This is a serious deformation of
with being an adult).
Aura, Antipathy: The aura causes creatures the cursed person's body. This might affect move-
around the subject to have hostile feelings towards ment, fighting ability, or the reaction of others.
him. Charisma is virtually 10 points lower than Gelatinous Form: The accursed becomes a vimal
normal even among close friends and family. All
blob. Spellcasting and weapon use are all hut im-
reaction checks register as hostile. possible.
Aura, Attraction: Aside from attracting the un- Growth Being giant-sized isn't a problem? It is
wanted affection of everyone the subject comes in up to the DM whether the subject's clothing and
contact with, the cursed individual might be caught gear grow with him.
in the middle of an armed confrontation between
Halitosis, Deadly: This atrocious case of had
two such creatures wanting his or her attentions. breath has an effect equal to that of a cloudkill
spell on any creature within 10feet of the subject's
Note that it is not healthy for some creatures to be mouth and standing in front of the subject.
to friendly toward the accursed (needle men etc.) Insanity: Anyone attempting to remove this curse
Blindness: Much like the spell of the same name, by any other means is also affected unless a suc-
cessful saving throw vs. spell is made. If successful,
this cannot he dispelled by any means other than a a second saving throw is required against confusion,
wish or a remove major curse spell.
Breathing,Air: Imagine its effect on a sea dweller as the spell of the same name.
Lycanthropy: This is the familiar age old curse.
I
Polymorph: Only a wrrh or a remove major curse gence and f m e r abiltnes The accursed IS under
spell can return the subject to normal; a poly- the caster's control unless the caster does not so
morph other spell or similar effect fails. specify, or the caster dies. A resurrecfionspell re-
Shrinking: This curse turns a man-sized person verses the curse. The undead subject may be
into a pixie-sized person, and so on. unable to function in daylight or his body may
Touch: Several different major curses involve the begin to decay or desiccate.
effect oftbe subject touching another.While some Vulnerability: The subject will weaken and die if
effects may be beneficial in combat, they virtually exposed to some substance for too long a time.
eliminate social interaction. If this type of curse is The DM decides how the details are applied.
used to achieve a temporary combat advantage Weakness: The subject is unable to do much for
(and removed afterward), the DM can inflict sec- himself. Constant attention by another is neces-
ondary effects, such as having the subject nause- sary for daily survival.
ated and unable to perform any actions for ld4+1 Withering: Regardless of how much is eaten or if
turns after the curse is removed. In any case, magical items are employed (such as a ring of sus-
gloves or gauntlets do not prevent the touch renance),thesubject continues tolose weight until
xrse's effects from being transmitted. DMs may he perishes from starvation.
Even extend the "touch to any physical contact
not just hands. Bestow Minor Curse.
-, Chilling: The accursed person's touch causes (Abjuration)
Reversible
..__..<I">,<"n-.p:-".ll.llb ".1r LI.l_C_t z:l_l r_g u_Ia,rraps.-,1:1-15 GILIIIIUL lLld^l_lll Sphere: All
undead or creatures immune to cold. While this Level: 3
can be used as a weapon, it causes problems in Range: Touch
Components: V, S
-n,ormFalol rsaocl Wialiilntitnegra:cTtihoins.is sure to attract the hos- Casting Time: 4
Duration: 1mo.flcvel
tile attention of nature lovers., dru.ids, and forest Area of Effect: Creature touched
Saving Throw: Neg.
seem a benefit in combat, it soDn proves to be a
By touching a creature, the caster bestows a
-,curse.
Poison: The accursed's touch is instant death. minor curse upon it. The caster can choose any
The creamres touched get a saving tbrow vs. death effectfrom the minor curse list. The creature is al-
magic hut at a penalty of -4. Undead are not af- lowed a saving throw vs. spell; if successful, the
fected. come is negated.
The reverse of the spell negates the effects of
-, Scorching: The subject's touch causes I d l o
any minor curse.
points of fire-based damage and ignites any ex- Notes: Very rare spell, used by evil priests.
posed combustibles.The subject's noma1 clothing
and equipment are not immune to the effects of the (Updated from DRAGOMN agazine.)
flames that envelope his hands.
-, Shocking: The subject's grasp delivers a jolt
of electricity to the person or creature touched.
This causes Id10 points of electrical damage.
Combustibles on or in close proximity to the sub-
ject are ignited.
-, Withering: The accursed's touch becomes ex-
actly like thatbf a sfaffof wirhering.
Undeath: This is believed to he how skeleton
comes an undead creature, hut retams all intelli-
MINORCURSEFFECTS Bestow Minor Cum
1. Adherence 49. Unintentional Insult
2. Animal Features 50. vulgarity
3. Appendage Growth 51. Wart Growth
4. Appendage Shrinkage 52. Weariness
5 . Arthritis 53.Weight Gain
6. Bahbling 54. Weight Loss
7. Baldness 55. Whistling
8. Barkskin
9. Belching EFFECTEXPLANATTONS
IO. Body Odor Adherence: The subject becomes very sticky.
11. Brooding Items touched adhere to the fingers, preventing the
12. Casting Requirements use of material components. Alcohol topically ap-
13. Change Skin Color plied can negate this effect for several rounds. The
14. Chills subject can pull away from solidly anchored ob-
15. Continual Smiling jects with successful Strength check. The caster
16. Dancing can affect either the victim’s whole body or just
17. Double Vision part of it.
18. Elasticity Animal Features: This curse causes the subject’s
19. Filthiness features (ears, nose, etc.) to become animal-like.
20. Floral Hair Which animal’s features are gained is entirely up
to the caster.
21. Forgetfulness Appendage Growth: One of the victim’s ap-
22. Generosity pendages grows to a disproportionate size.
23. Greed Appendage Shrinkage: This curse effect is the
24. Hair Growth opposite of appendage growth.
25. Halitosis Arthritis: The victim suffers from painful atthri-
26. Hiccuping tis. The Dexterity is reduced by 2 and somatic ges-
27. Insatiable Appetite turn are 25% likely to fail.
28. Insatiable Thirst Babbling: The cursed individual constantly talks
29. Insomnia and chatters unable to remain silent for more than a
30. Itching moment. This causes a 25% chance of spell failure.
31. Kleptomania Baldness: In addition to affecting the subject, this
32. Lethargy can also be cast to cause those amund the cursedone
33. Metal allergy for any great lengthof time to suffer baldnessas well.
34. Mynpia Barkskin: The subject’s skin takes on the texture
35. Narcissism and appearance of tree hark, increasing base
36. Nausea Armor Class to 6. Fire saving throws are at a -2
37. Pathological Lying penalty and fire-based damage is increased +2 per
38. Profuse Sweating die of damage.
39. Serpent Hand Belching: Uncontrollable belching causes a 25%
40. Serpent Hair chance of spell failure while casting. and likewise
reduces any chance to Move Silently or be quiet.
41. Shaking Body Odor: The subject develops a repugnant
42. Slurred Speech body odor, lowering Charisma by 2 points.
43. Smoldering Brooding: The victim is continually downcast,
44.Sneezing lowering Charisma hy 2 points.
45. Spike Growth Casting Requirements: This establishes a short
46. Stumbling action (dancing a jig, knocking on wood, etc.) that
47. TNth a spellcaster must perform before or during spell
48.Uncontrollable Laughter casting for the spell to he effective. (The DM
might require the player to actually perform the
action).
- Bestow Minor Curse -
Change Skin Color: The subject’s skin changes to stop itching or triggered by an event or stress. The
subject’s Dexterity and attack rolls are reduced by
any hue of the caster’s choice. 2, and any spellcasting is 25% likely to fail
Chills: The subject suffers chills as with a fever, Kleptomania: The subject has an irresistible urge
to pilfer from others .(if not a thief, he won’t he
lowering reaction time and dropping overall
Dexterity by 2 points. very good at it).
Continual Smiling: While not seeming much of a Lethargy: The subject suffers extreme drowsiness
curse, this can result in many a skirmish. Many will
either all the time or when under stress. Dexterity
he offended by the subject’s constant grin. and anack rolls are reduced by 2, and any spellcast-
Dancing: The subject breaks into a dance, jig, or ing is 25% likely to fail
caper at the most inopportune moments. Armor
Class and saving throws have a -2 penalty, while Metal Allergy: Every time the subject touches
metal, his hand breaks out in hives and blisters.
spellcasting has a 20% chance of spell failure. This gives a -2 (or -10%) penalty to any activity
Double Vision: The subject makes attack rolls at a requiring the use of the hands.
-2 penalty; effective Dexterity is lowered by 2 Myopia (extreme near-sightedness): The subject
has a -2 penalty to missile attacks and uses the
points.
grenade-like missile table to determine the center
Elasticity: The subject can stretch his body beyond of area attacks.
its normal shape. Unfortunately, the body takes
Narcissism: The subject becomes extremely vain,
Id4 hours to return to its normal shape, during and quick to point out his own looks to everyone,
which time Dexterity is reduced by 4 points. while pointing out their flaws. Those spending any
Filthiness: The subject remains dirty no matter time around the subject react as if his Charisma
how many baths are taken. This filthiness extends
to the clothing as well. Charisma is reduced by 2 was 2 points lower than normal.
Nausea: This arises when conditions set by the
points.
Floral Hair: The subject’s hair becomes like caster are met (for example. entering a small room
meeting a dwarf etc.). Attack rolls are at a -2
weeds, grass, twigs, and flowers. While possibly penalty and spellcasting failure is 25% likely.
Pathological Lying: No explanation is necessary
improving the reaction of woodland creatures, it to portray what an inability to tell the truth can
otherwise lowers Charisma by 2 points. cause.
Forgetfulness: Lapses of memory triggered by Profuse Sweating: While not causing any detri-
certain events or contact with particular objects or mental effects of a physical nature, this curse might
creatures incur a 25% chance of spell failure. The have deletnious effects on Charisma. It might also
effects on nonspellcasters is determined by the make the hands slippery at inopportune times.
DM. Serpent Hair: The subject can be mistaken for a
Generosity: The subject feels an irresistible need medusa by others who may he prone to attack first
to give away everything of value that he owns.
and examine the corpse later. The subject’s hair
Greed: The subject covets anything of value that changes into locks of living serpents. These snakes
anyone else owns. Often this leads to theft. are indeed poisonous to all but the victim, making
them hazardous to those who are close to him.
Hair Growth: The subject is beset by rapid uncon-
trollable hair growth. The caster can choose to Serpent H a n d One or both of the victim’s hands
make this over the entire body or just the head. becomes the maw of a living poisonous snake. The
Halitosis: The subject develops breath so foul that type of snake is decided by the caster of the curse.
all within 10feet have a -2 penalty to attacks and a The snakes cannot harm the victim, hut are not
20% chance of spell failure. under his control, attacking any else who ventures
too close.
Hiccuping: This increases chances of spell failure
by 25%. It is otherwise similar to belching. Shaking: Body spasms reduce the snhject’s
Insatiable Appetite: The subject can’t satisfy feel- Dexterity and attack rolls by 2 points and cause a
ings of overwhelming hunger and suffers a -2 25% chance for error in casting spells with a so-
penalty to all actions when uneaten food is present. matic portion.
Insatiable Thirst: This curse has the same effect
as insatiable hunger except that it causes a thirst Slurred Speech: Aside from making the subject
that cannot be quenched. hard to understand, a spellcaster has a 25% chance
of spell failure if the spell has a verbal component.
Insomnia: The subject is always tired, and has a
25% chance of spell failure during casting.
Itching: The caster chooses whether this is oon-
J 66 L
JBind Fetish
Smoldering: The subject constantly emits smoke When it does it has a 25% chance not only of in-
terrupting the subject's spellcasting, hut also of in-
from his skin and hair. This can cause some visual terrupting the spellcasting of those in the
immediate vicinity. It also makes hiding difficult.
impairment. reducing attack rolls by 2 points and
causing errors in distance judgment for spell cast-
ing. Furthermore, anyone suffering from this curse
has no chance of going undetected unless he is
standing downwind in a gale. y"."*y.yl
.. "...&. ,?.,".,.."I*"." ".."C*..16 ..La
event happens or the subject is under stress, caus-
ing a 25% chance of spell failure during casting.
_Soike_Gro~wth: ~Once~curse~d^ the-suh~iect s.n m m
~ ~~~~~ ~~~ ~~~ 2~~~
spikes all over his body. While the spikes are no
danger to the accursed, they can cause serious
damage to clothing and to others (Id4 points of
damage per spike).
Stumbling: This affects Dexterity with regard to
movement. Any walking or running requires a
tripping over one's own feet. This is in addition to
a general penalty of -2 to the effective Dexterity
score.
T r u t h This is the opposite of pathological lying.
Uncnntrollahle Laughter: Many people find
being laughed at insulting. This can have serious
repercussions when the accursed laughs at the
wrong persons in the wrong places.
Unintentional Insulting: The cursed individual
has no control over his tongue when around
others. It usually only takes a few curse-inspired
insults to cause major problems.
Vulgarity: Insults can be forthcoming with this
curse hut unlike the unintentional insulting curse,
orofanitv is uttered in some form with everv
breath.
Wart Grnwth The cursed penon becomes cov- Bind Fetish
ered from head to toes with watts. This reduces
Charisma by 4 points. (EnchantmenVCharm)
Weariness: The accursed individual is always Sphere: Summoning
tired. This causes a -2 penalty to attack rolls.
Furthermore. this curse reduces Constitution by 2 Level: 3
points. This makes wearing armor ur equally Range: 10yds.
h~ e~~ avv,n-hie-cts,fo~r lon-~g ~n~erinds n~..f time nearl,v~ i-m~~- ~ -Co.mpone~nts: V,S., M
~ ~~~~ ~ ~~~
~~~~~~~
possible. Castine Time: 1 rd.
I
Weight Gain: The subject immediately begins to Duration: Special
gain weight at a rate of 5 pounds per day. The Area of Effect: 1fetish spirit
curse ultimately adds 100 pounds to the subject's Saving Throw:Neg.
original weight. Of course, clothing and armor no
longer tit. This spell permanently binds a fetish spirit to a
-~~ _. _...._I..1Weioht
1.nrr. The exwt nnnnritr nf uI.,-a.iholh..+ solid object-thereafter also called a fetish. The
-..-_I.__. object must be fashioned from wood, bone, pot-
tery, or rock by a skilled craftsman (in other
However, the snhject's weight is not reduced
.b~elow I %~ of~th.e ori~ ginal weight.
Whistling: This curse appears at random times. words, someone with the appropriate nonweapon
proficiency), and may be a figurine, wand, neck-
lace, or other thing: what is important is that the stroyed, the spirit guards only an area 15 feet
fetish feels at home in the object, which means- across in the very center.
since they are usually cruel and nasty creatures-
that it must look disturbing or otherwise When the spirit is removed from the boneto be
set at a new site, the bone crumbles away.
unpleasant.
The caster holds the object and casts the spell, Notes: Uncommon for shamans.
but the fetish spirit is allowed a saving throw vs. Bird Call
spell. Success means it can attack the caster. See call animal or bird.
Provided that the fetish spirit feels at home in the
new fetish object, it remains until the object is -Bird Of Prey Old Empire
broken or it is expelled hy magic; if it does not feel fJnvoeationlEvocation)
Sphere: Combat
at ease (because the object is inappropriate), it
makes repeated subsequent escape attempts. Level: 3
Only one fetish spirit can dwell in a fetish Range: 60 yds. + 10 yds.Aevel
object. There is no limit to the number of fetish ob-
jects a shaman can create. Components: V, S
CastingTime: 6
Notes: Uncommon for shamans. Duration: 2 rds.ilevel
Area of Effect: 1creature
Bind Guardian Saving nuow: None
(EnchanbnenUCharm) This spell creates a hawk-shaped region of
Sphere: Summoning force that hovers above the targeted creature.
Every second round, beginning the round after the
Level: 5 spell is cast, the bird ofprey dives down upon that
Range: 10 yds. creature, attacking with a +3 initiative bonus over
Components:V, S, M the initiative rolled by its caster and priest’s base
CastingTime: 1 rd. THACO with a +2 bonus. Thus, if the casting priest
Duration: Permanent has an initiative of 5 and a THACO of 16, the bird
of prey has an initiative of 2 and a THACO of 14.
Area of Effect: Special
A bird ofprey that smkes inflicts 2d4+2 points
Saving Throw: Neg. of damage. Whether it hits or misses, it immedi-
ately circles upward and prepares for another
Thisspellisusedto bind a @an spiritto a new attack until the spell effectexpires. When possible,
site or to a physical object. The spirit gets a saving the bird ofprey climbs to 30 to 40 feet above the
throw vs. spell to resist A successful save means the caster (though such a height is not necessary for
spiritremainsfreeand can attack the shaman. the spell to function).
The target creature cannot be changed once the
If the spirit is currently guarding a particular
spell is cast; however, the priest need not concen-
place, the shaman can bind it into a hone (which trate to maintain the effect. The target creature
need only be in range when the spell is cast; the
must be at least as old as the spirit-tricky if the bird ofprey pursues its target. Invisibility offers no
protection, assuming the spellcaster could detect
spirit has been there for several centuries). As long the target while casting.
as the shaman canies that bone, the guardian spirit While a bird of prey can be perceived as a
hawk-shaped shimmering region by those who
can be called once per week to defend the shaman look carefully, attacks against it have no effect.
Only a dispel magic M similar spell affects a bird
for up to a turn. The guardian will not otherwise ofprey,ending it immediately.Otherwise, the only
way to escape is to employ blink, dimension dool;
obey any commands. Only the casting shaman can feleporf,or similar form of travel. If the target
creature escapes in this fashion, the bird of prey
use the bone in this way. immediately dissipates. A shield spell, while in
The spell can also be used to reset the spirit-
taking it from the bone and placing it as a guard
over a new site specified by the caster. The new lo-
cation can he no more than one hundred yards
across, and must be a fixed, static area with clear
boundaries. Movable objects like tents and chari-
ots cannot have guardian spirits set over them. In
open areas, a boundary must be defined with a
fence, ditches, or something similar.If the new site
has no clear perimeter, or if the boundary is de-
> Black Talon
effect, causes a bird ofprey to miss automatically. the FORGOTIT!RNEALMSsetting. This spell is found
Notes: Granted by the Mulhorandi god Anblu only in a few exceptionally rare tomes.
of the FORGOITENREALMSsetting. Black Cairn
Biting Shadow (Divination)
Sphere: Cosmos
(Invoeatioflvoeation)
Sphere: Combat, Protection Level 2
Ranee: 1 mi./level radius
Level: 7
Range: 30 yds. I
Components: V, S
Components: V, S, M
CastingTime: 1 rd. CastingTime: 1hr
Duration: 6 rds. Duration: Special
Area of Effect: Special
Area of Effect: Up to twelve 10 x 10-ft. cubes Saving Throw: None
Saving Throw: % After this spell is cast, the priest knows the lcca-
tion of a corpse (animal or otherwise). The priest
A more powerful version of the slicing shadow must first find stones,each one bigger than a fist.He
spell, this spell creates a smoky cloud in which stacks them in a small pile, or cairn, and sits and
spectral dark mouths lined with glittering black stares at the blackness of the stones until he receives
fangs appear and disappear. These have only mo- a vision of the corpse's location. If the caster has an
mentary solidity, yet they bite as if they were very item belonging to the corpse, the casting time is re-
powerful, very real creatures. duced by half. Templars and druids can cast this
spell, elemental and para-elemental clerics can not.
A biting shadow moves as the caster desires,
Notes: Uncommon for templars and druids in
drifting at MV Fl 12 (MC: E). It can change direc-
the DARKSUNsetting.
tion only at the end of a round (once per round),
hut can move horizontally, vertically, or in any Black Talon
combination of vectors. The cloud holds its shape
when coming into contact with walls and other (Alteration, Necromancy)
large solid objects (that is, it does not spread out Sphere: Necromantic
along the wall or become smaller, hut the sliced-
offor missing portion vanishes into extradimen- Level: 2
sional space, reappearing as the cloud moves away Range: 0
from the obstacle). Note that if the cloud strikes a Components: V, S
solid wall without a break (or broken only by a Casting Time: 5
snugly fitting closed door) it does not intrude into Duration: 1 rd.ilevel
any room or space beyond, hut if the wall is Area of Effect: 1of the caster's arms
pierced by an open door, window, or other gap or Saving Throw: Special
hole, the cloud retains its shape and moves through
the areas on both sides of the wall. This spell temporarily transforms the caster's
arm into a retractahle, rubbery appendage that can
The biting cloud affects only living creatures be extended up to 10feet and used to strike at foes
and undead it does not bite tapestries, hanging with at +1 bonus to normal attack rolls. The arm
lamps, or other solid, nonliving ohjects. no matter ends in a taloned claw that rakes foes for Id4 points
how delicate they may be. Any being except the of physical damage, plus Id4 points of unearthly
caster who comes into contact with a biting magical cold damage (2d4 p6ints total). Undead
shadow suffers 636 points of damage per round. A creatures are unaffected by the chilling damage.
saving throw vs. spell for half damage is allowed, Other c r e a m s struck m allowed a saving throw
and is made every round the being is in contact vs. spell to take only half the chilling damage.
with the cloud. The caster can move and act freely
within the cloud without harm. While his or her arm is transformed, the priest is
unable to work spellsrequiring somaticcomponents.
The caster can choose what volume of area to
affect with the spell (up to the maximum) and can Notes: Granted by the evil god Cyric in the
end the spell early if desired.
FORGOTI"REALMSsetting.
Notes: Granted by the Mask, god of thieves of
Blackhand f
Blackhand round, otherswithin the hlacklit area are allowed a
saving thmw vs. spell at a -3 penalty. Those who
(Abjuration) succeed can see as the caster does for that round
Sphere: Combat while those who fail are wrapped in total darkness.
Creatures outsidethe spherecannot see into it.
Level: 3
The illumination of normal and magical light is
Range: 60 yds. negated by the blacklight. Spells that depend on
visual effects (such as illusions) do not function if
Components: S, M the victim cannot see them.
Casting Time: 6 + Special Creatures within the blacklit area have a 4
Duration: Concentration
penalty to attack rolls and saving throws and have
Area of Effect: l creaturelround their Armor Classes reduced by 4. Characters with
the blind-fighting nonweapn proficiency are only
Saving Throw: None or % penalized by -2 to their attack rolls and saving
throws and have no penalty to their Armor Classes.
This spell negates the effect of pmtectionfmm
evil spells, including the IO-foot-radius version, The caster of a blacklight spell can end it at
will, The castingof light,continual light, or dispel
and can suppress the aura of pmtection paladins magic specificallyto counter this spell destroys the
exert. When casting the spell, the priest's hands blacklight effect.
become enveloped in a black aura. Each round
thereafter,while the priest maintains concentration, The material components of this spell are a
piece of coal and the driedeyeballof any creature.
he can point his hands at one target creature within
the range. If that creature is in any way protected Notes: Granted by the god Ibrandul of the
by protectionfmm evil, the effectis canceled. F O R ~RENALMS setting.
A paladin making a successful saving throw vs. Blade Barrier
spell has his personal protection aura canceled for (Evocation)
1round per 2 levels of the priest casting blackhand Sphere: Guardian, Creation
(round fractions down). If the paladin fails this
saving throw, his aura is canceled for 2 rounds per Level: 6
Range: 30 yds.
level of the priest. These durations also apply to a Components: V, S
pmtectionfmm evil effect generated by a magical CastingTime: 9
item of any sort. If a creatnre within the area of a Duration: 3 rds.Aevel
pmtectionfmm evil 10'radius spell is affected by Area of Effect: 5 to 60 feet square
Saving Throw: Special
a blackhand spell, but has not actually cast the pro-
tection spell, other creatures within the radius of
protection are unaffected.
Notes: Granted by Iuz the Evil of the WORLD
OF GREYHAWK setting.
Blacklight The priest employs this spell to set up a wall of
circling, razor-sharp blades. These whirl and flash
(Alteration)
Sphere: Combat, Sun around a central poinf creating an immobile bar-
Level: 3 rier. Any creature attempting to pass through the
Range: 10yds.Aevel
Components: V, S , M blade barrier suffers 8d8 points of damage. The
CastingTime: 6 plane of rotation of the blades can be horizontal,
Duration: 1 rd.nevel vertical, or in between. Creatures within the area of
Area ofEffect: 20-ft. radius
Saving Throw: Special the barrier when it is invoked are allowed a saving
thmw vs. spell. If this is successful, the blades are
Upon casting this spell, the priest creates a sta- avoided and no damage is suffered;the creature es-
tionary, temporary area of total darkness, The
darkness is impenetrable to normal vision and in- capes the area of the blade banier by the shortest
fravision, but the caster can see, move, attack, and possible route. The barrier remains for three rounds
cast spells normally in the affected area. Each for every experience level of the priest casting it.
The barrier can cover an area from as small as five
feet square to as large as 60 feet square.
Notes:Common for clerics (PHB).
Bladebend -Dmw the affected creatureis several planes distant at the
casting of the bladebless and if death occurred due
(Alteration) to a failed system shock roll or poison saving
Sphere: Combat throw, then life is restored. (If death was due to cu-
mulative hit point loss, life is not restored: nor will
Level: 5 this magic heal other wounds upon the victim’s
Range: 70 ft. body.) The healed creature need not ever he seen,
Components:V, S, M touched, or even known to the priest. If such a
Casting lime: 8 wound has already healed, it is unaffected, and the
Duration: Instantaneous bladeblessmagic is lost.
Area of Effect: 1 edged weapon
Saving Throw: None The material comnonents for this soell are the
weapon in question, the priest’s holy sylrihol, and
Bladebend causes the blade of one unsheathed, a drop of the priest’s own blood.
edged weapon within range, mentally selected by
the priest, to twist about to strike its hearer. Notes: Granted by Tempus, war god of the
Sentient, nonevil weapons are unaffectedby this
spell. FORGOTTENREALMS setting.
The weapon strikes with the base W A C 0 of Bladedance -Drow
the caster, plus any bonuses or penalties inherent
to the affected weapon. Once the attack is re- (ConjuratinnlSnmmoning)
solved, the affected weapon reverts to its normal Sphere: Combat
state.
Level: 3
This spell has only recently been perfected by Range: Touch
the clergy of the Masked Lord. Earlier attemptsto Components: V, S, M
mimic Vhaeraun’s natural ability resulted in CastingTime: 6
writhing weapons flying all about at random. Duration: 1 rd.llevel
Area of Effect: 1 bladed weapon
The material component of this spell is the Saving Throw: None
priest’s holy symbol.
This spell enables a single bladed melee
Notes: Granted by the drow god Vhaeraun. weapon touched by the caster to animate and attack
a chosen creature. The spell confers only the ability
Bladebless to move and fight, it does not confer any other mag-
ical abilities or properties. If at any time, the blade
(Necromantic) and the caster are separated by more than 60 feet,
the spell ends and the weapon falls to the ground.
Sphere: Healing
Any time after the spell is cast, the bladed
Level: 7 weapon can he cast into the air by the priest and
commanded to attack. The weapon flies toward the
Range: Touch target creature by the most direct route. It attacks
any creature that tries to block its way. If left to
Components: V,S, M itself, it will fight its way to the intended target
through all opposition; however, the caster can, at
CastingTime: 1 rd. will, take direct control of its flight, its positioning,
Duration: Instantaneous and its attack. Doing so requires full concentration
Area of Effect: 1 nonmagical blade on the weapon for the entire round, otherwisethe
Saving Thmw: Special blade attacks on its own.
By use of this spell, a priest heals a specific The weapon attacks once per round, as if
wound by bestowing a blessing on the weapon that wielded by the caster. If bladedance is cast on a
caused it. This magic works only upon a nonmagi- magical weapon that has powers activated by the
cal bladed weapon, which the priest must touch wielder (such as the radiance effect of a sun-
and hold as the blessing is intoned. Immediately blade),the caster must concentrate on the blade in
upon this being done, the last wound caused by order to use them. The dancing weapon does not
that blade, inflicted on a living thing within one take normal melee damage, but any attack that
turn per experience level of the priest, will in-
stantly be fully and completely healed, even if the
blade was poisoned, a disease conferred, or a limb
or head was severed. Such healing occurs even if
J 71 \
Blaenther’s Bowls f
Blaenther’s Bowls
(Alteration)
Sphere: Summoning
Level: 5
Range: 20 yds.
Components: V, S, M
Casting Time: 1 rd.
Duration: 1 t u d e v e l
Area of Effect: Special
Saving Throw: Special
might destroy the weapon under normal circum- This spell teleports small nonliving items
stances can affect it and, of course, the bludedance placed on one surface to another. It creates a di-
is subject to dispelling. If the weapon is engaged in
mensional linkage between the two surfaces, each
nonlethal combat, it defends as if it was the caster. of which must be smaller in surface area than the
While the blade is acting on its own, the caster can caster’s body and separated by no more than 100
feet per level of the caster after the spell is cast.
take any other actions: discharging missiles, spell- (The surfaces must he within 20 yards when the
casting, melee, and so on. spell is first cast.) The caster must have touched
At 5th level, the priest can cast blaakdnnce on both surfaces with his or her bare flesh at some
time before the spell is cast.
any size S bladed melee weapon. At 7th level, the
Items to be transpotted mnst fit totally on or
priest can cast the spell on a size S or M bladed within the enchanted surfaces. Each surface can
melee weapon. At 9th level, a size S , M,or L send one item per round to the other, and a partic-
bladed melee weapon can be affected. ular Blaenther’s bowls spell can send an item only
The material component is the priest’s holy one way; it must be picked up and set down again
on the destination surface to rehm to its origina-
symbol, which is touched to the weapon. tion surface. When dealing with a sequence of
Notes: Granted by the drow goddess Eilistraee. items to be transported, the f i s t item to be placed
on a surface is transported first. If many items m
on a surface, the one that has been there longest is
transported before the others; for items with iden-
tical seniority, randomly determine which moves
first. Items that are too large are not sent, nor are
those held by a living or dead being. Living or
undead substances touching the linked surfaces are
not sent. Either linked surface can be moved with-
out breaking the magic, so long as the two never
part more than 100feet per caster level.
This spell was devised long ago by Blaenther
Oldryn, a priest of Waukeen. Blaenther used this
spell as most priests do today: to whisk coin offer-
ings from a bowl to an inner area and to send
scrolls, weapons, and needed items to clergy mem-
bers stationed by the howl as requested (by prewit-
ten notes dropped into the howl or by signal gongs).
The material components are a pinch of gold
dust, a spiral of fine wire, and a carved ivory or
bone m o w of any size with arrowheads at both
ends.
Notes Granted by the goddess Waukeen of the
FORWITENREALMSsetting,
-Blazing Sword Haltling
I
Blast of Pain than 10 Hit Dice gain a + I bonus to all saving
throws related to a blast of pain per level or Hit Die
(Alteration, Evoeation, Necromancy) above 10. Creatures who have no nervous systems
Sphere: Combat, Necromantic or are immune to pain are immune to this spell.
Level: 5 Notes: Granted by Ilmater, the One Who
Range: 10yds.nevel Endures, of the FOR-N REALMS setting
Components:V, S
CastingTime: 5 -Blazing Sword Halfling
Duration: 4 rds.
Area of Effect: 1 creature (Evocation)
Saving Throw: Special Sphere: Combat
This spell incapacitates and inflicts damage on Level: 4
a target creature for up to four rounds. Creatures Range: 0
above 10Hit Dice or levels are more resistant to its
effects. The casting creates a beam of smoky gray Components:V,S, M
radiance that streaks unerringly from the priest to a
single chosen target creature, which must he +Casting Time: 1
within view and range of the caster as casting
begins. The target creature must make a saving Duration: 1 rd. or 4 rd. 1 rdAevel above 7th
throw vs. spell at a -5 penalty. If the saving throw Area of Effect: Caster’s melee weapon
is successful, the CreaNre is overwhelmed by pain Saving Throw: None
for one round (slowing its movement by half,
adding 3 to all casting times, and forcing it to When this spell is cast on the priest’s melee
make all attack rolls at a -2 penalty) and suffers weapon, it creates a bright sparkling silver glow.
ld4+1 points of damage to its nervous system; it is The spell has two versions; the caster chooses one
then free of the spell. when the spell is cast.
If the saving throw is failed, the creaturesuffers A) Great Blow: The round following the cast-
1 point of damage per level of the caster and is ing, the weapon has a +3 bonus to hit and a +5
stunned and writhing helplessly in pain for the re- bonus to damage for its first blow. It can affect
mainder of the current round and the following creatures hit only by +3 or better magical
round (which is the second round of the spell). weapons. If the attack misses, the magic is wasted.
While in such pain, no spellcasting or coherent
thought is possible. The creature drops or flings B ) Bhzing Sword: The weapon becomes +1 to
away all held items and moves at random. It can hit and +2 to damage. This lasts for four rounds
make no deliberate attacks, and its awareness of its plus one round per experience level of the caster
surroundings is blotted out. over 7th. The weapon can strike creatures hit only
by +I or better magical weapons
At the beginning third round of the spell, the
creature is allowed a saving throw vs. spell, this When either version of the spell expires, the
time at a 4 penalty. If successful, it suffers ld4+1 weapn must make a successful item saving throw
points of damage and is then free of the spell. If it vs. crushing blow or be mined. A weapon with 10
fails, another 1 point of damage per level of the g p or more of silver in the weapon ur its hilt or
caster is taken, and the creature continues to he decoration, receives a +2 bonus to the saving
stunned and to writhe helplessly. throw.
A1 the beginning of the fourth round of the The material component is a pinch of sulphur,
spell, the creature is allowed a saving throw vs. which is tossed upon the weapon.
spell at a -3 penalty. If successful, it suffers ld4+1
points of damage and is freed from the spell. If the Notes: Granted hy the halfling god h o r e e n
saving throw is failed, another 1 point of damage the Defender.
per level of the caster is taken, and the creature is
stunned and writhes helplessly until the end of the
round, when the spell ends.
Creatures above loth level or possessing more
J i73
Bless This spell allows a priest to duplicate animal or
vegetable matter. Magical items and minerals (in-
(Conjuration/Summnning) cluding mcks, metals, and gemstones) cannot be
Reversible duplicated. Although organic materials (such as
Sphere: All food or living plants) can be duplicated, living
creatures cannot be copied by this spell.
Level: 1
Range: 60yds. The material to be duplicated must be equal to
Components:V, S, M or less than 1 cubic foot in size or volume. The
CastingTime: 1 rd. caster can create 1 cubic foot of material per expe-
Duration: 6 rds. rience level. For example, a 9th-level priest can
Area of Effect: 50-foot cube create up to 9 cubic feet of animal or vegetable
Saving Throw: None matter. Using a loaf of bread 1 cubic foot in size,
he can prnduce nine such loaves; using a bucket of
Upon uttering the bless spell, the caster raises apples totaling 1 cubic foot in volume. he can
the morale of friendly creatures and any saving create nine such buckets.
throw rolls they make against fear effects by +I. The material component is the priest's holy
Furthermore, it raises their attack dice rolls by +I. symbol.
A blessing, however, affects only those not already
engaged in melee combat. The caster determines at Notes Uncommon for clerics (Tom.
what range (up to 60 yards) he will cast the spell.
At the instant the spell is completed, it affeas all Blessed Craftsmanship-Dwarf
creatures in a 50-foot cube centered on the point
selected by the caster (thus, affected creatures (EnchanbnentJCharm)
leaving the area are still subject to the spell's Sphere: Cmtion
effect; those entering the area after the casting is
completed are not). Level:3
Range: Touch
A second use of this spell is to bless a single
item (for example, a crossbow bolt for use against Components: V, S , M
a rakshasa). The weight of the item is limited to CastingT h e : 1turn
one pound per caster level and the effect lasts until
the item is used or the spell duration ends. Duratian: Special
Area of Effect: 1 craftsman and 1 item
Multiple bless spells are not cumulative. In ad- Saving Throw: None
dition to the verbal and somatic gesture compo- This enchantment augments the recipient's
nents, the bless spell requires holy water. skills while working on a particular project. While
the blessed cra$smanship is temporary, the item
This spell can be reversed by the priest to a worked on is permanently enhanced.
curse spell that, when cast upon enemy creatures,
lowers their morale and attack rolls by -1. The The recipient of this spell can work only on the
curse requires the sprinklingof unholy water. object selected, a minimum of 8 hours per day,
with no significant interruption. The spell adds a
Notes: Common for all priests (PHB). +3 bonus to the nonweapon proficiency check for
any artisan nonweapon proficiency. This bonus in-
Blessed Abundance creases the chance that an object of quality is cre-
ated. A roll of "20" is still a failure, however.
(Conjuration) Examples of applicable nonweapon proficiencies
Sphere: Creation include armorer, hlacksmithing, carpentry, gem
cutting, leatherworking, pottery, stone masonry,
Level: 5 weaponsmithing and weaving.
Range: Touch
Components: V, S, M The material components are the priest's holy
Casting Time: 1rd. symbol and the materials and tools to be used in
Duration: Permanent the craft project, all of which must be touched by
Area of Effect: 1 cu. ft.ileve1 the priest during the casting.
Saving Throw: None
Notes: Granted by the dwarven craft god
Laduguer.
Blessed Watchfulness
Blessed Forgetfulness -Archon Lethe or Styx. It also restores memories lost to
forger or touch of the Styx spells. If used on a sppll-
(Alteration, EnchantmenVCharm) casting creaturewith no memory loss, it restores a
Reversible single, previously cast spell of 1st or 2nd level to
Sphere: Necrnmantic, Thought the recipient’s mind. The priest cannot use this
effect on himself, The material component is the
Level: 4 same as for the other form of the spell
Range: Touch
Notes: Rare for planar priests. Unlikely to be
Components:V,S , M learned except by visiting the Outer Planes.
Castin-s Time: 7 Blessed Warmth
Duration: Instantaneous (Alteration)
Area of Effect: Creature touched Sphere: Sun
Saving Throw: Neg.
Level 4
The archon-created magic (found only on Range: Touch
Mount Celestia) of blessed forgetfulness sezves a Components:V, S
high purpose: to ease scarred and injured minds. Casting Time: 4
Blessed forgetfulness negates the injurious effects Duration: 1rd.nevel
of failed fear or hormr checks, and removes any Area of Effect: Special
madness suffered from contact with the howling Saving Throw: None
winds of Pandemonium or the terrors of the Abyss.
It does not cure the effects of magically induced When this spell is cast, a narrow shaft of light
insanity orfeeblemind, however. shines down upon the priest, making him immune
to the effects of natural cold (such as a blizzard)
The material component is a few drops of holy and granting him a +3 bonus to saving throws vs.
water, sprinkled on the recipient. magical cold (such as a white dragon’s breath
weapon).
The reverse form, winged memoy,restores the
memories of any creature affected hy the rivers For each level of the priest above 7th. an addl-
tional beam of light can be created to protect an-
other creature, which must he standing within 3
feet of the priest. Thus, a 10th-level priest could
protect four other creatures in a 3-foot radius.
Notes:Uncommon for clerics (TOM).
Blessed Watchfulness
(Alteration)
Sphem: Guardian
Level: 1
Range: Touch
Components:V, S
Casting Time: 4
Duration: 4 hrs. + 1 hr,nevel
Area of Effect: Creature touched
Saving Throw: None
By casting this spell, the priest confers excep-
tional powers of observation and alertness upon
one creature for the duration of the spell. While
blessed watchfulness is in effect, the designated
sentinel remains alert, awake, and vigilant for the
duration of the spell, and is surprised only on a roll
Blessing ofVhaeraun -Dmw f
of 1. The creature resists sleep spells and similar Bliss
magic as if 4 levels or Hit Dice higher than his
actual level and gains a +2 bonus to saving throws (EnchanbnenUCharm)
against other spells or effects that could lower his Sphere: Charm
guard OT force him to abandon his watch, including
charm, beguiling,fear, emotion, and similar mind- Level: 2
affecting spells. If the effect normally allows no Range: 5 yds.flevel
saving throw, the watcher gains no special benefit. Components: S
Casting Time: 5
Notes: Uncommon for clerics (TOM).Granted Duration: 4 rds.
by the dwarven god Gorm Gulthyn. Grantedby the Area of Effect: 1 creature
gnome god Gaerdal Ironhand. Granted by the Saving Throw: Neg.
halfling god Arvoreen the Defender.
This spell causes a single being who fails a
Blessing of Vhaeraun -Drow saving t h w vs. spell to be lost in a trance of in-
tense pleasure and happiness. The sensation is felt
(ConjuratiodSummoning) so acutely that the creature fails to notice the rest
Sphere: Combat of the world, approaching danger, or pain. A bliss-
ful being wanders aimlessly about, smiling in a
Level: 2 dazed fashion and dropping any items it is holding
Range: Touch or wielding.
Components: V,S
Casting Time: 5 The saving throw vs. the spell is normal if the
Duration: Special (I turnmaximum) target creature has the same level or Hit Dice as
Area of Effect: Creature touched the caster. There is a -1 penalty per Hit Die or
Saving Throw: None level the caster has more than the target CreaNre,
and a +I bonus per Hit Die or level the caster has
This spell enables the recipient to use once any less than the target creature.
single thief skill or single weapon attack at a +15%
ability bonus or a +3 attack bonus. Any damage Those affected by this spell cannot perform any
caused by this action (harmful or beneficial to the
recipient) is the maximum possible on a Id8 roll of -deliberate task, attack, or defend themselves-
1 4 , otherwise, determine damage normally. The
attack bonus does not make the attack magical. even if wounded durin-g their blissful state. A crea-
The spell lasts for up to 1 turn, 01 until the single
skill use DI attack is attempted. When the aid Nre affected by a bliss spell is immune to otheI
granted by the spell is be used, the spell recipient bliss spells for one: day plus one hour per paint of
must state so aloud before making the skill check
or attack roll. The latent bonus granted by the spell L,?V-I-I-bc,I-,".L.:IV--L, :,.IL'em^ a.
dissipates unused if a successful dispel m g i c is
cast on the recipient before the blessing is used. Blissful beings are not affected by hypnosis o
Notes: Granted by the drow god Vhaeraun.
ence their minds (forexample,charmperson spells).
Blessing, kla's Notes: Granted by the goddess Lliira, Misbess
See fila's blessing. of Revels, of the FORWITENREALMsSetting.
Blessing, Talona's Blistering Rays
See Talona's blessing. Reversedform, merciful shadows.
Blight Blood Bank
Reversedform, blossom. Thisform is used by mil (Enchantment)
priests. Sphere: Guardian
LReavnegle::4Touch
Components: V,S . M
Casting Time: 1 turn
Duration: 1 wk.flevel
Area of Effect: 1 individual
Saving Thmw: Neg.
Blood Bond
By use of this spell, a priest can transfer a indi- *Blood Bond
vidual’s bloodline and blood abilities into a magi-
(Enchantment)
cal container. The container must be at least the Sphere: Combat
size of a man’s hand and must have a material cost
of at least 500 gp. The scion may be a willing par- LReavnegle: :1Touch
ticipant in this spell, but the spell can be cast on an
unwilling subject. A scion that resists is allowed a Components: V, S, M
saving throw vs. death magic with a +I bonus for Casting Time: 1 turn
Duration: 5 rds.Aevel
every 10 points of bloodline strength. Area of Effect: W o individuals
Once the bloodline is transferred, the scion can Saving Throw: Neg.
access the bloodline by placing himself in contact Despite its name, blood bond has no effect on
with the container. This also grants access to any bloodlines. Rather, it is an infamous spell that was
once granted to Azrai’s followers and, eventually,
accumulated Regency Points (RP),and the charac- to Belinik‘s. Now, war priests all over Cerilia have
leamed its power.
ter can collect and spend RP normally.
If the scion and the container are separated by The spell, which linksthe health of thosejoined,
is cast on two individuals simultaneously. Both are
more than I O fees the blwdline is rendered inert for allowed a saving throw vs. spell, but willing partici-
as long as they remain apart. If the scion is a regent, pans can forego the saving throw if they wish. If
be cannot pexform domain actions, collect RP, or either saving throw succeeds, the spell fails.
spend RP while separated from his bloodline. The
character is treated in all ways as if unblocded. This Blood bond links the health of the two individ-
can prevent a true wizard from casting spells. uals. When one suffers damage, both split the
points of damage (if the damage is an odd number,
If the container is broken or seriously damaged the one actually struck takes the extra point). If
(a metal vessel might be crushed flat, for example) either of the two individuals dies, the spell ends.
The shared effect applies only to hit points-it
but remains within 10 feet of the regent, the blood- does not apply to actualbums, acid damage, etc. A
line immediately reverts to its owner and the spell is character struck by ajireball, for example, would
broken. If the container is broken or seriously d a m roll his saving throw to determine full or half
aged at a distance of more than 10 feet from the damage, then divide the damage between the two
bonded characters. The second character would
scion, the bloodline and regency are lost forever. not receive a saving throw, hut also would not
When the spell’s duration elapses, the magic of suffer bums and would not have to roll saving
throws for items.
the blood bank spell transfers the bloodline back to
Vos war priests commonly cast this spell on
the scion if he is within one mile of the container. one Vos warrior and one prisoner, effectively dou-
If the scion is more than one mile from the vessel, bling the damage the warrior can take in battle, as-
suming the prisoner survives the trauma. The
the bloodline and regency are lost forever. bonded individuals share damage regardless of
No known magic can transfer a bloodline from distance between the two.
a container into another individual while the scion Non-evil priests normally cast this spell only
lives. Bloodtheft is impossible while a bloodline is on two willing comrades. Paladins of Haelyn often
use blood bond to fortify their own shieldbrothers
banked; if the regent dies by any means (including in battle.
tigkmevril) while the bloodline resides within the
vessel, it is immediately transferred to a desig- The material components are the priest’s holy
symbol and a length of red silk ribbon.
nated heir. Without an heir, the land chooses the
recipient of the bloodline. Notes: Common for priests from Cerilia, the
BIRTHRIGHseTtting.
The material components are a lock of the
scion’s hair, a handful of dirt from his domain (if a
regent) or homeland (if a nonregent), and a gamet
worth 100gp.
Notes: Uncommon for priests from Cerilia, the
BIRTHRIGsHetTting; virtually unknown elsewhere.
Blwd Link
Blood Link adverse effects of pain and nausea (the causes of
these sensations will still affect the being governed
(Necromantic) by blood lust, but shuddering or otherresults of the
Sphere: Necromantic pain and nausea will not), a heightened sense of
smell, and the ability to track as a ranger (which
Level: 7 functions without level-related modifiers). The ef-
Range: Touch fects of this spell are instant and banish any preex-
Components: V. S, M isting conditions in the recipient that the magic
Casting Time: 1 rd. normally affects. The DM must adjudicate the ef-
Duration: 1 turn fects of keener olfactory abilities. Typically, the
Area of Effect: 1 sentient CreaNre spell allows identification of even faint smells at
Saving Throw: Neg. an increased range, but only if they are odors the
being has previously encountered.
A blood link enables a caster to drain another
sentient creature of the I-point Constitution loss Notes: Granted by the evil god Malar the
involved in casting a permanency-related magic. Beastlord of the FORGOTTREENALMSsetting. This
This spell can be used only in conjunction with a spell is found only in a few exceptionally rare
permanency wizard spell or a p e m n e n c y prayer tomes.
priest spell. It must be cast within I turn preceding
either of these spellsto have any effectat all. Blood Mantle
The caster must touch the target creature. If the (Alteration, Necromancy)
creature is able to move, hostile, or suspicious, a Sphere: Pmtection, Necromantic
successful attack roll is required. An unwitting or
hnwilling creature is allowed saving throw vs. Level: 4
spell to break a blood link, avoiding the Range: 0
Constitution loss. Components:V, S, M
CastingTime: 7
The use of this spell is not a good act; good- Duration: 5 rds.flevel
and neutral-aligned casters imperil their standing
unless divine commands or other circumstances Area of Effect: The caster
mitigate the spell’s use (such as a willing wor-
shiper of the same faith, or a loved one desiring to Saving Throw: None
make the sacrifice for the spellcaster). The DM ad-
judicates such situations. This spell enshrouds the priest in a cloak of
swirling blood-red droplets. This magical mantle
The material components of this spell are a seems to shimmer and swirl, even if there is no
short length of chain carved from zalantar wood, a wind present, and moves to interpose itself be-
drop of blood, a drop of holy water, and a drop of tween any attack and the priest. Any weapon used
unholy water. to strike the priest seems to strike an iron wall as
the ferrous droplets momentarily coagulate to
Notes: Rare spell from the FORGOTTEN REALMS form a bulwark against the imminent attack.
setting. While protected by a blood mantle, the spell-
caster has a +3 bonus to Armor Class and a +3
Blood Lust saving throw bonus against fire and cold (magical
and nonmagical). A blood mantle is particularly
(EhchantmenVCharm) conductive to electrical attacks, however, and the
Sphere: C h a m wearer has a -3 penalty to saving throws vs. light-
ning and electricity (magical and nonmagical)
Level: 2 while protected by this spell.
Range: Touch
Components: V, S In addition, the caster can remove the blood
CastingTime: 5 mantle and hurl it up to 10 feet away to form a 10-
Duration: 1 rdAevel foot-square curtain of droplets. Once it reaches its
Area of Effect: Creature touched desired position and configuration (mentally se-
Saving Throw: None lected by the spellcaster as the blood mantle is
hurled), the curtain is immovable until the spell
This spell gives the recipient a morale of 20, expires. In this form, the blood mantle acts as a
immunity to all forms of fear, freedom from the
wall of imn identical to the harrier created by the tations. They are immune to the priest spells com-
5th-level wizard spell wall of imn except that it is d,charm person or mammal, enthrall,cloak of
impervious to the attacks of rust monsters and sim- bmvery, Jymbol, and similar magics. They receive
ilar corrosion attacks, is much smaller in area of a +4 bonus to saving throws against the wizard
effect, and is of limited duration. spells blindness, Tasha’s uncontrollable hideous
laughter, hold person, charm monster, and confu-
The material components of this spell are a sion, and the priest spells hold person and hold
ruby or other red gemstone of at least 24 gp value animal. The emotion spell has no effect unless the
and the priest’s holy symbol. fear result is chosen. In that case, enraged beings
who successfully save vs. spell are unaffected, but
Notes:Granted by Garagos the Reaver, a war those who fail recover from the blood mge spell
god of the FORWITENREALMSsetting. immediately. The effectsof afnger of death spell,
whether the saving tbmw is successful or not, are
Blood Rage delayed until the blood rage ends.
(EnchantmenVCharm) Entering a blood rage has numemus disadvan-
Sphere: Combat tages as well Those affected have no real sense of
how much damage they have taken (the DM keeps
Level: 4
Range: 10 yds. track of hit points, not any player). They cannot use
Components:V,S, M ranged weapons and cannot take cover from ranged
Casting ‘lime: 7 missile fire. Spells such as bless, cure light wounds,
aid, cure seriousw o d , cure critical wounds,heal,
Duration: Special and regenemre are delayed from taking effect until
Area of Effect: 1 creature afterthe blood mge ends. The taunt spell is automat-
Saving Throw: Neg. ically successful.At the blood rage’sconclusion, the
subject automatically suffers from exbaustio-
Thisspell imbues a living, sentientbeing withthe effectidentical to that of a my of enfeeblement spell.
battle rage and blood lust of a berserker.Although it
can be cast on the spellcaster or his allies, many An unwilling creature is unaffected by the blood
priests of the Reaver enjoy surreptitiously casting mge spell if a saving tbmw vs. spell is successful.
this spell on an opponent in a group of his friends The spell can be dispelled pTematurely with a suc-
and then quietly leaving the scene.All attacks by the cessful dispel magic or a spell or spell-like effect
target creature are made in a mad frenzy with no that removes mind-affecting magics. The blood
thought to tactics, personal risk, or the consequences mge spell has no effect on berserk berserkers, en-
of any action. Unlike a m e berserker, the subject of raged dwarf hattleragers, berserk Modreavers, or
a blood mge spell has no ability to tell friend from other blood-crazed warriors who have already en-
foe. While under this spell’s effects, a creamre fre- tered a state similarto that created by this spell.
netically attempts to shed the blood of any being it
encounters, moving from one oppnent to the next The material components for this spell are a
based on proximity and noticahility. (Forexample, blwdstone or pieces of bloodstone and the priest’s
the w e t of a blood rage spell would ignore a pixie holy symbol.
5 feet away in lieu of attackingan ogre 10feet away,
but if the ogre was 50 feet away, the pixie would be Notes: Granted by Garagos the Reaver, a war
anacked first.) Aside from the situations mentioned god of the FORWTEY REALMSsetting.
below, a blood rage spell ends only when the subject
goes three continuous rounds without a warm- Bloodgloat
blooded creature within 50 yards to attack.
(Conjuration/Summoning, Necromancy)
Those in a blood mge receive a +1 bonus to Sphere: Necromantic
anack rolls, a +3 bonus to damage, and 5 bonus hit
points that are subtracted first when damage is suf- Level: 5
fered (and disappear when the spell ends if not Range: 0
used). While in a blood rage, beings have pbe-
nomenal resistance to pain and some forms of Components: V,S, M
magic. They are immune to the wizard spells
charm person,friends, hypnotism,sleep, initation, Casting Time: 5
ray of enfeeblement,scare, geas, and similar incan- Duration: 1 rd./level
Area of Effect: 30 yd. radius
Saving Throw: Special
Blossom f
This horrific spell permits the priest to convert shrivel up and drop off. A solid object (for exam-
ple., an oaken heam) is not affected. Any fruit,
a deadly triumph into magic effects baneful to his blooms, buds, leaves, and so forth are instantly de-
stroyed. A plantlike creature, such as a shambling
adversaries. It can be cast only on a round follow- mound, must make a successful saving throw vs.
ing the slaying of a sentient, genuine opponent in death magic or take 6d4 points damage. Blight is
hand-to-hand combat by the priest. extraordinarily useful against a yellow musk
creeper (all its blossoms fall off harmlessly).
On the round following this slaying, the priest
touches the body of the slain enemy and exhalesa Notes: Very rare for druids and other nature
cry of exultation. One effect of this cry is to estab- priests. (Updated from DRAWNMagazine.)
lish a magical effect identical to a prayer spell in
the area of effect of the bloodgloat. Also, creatures Body Blades
in the area of effect that are enemies of the priest
suffer an additional -1 penalty to attack and (Alteration)
Sphere: Combat
damage rolls, saving throws, and morale unless
they make a successful saving throw vs. spell. Level: 2
Range: 0
Finally, any creature hostile to the priest that fails Components: V, S , M
Casting Time: 5
its save by a margin of -6 or worse is subject to a Duration: 4 rds.
magical effect identical to that of a symbol of Area of Effect: The caster
hopelessness. Thus. if the creaturerequires a 13 to Saving Throw: None
save and rolls 7 or less, it is affected by the hope-
lessness (such creatures turn back in dejection OT This spell causes many daggerlike blades to
surrender; the effect lasts for 3d4 turns). s p u t from all surfaces of the caster’s body. They
The spell requires an immediately slain enemy appear to be metallic but are not actually metal
as the spell focus.
(and are therefore unaffected by heat metal spells,
Notes: Granted by Iuz the Evil of the WORLD magnetic attraction, and the like). They material-
OP GREYHAWseKtting. ize through or out of any armor, gear, or clothing
worn, but don’t obscure the senses or affect
(Necromantic) Blossom Dexterity. Even if they grow from the face, vision
Reversible is unimpaired: if they grow from the hands, spell-
Sphere: Plant casting and the like is unimpeded, and if “stick-
ing” into adjacent body parts, they do no damage
Level 6 and act as if they were mere illusions.) The blades
Range: 30 yds. never harm gear worn 01 carried by the caster.
Components: V, S, M
CastidgTime: 1 rd. To others, the spiny forest of blades augments
the caster’s Armor Class by 2 points, and inflicts
Duration: Instantaneous harm as follows: If the caster charges, the blades
impale for ld4+2 points of damage. If the caster
Area of Effect: 1 vegetahle object hugs, overbears, or drives a foe againsta solid sur-
Saving Throw: Special face, such as a wall, damage is doubled (a success-
ful attack roll, without bonuses, is required to
The blossom spell causes any object of veg- manage such maneuvers).
etable matter, living or non-living, to sproutleaves,
If a caster with body blades is caught in a con-
buds, and blossoms. The effects produced are stricting situation (such as a closing door or com-
pressing. moving wall), the blades halt the
living, but if produced from a dead source (for ex- movement, preventing damage, though the caster
ample, making an oaken door sprout leaves and will be wedged in tightly.
acorns), these growths eventually die from lack of
sustenance. Living plants react normally to the The material components m two shards of metal
new shoots and blossoms. A plant-based creature that each possess at least one sharp edge or point
gains 1 hit point per Hit Die, up to its maximum (bladed weapnnscanbe used), and m e shard of bone
limir for a full week. Blossom can be very useful
in aiding victims of starvation (one could produce with at least on sharp edgeor point (hany source).
immature wheat ears from straw).
The reverse of this spell, blight, causes any
object of vegetable matter, to have its appendages
Bcdv Link
Notes: Granted by the evil goddess Loviatar of Body Link
the FORWITENREALMSsetting. This spell is found (Necrnmancy)
Sphere: Necmmantic
only in a few exceptionally rare tomes.
Level: 7
Body Clock Range: 0
Components: V, S, M
(Alteration) Casting Time: 1rd.
Sphere: Time
Duration: Special
Level: 4 Area of Effect: The caster
Range: Touch
Saving Throw: None
Components: V, S, M
Using this spell, a priest can prevent death from
Casting Time: 4
Duration: 1 hr.Aevel decapitation or dismemberment. The spell links
Area of Effect: Creature touched
Saving Throw: None the parts of the caster's body, so that separation
Body clock affects a subject in the following from the main body will not impair them in any
ways:
way. For instance, a priest's head could be cut off
The subject's need for sleep is reduced. Every
hour a subject sleeps is as refreshing as 10 hours. yet still talk, or even eat, as if it were still attached
Every two hours the subject sleeps during the spell
restores hit points as a day of complete rest. to the caster's bodv,.: if an arm is cut off. the caster
However, wizards are not able to memorize spells;
real time must pass for this to occur. still has muscular control and can even wield
The subject's need to breathe is reduced. He weapons. If the head is cut off, the body falls limp
breathes only 10%as often as normal for the dura-
tion of the spell, enabling him to hold his breath 10 unless the caster rolls a successful Wisdom check.
times longer than normal and use less air in en-
closed situations. The base duration of the spell is one turn per
The subject can set an internal alarm clock to caster level, during which time the spell sits pas-
alert him when a specific amount of time has
passed. The subject then hears a brief ringing in sive, waiting to take effect. Once the head or any
his e m , audible only to him. The ringing is loud
enough to wake the subject. He can set as many in- limb is cut off, the spell continues for one round
ternal alarm clocks as he wishes, as long as they all
occur within the duration of the spell. per caster level. During this time, if the limb or
The spell has no effect on movement, spellcast- head is plat:ed back on the trunk, it immediatel)
ing, or any other normal activities.
reattaches. ,,""I., Lf.".v.,... ,YiMa-y.rcY..".YAi.+ ~ t i ~ "
The material components are a kernel of corn. a This pre.mb7-.n.+LD o ".."h
drop of water, and a stoppered glass bottle.
dismemberment; other damage applies normally.
N n k Common for priests with major access
to the sphere of Time. Thus, while the spell is proof against beheading or
vorpal swords, the caster can be killed by an accu-
rate sword thrust. Also, since the body sometimes
falls limp when the caster loses his head, it is a
-eood idea to have a friend nearhv to reattach the
head before the spell's duration ends.
The material components of the body link spell
are a pearl worth at least 500 gp, which is de-
stroyed during casting, and a small amount of tree
I
Bolt of Glory f
Bolt of Glory A saving throw vs. spell is allowed for half
damage. For fiends, undead, and Negative
(InvocationfEvocation) Material Plane creatures, the saving throw has a -2
Sphere: Sun penalty.
Level: 6 The material component ofthis spell is a small
Range: 20 yds. amber rod handed with bronze.
Components:V,S, M
Casting Time: 4 Notes: Granted by Heimneous the Invincible,
of the WORLDOF GREYHAWsKetting, and by Torm,
Duration: Instantaneous
god of duty, of the FORGOITERNEALMSsetting.
Area of Effect: 1 creature
Bone Bite
Saving Throw:
(Alteration, Evocation, Necromancy)
By casting this spell, the priest projects a bolt Sphere: Combat, Necromantic
of energy from the Positive Material Plane against
one creamre. No attack roll is needed. A creature Level: 2
Range: 5 yds.llevel
shuck suffers varying damage, depending on its Components:V, S, M
nature and home plane of existence. CastingTime: 5
Duration: Special
Creature’s Home Plane Damage Area of Effect: 1 bone or fragment
Saving Throw: None
Prime Material 5d6
This spell causes any hone or hone fragment to
Elemental, Outer Planes of Neutrality 5d4 become a razor-sharp pair of jaws that bites any
living being it strikes except the caster. The jaws
Positive Material, Outer Planes of Good None either bite someone they are in contact with or
someone they are thmm at and strike. The caster
Outer Planes of Evil, undead creatures 10d6 throws the bone jaws at his or her normal THACO.
Thejaws bite once for l d W points of damage and
Negative Material 1Sd6 remain attached,bony fangs clinging, as they trans-
form into a second,arching pair ofjaws on the next
round that automatically strikes for an additional
ld4+2 points of damage. Undead are unaffected by
this spell; bone bifejaws do not bite them.
Any amount of time can elapse between the
casting of the spell and its biting attacks; a caster
who fails to hit can pick up and throw the hone or
fragmentlater, or leave it in a niche or comdor as a
trap. The effect even functions underwater and so
can be bidden in a p w l or bucket of water.A priest
can have no more undischarged bone bife spells
than four times his or her level. Additional bone
bife spells can be memorized, hut fail to work
when cast if they exceed the limit. Bone bife teeth
can puncture armor, carapaces or bony plates,
dragon hide, and all known nonmagical bamers
and substances.
The material component of this spell is a hone
or bone fragment.
Notes: Granted by the evil god Myrkul in the
FORWITENREALMsSetting.
3 Bonewood
Bonechain Boneiron
(Necromancy) (Enchantment)
Sphere: Necmmantic Sphem: Animal, Combat
Level: 4 Level: 2
Range: Special
Components:V, S, M Range: Touch
Casting Time: 7 Comwnents: V, S, M
Casting Time: 1turn
Duration: Special Duration: 5 rds.ilevel
Area of Effect: Special Area of Effect: Weapon(s) touched
Saving Throw: None Saving Throw: None
A bonechain spell causes a chain of skeletons This lesser version of the 4th-level wizard spell
under the caster’s control to suddenly spring from enchanted weapon transforms bone weapons into
their metal counterparts with regard to attack and
scattered hones. It requires special preparation in damage capabilities. Any penalty for material
the form of material components. For each link in strength is thus removed, and the weapon has no
the chain, the priest must have one bone from a de- more chanceof breakingthan if it was iron. Multiple
ceased human or humanoid creature. Any bone can castings of the spell on a singleweapon have no addi-
be employed, although tradition prefers finger or tional effect. If cast on a missile,the spell ends when
the missilehits a target.The spell also can be used in
rib hones. Each bone must come from a separate the creation of permanent magical weapons of bone.
creature; the spell fails the instant a second hone
The material component for this spell is the
from the same creature is activated. The maximum tooth of a carnivorous animal.
number of bones usable in the spellcasting is equal
to the priest’s experience level. Each bone can be Notes: Rare spell for shamans and other priests
placed up to 20 feet from any other bone employed from savage settings.
in the spell. A distance of greater than 20 feet
negates the continuation of the bonechain. Bonewd
When the spell is cast, at the point where each (Alteration)
Sphere: Plant, Combat
hone is placed, a skeleton springs up and will do
the bidding of the priest casting the spell, automat- Level: 2
ically fighting the nearest enemy of the priest, if Range: Touch
Components:V, S, M
appropriate. Skeletons activate rapidly and se- Casting Time: 1
quentially from the hone nearest the caster out- Duration: 5 rds./level
ward, at the rate of 5 per round. Each activated Area of Effect: Weapon(s) touched
Saving Throw: None
skeleton has a minimum of 5 hit points, but is oth-
erwise a normal animated skeleton. Concealed or This spell toughens crude wooden weapons to
covered bones might he used. Bones buried in the equivalent of a bone counterpart. The weapons
earth, hidden in plasterwork or within wooden are also firepmf while the spell lasts. One large,
one medium, or two small weapons can be affected
paneling, and so on, can spring forth as skeletons; hy a single casting of this spell; missiles revert to
bones buried helow foot-thick marble slabs could normal upon hitting a target. Repeated castings on
not (the DM decides doubtful cases). Skeletons an- the same weapon provide no additional benefits.
imated by a bonechain remain in existence until Anyone wishing to create a permanently
the dawn following the casting of the bonechain strengthened hone weapon must use enchant an
item and permanency spells as well. Aside from
spell, unless destroyed earlier. being fireproof, normal wooden weapons such as
This spell was specifically developed to enable clubs and staves gain no additional benefit.
ambushes, with hones planted in the ground in a The material components for this spell are a 3-
circle or column, and for protection, with ranks of inch ship of wood and a bone of roughly equal length.
hones hidden in alcoves, urns and the like along
comdors and passages.
The material components for the spell are the
bones employed and an unholy symbol of Iuz.
Notes: Granted by Iuz the Evil of the WORLD
OF GREYHAWseKtting.
- Boon of Formne -
Notes: Rare spell for shamans and otherpriests On the six rounds following the round of cast-
from savage settings. ing, the recipient receives an additional attack per
round. Further, all anack rolls and saving throws
Boon of Fortune
have a +I bonus. The recipient glows with a rose-
(Alteration)
Sphere: Combat red radiance during the time of augmented ability.
Notes: Granted by Lathander, Morninglord, of
Level: 3
Range: Touch the FORWITENBALsMettinSg.
Components:V, S, M
CastingTime: 6 Boon of the God
Duration: 7 rds.
Area of Effect: Creature touched (Alteration, Necromancy)
Saving Throw: None Sphere: Combat, Healing
This spell tempmily increases an adventurer’s Level: 4
skillsand abilities.While a boon offortune is in effect, Range: 0
its recipient can wield an unfamiliar weapon as if pro-
ficient in its use. Also, the recipient has an anack and Components: V,S
damage bonus of +2 for all weaponswith which he is
normally proficient(not unfamiliarweaponsthis spell Casting Time: 1 rd.
grantstemporary familiaritywith). Further,the recipi- Duration: Special
ent has +2 bonus to all ability checks. B m s of fM- Area of Effect: The caster
tune are only effectiveon bipedal land mammals(and Saving Throw: None
not even on them when underwater). Once cast, the
boondoesn’t expirebefore its normal duration,unless This spelt enables its caster to temporarily wade
magically countered, even if its caster no longer his sightfor renewed vitality, and it is usually used by
wishes the recipient to enjoy it. Tynm clergy only in desperate combat situations.As
the last g e s w of spellcastingis completed,the caster
It is considered sinful for a priest of W o r a 10 is instantly restored to unhanned condition, even if
use this spell on himself, unless not doing so di- previously sorely wounded (hit points and ability
rectly leads to a frustration of the aims of the god- scores are restored in full, missing limbs r e a p p ,
dess or causes immediate harm to her sacred damagedorgansfunction as if whole,and so on+but
pmpexly or faithful worshipers other than the caster, the caster also goes blind. The boon lasts for only 6
rounds, and during that timethe caster functions as if
The material component of a boon of fomrne unharmed,without re@ for additional,M even fatal,
spell is a four-leaf clover (or, alternatively,a piece damage suffered during that time. No spell short of a
of amber of any size-but the use of this compo- wish spell affect the caster until the boon expires, such
nent reduces the duration of the spell to 6 rounds). effects are delayed. When the spell expires, all prev-
ous damage rehnns, and any additional hann taken
Notes: Granted by Tymora, goddess of luck of during the boon is applied to the caster.
the FORGOITERNEALMsSetting. This spell is found
only in a few exceptionally rare tomes. The blinded caster suffers a +2 penalty to ini-
tiative rolls, a +4 penalty to Armor Class, a -4
Boon of Lathander penalty to attack rolls, and a -2 penalty to saving
(Conjuration/Summoning) throws and proficiency checks (greater, if the DM
Sphere: Combat
judges it awopriate to the situation). This total
Level: 4 blindness lasts for 1 month per level of the caster
Range: Touch unless magically cured. (A cure blindness spell ap-
plied to the caster during the 6 rounds of the boon
Components: V,S automatically fails; only a full wish spell can over-
Casting Time: 7 come the lack of sight caused by a boon during
Duration: 6 rds. this pericd.) The caster can drink healing potions
and receive healing and other beneficial spells
Area of Effect: Creature touched during the boon, and the results of these also apply
Saving Throw: None at the expiration of the boon. (They are applied
before new or returning damage.)
Notes: Granted by the war god Tyr of the
FORGSII-ENREALMSsetting.
3 Breath of Life
Borogar, Hand of saving throw vs. spell,the break does not occn~b,ut
the individual still suffers Idlo points of damage.
See hand of Borogar.
The effects of the spell vary, based on the limb
Bowls, Blaenther’s touched. For example, if the priest breaks an indi-
vidual‘s weapon arm, that individual cannot wield
See Blaenther’s bowls. a weapon, If the priest breaks an individual’s
shield aim, that individual cannot use a shield with
Bramblestaff that arm. If the caster breaks a creature’s leg, the
individual cannot stand without aid and is reduced
(Alteration) to a movement rate of 3, crawling or hobbling
Sphere: Earth, Water about on one leg. Breaking both legs (two castings
required) incapacitates the victim. Necks cannot
Level 3 3 be broken with this spell. A limb broken by this
Range: 0 spell can be mended only by a month of bed rest
(which can be accelerated under the watchful eye
Components: S, M of someone with the healing nonweapon profi-
Casting Time: 1 rd. ciency, a mend limb spell, or a heal spell.
Duration: 1 turn
Area of Effect: 1w d e n staff or club Tbe material component is a broken bone from
any animal.
Saving Throw: None
The reverse of this spell, mend limb, causes
This spell causes an ordinary wooden staff or broken bones to fuse comectly together. Its material
club to sprout thick, extremely hard spikes on one componentis a smallpiece of bandage and two sticks.
end, just like a staff made from bramblewood. The
staff adds +2 to the caster’s anack roll and inflicts Notes: Known to be uncommon in the
double damage for the duration of the spell. A FORGOITERNEALMSand R A V ~ O FsIettings.
bramblestaff can affect any creature harmed only Breath of Death
by magical weapons. Reversedform, breath of life. Thisform is used by
evil priesfs.
Notes:Uncommonfor druidsh m the DARKSUN
Breath of Life
setting.
(Necromancy)
Brandobaris Stealth Reversible
Sphere: Necromantic
See stealth of Brandobaris.
Levek I
Break Camp
Range: 0
Reversedform, create campsite.
Components:V,S, M
Break Limb
Casting Time: 1turn
(Alteration) Duration: 1hr.llevel
Area of Effect: Special
Reversible Saving Throw: None
Sphere: Healing, Necromantic -4 This powerful spell enables the caster to cure
many persons (even an entire community) who are
Level: 6 afflicted with a noumagical disease. The priest
Range: Touch need not touch or even see the diseased people for
the spell to be effective, although recipients must
Components: V,S, M be within the area of effect.
Casting Time: 9
This spell does not cure all diseases in the com-
Duration: Special munity at one time; the caster must specifically
state which disease is to he eliminated (black
Area of Effect: Limb touched plague or yellow fever, for example) with each
castingof the spell.
Saving Throw: Special
This devastating spell enables the caster to
break an opponent’2 arm or leg by touching it. A
successful attack roll is required to touch a victim
who is not unconscious or restrained,) in addition
to snapping the limb, break limb inflicts Id10 point
of damage. If the target creature makes a successful
- Breath of the Elements /
when the spell is cast, the priest exhales a sweet- grant the ability to breathe in a similar one, so a
smellingbreath. lhis formsinto a breeze that radiates creature traveling from the plane of Fire to the
outward, forming a circle that expands in a 50-yard plane of Magma must recast the spell for Magma.
radius per hour. During this time, the caster must This spell transforms the element into a breathable
atmosphere for the affected creature. Since the
remain at the center of the area of effect. For exam- planes of Vacuum, Positive Energy, and Negative
ple, after 12 hours, the breath of life would cover a Energy have no such atmosphere, the spell is inef-
circle 1,203 yards in diameter (6oo-yard radius). The fectual on those planes. The priest can divide the
breath is of a magical nature rather than a physical base duration of the spell between multiple charac-
ters, to a minimum of one half-hour per recipient,
nature therefore,it is unaffectedby prevailing winds.
A group of planewalker priests, tired of de-
The breeze blows through the community, in- pending on their wizard companions for spells that
stantly eliminating the specified disease from all allowed them to breathe on the Elemental Planes,
afflicted citizens. The breath of life spell does not devised this considerably more useful spell. Rather
destmy parasitic monsters (such as green slime, rot than create a specific spell for each plane, they pe-
grubs, and others), nor does it cure lycanthropy or titioned their powers for a single spell that would
other magical afflictions. The spell does not pre- adapt to any element.
vent recurrence of a disease if the subjects are ex-
posed again. Notes: Rare spell, unlikely to be known by
priests without planetraveling experience.
The material components are the priest’s holy
symbol and a cone of incense that has been blessed Briartangle
by the highest priest of the caster’s religion.
(Alteration)
The reverse, breath of death, produces a foul- Sphere: Plant
smelling wind that inflicts with a nonmagical, fatal
disease. To determine the results of this spell, the Level: 4
DM should roll savingthrows for major NPCs in the Range: 10 yds.ilevel
area of effect. The effect on the rest of the commu- Components:V, S, M
nity can be calculated as a percentage, based on the
savingthrow. Infected creatures do not regain lost hit CastingTime: 7
Duration: I rd.ilevel
points until the disease is cured. The disease is fatal
within 1d6 weeks (the duration variesfmm person to Area of Effect: IO-ft. radius+lO ft.12 levels
person), but can be cured with the breath oflife spell. Saving Throw: f i
The casting of this version of the spell is an evil act.
A brianangle spell causes living shrubbery or un-
The material components are the priest’s holy dergrowth of any type to be instantly changed to
symbol and a handful of dust taken from a densely tangled briars of the thorniest sort, grow-
ing to 6 feet in height and increasing in horizontal
mummy’s corpse. volume to a radius of 10 feet plus 10 additional
Notes: Uncommon spell (TOM). feet radius for every two levels of experience of
the caster, rounded down (thus, a 7th-level priest
Breath Of The Elements would cause a brianangle of 40-fwt radius).
(Alteration) Creatures can force their way through the briar-
Sphere: Elemental (All) tangle readily, but the brim snag and halt missiles,
thrown objects, or flying creatures within their con-
Level: 4 .I 1 fines.All creaturesuapped within a brianrmgle when
it forms--or those that enter it thereafter-suffer
Range: Touch I d a 2 points of piercing and scratchingdamage per
Components: V, S round (or portion thereof) that they remain moving
and in contact with the spell. Those clad in banded,
Casting Time: 7 scale, or plate mail have all damage reduced to Id3
Duration: 1 hr.ilevel p i n t s per round. This reduced damage also appli’lies
Area of Effect: Creature touched to creaturesmade of m k or with skin of comparable
Saving Throw: None hardness, but creatures with lesser armor, such as
chain, take full damage, even if a shield is carried.
Breath of the elements enables the recipient to
breathe freely in a single element for the duration
of the spell. At the time of casting, the priest names
the appropriate element: fire, salt, ash, e&h, and so
forth. The ability to breathe in one element doesn’t
J 86 \
- Burrow -Gnome
Beings who do not move at all after the 1 iarm monster, charm person, command,
take only the damage from the fust round i n, delude, feeblemind, friends, forger,
In all cases,a successfulsavingthrow vs. SI r, maze, mental domination, or scare,
in half damage (round up). llnll Lffect while the creature is protected by a
brighmnfle.At the DM’s option,a being afflicted
Spellcastingrequiring a somaticcomponentis im- with insanity may have a lucid period. The spell
possible within a brianmgle. If the owneris moving, duration is 1 hour per caster level when cast on
cloth raiment and exposed cloth, paper, or vellum dwarves: otherwise, it is 1turn per caster level.
items must save vs. acid Once per round (orponion The material components are the priest’s holy
there00 within the briartangle or they are rent and symbol and a pinch of smelling salts (any restorative
tom.Such items must make at least One item saving whose preparationis based on spirits of ammonia).
thmw (for the initialround of contact).Magical items Notes: Grauted by the dwarven god Dugmaren
receivea +2 bonus to this saving thrmu. Brightmantle.
Fire destroys a briartangle in a round (regard- Burning Rays
less of the size of its area of effect), but creatures
Reversedform, healing rays.
within it take 2d6 points of fire damage and re-
-Burrow Gnome
ceive no saving throw against this damage. The
area where a briartangle was cast radiates a faint (Alteration)
dweomer for ld4+2 turns after the spell has ex- Sphere: Earth
pired, and this aftereffect can be used to confuse
creatmes who are following a pass without trace Level: 2
trail by detecting that spell’s dweomer. Range: 0
Components:V, S , M
A brianangle vanishes instantly if the caster so CastingTime: 5
wills, but otherwise exists until the spell expires or Duration: 1 turn +1 rdAevel
is dispelled. When the briartangle ends, the af- Area of Effect: Special
fectedplants revert to their former state. Saving Thmw: None
The material components are mistletoe, a thorn When the spell is cast, the priest’s fingernails
from any plant, and a bud, petal, or leaf from a lengthen and become as hard as stone. For the du-
briar (wild rose). ration of the spell, the caster can use these claws to
burrow through earth, sand, clay, and gravel (but
Notes: Granted by the god Silvanus, the Forest not solid rock), excavating with enough speed to
Father, of the F O R ~RENALMS setting. provide a burrowing rate of 3, much like a badger
or other burrowing mammal
Brightmantle -Dwarf
In addition, the caster can use these claws as
(Abjuration) weapons. The priest can attack with both claws,
Sphere: Protedion each successful attack inflicting ld4+1 points of
damage, plus any Strength damage adjustment.
Level: 2
Range: Touch This spell ends early if subjected to a success-
ful dispel magic, if the caster dies or by the caster’s
Components:V,S, M silent command.
CastingTime: 5
The material components for this spell include
Duration: Special the caster’s holy symbol, a tuft of fur from a bur-
Area of Effect: Creature touched rowing mammal, and a tiny replica of a shovel.
Saving Throw: None
Notes: Granted by the gnome gods Segojan
This spell envelops the recipient’s head in a Earthcaller and Urdlen.
nimbus of faint,flickeringblue light. While under the
influence of a brightmantle,the creature’sthinking is
clear and unimpaired. Intelligence checks are made
with a +2 bonus.Alcohol, drugs, and poisons are not
removed from the recipient‘s system, but their side
effects that muddle the brain temporarily abate.
Spells from the school of enchantmentlcharm
and the spheres of charm and thought that impede
the ability of the creature to think clearly, such as
(ConjumtiontSummoning) estimate the chance of success of one
Sphere: Elemental Earth specific action, such as climbing a dan-
Level: 4 -gerous cliff, making a trick bowshot,
Range: 30 yds.
Components:V, S, M crossine a burnine room unharmed. or
Casting Time: 7 I
Duration: 1 ni.
Area of Effect: Creates a pile of stones 5 ft. in di- even striking an enemy. The action in question
ameter and up to 15 A. tall must he one that would normally be resolved by a
Saving Throw: !A die roll, but the priest doesn’t have to be the person
who attempts the feat; he can use calculate to esti-
This spell transports rocks from random mate the odds for anyone taking an action in his
sight. The priest has a 70%chance, +2% per level,
sources to rain down out of the sky onto a single of making an accurate estimate.
surface location within spell range, chosen by the If successful, the DM reveals to the player the
caster, who must be able to see it. The rocks action’s chance for success or any modifiers that
appear 20 feet above the chosen spot and fall may be in play. For example, he could reveal a par-
straight down. (Some may bounce off rocks below ticular opponent’s Armor Class or THACO, the
and roll away; however, the spell tends to create a saving throw an opponent would require in order
rising column of rubble.) The individual rocks are to save against a particular spell cast by the priest
generally about as large as the caster’s head. or the priest’s wizard companion, or a character’s
chance to open doors, bend bars, or use a thief
Usually used to mark a grave, a cairn spell can ability.The priest could even calculate his odds for
be employed to create a trail marker, as a means to actions that might be resolved by a die roll or DM
reach a high window, or to bury food or other caprice, such as his chance to avoid detection by
items that must be hidden or kept secure from pil- hiding behind a rock. This spell takes into account
ferage. It can also, of course, be used as a weapon, factors that the priest himself may not be aware of,
crushing a CreaNre under the arriving stones for so from time to time a caster may receive some
4d6 points of damage. The rocks fall with little confusing results from this spell. For instance, if
force; a CreaNre struck is allowed saving throw vs. the priest doesn’t know that an orc chieftain is ac-
spell for half damage. tually a polymorphed tanar’ri masquerading as an
ox, he may be astonished to learn that the “orc”
The material component for a cairn spell is a
handful of pebbles. These can be of any type or has a THACO of 7!A priest who fails the calcula-
size, so long as at least eight pebbles fit into the tion check with a roll of 99 or 00 has the calcula-
caster’s cupped palm.
tion wildly skewed in a random fashion.
Notes: Granted by Ilmater, the One Who The spell requires a miniaNre abacus of ivory
Endures, of the FORWTIKNREALMSsetting. This
spell is found only in a few exceptionally rare worth at least 100 gp, which is not consumed in
tomes. the casting of the spell.
Calculate Notes: Common for a priest with access to the
sphereof Numbers (P0:SM).
(Divination)
Sphere: Numbers Call Aerial Beings
Level: 1 (ConjurationlSummoning)
Range: 0 Sphere: Summoning
Components: S, M
Casting Time: 4 Level: 4
Duration: Instantaneous Range: 100 yds./level
Area of Effect: The caster Components: V, S,
Saving Throw: None Casting Time: Spel
Duration: Special
By means of this spell, the priest can accurately Area of Effect: Spc
Saving Throw: Neg.
By means of this spell, the caster is able to
Summon certain aerial creatures to his location.
Naturally, this spell works only outdoors, but not
CallAnimal -Shaman
necessarily only at high altitudes. The caster escape if their saving throws are successful. In any
begins the incantation and continues uninterrupted event, if the caster requests that the summoned
creaturesengage in combat on his behalf, they are
until some called creature appears or two turns required to roll a loyalty reaction check based on
have elapsed. (The verbalization and somatic ges- the caster’s Charisma and whatever dealings he
turing are easy, so this is not particularly exhaust-
ing to the spellcaster.) Only one type of the has had with them.
following sorts of beings can be summoned by the This spell works with respect to neutral or good
spell. They come only if they are within range of
the call. aerial creatures, as determined by the DM. Thus
The caster can call three times, for a different the DM can freely add to or alter the list as he sees
type each time. Once a call is successful, no other
fit.
type can be called without another casting of the If the caster personally knows a certain individ-
spell. (The DM consults his outdoor map or bases
the chance of any such c r e a m being within spell ual aerial being, that being can be summoned at
double the normal range. If this is done, no other
range upon the caster’s altitude and the terrain the aerial creatures are affected.
caster is above at the time of spellcasting.)
If a percentage chance is given in the accompa-
The creature(s) called by the spell are allowed nying table, halcyons and winged elves add 1% per
caster level. These chances can be used if no other
a saving throw vs. spell with a -4 penalty to avoid campaign information on the area is available.
the summons. Aerial beings answering the call are
favorably disposed to the spellcaster and give The material components of this spell are three
whatever aid they can. However, if the caller or feathers from three different winged-not neces-
members of the caller’s party are of evil alignment,
the creatures are allowed another saving throw vs. sarily avian-species.
spell, this time with a +4 bonus, when they come
Notes:Granted by the elven goddess Aerdrie
within I O yards of the caster or an evil individual Faenya.
with him. These beings immediately seek to
CI-2lltUl.e Low Altitude High
Medium 20%
T.vD_eCalled 10% 10%
10% 207 10%
Id 10% 10% 5%
20%’ 5% I%
Id 5%
1ki-rin -5% 1%
ld2lammasu 5%
ld2pegataurs 10%
20%
ld2 pegasi 10%
1 sylph
Call Animal -Shaman
(Summoning)
Sphere: Animal
Level 2
Range: 1 mi.
Components:
Castin.g Time: 1 rd.
Duration: 1 hr.flevel
Area of Effect: 1 mi
Saving Throw: None
This spell calls to the caster one animal of any
given species. The only requisites are that such an
animal exists within one mile of the caster-and is
capable of coming to him-and that the caster
hold in one hand a bone, tooth, tail, paw or feather
from an animal of the species called. This token is
not destroyed by the casting.
- Call Animal or Bird -
The called animal typically arrives in Id20 Call Avatar
rounds, and then behaves as a semi-intelligent pet A rare variation of the gate spell that specifically
for the duration of the spell. The animal trusts and SummDns an avatar The only diference is a 1-hour
respects the caster, protects and serves him as casting tim and the requiredpresence of a relic of
faithfully as possible, but retains its natural per- the de& which the avatar takes when it d e p a m
sonality and instincts. Further, the animal can Call (The) Council of Spirits
carry out only simple commands, such as “leave
him alone,” “follow that,” “take this to the top of See Council of Spirits
the hill,” and “kill any horses you see.” The crea- Call Dinosaurs
tures do not act suicidally, and are not capable of
understanding words like “castle,” “barbarian:’ (ConjurationISummoning)
“thief,” and other subjective descriptions. Sphere: Animal
Intelligent or magical creatures are immune to
the effects of this spell. Level: 5
Notes: Resmcted to shamans, uncommon. Range: 0
Call Animal or Bird Components: V,S , M
Casting Time: 1 rd.
(ConjnratiodSummnning) Duration: Special
Sphere: Animal Area of Effect: I-mi.radius
Saving Throw: None
Level I
Range: 0 When this spell is cast, a dinosaur or small
Components:V, S , M group of dinosaurs is compelled to come to the
Casting Time: 1 round priest at top speed, and act in a way to aid the
Duration: Special caster. This spell summons a single gargantuan- or
Area of Effect: 120yds. huge-sized dinosaur or an individual or small
Saving Throw: None group of smaller dinosaurs, at the D M s discretion.
The creatures are not under the direct control of
Before casting this weaker form of animl sun- the caster, but they do as the caster verbally or
moning, the druid must decide if the spell is an physically indicates, provided this is also the will
miml call or a bird caN, as the verbal and material of the greater Power that rules them. The priest
components are different.After casting, all animals cannot specify the type of dinosaur summoned-
(or birds) of size T within the arca of effect that are that is left to the will of the Power (the DM de-
susceptibleto the animalfriendship spell come to the cides). If there are no suitable dinosaurs in ranee.
druid; this takes 1to 4 rounds.Once most of the ani- ~ I.
tlhe spell fails.
mals or birds arrive, the spell lasts for tiuee rounds, This spell oserrmvessraanscae,mI:Iicnao-mregf~no.rrem.r mofmdeivpinn.ees~arids~
plus one round per caster level. During this time, the mA Le~cahicr.r
~ - . . - ~ ~ - ~tu. . .
called animals (orbirds) are charmed: they will stay care falls into a swamp or river and is drowning,
and not harm the calling druid or other animals or this spell might summon a large water-dwellingdi-
birds called. They act normally with respect to other nosaur to pull, carry, or lift the fighter out of the
creatures, fighting if attacked as if they were cor- water. If the priest is tied up, it might summon a
nered, no other control is evident to onlookers with- small group of rat-sized dinosaurs to chew through
out the use of further spells (such as, detect cham).
After the spellhas expired,the called animalsor birds the bonds. If a group of ivory hunters has killed a
rem to theirnormal territories,the charm lifted. The
-number of dinosaurs for their teeth, it might
summon a gigantic carnivorous dinosaur to wreck
spell typicallycalls 3d6 creahuts with !A HD or less, their camp arid savage them-r it might summon
or 2d6 aratweswith Yx HD or less.
The material components are two handfuls of ---- .-a group of tiny dinosaurs to eat all their supplies
and carry off Iulc^ll E:.uvy_bI^. <lu--L-:c-l-,L.LBAL-llclll Lu 1ITavc.
f w d appropriate to the type creatures summoned; Dinosaurs summoned by this spell do not
the food is eaten by the animals (or birds) called. attack the summoer. When the single, immediate
Notes: Very rare spell for druids and similar task for which they were summoned is completed,
specialty priests. (Updated from DRAGON the dinosaurs retreat into the jungle and resume
Magazine.) their normal behavior. Summoning dinosaurs to
aid in protracted, vague, or abstract plans, such as Call Ghost Pack
“to drive all foreigners from this land” or “to kill
all evil men in this village” does not work. The di- (Summoning)
nosaur or dinosaurs anive, but then become agi- Sphere: Animal
tated and leave after no direct, immediate actions
are put forth. Level: 5
Range: 3 mi.
In the FORGOTTENREALMS setting, through this Components:V, S, M
spell, the divine aid of Ubtao is invoked and mani- Casting Time: 1rd.
fested through the actions of dinosaurs of Chult Duration: 1t u d e v e l
Area of Effect: Special
(the Children of Ubtao). Any priest of Ubtao who Saving Throw: None
abuses this spell by summoning dinosaurs in ordei
to facilitate a hunt invariably suffers a gruesome, This spell calls any ghost pack within three
painful death in the jaws of a dinosaur for violat- miles, to come to the caster.
ing the divine intent of the spell.
The pack travels to the caster at a normal walk-
The material component for this spell is the ing pace, and once there it loyally obeys any one
priest’s holy symbol. simple command issued by the caster, for example,
“kill them” or “protect me.” When the task is com-
Notes: Granted by the Chultan jungle god pleted or the spell ends the pack leaves. The dura-
Ubtao of the FORWITERNEALMsSetting, tion is measured from the time the pack anives,
not fmm when the call was issued.
Call Follower -Ranger
Affected ghost packs become tame and loyal,
(ConjurationISnmmoning) not obsessive and suicidal. They still have their
Sphere: Animal normal urges and instincts (for example, to hunt),
and have no desire to be destroyed. They might be
Level: 3 distracted by apparent prey, mates, and so on. They
Range: 0 never obey suicidal commands.
Components: V,S As a general tule, in any place where a ghost
pack can be found (towns, farmland, etc.) there is
Casting Time: 6 still only a 25% chance of such a pack actually ex-
Duration: Special isting. To cast this spell with any certainty, the
Area of Effect: 10 mi. radiusflevel shaman must pick a place where he or she knows
that a ghost pack roams.
Saving Throw: None
The spell requires the tail, pelt, claw, or skull of
A ranger who has not yet received his full allot- any predatory animal, which is not consumed in
the casting of the spell.
ment of followerscan use this spell in an attemptto
Notes: Restricted to shamans, uncommon.
summon one.After the spell is cast, the DM secretly
consults an appropriate table or a list of followers
he’s chosen for the ranger. If the DM decides that a
potential follower is within the area of effect, the
flAlower appears within the next 24 hours. If thle
)M decides that a follower isn’t available nothin‘g
happens (no followerappears). The ranger can’t caII
.,,,- ”. *., .,pa .norifir h/M “f HD As animal. THACO As animal., #AT AF
l),,lll..- -* or f ~
f”lIl.nVlnlinr. y“I....,.“y.,0,a, ..4yll h- ~~~
follower is up to the DM. This spell can be at- animal: Ding As animal; SA As animal; SD + I
tempted no more than once per month. or better magical weapon to hit; AL N, SZ As
Notes: Uncommon for rangers. Optional notes animal ; ML Champion (15-16); XP Animal +2
on staeine the arrival of a new follower can be HD. These are predators, such as wolves or
II
lions, destroyed by encroaching civilization.
fiiund in the Complete Ranger’s Handbook.
The ghost pack haunts settled areas.
Call Hounds -Halfling Call Hunt
(CofiurationlSummoning) (ConjurationISummoning)
Sphere: Summoning Sphere:Animal
Level: 4 Level: 7
Range: IO ft. radius Range: Special
Components:V, S, M Components:V, S, M
Casting Time: 1 rd. Casting lime: Special
Duration: 1tumflevel Duration: Special
Area of Effect: Special Area of Effect: 10-mi.diameter
Saving Throw: None Saving Throw: Special
The casting of this spell causes a pair of jet- This truly awful spell summons the Wild Hunt.
black hounds to appear anywhere within the The druid selects a location to which the Hunt will
spell's range, as the caster desires. The hounds are be summoned (see "The Wild Hunt" section), and
completely loyal and attempt to carry out the begins to cast the spell.The spell cannot be started
caster's every command. The caster's control over until the full darkness of night sets in, though
the hounds is nearly absolute, only a full wish or moonlight is no hindrance. The caster must call the
divine intervention is sufficient to subvert the Hunt until it is heard in the distance, or until the
hounds' loyalty to the priest. first light of dawn. If first light comes, the spell did
not succeed. The Hunt is not under the caller's
The hounds are considered war dogs, with control in any way if it does come.
maximum hit points (18 hp) and lawful neutral
alignment. They are more intelligent than normal The Master of the Hunt has a saving throw of 2
war dogs (rated as Low), and are capable of under- in all categories, and this saving throw is used to
standing complex instructions. determine the success of this spell. Every half hour
that the druid continues to cast the spell, Id20 is
The cull hounds spell cannot be dispelled. It rolled. A 1 indicates that the Master has felt the
ends if the hounds are slain or subjected to a ban- summons and his horn is heard in the night, 10
ishment spell, if the caster is slain or rendered un- miles away. Thereafter, the Hunt proceeds nor-
conscious, or if the caster wills the spell to cease. mally. While casting this spell, the druid can spend
Pmtectionfmm good and similar effects can keep only one round every half hour in other activities.
the hounds at bay. If the hounds are ordered to per-
form a task that contradicts the tenets of their Notes: Restricted to druids. (Updated from
patron Power, they simply vanish, ending the spell. DRAGOMN agazine.)
The spell requires the caster's holy symbol and IdH
a silver dog whistle worth at least 50 gp,which the
caster sounds during casting. Neither is destroyed The Wild Hunt exists in all the lands where
in the casting druids and their deities dwell. It appears in
Celtic lands when there is a great force of evil in
Notes: Granted by the balfling god Urngalan.
the land. As the Hunt approaches, the wind
(#&ATlo)1,;XDI'm6g5 2d4.: AL LN; SZ M: ML Ave
. howls and thunder booms. Celts and good char-
acters that see the Wild Hunt must make a suc-
cessful saving throw vs. spell or join the Hunt,
accepting the Master as their leader. The Hunt
hurls itself against evil and the hounds and
Master will fight to the death. If slain, they
return the following night.
_..^Masrer ofthe Hunt AC 0 MV 18 (chariot),
LLAmY 7A"1,) Licy. i1wM,. IPUAP r , 11..1r.JL &,T ?2., "I,,& ,L_Iu<."u r ?
I1IP.L"
(spear +3, Strength); SA Trample (chariot:
3d10): SD cannot die, if slain returns with next
> Call Phoenix
(20); S 18/00,D 18,C 18, I 17, W 17, Ch 9. up to 360 yards away. Any creature within a 10-
Appears as a dark-skinned man carrying a large foot radius of the path or the point where the light-
spear, wearing an antlered helmet, and driving a ning strikes suffers full damage unless a successful
chariot. Often does not fight until most of the saving throw vs. spell is rolled, in which case only
pack has been slain; his tactics are usually an one-half damage is taken.
immediate frontal assault on evil.
Because it requires a storm overhead. this spell
Hounds (20): AC 2; MV 21; HD 5 ; hp 3 0 can only be used outdoors. It does not function
THAW~~ ~~ 14; #AT~ 1; D~ mg 2d4; S~ A cause fear in under ground or under water.
pursued being, swarm (no limit on number at-
tacking one foe),flame tongue (I/turn, +5 to bite Notes: Common for druids (PHB).
damage if attack hits); SD continuousprofection
fmm evil, cannot die, if slain returns with next Call Pack
Hunt: MR 15%;AL LG; SZ M (3’ at shoulder);
ML Fearless (20).The hounds are as huge beasts (Snmmonind
that may appear normal but can transform into _I
magical animals with green flame coming from
their mouth and eyes. Sphere: Animal
Call Lightning Level: 3
Range: 1 mi.
(Alteration) Components: V, S, M
Sphere: Weather Castine Time: 1 rd.
Level: 3 I
Range: 360 yds.
Components:V, S Duration: 1 t u d e v e l (Special)
Casting Time: 1 turn Area of Effect: Special
Duration: 1 t u d e v e l Saving Throw: None
Area of Effect: IO-ft.radius
Saving Throw: % This spell calls a number of animals (including
giant varieties) of a species specified by the caster,
When a call fighhing spell is cast, there must be who then perform one simple command given to
a storm of some sort in the area-a rain shower, them by the caster. The spell ateacts 2d10 animals,
clouds and wind, hot and cloudy conditions,or even or however many the DM considers are within
a tomado (includinga whirlwind formed hy a djinn range, whichever is lower.
or air elementalof 7 Hit Dice or more).The caster is
then able to call down bolts of lightning, The caster The animals continue to follow the caster’s
can call down one bolt per turn.The caster need not command until it has been fulfilled or the spell’s
call a bolt of lightning immediately-ther actions, duration has expired. The spell duration begins
even spellcasting, can be performed, however, the from the time the animals amve (usually Id10
caster must remain stationary and concentratefor a rounds), not from the time that the spell is cast.
full round each time a bolt is called. The spell has a Commands must be extremely simple-usually
duration of one turn per caster level. Each bolt one word only: “Kill” or ‘‘Pursue’’ (while pointing
causes 2d8 points of electrical damage, plus an ad- at the target) aTe both acceptable.
ditional Id8 points for each of the caster’s experi-
The material components are the shaman’s
6endc8ebolelvt e(2lsd.8T+hu4sd,8a).4th-level caster calls down a drum and a small amount of food preferred by the
animal type the shaman is calling.
The bolt of lightning flashes down in a vertical
stroke at whatever distance the spellcaster decides, Notes: Restricted to shamans, uncommon.
Call Phoenix
(ConjurationlSnmmoning)
Sphere: Elemental Fire
Level: 6
Range: 0
Components:V, S, M
Casting Time: 2 rds.
Duration: 1 rd.flevel
Area of Effect: Special
SavingThrow: None
Call Spirit -Savant f
This potent spell enables the priest to summon of 100gp per level of the deceased. Failure to hum
a phoenix to his or her aid. The caster must be of sufficient incense causes the spell to fail.
good alignment or a druid. Evil or nondruid neu-
tral priests cannot summon a phoenix. Notes: Restricted to cleric-savants, common.
A phoenix will always answer this spell. Call Stone Guardian -Gnome
However, depending on how far away the nearest
one is, the phoenix may take some time to appear. ('Conjuration)
The phoenix appears in ld8-1 rounds. A roll of Sphere: Elemental Earth
" 0 indicates that the phoenix appears immedi-
ately, in a huge burst of smoke and flame. L.evel: 5
R.ange: Touch
Because the caster must be good or be a druid, C:omponents:V, S, M
there is seldom a conflict of interest between the C:astingTime: 1 turn
phoenix and the summoner. However, a phoenix 1:hmtion: 1 t u d e v e l
won't attack beings of good alignment (unless ex- Asea of Effect: 3,000 Ihs. of stone
traordinary circumstances exist). It will risk its Saving Throw: None
own life if the cause mandates such action, and if
this furthers the aims of good that the summoner This powerful spell enables the priest to t m -
has undertaken. porarily form a stone guardian from a solid block
of stone of sufficient volume (3,wO pounds mini-
When the spell expires, the phoenix does not mum). The stone guardian has all the ab
disappear, hut is instead free to do as it will. This restrictions of a creature of this type. The guardian
may be why the caster summoned it. On the other called forth is nonintelligent and can follow only
hand, the phoenix may leave if it feels the reason simple commands issued by the priest, involving
for its summoning was insuficient. direct actions with simple conditional modifiers.
The material components are three diamonds The material components are the priest's holy
of at least 500 g p value (which are consumed by symbol and a specially crafted rod of pure quam
the energies of the spell) and a red hot coal. (this requires at least 10days to shape at the cost of
1,wO gp). The priest holds the rod to control the
Notes: Restricted to priests of good alignment guardian; its premature shattering ends the spell.
and druids. When the spell ends, the rod shatters into worth-
less shards.
Call Spirit -Savant
Notes: Granted by the gnome god Segojan
(ConjurationlSummoning) Earthcaller.
Sphere: Divination
2, THACO 15; Dmg ld8+111d8+1; SD One-
Level: 3 quarter damage from edged weapons, half
Range: 10ft. damage from cold, fire, or electrical attack,
Components:V, M Immune to normal missiles; SW Instantly de-
Casting 'lime: 1 turn stroyed by sfone toflesh, fransmufemck io mud,
Duration: 1 rd.llevel. sfone shaoe. or dip: Int non-(Oi: AL N: SZ M to
Area of Effect: I dead human or demihuman
Saving Throw: None Call The Council Of Spirits
This spell allows the savant to summon forth See council of spirits.
the spirit of a dead human or demihuman, which is
hound to answer all questions fully and truthfully.
While the spell is in effect, anyone who speaks
(other than the savant or the spirit) breaks the spell
and causes the spirit to return from whence it
came. While the spirit answers truthfully, its
knowledge may he limited.
The material components are a relic of the de-
ceased, or some fragment of a personal possession
of the deceased. An iron censer is also required, in
which must he humt incense of a minimum value
Call Woadlnnd Beines
Call Upon I into obtaining particular items that he desires by
spreading word that possessing them and casting
(Invocation) this spell will place him at the caster’s beck and
Sphere: Summoning call, and then he seizes the items when a spell-
caster calls.
Level: 1
Range: 0 The material components of this spell are an
Components: V, S, M unblessed broken born manifested by Gargauth
CastingTime: I and the priest’s holy symbol.
Duration: 1rd.
Area of Effect: The caster Notes: Granted by the evil demipower
Saving Throw: None Gargauth the Outcast of the FOR-N REALMS
setting.
.-
Call Woodland Beings
cast call upon faith to aid his performance. If the
priest has been true to his faith (asdetermined by (ConjurationlSummoning)
Sphere: Animal
the DM), the priest gains a +3 (or +IS%) bonus to
Level: 4
one die roll (his choice) needed to complete the Range: 100ydsAevel
task. The bonus can affect a saving throw, attack Components: V, S, M
roll, ability check, etc. For example, if a priest who Casting Time: Special
was about to cross a narrow log high above a Duration: Special
chasm could cast this spell and gain a +3 bonus to Area of Effect: Special
his Dexterity check. Saving Throw: Neg.
The material component is the priest’s holy By means of this spell, the caster is able to
symbol. summon certain woodland CreaNres to his loca-
tion. Naturally, this spell works only outdoors, but
Notes: Uncommon for clerics (TOM). not necessarily only in wooded areas. The caster
begins the incantation and continues uninterrupted
Call Upon Gargauth until some called creature appears or two turns
have elapsed. (The verbalization and somatic ges-
(ConjurationlSummoning) turing are easy, so this is not particularly exhaust-
Sphere: Summoning ing to the spellcaster.) Only one type of the
following sorts of beings can be summoned hy the
Levek7 * spell. They come only if they are within the range
Range: Special of the call.
Components: V, S , M
The caster can call three times, for a different
CastingTime: I hr. type each time. Once a call is successful, no other
type can be called without another casting of the
Duration: Special spell. (Your DM will consult his outdoor map or
Area of Effect: The caster base the probability of any such creature being
Saving Throw: None within spell range upon the nature of the area the
caster is in at the time of spellcasting.)
This spell enables the spellcaster to contact
Gargauth, whereverbe is on Toril, in Realmspace,or The mature(s) called by the spell are allowed a
on the Outer Planes, and request his assistance. saving throw vs. spell (with a 4penalty) to avoid
Gargauth is by no means obligated to respond to the the summons. Any woodland beings answering the
q u e s t . He is not under the command of the spell- call are favorably disposed to the spellcaster and
caster, but if the situation catches his interest or the give whatever aid they can. However, if the caller
bribe offered is enticing, be commonly appears on or members of the caller’s party are of evil align-
the scene in avatar form and acts as he wishes. ment, the creatures are allowed another saving
throw vs. spell (this time with a +4 bonus) when
Gargauth sticks to the letter of any agreement they come within 10 yards of the caster or another
evil character with him. These beings immediately
reached, but he Violates the spirit of any agreement
to his own advantagewhenever possible.
Gargauth delights in disseminating disinfoma-
tion about this spell by inaccurately describing the
situation of the caster as somehow being in control
of Gargauth. He often deliberately deludes casters
1 95 \
- Calling Melody -Shaman I
seek to escape if their saving throws are successful.
In any event, if the caster requests that the sum-
moned creatures engage in combat on his behalf,
they are required to roll a loyalty reaction check
based on the caster's Charisma and whatever deal-
ings he has had with them. This spell works with
respect to neutral or good woodland creatures, as
determined by the DM. Thus the DM can freely
add to or alter the list as he sees fit.
If the caster personally knows a certain individ-
ual woodland being, that being can be summoned
at double the normal range. If this is done, then no
other woodland creatures are affected.
The material components of this spell are a
pine cone and eight holly berries.
If a percentage chance is given, druids and
other nature-based priests add 1% per caster level.
These chances can be used if no other campaign
information on the area is available.
Notes:Common for druids (PHB).
Type of Wondlands
Creature Light Moderate/ Virgin/
Type Called
2d8 brownies Dense Sylvan
ld4centaurs
Id4 dryads 30% 20% 10%
Id8 pixies
5% 30% 5%
Id4 satvrs
IC% 20% 10% within range of the spell for the full duration of the
ld6spntes tune ( I turn), or the spell fails.
1% 30% 10%
l1t"r"c Thereafter, the caster can summon the creature
0% 5% 25% by playing the tune again. This power works regard-
5% " I /
25% less of the distance separatingthe two, hut the crea-
ture can resist the effect by making a successful
15% 20%
saving throw vs. spell.The creature can try to break
Calling Melody -Shaman
free of the control once every turn,and is affected
(EnchantmenUCharm)
Sphere: Charm only for as long as the caster keeps playing the tune.
For as long as the creature is drawn to the
Level 7
Ran-ge: 15 yds. caster (until a successful saving throw or until the
Components: V, S, M caster stops playing), it moves towards the caster's
Casting Time: 1 turn location at a moderate speed (walking quickly hut
Duration: Special not running, trotting a horse hut not galloping,
Area of Effect: 1 creature etc.), attempting to evade any obstructions in its
Saving Throw: Neg. path. The creatureis capable of speech, hut speaks
This spell is cast much like the 3rd-level haunf- slowly, as if drunk or very tired, and is capable of
ing notes spell: The shaman plays a tune within 15
yards of the target creature, and thus creates a hatching basic, simple plans to get to the caster
small mindless spirit that possesses the creature. (for example, hiring a ferry across a river, bribing a
The creature is allowed a saving thmw vs. para- gate guard to enter a city, etc.). However, the crea-
lyzation at this stage in order to avoid being the ture does not act against its alignment.
unknowing host to the spirit. The creature must be
Throughout this, the creature can hear the
melody in its head, and is aware only of an over-
riding urge to go in a particular direction. It is un-
awme of the reason for this compulsion, or the
eventual destination.
Calm Chaos
As with the haunting melody spell, the shaman Calm Animals
can maintain contact with only one creature. If the
spell is cast on a second creature, the link with the (EnchantmeoUCharm)
previous creatureis lost. Sphere: Animal
The spell requires an instrument with which the Level: 1
caster is proficient an on which the tune is played. Range: 60 yds.
The other components are the sound made by the Components: V, S
instrument and the movements required to play it.
+Casting Time: 4
Notes: Restricted to shamans; uncommon.
Duration: 1turn 1 rd.ileve1
Calm Area of Effect: Special
Saving Throw: Special
Reversed form, effervescence.
This spell soothes and quiets normal animals,
Calm rendering them docile and harmless. Only crea-
tures with Intelligence ratings of 1 to 4 (in other
(EnchantmenUCharm) words, animal- or semi-intelligentcreatures) are
Sphere: Charm affected by this spell. The caster can calm 2d4 Hit
Dice of animals, plus 1Hit Die per level, so a 4th-
Level: 1 level priest could affect 2 d 4 4 Hit Dice of crea-
Range: 3' tures. The caster can affect any animals he wishes
to within the spell's range, but all the animals must
Comnonents: V. S. M be of the same species. Normal animals generally
have no saving throw, but exceptional individuals
Casting Time: 51 may receive one at the DMs discretion.
Duration: Instantaneous
Area of Effect: Creatures, 1 HDilevel While under the influence of this spell, the af-
Saving Throw: Special fected animals remain where they are and do not
attack or flee, unless they are attacked or con-
By using this spell, the shukenja is able to fronted by a significant hazard such as a fire or a
swthe the minds of those affected by fear, tempo- hungry predator. Once an affected animal is
rary insanity, confusion, and other forms of mental roused, the spell's magic is brnken and the animal
distress. It cancels the effect on the recipients, is free to act in whatever fashion it normally
restoring them to their normal mental state. The would. Animals affected by this spell are not help-
shukenja points at the recipients and uuers a few less and defend themselves normally if attacked.
holy scriptures, triggering the spell. However, the
recipients, since their mental distress makes them Notes: Uncommon for druids (P0:SM). This
unwilling targets, must each make a saving throw spell has heen updated.
vs. spell, attempting to avoid the effect. If the
saving throw is successful, the spell has no effect. Calm Chaos
If the save is failed, the creature is calmed.
(EnchantmenUCharm)
The material component for this spell is a Sphere: Law
prayer wheel or a page of sutras.
Level: 2
Notes:Common for priests of an oriental cul- Range: 20 yds.
Components: V, S
ture;otherwise,very rare. Casting Time: 1
Duration: Special
Area of Effect: Id6 creaturesllevel
Saving Throw: Special
This spell temporarily calms a chaotic situation
involving a group of people. The situation may in-
volve any range of emotions h m violence (as in a
barroom brawl) tn joy and merrymaking (as in a
festival or carnival).
Calm Water f
Unlike the emotion spell, calm chnos does not Calm Water
cause a change in the emotions of affected crea-
tures-anger, fear, or intensejoy remain in each in- (Alteration)
dividual. The emotion is simply restrained rather Sphem: ElementalWater
than released. Thus, an angry creature intent on at-
tacking still feels the desire to do so, hut will with- Level: 5
hold the action as long as the spell remainsin effect. Range: 0
Components:V, S, M
Each creatures to he affected is allowed a Casting Time: 8
saving throw vs. spell at a 4penalty to avoid the Duration: 1 t u d e v e l
effect. If more creatures are present than can he af- Area of Effect: 120-ft.diameter sphere
fected, those nearest the caster are affected first. Saving Throw: Special
After casting the spell, the priest makes a This incantation inhibits natural or magical dis-
Charisma check. If successful, all those affected turbances in water within its area of effect. Aquatic
or water-based creatures with fewer Hit Dice than
by the spell are compelled to stop what they me the caster's level flee the area if possible, and
doing. They are filled with the sensation that water-based creatures (water weirds, elementals,
etc.) of this type cannot form. Aquatic and water-
something important is about to occur, At this based creatures whose Hit Dice equal or exceed
time, the priest or somwne of his or her choosing the caster's level must make a successful saving
throw vs. spell to form, then save each round to
must gain the attention of the affected CreaNreS by operate in the affected area. The effect moves with
giving a speech, performing for the crowd, or cast- the caster. (Note that while this spell would calm
ing spells with intriguing visual effects (such as the waters of a humcane, it would not affect the
dancing lights). The attention of the crowd is then gale-force winds.)
held for as long as the distraction continues. An in-
dividual might filibuster and maintain control over The material component is a drop of oil.
the affected creatures for hours or days. Notes: Very rare spell. (Updated from
POLYHEDRONNewszine.)
Two conditions cause the group to resume its
Calm Winds
original actions. In the first condition, the method
of entertaining the crowd ceases for one round nvocationlEvmtion)
when the speech ends or the spell expires. If this phem: ElementalAir
action is not replaced with another distraction
within one round, the crowd is freed of the spell. Level: 4
Range: 0
In the second condition, if an event OCCUTS that Components:V, M
is more immediate than the distraction, the crowd
diverts its attention to that event. Thus, if the Casting rime: 7
spell was used to stop a barroom brawl and the Duration: 1 turn + 1 rd.flevel
building caught fire or was attacked, the crowd's
attention would he diverted and the individuals Area of Effect: 20-ft~adiusglobe
could act freely. Saving Throw: Special
Creatures whose attention is held hy the spell This spell creates an area in which the air re-
mains perfectly calm. Calm winds negates the ef-
cannot he instructed to attack or perform any fects of whirlwinds and spells such as dust devil
and gust of wind within the protected area, al-
action. Such creatures ignore suggestions of this though such spells are not ended. Creatures from
nature. Depending on the nature of the request, the the Elemental Plane of Air and wind-hased crea-
tures such as vortices and windwalkers shun and
DM may deem that the suggestion causes a dis- seek to leave the area at the earliest opportunity.
traction that ends the spell. The calmed area is mobile with the caster, and
lasts as long as the caster concentrates undisturbed
Notes: Common for priests with access to the or until the spell duration expires. The caster can
move at up to half movement rate and maintain
sphere of Law (TOM).
concentration, hut no other strenuous actions are Candle of Calm
allowed.
(EnchantmenVCharm, Evocation)
The material component for this spell is the Sphere: Charm, Protection
priest’s holy symbol.
Level: 5
Notes: Granted hy the wind god Akadi of the Range: IO yds./level
Components: V,S, M
FORGOTTENREALMsSetting Granted hy the elven Casting Time: 1rd.
Duration: 1 rd.
goddess Aerdrie Faenya. Area of Effect: 70-ft.-radius sphere
Saving Throw: Special
Caltrops
This spell creates the illusion of a lit, levitating
A 5th-levelspell of the sphere of War:See appendix candle-an illusion that gives off very real, flick-
in Vol. 3. ering light, bright enough to read by hut without
any real flame or heat. The spell affects all beings
Camouflage -Elf within 70 feet of the candle at any time during the
(Alteration) round of its existence. On the round the candle
Sphere: Animal, Plant
bums, a saving throw vs. spell must successfully
Level: 2 he made by any such cTeaNreS desiring to cast any
Range: 20 ft. radius spell, launch an attack, or even act to defend them-
Components: S, M selves in any way beyond movement. (In other
Casting Time: 5 words, they can freely move aside from an attack,
Duration: 1 N d e v e l but cannot ready a weapon or raise a shield with-
Area of Effect: 1personilevel out making a successful saving throw). Any at-
Saving Throw: Neg. tacks by a cIeaNre who does make a successful
saving throw are made with a -7 penalty to attack
The elves jealously guard this spell. It func-
tions only in the wilderness settings, allowing the rolls. On the following round, creatures affected
priest to instantly and completely hide one person
per level of experience, concealing them against by the candle of calm can act freely, but their
even thorough searches. The spell changesthe col-
oring and shadowing of the affected individuals to attack rolls are at a -6 penalty. On the second
blend with the natural surroundings. It is effective round after the candle vanishes, attack rolls at a -5
against infravision and ultravision, and is espe- penalty, and on the third round, they are at a 4
cially useful for spies and infiltrators. Spell-cam-
ouflaged individuals retain all their faculties and penalty, and so on until the penalty vanishes on the
abilities, and can emerge from the magical con-
cealment at any time they desire. seventh round after the disappcarance of the
candle of calm.
The concealed individuals can move while
magically camouflaged, creeping slowly up to 10 The radiance of the candle also causes the same
feet each round. Trying to move faster dissipates happiness effect in creatures as the 4th-level
the spell. As long as the movement is surreptitious wizard spell emotion and banishes any existing
and stealthy (“Look, Thrag! That hush is natural or magical discord, fea,: hate, hopeless-
moving!”), the spell holds. As with the invisibility ness, and sadness. Once the candle has been cre-
spell. if the warded individuals attack, they gain a ated, its caster is free to engage in other
surprise bonus of initiative and a +4 bonus to hit, spellcasting without harming its magic.
but the spell is immediately broken.
The material components of this spell are an
The concealed individuals cannot he detected unlit candle of any sort and a piece of clear crystal
except by magic or by moving stupidly. Until the or glass.
spell wears off,they enjoy near-total invisibility.
The material components are the priest’s holy Notes: Granted by Lliira, Mistress of Revels,
symbol and a mistletoe berry. of the FORGOTIEN REALMSsetting.
Notes: Restricted to elves; uncommon. Caress, Loviatar’s
See Loviatar’s caress.