f
Sylun6’sViper
(Alteration)
Level: 3
Range: 0
Components: V, S, M
Casting Time: 3
Duration: 4 rds.
Area of Effect: The caster
Saving Throw: Special
This spell temporarily transforms one of the
caster’s arms into a retractableserpent,whose eyes
the caster can see through (if desired), complete
with a fanged mouth. This serpent bites once per
round as if it were a wizard seven levels higher
than the caster, and its bite does ld4+1 points of
damage and forces the victim to make a saving
throw vs. spell. If the saving throw is failed, the
victim is convulsed for the following round.
During this time, the victim is helpless to attack,
deliberately defend, or complete any other volun-
tary task or activiq, and has his or herArmor Class
penalized hy 4. The serpentine ann can extend up
to 50 feet and is effectively weightless. It can bite
through armor plate, shields, and the like, and is a
magical force rather than a real snake. It is unaf-
fected by magic governingserpentkind.
The serpentine arm cannot constrict or en-
twine about victims, and its bite is not poisonous.
Each time a victim is struck a saving throw vs.
spell must be made to avoid the convulsive effect.
The arm can climb vertical walls and then drag
the caster’s body after it if the caster so desires,
hut it moves at the caster’s movement rate. The
caster cannot work any other magic while one of
her arms is in serpent-form, but she can end the
spell before expiration hy silent act of will.
The serpentine ann can he struck by foes. It is
AC 4 and has 44 hit points beyond the caster’s
own. If attacks reduce these hit points to 0, the
serpentine arm vanishes and the spell ends. All at-
tacks on the caster during the functioning of a
Sylunhk viper spell inflict damage against these
extra hit points created by the viper arm first.
Excess damage beyond the viper’s 44hit points is
suffered hy the caster directly.
The material components of this spell are a
scale and a tooth from any snake (not necessarily
a fang).
Notes: Rare or very rare in the FORGOTTEN
REALMSsetting; virtually unknown elsewhere.
symbol a symbol canbe basedon a creature's name, iden-
(ConjorationlSummoning) tity,or alignment, but otherwise must be based on
(Geomeny) observable actions or qualities. Intangibles such as
level, class, hit dice, or hit points don't qualify. For
Level: 8 example, a symbol can be set to activate when a
Range: Touch lawful g w d creature appn,aches, but not when a
Components: V, S, M paladin approaches.
.. -.A symbol's triggering c8onditions are defensive.
Duration: Special A touch-triggeredsymbol n...-... ..hin-..ul if ""
Casting Time: 3 or 1 turn
Area of Effect: 6 0 4 . radius u.LL.66-Lby
item hearingthe symhl is used to touch a cmture.
Saving Throw: None or neg. Likewise, a synbol cannot be placed on a weapon
and set to activate when the weapon strikes a foe.
This spell allows the caster to scribe any of on Once cast, a symbol'striggering conditions cannot
the potent runes described below. A symbol can be be changed.
quickly scribed in the air or on some surface, or The caster ignores the effects of his own sym-
bok, and cannot inadvertently trigger them. When
carefully inscribed on a surface.
A quickly scrikd symbol has a casting time of scribing a symbol quickly, the caster can instantly
3. The resulting m e becomes active immediately. attune any number creatures to the symbol,rending
It lasts one turn per caster level and glows faintly them immune to its effects,provided the creatures
while it lasts. Symbols offear: hopelessness,pain, are within 60 feet ofthe rune when it is created and
orpermmion can be used in this manner. Symbols that the caster is aware of their presence.
of death, discord, insaniw,pain, sleep, stunning, When creating a carefully inscribed m e , the
and spell loss cannot. caster can specify a password of phrase that pre-
The only material components required are a vents a creatureusing it fromtriggeringthe symbol.
small amount of mercury and phosphorus.
The caster also can attune any numkr or creatures
A carefullyinscribedsymhl has a casting time to the symbol, but this can extend the casting time.
of one turn. The symbol is inactive when finished Attuning one or two creatures takes negligible
and remains so indefinitely until triggered. Once time; attuning small group (up to 10 creatures)
triggered, it becomes active and glowing, usually takes an hour. Attuning an entire household (up to
lasting one turnper casterlevel. Some symhols can 25 creatures) takes a day. Attuning larger groups
bum out more quickly. For example, a symbol of takes proportionatelylonger, as the DM sees fit.
death ends when it has slain 80 hit points worth of When triggered, a symbol affects all creatures
creatures, or after one turn per level of the caster, within a 60-foot radius, except for the caster and
-. ~ - ~ ~ ~ . .~.~ .whicihneevemr caorme~neas.fc~ior~~ sm~t~ .p*onenrsany individuals ammed it. If a symbol has a pass-
l-o-r a~ C~ ~ ~ ~**N IeInY-
~ phrase, anyone using it remains immune to that
graved symbol are mercury and phosphom, plus p d c u l a r m e ' s effects so long asthe individualre-
pciwdered diamondand opal w o h at least 5,000 gp mains within 60 feet of the m e . An individualwho
each. leaves the radius and returns must use the pass
.. .. phrase again.
in plain sight and in a prominent location, covering Once triggered, a symbol remains activeuntil its
or hiding the rune renders the symbol ineffective. duration expires; creatures that subsequently meet
As a default,a symbol is triggeredwhenever a crea- an active symbolk triggering conditions suffer its
ture does one or more of the following, as selected effects. The symbols described below are the most
by the spell caster: reads, touches, or passes over commonlyknown.
the rune; looks at the rune; or passes through a
portal bearing the m e . In this case, "reading" the Lesser Symbols:
rune means any attempt to study, identify, or Fear: This symbol can be scribed quickly or
fathom its meaning. Throwing a cover over a carefully engraved on a surface. Creatures within
symbol to render it i n o p t i v e triggers it if it reacts the radius are afflicted by a powerful version of
to touch. To trigger a symbol, a creature must be the 4th-level wizard spell,fear. If scribed in the
within 60 feet of the rune. air, this symbol imposes a 4penalty to saving
The caster can set special triggering conditions throws against the fear effect. If the rune is care-
of his own. These can be as simple or e l a h t e as fully engraved on a surface, the saving throw
the caster desires. Special conditions for triggering penalty rises to -8.
Ji
915
Synostodweomer, Simbul's /
Hopelessness: All creatures within the radius Sleep: Creatures within the radius fall into a
must attempt saving throws vs. spell, at a -4 catatonic slumber if they have 8+1 hit dice or less
penalty if the rune is carefully engraved on a sur- (characters are affected if 8th level or less).
face, If the saving throw fails, the creature suffers Sleeping creatures cannot be awakened for
from hopelessness for 3d4 turns. It submits to ld12+4 tums.This symbol must he carefully en-
simple demands from foes, such as to surrender or graved on a surface.
get out; the effect is similarto the 3rd-level wizard
spell,suggestion.If no foes arepresent to make de- Stunning: One ore more creatures within the
mands, there is a 25% chance that the creature radius, whose total hit points do not exceed 160,are
takes no other actionthan to hold its ground. If the stunned for 3d4 rounds, Stunned creatures drop
creature remains free to act there is a 25% chance
it will retreat from the rune at its normal move- what they are holding and cannot take any mean-
ment speed. In either case, the creature can defend
normally if anacked. ingful actions. They cannot communicate, employ
spells, use magical items, initiate psionic abilities,
Pain: Creatures within the radius suffer wrack- use spell-like powers, fight, or move freely,
ing pains that reduce Dexterity scores by two Movement is limitedto onethird the creature's CUT-
points and impose a -4 attack penalty. Both effects rent movement rate, or a rate of 3, whichever is
last 2d10 tums. This symbol can be scribed quickly less. Attacks against stunned creatures gain a +4
or carefullyengraved on a surface. bonus. This symbol must be carefullyengraved on
a surface.
Persuasion:This symbol can be quickly scribed
or carefully engraved on a surface. Each creature A successfuldispel magic rmoves the effectsof
within the radius must attempt a saving throw vs. a symbol from a creature,unletES the symbol's effect
spell, at a -4 penalty if the rune is carefully in-
scribed on a surface. If the saving throw fails, the -__-is instantaneous (death, spell loss) or the descrip-
creature becomes the same alignment as the caster
for Id20 turns. During this time, an affected crea- tion specifies another remedy I< _~ ~. O U _.&.\~ L L L ~nI LI .K,.LUG
ture becomes friendly to the caster as though suh- itself can be removed with a successful erase spell
jected to the 1st-levelwizard spell, charmperson. or a successful dispel magic targeted solely on the
rune. The destruction of a surface upon which a
Greater Symbols: symbol is inscribed destroys the rune, hut also trig-
Death: One or more creatures within the radius, gers its effects.
whose total hit points do not exceed 80, are irrevo- Notes: Common spell (PHB).This spell has
cably slain as though shuck hy the 6th-levelwizard
spell, death spell. This symbol must he carefully been substantially reworked from the 2nd Edition
engraved on a surface. version. The symbol of spell I'oss originated in the
Discord: All creatures within 60 feet immedi- FORGOTTENREALMSsetting.
ately fall into loud bickering and arguing.
Meaningfulcommunicationis impossible.If the af- dered permanent with the 8th-level wizard
fected creatures have different alignments,they are
50% likely to attack each other. Bickeringlasts 5d4 ~-spell permanency, provided the rune IS care-
rounds, fighting lasts 2d4 rounds. This symbol
must be carefullyengraved on a surface. fullv eneraved unon a nermanent. non-Dortable
!Turface such a wall or door. A permanencq
Insanify: One or more creatures within the
radius,whosehit points do not exceed 120,become Lspell indefinitely extends a symbol's basic du-
insane and act as though affected by the 4th-level
wizard spell, confusion. Insanity lasts until a heal, -""" ^,1ation o f one turn per caster level. When t i g -
restoration, or wish spell is used to remove the af- --.."A " ^_* J^y'"_"".'_ _ L ^ I _ _U"3_"_a^r1l1y_ _ g l u w "" ?L' -_U,'
fliction.This symbol must he carefully engravedon &C",
a surface. 2' p'C'N1Ur1C"L
ahout a turn each time it is activated, but there
is no limit to the number oftimes it can be trig-
gered. If the symbol can affect only a limited
number of hit points of creatures, the limit ap-
plies each round. For exam& a nermanent
r~ ~~ ~~~
5ymbol of death can slay 80 hit points of crea-
tures every round.
Synostodweomer, Simbul's
See Simhul's synostodweomer.
JL
916
Talon’s Skitmaster -Bard ment that uses a small ivory cube. When
cast, the spell conforms closely to the Ist-
(nlusion) level wizard spell, audible glame,:
The caster selects six sounds and places them
Level: 3 onto the faces of the ivory cube. These sounds
Range: 0 can be virtually any noise with which the caster
Components: V, S, M is familiar, and can be as loud as an audible
Casting Time: 3 glamer. They might include a dragon’s roar, a
Duration: 3 hrs. bird chirping, a baby crying. The sounds remain
Area of Effect: 20 ft. x 20 ft. in place on the cube until the cube is employed
Saving Throw: None or the spell’s duration lapses.
To call forth a sound, the caster presses the
This is an especially effective spell for a hard, side of the cube he wants to hear. Each sound
who can summon forth illusions of heroes and persists for up to five rounds, and can be called
monsters, giving real life to his stories. The illu- forth only once. This spell is especially handy
sions can appear to do battle, while the caster nar- with the Talon’sskitmaster illusion.
rates the scene and adds vocal color where he The spell requires an ivory cube, which can he
sees fit. reused.
Notes: Known to Talon Stringfellow.
The caster must mark with a line of sand an
area no larger than 20 by 20 feet when the spell is Talon’s Waterproof -Bard
cast. While it is in effect, the caster must remain (Abjuration)
inside this boundary. To invoke the special abili-
ties of the spell, the caster blinks twice and then Level: 1
states the name of up to six objects and creatures. Range: 0
The caster becomes invisible, and the named ob- Components: V, S, M
jects and creatures appear in his place. For exam- Casting Time: 2
ple, the caster can call into being a terrifying troll. Duration: 1hxllevel
The troll bas no substance and cannot pass Area of Effect: 1 item or creature
beyond the sandy boundary. Nor can it speak. Saving Throw: None
However, it can move about at the caster’s whim,
dancing, jumping, and performing feats to im- Wat’aferproofmakes one item or creature, man-
press an audience. The caster can speak during sized or smaller, immune to being wetted by nat-
this time, telling a story, singing, or casting spells ural water. Water is deflected one inch above the
to enhance the show. surface of the enchanted object or individual. The
spell affects only natural water, and has no effect
The spell is broken if the caster steps out of upon water-based spells or water-based creatures
the boundary or if the line of sand is broken. such as water weirds or water elementals. It does
not dry creatures or items that are already wet. It
The bard Talon Stringfellow developed this does not allow the recipient to breathe undenva-
enchantment after years of research and practice, ter. Full immersion in water breaks the spell in-
to produce more spectacular and crowd-pleasing stantly.
performances.
This spell was developed by Talon
Notes: Known to Talon Stringfellow. Stringfellow,a famed minstrel of Waterdeep. One
Talon’s Soundmaster -Bard day, he grew tired of being drenched by the
spring rains, which he feared would damage his
(nlusion) polished wood harp. He spent months research-
ing enchantments that would keep him dry,
Level: 3
Range: 0 The material component is a drop of water.
Components: V, S, M Notes: Known to Talon Stringfellow.
Casting Time: 3
Duration: 24 hrs.
Area of Effect: Ivory six-sided cube
Saving Throw: None
Talon Stringfellow, always looking for spells \
to improve his stage shows, created this enchant-
)
917
-Talonblade-Hishna
Talonblade -Hishna The victim of this spell perceives everything
as hilariiously funny. The effect is not immediate,
(Enchantment) m__AuL..^LUG creature feels only a slight tingling on the
round the spell is cast. On the round immediately
Level: 1 following, the victim begins smiling, then gig-
Range: Touch gling, chuckling, tittering, snickering,guffawing,
Components: V, M and finally collapsing into gales of uncontrol-
Casting Time: 1 rd. lable, hideous laughter. Although this magical
Duration: 1 tumilevel mirth lasts only a single round, the affected crea-
Area of Effect: 1 weapon ture must spend the next round regaining its feet,
Saving Throw: None and it loses 2 points from its Strength (or -2 to
attack and damage rolls) for all remaining rounds
The talonblade spell allows the caster to en- of the spell.
chant the blade or tip of any single stone weapon.
The weapon gains a +3 to all attack and damage The saving throw vs. spell is modified by the
rolls. Any damage sustained by the weapon (if it is Intelligence of the creature. Creatures with
a maca) is delayed until the end of the spell’s du-
ration; it does take effect then, however. Intelligencesof 4 or less (semi-intelligent) are to-
The material component for the spell is the tally unaffected. Those with Intelligences of 5-7
claw of ajaguar. (low) save with -6 penalties. Those with
Notes: Restricted to practitioners of hishna -Intelligences of 8-12 (average to very) save with
magic (the Maztica setting); common. 4penalties. Those with Intellieences of 13-14
(high) save with -2 penal1:ies. Those with
Target -Old Empire Intelligences of I5 or greater I(exceptional)have
unmodified savingthrows.
(Alteration)
The caster can affect one creature for every
Level: 3 three levels attained&e.g., one at 3rd level, two
at 6th level, three at 9th level, etc. All affected
Range: 50 yds. + 10 yds.Aeve1
beings must be within 30 feet of each other.
Components: V, S
CastingTime: 3 The material components are a small feather
Duration: 1 rd.Aevel and minute tarts. The tarts are hurled at the sub-
Area of Effect: 1 creature jects, while the feather is waved in one hand.
Saving Throw: Neg.
Notes: Common or uncommon swll (PHB).
Thisspellenablesthew h d t o affect a singlelatget
matme.A c m h m failinga savingthrowvs.spell he Tasirin’s Hauinted Sleep
comes marked so that all physical missile attacks, in-
c~amnvs,bolt$javelins,andballistaeattac~gain (EnchantmentlCharm)
a +2 lamusto attackand damagerolls against i t
Level: 3
Notes: Uncommon spell. As a FORGOTTEN Range: Touch
Components:V, S
REALMSOld Empire spell, initial exposure re- Casting Time: 1 rd.
Duration: I hlmilevel
quires a mentor or a read Southern magic spell. Area of Effect: Creaturetouched
SavingThrow: Neg.
Tasha’s Uncontrollable Hideous
Laughter Tmirin S haunted sleep puts a sleeping crea-
ture into a much deeper sleep, such that early
(EnchantmenUCharm) awakening from this state can he accomplished
(Son@ only by limited wish, dispel magic, acute physical
pain (wounding), or at the caster’s command. The
Level: 2 state of deep sleep lasts for one turn per level of
Range: 60 yds. the caster.
Components: V, S, M
CastingTime: 2 This spell can be cast successfullyonly upon a
Duration: 1 rd.ilevel sleeping creaturethose unconscious,entranced,
Area of Effect: 1 ormore creaturesin a 304% cube drugged, in a coma or similar state of mental
Saving Throw: Neg. injury resulting from concussion,potion, or astral
Tasso’s Shriek
. .inner mental voice, and must be in a languagqI
thatSthhoeucldretahteurcereuantculerrestDaendpsroorrecitr.ewo.ilm.l fasiiul.moer
(as by aprofecfionfrorn evil spell) the haunted
sleep may have no effect at all, depending on
the intentions and motives of the caster-at-
tempts to deceive or manipulate will absolutely
fail.
Notes: Uncommon or rare spell from the
FORGOTTENREALMSsetting. Known to he in
The wizardk Workbook.
Tasso’s Shriek
@llusiou/Phantssm)
Level: 1
Range: IO yds./level
Components: V
Casting Time: 1
Duration: 1 rd./level
Area of Effect: Hearing range
Saving Throw: Special
or psionic activity are not affected. This specialized form of an audible glamer
The target creature is allowed a saving spell is released by the caster with only minimal
throw vs. spell, which if successful negates the utterance. Its casting is all but silent and un-
traceable, requiring a minimum of concentra-
haunted sleep. The caster is never directly tion (thus enabling it to be cast during melee or
aware of the target’s thoughts or mental state, or when the caster is in pain, constrained, or the
of the success of the spell.
like). The magic produces a shrieking crying
While in such a deep sleep, the creature is shouting or other verbal utterance. Once cast
open to the influence of subconscious visions or the sounds cannot be ended before the spell ex-
dreams. The caster can project one specific piration.
scene or vision into natural mental activity, and
The sounds carried by this magic are limited
this will come into the creature’s consciousness to those produced by the caster’s voice (al-
soon after awakening. The vision’s clarity, though mimicry is possible). These are typi-
detail, and accuracy depend upon the caster’s cally used to produce shouted warnings or cries
concentration, for the scene must be held in to suggest a fight or attack offstage, or to sug-
mind during the casting. gest the presence of unseen intruders so as to
Such visions can masquerade as memories distract opponents of the caster. The spellcaster
must emit all of these sounds while memorizing
or divine communications, and can be used to
influence decisions, goad the creature into a the spell and cannot later alter them.
certain course of action, trouble the recipient, Notes: Very rare spell from the FORGOTTEN
or, conversely, to calm and rest the creature at a
time of mental anguish or troubles. A spell- REALMSsetting. Known to b e in Tasso’s
caster skilled in the use of this spell can boost
morale, joy, or enthusiasm-r crush it. Arcanabula.
During haunted sleep, the recipient is espe-
cially susceptible to any one suggestion spell,
which can be cast by the caster of the haunted
sleep or another spellcaster. The sleeping crea-
ture is allowed a saving throw vs. spell at a -3
penalty. The suggestion will be heard as an
JL
919
Tattoo of Power f
Tattoo of Power A taunt spell enables the caster tojape andjeer
effectively at a single type of creature with an
(Alteration, Evocation) iP Intelligence of 2 or greater. The caster need not
speak the language of the creatures. His words
(Geometry) and sounds have real meaning for the subject
creature or creatures: challenging, insulting, and
Level: 6 generally irritating and angering the listeners.
Range: Touch Those failing to save vs. spell rush forth in
fury to do battle with the spellcaster.All affected
Components: V, S, M creatures attack the spellcaster in melee if physi-
cally capable of doing so, seeking to use body or
Casting Time: 1 hr./level of spell implanted hand-held weapons rather than missile weapons
or spells. Separation ofthe caster from the victim
--Duration: Until trieeered by an impenetrable or uncrossable boundary (a
wall of fire, a deep chasm, a formation of set
Saving Throw: None pikemen) causes the spell to break.
VArea of Effect: 1 creature If the caster taunts a mixed group, he must
The tattoo ofpower is a method of implanting choose the type of creature to be affected.
spells using the art of tattooing. The wizard casts Creatures commanded by a strong leader (i,e.,
the tattoo ofpower in conjunction with the spell to with a Charisma bonus, with higher Hit Dice,
be implanted in the tattoo. The wizard then begins etc.) might gain a saving throw bonus of + I to +4,
to tattoo the recipient of the spell. When finished, at the DM’s discretion. If used in conjunction
with a ventriloquism spell, the creatures may
the tattoo contains the power of the spell, which attack the apparent source, depending upon their
Intelligence, a leader’s presence, and so on.
can be released simply by touching the tattoo and
uttering a command word. Once the spell is cast The material component is a slug, which is
hurled at the creatures to he taunted.
from the tattoo, the markings ofthe tattoo fade and
disappear almost immediately. Notes: Common spell (PHB).
Whenthespellinthetattooisreleaseditoperates Telekinesis
exactly as if it were cast by the wizardwho originally
implanted the spell. If a 10th-level wizardimplanted (Alteration)
a spell, it is released at the 10th level of ability (Force, Mentalism)
Tattoos can take a lot of space. For every level Level: 5
of the spell implanted,the tattoo will cover a 2-inch Range: 10yds./level
square of flesh. This limits the number of tattoos Components: V, S
Casting Time: 5
that can be drawn upon the avmge human body. Duration: Special
Up to four levels of spells could be inscribedon the Area of Effect: Special
average human arm, 10 levels of spells on the Saving Throw: Neg.
chest, and six spell levels on each leg. There are
practical limitations to this-magic becomes By means of this spell, the wizard is able to
move objects by concentrating on moving them
“fuzzy” when condensed into such a small area. No mentally. The spell can provide either a gentle,
more than fourtattoos of power can be placed upon sustained force or a single short, violent thrust.
a single individual at any one time. Finally, the
A sustained force enables the wizard to move
caster of this spell must have the tattooing profi- a weight of up to 25 pounds a distance of up to
ciency or the spell will not function. 20 feet per round. The spell lasts two rounds,
plus one round per caster level. The weight can
Notes: Common for spellcasters from an ara- be moved vertically, horizontally, or both. An
hian setting; othenuise, very rare. Optionally un- object moved beyond the caster’s range falls or
common for Savage mages and geometers. stops. If the caster ceases concentration for any
reason, the object falls or stops. The object can
Taunt be telekinetically manipulated as if with one
(Enchantment)
(So&
Level: 1
Range: 60 yds.
Components: V, S, M
Casting Time: 1
Duration: 1 rd.
Area of Effect: 30-A. radius
Saving Throw: Neg.
fL
920
> TelepofiBlock
hand. For example, a lever or rope can he pulled, ity to and study of the area), it is unlikely that
a key can he turned, an object rotated and so on, there is any error in arriving, although the caster
if the force required is within the weight limita- has no control over his facing upon arrival.
tion. The caster might even he able to untie Lesser known areas (those seen only magically or
simple knots, at the discretion of the DM.
from a distance) increase the probability of error.
Alternatively, the spell energy can he ex-
pended in a single round. The caster can hurl one Unfamiliar areas present considerable peril (see
or more objects within range and within a IO-foot
table).
cube, directly away from himself at high speed,
to a distance of up to ten feet per caster level. This Probability of Teleporting:
is subject to a maximum weight of 25 pounds per On Low
caster level. Damage caused by hurled objects is 00
Destinationis: High Target 9940
decided by the DM, hut cannot exceed 1 point of 9740
damage per caster level. Opponents who fall Veryfamiliar 0 1 4 2 03-99
within the weight capacity of the spell can he 9340
Studied carefully 0 1 4 4 05-98 8540
hurled, hut they are allowed a saving throw vs.
spell to avoid the effect. Furthermore, those able Seen casually 01-08 09-96
to employ as simple a counter-measure as an en-
Viewedonce 01-16 17-92
large spell, for example (thus making the body
weight go over the maximum spell limit), can Never seen 01-32 33-84
easily counter the spell. The various Bigby’s hand
spells also counter this spell. Telepotting high means the wizard amves ten
feet above the ground for every 1% he is below the
Notes: Common spell (PHB) lowest “On Target” probability; this could be as
high as 320 feet if the destination area was never
Telekinetic Sphere, Otiluke’s seen. Any low result means the instant death of the
wizardif the area in@which he teleports is solid.A
See Otiluke’s telekinetic sphere. wizardcannotteleportto an area of empty s p a c e a
substantialsurface must be there, whethera wooden
Telepathic Bond, Rary’s floor, a stone floor, natural ground, etc. Areas of
strongphysical or magical energiesmay make tele-
See Rary‘s telepathic bond. porntion more hazardous or even impossible.
(Alteration) Teleport Notes: Common spell (PHB).
(Universal) Teleport Block
(Abjuration,Alteration)
(Dimension)
Level: 5 Level: 8
Range: Touch
Casting Time: 2 Range: 20 ft. + 10 ft.ilevel
Components: V Components:V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None Duration: 8 hrs. + 1
Area of Effect: 60 I
Saving Throw: No]
When this spell is used, the wizard instantly tions from operating in the area of effect. The fol-
transports himself, along with a certain amount of lowing spells cannot penetrate the harrier of a
additional weight that is on or being touched hy
the spellcaster, to a well-known destination. teleport block: teleport, teleport without errol:
Distance is not a factor, hut interplanar travel is plane shift, dimension door. blink, phase door.
not possible by means of a teleport spell. The and fransport via plants. The gute spell and the
spellcaster is able to teleport a maximum weight hierophant druid‘splane shift ability work only if
of 250 pounds, plus an additional 150 pounds for
each level of experience above the 10th (a 13th- the spellcaster makes a successful saving throw
vs. spell. In addition, the following spell effects
level wizard can teleport up to 700 pounds). Ifthe
destination area is very familiar to the wizard (he are blocked as well: meld into stone, wraithfom,
and passwall.
has a clear mental picture through actual proxim-
The material component for this spell is a small
J\
921
crystal cube that is destroyed during the casting. enemies is consideredto he an evil act in most of
Notes: Uncommon for dimensionists; other- the Realms, and those who are affected (if they
wise, very rare. (Updated from POLYHEDRON survive)will take steps to track down the individ-
Newszine.) uals responsible.
Teleport Dead Notes: Rare spell from the FORGOTTEN
REALMSsetting. Known to he in the tome Against
(Alteration, Necromancy) the Undead
Level: 6 Teleport Object
Range: Touch
Components: V, S See the 7th-level spell, vanish.
Casting Time: 4
Teleport Object
Duration: Instantaneous
Area of Effect: 1 undead creature (Alteration)
SavingThrow: Neg. (Dimension)
By means of this magic the caster can in- Level 3
stantly teleport a single dead or undead creature Range: Touch
to any locationon the same plane. Weight is not a Components: V, S
Casting Time: 2
factor, but only one creature and its immediate
belongings can he teleported Undead with spell Duration: Instantaneous
abilities and access to this spell can teleport Area of Effect: 1 object, 2 oz./l---‘
SavingThrow: Special
themselves.Success depends on how familiar the
destinationis to the caster (see tahle). By casting this spell, a w”i.z.c L. ..UI“~
Probability of Teleporting: ports a small object to another location. The
On object can weigh no more than 2 ounces per level,
so a 5th-level wizard can transport an item
Destinationis: High Target Lmu weighing 10 ounces. Distance is not a factor, hut
Veryfamiliar 0 1 4 2 03-99 00 interplanartransport is not possible. Like the tele-
99-00
Studied carefully 0 1 4 05-98 97-00 port spell, accuracy depends on the caster’s fa-
93-00
Seen casually 01-08 09-96 miliarity with the target location (see tahle).
8540
Viewedonce 01-16 17-92
Never seen 01-32 33-84 Probability of Teleporting:
The caster must touch the undead to he tele- On
Destinationis: High Target
ported. If the teleportation is involuntary, the Low
undead receives a saving throw vs. spell to resist Veryfamiliar 01-02 03-99
the effect. Undead that can use spells (such as 00
Studiedcarefully 0 1 4 4 05-98 99-00
liches) gain a +3 bonus to these saving throws to
avoid telepoltation. Seencasually 01-08 09-96 9740
93-00
Teleporting high means the undead arrives IO Viewed once 01-16 17-92 8540
feet above the ground for evety 1% it is below the Never seen 01-32 33-84
lowest “On ‘Target” probability. A low result This spell cannot place an object within any
solid, such as a wall or an enemy. The destination
means that the undead has appeared 10 feet must be a snrface, not empty air or inside a solid or
below the location chosen. This is often, though liqnid Ifthis condition is not fulfilled,the spell fails.
not always, fatal to the undead involved. It is not
possible to deliberatelyteleport high, the location Controlof this spell improves with time. A 5th-
chosen must he on a hard surface. level caster can teleport only nonmagical items,
This spell is often used to send the recently de- and then only if the item is unencumbered (not
ceased hack to a safe haven or friendly church tied down or in someone’s gasp). At 9th level, the
fair care and eventual resurrection. It can also he caster can teleport a magical item. Only at 12th
used to send a particularly nasty single undead
away, with the chance that it will not return, level can the caster affect an item in someone
Teleporting undead into the houses and castles of else’s grasp. To teleport an object held hy some-
one else, the wizard must fmt make a successful
attack roll to touch the object. This is a “called
J\
922
shot”; the wizard‘s initiative has a -1 penalty and must be a surface, not inside solid or liquid matter.
the attack roll has a 4penalty. The owner of the
item can avoid the spell with a successful saving The spell poses a slight risk to the caster, because
throw vs. spell.
teleporting a person inaccurately causes a psychic
Since a sheet of pamhment usually weighsless backlash. A wizard who rolls a “High” or “Low”
than two ounces, wizards oilen use this spell to result for accuracy is immediately stunned (reel-
ing and unable to attack) for Id6 turns.
send written messages.
Notes: Uncommon for dimensionists; other- Probabilityof Teleporting:
On
wise, very rare. (Updated from DRAGON
Ma Destinationis: High Target Low
Veryfamiliar 0 1 4 2 03-99
00
Studied carefully 0 1 4 4 05-98 99-00
(AI Seen casually 0148 09-96 97-00
17-92
(Dimension) Viewedonce 01-16 33-84 9340
Never seen 01-32 8540
Level: 6 Using this spell in combat requires a success-
Range: Touch ful attackroll, and the target creature is allowed a
Components:V, S
saving throw vs. spell to negate the teleport.
Casting Time: 4
Further, if the teleportation would he fatal, at the
Duration: Instantaneous
DM’s option the creature is allowed a saving
Area of Effect: 1 person
throw vs. death magic. Success teleports the sub-
SavingThrow: Special
ject to a random location instead of the caster’s
By casting this spell, a wizard instantly trans- desired one.
Notes: Uncommon for dimensiooists; other-
ports any one person other than himself to another
locatioo. Distance is not a factor, hut inteqhnar wise, very rare. (Updated from DRAGON
transport is not possible. Like the teieport spell, Magazine.)
accuracy depends on the caster’s familiarity with
the target location (see table), and the destination Teleport Undead
Aka teleport dead.
TeleportWithout Error
(Alteration)
(Universal)
Level: 7
Range: Touch
Components: V
Casting Time: 1
Duration: Instantaneous
Area of Effect: Special
SavingThrow: None
This spell is similar to the teieport spell. The
caster cantransport himself, along with the material
weight noted for a tekport spell, to any known lc-
cation in his home plane with no chance for error.
The spell also enables the caster to travel to
other planes of existence, hut any such plane is, at
best, “studied carefully.” This assumes that the
caster has, in fact, actually been to the plane and
carefully perused an area for an eventual teleport
without error spell. The table for the teleport
spell is used, with the caster’s howledge of the
L
923
Tempestcone c
destination used to determine chance for error. protected creature takes two points of damage for
(Exception: See the 9th level wizard spell, each level of stored energy (save vs. spell for
succor.)The caster can do nothing else the round half) and is stunned for ld4 rounds.
that he appears from a teleport.
Notes: Known to the Cult of the Dragon in the
Notes: Common spell (PHB).
FORGOTTENREALMSsetting: otherwise virtually
Tempestcone
unknown.
(Alteration, Evocation)
t
Level: 9 amended from earlier versions. It no longer ab-
Range: Touch sorbs magical item charges, the range of the
magic misdes has been substantially reduced,
Components:V, S and it is now possible to overload the spell.
Casting Time: 9 Temporal Disjunction,Wesley’s
Duration: 1 rd.ilevel
Area of Effect: Creature touched See Wesley’s temporal disjunction.
Saving Throw: None
Temporal Eye
This spell creates a shadowy, upright cone of
force surrounding the caster or one creature (Chronomancy)
touched by the caster. The cone comes to a point
a few feet above the recipient’s head, and extends Level: 7
to the floor (or, if the caster is flying, failing, or Range: 0
otherwise removed from a solid surface, to just Components: V, S , M
below the lowest part of the caster’s body). The Casting Time: 3 turns
tempestcone moves with the caster, and seems to
be a faintly shrieking, tumultuous chaos of Duration: 1 turn + 2 rds./level
whirling winds and shadowy clouds (hence its
name). Its only effect is to “drink” all magic Area of Effect: The caster
coming into contact with it (including spells cast Saving Throw: None
by a spellcaster it is protecting), and transforms
them into magic missiles. This spell allows the caster to scry people or
places in other times. This operates through the
The caster is unharmed by the whirling cone of chronomancer’s mind, and any innate abilities or
winds (and is unaffected by all incoming spell ef- permanent spell effects placed on the caster apply.
fects); the magic missiles created by a tempest- The spells comprehend Ionguoga, reud magic, and
cone whirl around the cone until hurled unemngly infravision work through temporal eye. Tongues,
at targets within 40 feet by the being envelopedby detect magic, detect goodevil, and message have a
the cone. The protected creature can hurl the mis- 5% chance per level of the chronomancer of work-
siles even if not a spellcaster; a mental command ing correctly. Locate object, domination. sugges-
is all that is needed. The missiles are identical in tion, and true seeing have a 5% chance per 2 levels
all respects to those from a magic missile spell. of the chronomancerof working correctly.
A tempestcone creates two magic missiles per The chance for scrying success, as well as the
spell level absorbed, each inflicting ld4+1 points chance for detection, is the same as those for a
of damage and flying unerringly at the target crystal ball. Scrying into a different time offers
creatures. The action of directing discharged spell no further penalty. In any case, a detect sciying
energy replaces any other attacks the protected
creature is allowed. Such energy is always dis- detects a temporal LYe
charged on the protected creature’s next action: if
not directed, it shoots off harmlessly in a random There are many I
direction. If the projectiles pass more than 40 feet .L.-Y~u2,1E, rlrarvre (eagles or hawks do nicely)
from the cone, or are unused when the spell ex- is held in the left hand. Blood from a temporal
pires, they fade away harmlessly. In addition, if dog is mixed with a concoction of alcohol,
the number of spell levels absorbed in one round sodium, and strychnine. Finally, hundreds of
equal or exceed the caster’s experience level, the strands must be collected from Demiplane of
spell shatters, releasing all its energy at once. The Time, enchanted, and woven into a veil worn
over the face. All items are destroyed except the
veil, which can he reused.
1 924 L
> Temporal Shell
Notes: Restricted to chronomancers; 1 round per level of the chronomancer. The
amount must be decided before the spell is cast.
common.
The spell removes the creature from reality for
Temporal Freedom
a limited time, allowing the chronomancerto deal
(Alteration) with other problems, or prepare a welcome for
the returning creature. The affected creature is
Level: 8 aware of no passage of time. Everything seems to
Range: Touch suddenly shift about. If a physical object occu-
Components: V, S, M pies the space to which the creature will return,
Casting Time: 1rd. the creature will he slightly displaced.
Duration: 1 day At the time of the casting, both the caster and
Area of Effect: Creature touched target creature make Wisdom checks. For every
Saving Throw: None point by which the chronomancer succeeds, add 1
point to the target’s roll (maximum of +4). If the
This spell provides protection against any chronomancer fails the check or the target suc-
spell creating a stasis effect that would affect the ceeds (after penalties), the chronomancer is
protected creature. Examples of such spells in- pushed thmugh the slipgate, instead.
Notes: Restricted to chronomancers;
clude Phezultk sleep ofages. temporal stasis, and
time stop. For example. a being within the con- common.
iines of a time stop and protected by temporal Temporal Reinstatement
freedom remains free to hear, see, and act; but
could pretend to he frozen until the caster of the Reversed form, see temporal stasis.
time stop drew near, turned away, or lei? himself
open to attack. After providing its protection Temporal She”
against one such a spell, however, the spell ends. (Chronornaney)
The temporalfreedom spell also confers immu-
nity to aging attacks upon the protected creature, Level: 9
such as those of a ghost. It does not prevent aging Range: 0
side effects,such as those caused hy a gate spell or Components: V, S, M
apotion of speed. This protection lasts as long as Casting Time: 1 rd.
the spell, to a maximum duration of one day. Duration: 1 tudlevel
The material component is a pinch of hone Area of Effect: 5-ft.radius
dust. The caster ages 6 months immediately upon Saving Throw: None
casting the spell.
Notes: Very rare spell. (Updated from DRAGON This spell creates a temporary bubble around
Magazine.) the caster, which is not affected by Demiplane of
Temporal Push Time. While inside the shell, the chronomancer is
immune to the passage of time, except as it ap-
(Chronomaney) plies directly to himself. The effect is that the
world has frozen between seconds. This gives the
Level: 4 caster an opportunity for actions like drinking
healing potions or letting a harmful spell or
Range: 10yds. + 5 ydsAevel
Components: V, S
potion wear off.
Casting Time: 4 Once created, the shell cannot be moved, and
Duration: Instantaneous the caster cannot leave it without automatically
Area of Effect: 1creature dispelling the effect. Any creatures within the 5-
Saving Throw: Special foot radius are considered in the shell and can in-
teract with the chronomancer as if normal time is
Upon casting temporal push, the chrono- passing. If they step outside the radius, they are
mancer opens a partial slipgate to Demiplane of immediately frozen until the spell expires or the
Time and attempts to force a creature through it. chronomancer dispels it. The spell’s duration is
This slipgate is not fully formed, so the subject measured hy the chronomancer’s subjective time.
automatically slips hack to reality at a later time. The material components of this spell require
The creature is thrown forward up to 1round plus preparation.A crystal sphere valued at 1,000g p or
JL
925
better is necessary.A diamond worth at least 5,000 Note that the reverse requires only a single word
gp must he enchanted with a temporal stasis spell and no somatic or material components.
and placed within the sphere. The entire device
must then be touched hy a time dimensional while The material component of a temporal stasis
on Demiplane of Time (the touch need not he vol- spell is a powder composed of diamond, emerald,
untary). When this spell is cast, the device is con- ruby, and sapphire dust, each crushed stone of at
sumed hy the magical energies. least 100 gp value.
Notes: Restricted to chronomancers; Notes: Common spell (PHB)
common.
Temporal Wall
Temporal Stasis
(Chronornaney)
(Alteration)
Reversible Level 5
Range: 30 yds.
Level 9
Range: 10 yds. Components: V, S, M
Components: V, S, M Casting Time: 5
Casting Time: 9
Duration: Permanent Duration: 1turn + 1 rd./level
Area of Effect: 1 creature
Saving Throw: None Area ofEffect: Up to 10 sq.A.Aeve1
Saving Throw: Special
Upon casting this spell, the wizard places the re-
cipient creature into a state of suspended anima- Temporal wall creates a thin harrier composed
tion. This cessation of time means that the
creature does not grow older. Its body functions of the mist-smoke of Demiplane of Time. The
virtually cease. This state persists until the magic wall cannot he moved once created, hut it can be
is removed by a dispel magic spell or the reverse shaped in any way (circle, dome, and so on) and
of the spell (temporal rein- placed anywhere within the spell's range. Anyone
statement) is uttered.
trying to pass through this wall in either direction
suffers the effects of two cumulative slow spells
and Wesley'stemporal disjunction. Creatures can
save vs. spell (once each) tc) avoid the effects of
the slow spells. Missiles, tmath weapons, and
spell effects are also slowed hy the wall, allowing
a Dexterity check to reduce tK..*n..i. An-o-n
L.. L.^IF
uJ
3 TempusFugit
Dispel magii cannot desmy this wall, hut any a resurrection or full wish spell.
type of magical item that destroys magic can The material componentsare a hit of coal and
affect this spell. Passwall, dimension door, tele-
port, and similar spells bypass the wall. moss.
Notes: Restricted to non-good spellcasters.
The material component is a strand of web-
bing from a vortex spider’s web. Rare for necromancers; otherwise, very rare.
(Updated from DUGONMagazine.)
Notes: Restricted to chronomancers;
common. be able to extend the duration of the spell or re-
store an individual longer dead by means of an
Temporary Death agreement or pact with certain lower planar
creatures. This is extremely hazardous, and
Reversedform, see temporaryresurrection puts the caster at considerablerisk.
Temporary Resurrection
(Necromancy)
Reversible
Level 8 Tempus Fugit
Range: Touch
@lusion&’hantasm)
Components: V,S, M Reversible
Casting Time: 1 turn Level: 5
Duration:2 daysflevel Range: 0
Area of Effect: 1creature Components: V, S
Saving Throw: Special Casting Time: 5
Duration: 5 turnsilevel
By means of this spell, the caster can return Area ofEffect: 10-ft. radius
the spirit of a deceased characteror creatureto its SavingThrow: None
body, granting temporary life to a creature not This powerful illusion affects the minds and
more than 1 day per caster level dead. Life and bodies of all those within the area of effect. The
health are restored, provided the creature makes spell causes those affected to perceive the pas-
successful resurrection survival check. Any con-
dition that prevents a successfulresurrection also sage of time in a much faster manner.
prevents a temporary resurrection.
Those entering this area after the casting is
The affected creature radiates necromantic completed are similarly affected. Every turn (10
magic, but to all other tests appears to he a minutes) spent under the tempus fugit spell
normal living creature. All powers, abilities, seems like a full hour to those within its
knowledge, and memories of the subject return, dweomer (thus, for a 9th level caster, the appar-
hut the temporarilyrevived being is a thrall of the ent duration is 7Xhours). Because of this distor-
caster, nor can any simple means complete the tion, all metabolic functions of affected
subject’s return to life. At the end of the spell’s individuals are speeded up accordingly. They
duration,the affectedcreatureliterally drops dead eat, sleep, and so forth according to an acceler-
ated rate. The duration of other spellswithin the
The material components are a hit of flint and tempusfigit area is also sped up accordingly.
One hour is as six to them, four hours a full day.
steel that are struck together and destroyed as the This acceleration of time allows rest, renewal of
incantation is completed. spells, and recovery of hit points lost. Note that
actual weapon speed factors and casting times
The reverse of this spell, temporary death, are not affected in any way; this dweomer is
apparently kills the subject instantly. The victim completely unlike the haste and slow spells. The
is allowed a saving throw vs. death magic to illusionist is always affected by the spell.
resist. While to all tests the creature is slain and
cannot he raised, and the creature’s body may The reverse, tempus somnus, slows time for
cool and stiffen, the normal processes of decay the individuals affected. An hour seems as only a
do not occur. At the end of the spell (or at a prior turn, a day merely four hours. The reversal re-
time specified by the caster), the creature sud- quires no special preparation. The illusionist is
denly returns to life in the exact condition as at affected by the spell. Under the reverse, the
the time of death. The state of temporary death
can he countered before it runs its course only by
J\
921
effects will always last at least one turn after the The material component is a full set of tiger
caster desires its dispelling, because his reactions
are so greatly slowed. claws.
Notes: Uncommon or rare spell ( W o o .
Notes: Restricted to illusionists; uncommon.
Tenser’s Destructive Resonance
Tempus Somnns
(lnvocation/Evocation)
Reversedform,see tempus fugit. (Force)
Tenser’s Brawl Level 5
Range: 0
Iteration) Components: V, S, M
Casting Time: 5
Level 2
Range: Touch Duration: Instantaneous
Components: V, S, M
Casting Time: 2 Area of Effect: Ray, 60 ft. + 10 &/level
Duration: 1 rd./level
Area of Effect: Creature touched Saving Throw: Special
Saving Throw: None
when this spell is cast, a thii ray of destructive
This spell grants the recipient greater prowess
in weaponless combat. The creature gains a +2 blue force Sprinss forth from the caster’s fingertip,
bonus to hit with all pummeling, grappling, or
overhearing attacks. The subject receives a +2 to strike any one nonmagical object witbin range.
initiative bonus for pummeling attacks and a
The ray imparts an immense amount of energy to
+IO% bonus to stun an opponent. The fighter ~~
suffers no initiative penalty when performing a
the object struck, causing it to spontaneously eX-
grappling attack, and any grappling hold
achieved by the fighter is more secure, so the plde. Large, massive objects have more potentiid
held creature attacks at 4.
destnrctive energy than small, L:A~.cL...4W-.I,&.-.IC.V. LVJC ~C~ L.~,
The material component for the spell is a hit of but the wizard must hold the ray on the larger object
chest fur from a bear or gorilla.
for a longer time in order to cause detonation.
Notes: Uncommon or rare spell ( W o o .
The ray has two principal effects: First, the
Tenser’s Deadly Strike
object struck is disintegrated if it fails its item
(Alteration)
saving throw. Secondly, any creature near the de-
. - ~ ~ - ,stroyed item suffers damage pNroportional to the
weight of the item detonated T.(sW~eOec~cahsia~errt)r,~evpelulss.
blast damage of Id6 points per
Creatures caught within the blast radius are al-
lowed a saving throw vs. paralyzation for half
damage (1 point per caster level), but the base
damage of the explosion cannot he saved
against.
Level: 3 Weight Weight Rmnaoce Basl Erplorln
Range: 0 Ohs.) Radios
Components:V, S, M Caupy To5 The Damage 2 R.
Casting Time: 3 Tiny &25 Inst. Id8 3R.
Small 261W 5R.
Duration: 3 rds. + Id6 rds Medim 101-500 Inst. Id12 10 R.
501-2,oM) I5A.
Area of Effect: The caster Large 1 rd. Id20
Huge
Saving Throw: None Zrds. 2612
3rd~. 3d12
This spell improves the martial prowess of the Objects more massive than 2,000 pounds are
caster. All melee attacks made by the caster are at simply too big to detonate. Living flesh and en-
the usual chance to hit, but every successful
chanted objects or items are immune to the de-
attack does maximum damage to the opponent structive resonance, hut a wizard could choose to
for the duration of the spell. The spell works in use Tenserh destructive resonance on an object
combination with any other magic that enhances worn or carried by another creature.
fighting ability. The spell only affects weapons If so, the creature is allowed a saving throw
hand-held or hurled by the caster, and excludes vs. spell to negate the ray entirely, preventing
device-propelled missile weapons.
any damage at all. If this fails, the creature is
1 928 i
> Tenser’s Flaming Blade
allowed a saving throw for half damage against conditions of total darkness, the creature can
the blast effect. note moving objects slightly better. A creature
which does not possess the blind-fighting pro-
Most weapons fall into the first two categories. ficiency is granted the proficiency while the
Shields, light furniture, and large sticks or rocks spell is in effect, and a creature who already
are considered small. Suits of armor, medium fur- knows the art of blind-fighting fights in the
niture, sturdy doors, and good-sized shrubs or dark at only -1 to hit.
small boulders are medium. Heavy furniture,rein-
forced doors, small carts, and small trees are The material components are a tiger’s
large; and fmally, fortified gates, moderate vehi- whisker and ground carrot.
cles or trees, or good-sized boulders are huge. Notes: Uncommon or rare spell (WoC).
The material component for this spell is a tiny
Tenser’s Flaming Blade
orb of finely m e e d gold with a small removable
ring surrounding it that must he taken off as the (Alteration)
spell is cast.
Level: 4
Notes: Uncommon or rare spell (P0:SP). Range: 20 yds.
Tenser’s Eye of the Eagle Components: V, S, M
(Alterstion) Casting Time: 4
Level: 3 Duration: 3 rds. + 1 rd./level
Range: Touch
Components: V, S, M Area of Effect: 1 dagger
Casting Time: 1 rd. Saving Throw: None
Duration: I tum/level
Area of Effect: Warrior touched This spell will endow a dagger with the
Saving Throw: None power offlame orfrost, as chosen by the caster.
This spell has no effect on a weapon that al-
This spell endows a warrior with superior eye- ready has a flame or frost capability. Each
sight that also grants expert missile weapon use. power has an effect as described below.
The range of the warrior’s vision is effectively
doubled, even in combination with infravision or A) Flame: The blade ignites like a torch,
normal vision. This advantage dramatically im- casting light in a 30-foot radius. The flame ig-
proves accuracy at great distances. The warrior nites any combustibles that the blade contacts.
gains a +2 bonus to hit at the missile weapon’s The blade has no magical bonus, but inflicts + I
normal ranges. point of fire damage in melee. The blade in-
flicts +3 points of damage against cold-based
The material components are a few feathers creatures, so it inflicts ld4+3 points of damage
from the head of an eagle and ground carnot. on a yeti.
Notes: Uncommon or rare spell (WooG). The material component for the flaming
blade is a pinch of phosphorous.
Tenser’s Eye of the Tiger
B) Frost: The blade glows with a cold blue
(Alteration) aura that sheds light in a IO-foot radius. The
blade has no magical bonuses, but inflicts + I
Level: 1 point of cold damage in melee. The blade in-
Range: Touch flicts +3 points of damage on a fire-based crea-
Components: V, S, M ture, such as a salamander or fire grue. The
Casting Time: 1 rd. dagger can also freeze up to one cubic foot of
Duration: 1 rd./level water per round when the blade is in contact
Area of Effect: Creature touched with water.
Saving Throw: None
By casting this spell, the wizard can endow The material component for a frost blade is a
a creature with superior night vision, equal to quartz crystal.
that of a great cat. The creature will he able to Notes: Uncommon or rare spell (WoG).
see in dim light up to a range of 30 feet and
notice moving objects 60 feet away. Under
Tenser’sFloating Disc
Tenser’s Floating Disc The warrior is allowed a saving throw to avoid
(Evoeation) defeat, even if a prior saving throw failed. The
warrior must make a savingthrow vs. death magic
(Force) at a -2 penalty. If this saving throw succeeds, then
Level: 1 the wamor miraculously avoids defeat.
Range: 20 yds. A damaging attack that would normally
Components: V, S, M
Casting Time: 1 reduce the fighter to zero hit points or less instead
Duration: 3 turns + 1 tumilevel reduces the fighter’s hit point total to one-half its
current level; that is, a fighter with 17 hit points
Area of Effect: Special who takes 17 points of damage is reduced to 9 hit
SavingThrow: None points. Any other attack that would cause instant
defeat takes no effect if the death magic save is
With this spell, the caster creates the slightly
concave, circular plane of force known as made. Regardless of the result of the save, the
Tenser 5 floating disc (after the famed wizard fortunes of war spell is immediately dispelled
whose greed and ability to locate treasure are
well known). The disc is three feet in diameter after the attack.
and holds 100 pounds of weight per level of the A warrior can benefit from only one such for-
wizard casting the spell. The disc floats at ap-
proximately three feet above the ground at all tune spell at a time.
times and remains level. It floats along horizon- The material componentis a valuable sacrifice
tally within its range of 20 yards at the command
of the caster, and will accompanyhim at a move- made to the fighter’s patron deity, worth at least
ment rate of no more than 6. If unguided, it main-
tains a constant interval of six feet between itself 5,000 g p in goods desirahle to the deity.
and the wizard. If the spellcaster moves beyond Notes: Uncommon or rare spell ( W o o .
range (by moving faster, by such means as a fele-
port spell, or by trying to take it more than three Tenser’s Giant Strength
feet from the surface beneath it), or if the spell
duration expires, the floating disc winks out of (Alteration)
existence and whatever it was supporting crashes
to the surfacebeneath it. Level: 4
Range: Touch
The material component of the spell is a drop
of mercury. Components: V, S, M
Notes: Common or uncommon spell (PHE). Casting Time: 1 turn
Duration: 3 tumsilevel
Tenser’s Fortunes of War
Area of Effect: Person touched
(Abjnration) Saving Throw: None
Level: 6 This variation of the sfrengrhspell empowers
Range: Touch
Components:V, S, M the recipient with superhuman physical Strength.
Casting Time: 1 turn The strength gained depends on the experience
Duration: 24 hr. maximum
Area of Effect: Wamor touched level of the caster, as shown below.
SavingThrow: None
Those with Strength already greater than the
This spell grants one warrior a bonus of special
spell’s effect receive one more point of Strength.
luck in battle. The warrior is given one chance to Neither permanency nor wish can make the ef-
avoid any one attack that would reduce him or her
to zero or fewer hit points, or against magic that fects of this spell permanent.
would remove the warrior from battle by paraly-
sis, petrifactiq sleep, cham, fear, disintegration, The material componentis a hit of hair from a
death, power word, or any other magical effect. giant or a titan.
Notes:Uncommon or rare spell (WoC).
Wizard’s Increase
Level
7th Strength To
9th 16
17
12th 18/01
13th 18/75
14th 18/90
15th 18/00
16th+ 19
J\
930
3 Tenser’sPrimal Fury
Tenser’s Hunting Hawk weapon of specialization.It grants no bonus if the
warrior is specialized with the weapon.
(Alteration)
The material component for Tenserb master of
Level: 2 arms is a feather froma crane.
Range: Touch
Components: V, S, M Notes: Uncommon or rare spell ( W o o .
Casting Time: 2
Duration: 1 rd.ilevel Tenser’s Primal Fury
Area of Effect: 1 m o w
Saving Throw: None (Alteration, Enchantment)
When this spell is cast upon an arrow, the mis- Level: 5
sile gains a special dweomer that changes the Range: 20 yds.
m o w into a hunting hawk as the arrow leaves the Components: V, S, M
bow. Casting Time: 5
Duration: 1 rdAevel
The hawk’s first strike is a swooping attack, Area ofEffect: 1 Warrior
striking at +2 bonus to hit with its claw attacks in- Saving Throw: None
flicting double damage, hut no beak attack is al-
lowed. Thereafter, the hawk continues to attack This spell temporarily endows a warrior with a
opponents as the caster orders, for one round per surge of rage and energy rivaling that of a
level of experience of the caster, or until the hawk berserker. Magicalfear will not affect an enraged
is destroyed. warrior. The warrior also receives a +2 bonus to
attack and damage rolls, and gains an extra attack
If a magical arrow has hunting hawk cast upon every other melee round, so an attack routine of
it, then the hawk retains whatever magical 312 attacks becomes 211. The fighter also gains a
bonuses the arrow had, including attack or temporary boous of 4d4 hit points, from which
damage bonuses, so a hawk formed from an any damage is subtracted before the warrior’s
arrow +2 will have a +2 bonus to all attack and permanent hit point total is reduced. The spell
damage rolls. An a m w of slaying cannot be af- does carry a risk, however, because the berserker
fected by the spell. When the spell’s duration rage is maintained throughout the duration of the
ends, the affected arrow disappears permanently.
The material component is a wing feather
from a hawk.
Notes: Uncommon or rare spell (Woo.
#AT3;Dmg ld2/ld2/1;THACO 19;ALN.
Tenser’s Master of Arms
(Alteration)
Level: 4
Range: Touch
Components: V, S, M
Casting Time: 4
Duration: 1 tudlevel
Area of Effect: Warrior touched
Saving Throw: None
This spell, when bestowed upon a warrior, im-
proves the warrior’s skill with one melee weapon.
A weapon with which the warrior is not proficient
becomes a weapon of proficiency in the warrior’s
hands. A weapon of proficiency is treated as a
J
93 1
Tenser’s Running Warrior f
spell. If all of a warrior’s opponents are defeated The material component is a small iron bar.
before the spell expires, then the berserk warrior
will turn on the nearest living creature, and con- Notes: Uncommon or rare spell (WoG).
tinue attacking without regard for friend or foe
until the spell expires. A dispel magic spell will Tenser’s SteadyAim
immediately return a berserk warrior to his or her
normal state. (Alteration)
The material component is a bit of furfrom a Level 1
Range: Special
wolverine or a grizzly hear. Components: V, S, M
Notes: Uncommon or rare spell ( W o o . Casting Time: 1
Duration: 1 t u d e v e l
Tenser’s Running Warrior Area of Effect: 1 warrior
Saving Throw: None
(Alteration)
Level 4 This spell aids a moving archer, crosshow-
Range: 60 yds. man, or arquebusier with a steady shooting hand.
Components: V, S, M No matter how fast the warrior is moving or how
Casting Time: 4 unsteady his motion, the warrior suffers no move-
Duration: 1 turdlevel ment-related attack penalty to shots made with
Area of Effect: 1 wamor device-propelled missiles. The spell provides no
Saving Throw: None bonuses to slings of any sort, nor any bonus to
stationary and steady warriors.
This spell will improve a warrior’s ability in a
running battle. First, the warrior’s movement rate The material component is a small coiled
becomes 15 yards, regardless of the encumbrance
of armor or goods carried by the wamor (within spring.
the warrior’s maximum load capacity). Second, Notes: Uncommon or rare spell ( W o o .
no matter how far the wamor moves during a
melee round, the full normal number of melee at- Tenser’s Transformation
tacks is allowed. Thus, a fighter who had 211 at-
tacks per round could now move, say, a third of (Alteration, Evocation)
his maximum distance, attack one foe, move the
remainder, and then attack a second creature. Level: 6
Range: 0
The material component is a bit of fur from a Components: V, S, M
live wolf. Casting Time: 6
Duration: 1 rd./levr:‘1
Notes: Uncommon or rare spell ( W o o . Area of Effect: TheI caster
Saving Throw: No1ie
Tenser’s Staff of Smiting
Tenser k transformation is a sight guaranteed
(Alteratiion) to astound any creature not aware of its power,
(AltiJice),
for when the wizard casts the spell, he undergoes
Level: 4 a startling transformation. The size and strength
Range: 0 of the wizard increase to heroic proportions, so he
Compon,ents: V, S, M becomes a formidable fighting machine; the spell
Casting irime: 4 causes the caster to become a berserk fighter!
Duration: 2 rds.ilevel
Area of I5ffect:The caster’s staff The wizard’s hit points double, and all damage
Saving T‘hrow:None he sustains comes first from the magical points
gained; once these pints are eliminated, all sub-
This spell increases the effectiveness of the sequent damage (to his true hit points) is doubled.
caster’s staff when used in melee. The spell The Armor Class of the wizard is 4 better than
works only on a nonmagical staff, adding a +1 that he possessed prior to casing the spell (AC IO
bonus to hit and a +4 bonus to damage. The goes to 6, AC 9 to 5 , AC 8 to 4, etc.), to a maxi-
bonuses apply only when the caster personally mum Armor Class of -10.
wields the staff.
All attacks are as a fighter of the same level as
the wizard (Le., the wizard uses the combat
JL
932
> ThIhereiNatThere’
values normally reserved for fighters). The A caster with two mtact tentacles adds a 40%
wizard can use either a dagger or a staff when at- bonus modifier to his climbing success rate (see
tacking, A dagger can he used twice per round, page 122 of the Player’s Handbook,) and adds a
and each successful attack inflicts an additional 2 20% modifier if he has only one intact tentacle.
points of damage. A staff can he used only once
per round, hut with a +2 bonus to attack and The material component for this spell is a
damage rolls. The wizard fights in melee in pref- dried tentacle from a small octopus.
erence to all other forms of attack, and continues
attacking until all opponents are slain, he is Notes: Rare spell.
killed, the magic is dispelled, or the spell duration
expires. Theremot There*
The material component for casting this spell (Evocation)
is a potion of hemism (or superheroism) that the
wizard must consume during the course of utter- WW
ing the spell.
Level: 4
Notes: Common or uncommon spell ( W o o . Range: 30 yds.
Components: V, S, M
Tentacles Casting Time: 1 rd.
Duration: 1 6turns
(Alterstion, Conjuration) Area ofEffect: 10-A. cube
Saving Throw: None
Level 6
Range: 0 This peculiar wild magic creates a random
Components: V, M fluctuation in the probabilities of existence. The
Casting Time: 1 rd. spell can be cast only upon nonliving objects and
Duration: 1 tum/level can affect only materials within a IO x IO X 10-
Area of Effect: The caster foot cube.
Saving Throw: None
Objects in the area of effect either remain
By means of this spell, the caster causes two normal and visible o r they disappear (50%
IO-foot-long greenish tentacles to grow from his chance).The state of existence for any objectis de-
body. One tentacle grows on each side of the termined randomly and changeswith each viewing
caster’s body, centered between his armpit and and viewer. Thus, a single object could appear and
his thigh. The caster can use the tentacles as disappear several times during the course of the
normal appendages to grasp tools, use weapons, spell. Fluthennore, it might he “there” for one on-
or help with climbing. looker, hut “not there” for another.
Each tentacle can make an attack, effectively For example, a wild mage casts this spell on a
giving the caster two extra attacks per round; a doorway. The DM rolls percentile dice and deter-
tentacle can strike to inflict Id4 points ofdamage, mines the door is “there” for the wizard. The
or it can wield a sword, dagger, or other weapon wizard‘s companion also looks at the door. The
(at the same ability of the caster). The flexible DM rolls and determines that the door is “not
tentacles can easily reach creatures on any side of there” for the companion. The pair studies the
door for several minutes, during which time the
:s a successful door does not change (this counts as a single
i man-sized or viewing for each character).
n hold and con-
SLIICI,iiriricring an auimnauc 2d4 points of The wizard and his companion then close their
damage in every subsequent round. The tentacle’s eyes. When they look at the door again, new
effective Strength is 18/20; creatures of equal or checks for each character reveal the door is “not
greater Strength take no constriction damage. there” for both characters. The pair steps through
Constriction continues until the tentacle is the open archway and turns around to look at the
severed (requiring 8 points of damage, which door once again. This time it is “not there” for the
does not otherwise affect the caster), until the wizard, but “there” for his companion. This
caster is killed or rendered unconscious, or until random changing continues throughout the dura-
the spell is successhlly dispelled. tion of the spell.
Objects that are “there” are normal in all re-
spects. Doors can he opened, chests can he
picked up and canied, and rocks can he used as
Thiondu’s Permanent Anti-Magic Field fl
barricades. Objects that are “not there” are gone, magics; a rod of cancellation or Mordenkninen k
although their absence does not cause ceilings to disjunction, for example. The anti-magic field
collapse or other damage. A wizard could walk
through a “not there” wall without difficulty. can he destroyed by a wish. Casting the spell per-
manently lowers the wizard’s Constitution by one
When two parties perceive a therehot there
object differently, the object functions for each point.
party according to its own perceptions. For exam- Notes: Very rare spell. (Updated from
ple, a wizard hides behind a rock that he sees as
“there.” Her enemy, a fighter, perceives the rock D U N G ~ ~MO aNgazine.)
as “not there” and fires arrows at the wizard. The
wizard would perceive the arrows as bouncing ThornbushA r m s
off the rock, while the fighter would perceive the
arrows as missing their target or falling short. The (Alteration)
tighter would be subject to a check before firing
each arrow to determine whether his perception Level: 5 Q
changes (assume that the fighter must look away
from the rock every time he n o c b an anow; each Range: Touch
time he takes aim, this counts as a new viewing). Components: V,M
After the spell is cast, any objects removed Casting Time: 1 rd.
from the area of effect retain their uncertain exis-
tence for the duration of the spell. Thus, a pair of Duration: 1 rd.
heroes could pick up a treasure chest, cany it Area of Effect: 20 A. X 20 A. area, 5 thornsilevel
down the hall, set it down, and discover it had Saving Throw: None
vanished while their hacks were turned. Worse
still, one might see the chest and the other not! Thorns are the most important component of
this spell. When the spell is cast, the wu jen holds
The material component is a small piece of cat
the thorns on his open palm and waves a feather of
fur sealed inside a small box. a phoenix over them, then directs them toward a
Notes: Restricted to wild mages; common. target. The thorns will fly and strike as the caster,
with a +4 bonus to the attack roll. The little barbs
Thiondar’s Permanent cause 1-2 points of damage (but they can be
Anti-Magic Field
dipped in various poisons before being launched).
(Abjnrstion, Alteration) All thorns are used in one shot, but can be spread
Level: 9
Range: Object touched
Components: V, S
Casting Time: 1 turn
Duration: Permanent
Area of Effect: 1 object
Saving Throw: None
This spell creates a transparent barrier around
any one object, causing it to become impervious
to magic and spell effects. The anti-magicfeld
prevents the entrance of spells, and hedges out
summoned or charmed creatures.
The spellcaster can choose to cast one 2nd-
level or two 1st-level spells on the object before-
hand; these are then made permanent and
protected from being dispelled as well. For in-
stance, a wizard could cast holdportal and ala-
on a door or chest, then conclude by casting
ThiondaT Spermanent anti-magicpeld. The field
itself can be countered only by similarly powerful
J
934
out an area to strike multiple targetsin a 20 X 20- Throbbing Bones
foot area adjacent to the wu jen. These magical (Necromancy)
thorns hit only those targets the wu jen can see
and cannot follow a fleeing or evading individual Level: 5
Range: 10yds.
The material components are whole thorns, Components: V, M
sliced from a rose bush and kept with petals from Casting Time: 3
the same plant’s blossoms, and a feather h m a Duration: 1 rd.flevel
phoenix. The phoenix feather is useless after the Area of Effect: 1 creature
spell, blackened with spent energy. Wu jen who Saving Throw: K
learn this spell constantly seek rose hushes or
flowering thorn trees. This spell causes the hones of the affected
creature to throb and pulsate inside its body. The
Notes: Common in oriental settings; other- spell can be cast upon any single living creature
wise, very rare. within the caster’s range, providing the creature
has bones; for instance, throbbing bones will not
Threestones affect insects, ghosts, or worms.
(Alteration) For the duration of the spell, the affected crea-
ture’s Armor Class is worsened hy 2, its move-
Level: 2 ment rate is halved, and all its attacks are made
Range: I O ft./level
Components: V, S, M with a -2 penalty. Additionally, it suffers Id4
Casting Time: 2
Duration: 1 rd. points of damage per round; this damage is
Area of Effect: 1 creature halved if the creature makes a successful saving
Saving Throw: H
thmw. A successful saving throw has no affect on
This spell transforms any three stones that the
caster can hold simultaneously in her hand and the movement, attack, and AC penalties.
throw together, into fist-sized stones hurtling
straight at a chosen enemy. The material components for this spell are both
pieces of a small bone that has beenmapped in half
The stones fly at MV 27 (A) and always hit
unless the target creature can interpose a solid Notes: Uncommon spell. Optionally available
harrier (such as a closed door) between it and the to Savage mages.
streaking threestones. The stones smash into the
target at a location roughly chosen hy the caster: ’and & effects on spellcasting can he -
head, chest or back (depending on how the crea-
ture is facing), or legs. Fragile items in the target resolved
location must make successful saving throws vs. as follows: The damage has an initiative modi-
crushing blow or be crushed. The creame takes fier of 0. The spellcaster must win (not tie) an
2d4 points of damage per stone; a successful individual initiative roll against the damage to
saving throw vs. spell halves this damage.
successfully cast a spell, including the spell’s
A target wearing field plate or better armor (by
type), takes only 1 point of damage per stone. casting time as a modifier. Failure means the
The three stones are consumed by the spell. attempt is unsuccessful and the attempted spell
Notes: Rare in the FORGOTTERNEALMSset-
ting; virtually unknown elsewhere. is lost.
Thultaun’s Thrust
(Abjuration, Evocation)
(Force)
Level: 5
Range: 5 yds./level
Components:V, S, M
Casting Time: 1
Duration: 1 rd.
Area of Effect: 1 creature
Saving Throw: Neg.
2\
935
By casting this spell, a wizard creates a pow- malicious, hungry, hostile, or angry creatures are
affected by this spell.
erful, invisible magical force emanating from his
Notes: Common in oriental settings; other-
own body. It can be directed against one chosen wise, very rare. (Updated from DRAGON
Magazine.)
creature, which must make a successful saving
Thundaerl's UniversalTaster
throw vs. spell to avoid being hurled away.
(Divination, 1llusioN"hantasm)
An affected being is snatched off its feet and
Level 2
shot through the air, along a straight line away Range: 30 ft.
Components: V, S, M
from the caster, up to 80 feet distant or until it Casting Time: 2
strikes a solid barrier. Damage from the tumbling Duration: 1 rd. + 1 rd.flevel
is 2d4 points of damage, and a saving throw vs. Area of Effect: Special
Saving Throw: None
crushing blow is required for all fragile items
This spell allows the caster (only) to look at
wom or camed by the creature. foods and see any substance harmful to the caster
outlined in luminous purple flames (in the quanti-
If a solid harrier is struck, the hurled being ties present). The magic penetrates darkness,
sauces, and such solid objects such as container
takes 5d4 points of damage and may (at the DM's lids and layers of meat. If a harmful substance is
present, the caster can will the food to emit illu-
option) harm the barrier. If the barrier is another sory, hissing black serpents visible to all. This can
alert the provider of the food to the wizard's
creature, this second creature takes 2d4 points of awareness of the threat-r give the caster an
excuse for destroying the tainted material along
damage, must make a Strength check on Id20 to with the dangerous snakes!
avoid being knocked down, and all of its fragile
The material components of this spell are a
worn or carried items must make saving thmws berry from any poisonous plant (for example,
deadly nightshade) and a piece of snakeskin.
vs. crushing blow. Neither a tumbling target
Notes: Very rare spell. (Updated from
being or any being it strikes can successfully cast DRAGOMN agazine.)
spells while heiug affected by this spell. Thunder Staff
The target being receives a saving throw vs. (InvocationIEvocation)
(Artifice, C e o m q )
spell at -5, adjusted cumulatively as follows: +I
Level: 4
if the target is undead, +1 if the target has a Range: 0
Components: V,S, M
Strength of 17or better, +2 ifthe target is at least Casting Time: 4
Duration: Instantaneous
large-sized or weighs more than 400 Ibs., and +3 Area of Effect: 20 ft. X 40 ft. cone
Saving Throw: !4
if the target is gaseous or noncorporeal. Creatures
Upon completion of this spell, the wizard raps
that successfully save against the spell are com- his staff on the ground and produces a thundering
cone of force 5 feet wide at the apex, 20 feet wide
pletely unaffected; the spell is wasted and cannot at the base, and 40 feet long. All creatures wholly
or partially within this cone must roll a successful
he directed against an alternative foe. saving throw or he stunned for ld3 rounds.
Stunned creatures are unable tn think coherently
The material comnonent of this soell is a small
-01rg.naIon-ir.ce-ss-:u~ Tb"/s~ct-ra~yn~rc~ae-r~es~us..c-p.hc,,rals.
Ci1wed fist or hand, which must he made from ain
bone, ivory, or wood.
(upuareu"T->.L.>L.- lrom
U-DLIN
hllagazine.)
Thump
3vocation)
Level: 2 Q
Range: Touch
Components:V, S, M
Casting Time: 1
Duration: Instantaneous
Area of Effect: Creature touched
Saving Throw: Neg.
Using this spell, the geisya rebukes and
thumps the attacking creature with an ornamental
fan. If the creature fails its saving throw vs. spell,
its aggression is turned hack upon itself, and the
creature is stunned for ld6 rounds (reeling and
unable to take coherent action). Only attacking,
JL
936
> Thunderlance
or act during this time and are deafened for Notes: Uncommon spell. As a FORGOTTEN
ld3+1 rounds. Additionally, those who fail the REALMOS ld Empire spell, initial exposure re-
saving throw are hurled 4d4 +4 feet by the wave quires a mentor or a read Southern magic spell.
of force, suffering I point of damage per two feet
thrown, Intervening surfaces (walls, doors, etc.) Thunderlance
may restrict this distance, but damage remains
the same (4d4+4). (Evocation)
If the save is successhl, the victim is not (Force)
stunned, but is deafened for ld3+1 rounds and is
hurled only half the distance. Level: 4
Range: 0
Giant-sized or larger creatures who success- Components: V, S, M
fully make their saving throws are deafened but Casting Time: 4
not thrown,suffer no loss of hit points, and are Duration: 1 rd./level or until discharged
not stunned. Failure means such creatures are Area of Effect: The caster
hurled 2d4 +2 feet, suffer one point of damage Saving Throw: None
per two feet thrown, and are deafened and
stunned. Upon casting this spell a faint, gray, shimmer-
ing force comes into being in the general shape of
The cone of force is considered to have a a staff or spear. The force can extend up to 20 feet
Strength of 19 for purposes of opening locked, from the caster’s pointed finger and retract or
barred, or magically held doors. This spell can gmw to the desired size, but it always remains a
move objects weighing up to 640 pounds to a straight lance of force. Any creature that touches
maximum distance of 4d4 1 4 feet. Fragile items or is touched by the thunderlance takes 4d6
points of damage.
must make a saving throw vs. crushing blow or
Upon discharge, the lance vanishes with a
be destroyed. loud clap of thunder. The lance can also be willed
The material component is a vial of rain gath- out of existence by the caster at any time withont
hitting anyone. The lance will disappear without
ered during a thunderstorm, focused by the inflicting any damage if the caster dies, loses con-
wizard‘s staff, which must he made of oak. The sciousness, or casts any other spells. Full con-
staff is not destroyed during casting. scious control is not necessary to command the
thunderlance, allowing the wizard to move and
Notes: Common for Storm mages; otherwise, fight normally while carrying the lance.
uncommon (TOM).
The lance can be used as a barrier or a trap
Thunderhall -Old Empire against attacking creatures but is most often used
as a weapon. The lance attacks creatures at their
(Evocation) lowest unarmored Armor Class (a dragon would
still he AC 2 but a mounted knight would be AC
Level: 2 10). Any non-innate armor is ignored, but
Range: 10yds.flevel Dexterity and magical bonuses apply to the target
Components: V, S, M creature’sArmor Class.
Casting Time: 2
Duration: Special The touch of a thunderlance will destroy a
Area of Effect: 20 A. radius shield spell, a wall offorce, a minor g/obe ofin-
Saving Throw: Special vulnerability and similar abjuration magics of 5th
level or less. Higher level abjuration spells are
The thunderball spell is an explosive burst of unaffected by the lance. In either case, the thun-
lightning accompanied hy a clap of thunder. This derlance is discharged and fades upon striking
spell causes Id6 + I points of damage to all crea- such a magical barrier. It can pass through fire
tures within its areaof effect (no savingthrow) and and water (including ice) unharmed, even if the
all within its area of effect must roll successful fire, water, or ice is the result of magical spells.
saving throws vs. spell or be deafened for Id4
rounds. In addition, the caster can elect to target The lance also absorbs magic missiles di-
this spell against a single creature. This creature is rected at the wielder. For every magic missile so
automatically deafened and it must roll a success- absorbed, the lance inflicts ld4+1 more points of
ful saving throw vs. spell or sufferdouble damage. damage when discharged. The lance can absorb
The material component for this spell is an
amber rod.
JL
937
Thunguul‘s Preservation f
and then discharge one magic missile for every wounds and injuries may vanish, but severed
three levels of the caster. Additional missiles are limbs and conditions such as poisoning, disease,
absorbed but do not increase its discharge. incineration, disintegration, and other such things
“Magic missiles” include other spells with simi- are not altered. Thus, if the wizard’s body has
lar properties such as Snillock major missile and been rendered incapable of supporting life, the
SniNoc k snowball. Each of these spells, if ab- spell returns the life force only for the caster to
sorbed by the lance, inflicts ld4+1 points of immediately perish again. Similarly, if the
damage, regardless of the typical damage of the caster’s body is in a life-threatening location (for
spell. instance, the bottom of a lake), the caster may
The material component of this spell is a perish before reaching safety.
small, silver spear. Only one Thunguulk preservation can be in
Notes: Uncommon spell from the FORGOTTEN effect for a caster at a time.
REALMSsetting. Known to be in Aubayreer ’s The material component is a special candle
Workbook. that costs 1,000gp to prepare.
Notes: Rare for alchemists; otherwise, very
Thuuguul’s Preservation rare. (Updated from D ~ ~ ~ M a g a ~ i n e . )
(Abjuration, Necromancy) Tidal Wave
(Alchemy)
(Alteration)
Level: 5
Range: 0 Level: 9
Components: V, M Range: 0
Casting Time: 5 Components: V, S, M
Duration: 3 hrs.flevel+ ld6 hrs. Casting Time: 3 turns
Area of Effect: The caster Duration: 1 h d l e v e l
Saving Throw: None Area of Effect: 100 ft. long waveilevel
Saving Throw: None
Thungwik preservation drains a pottion of the
caster’s life energy equal to 3d4 bit points and This spell brings up a huge wave of water
stores it in a special candle, safe fromany harm that from a sea or other large body of water. This
might befall the wizard. The number of hit points wave can destroy ships and harbors in its path.
set aside in this fashion cannot exceed the caster’s The tidal wave is 75 feet high (regardless of
current hit point total at the time the spell is cast. the caster’s level), and 100 feet long per level of
For example, if the casterhad only 6 hit points l e 4 the caster. The caster can start the wave traveling
Thunguulk preservation would take no more than in any direction, but it cannot be turned once
5 , leaving a temporarytotal of 1 hit point.
started. It travels at 50 yards per round, devastat-
The candle is lit when the spell is cast, and ing all in its path.
gradually bums down until the duration expires.
Any ship caught before the tidal wave must
If the candle is extinguished or destroyed prema- make a seaworthiness roll (at a penalty of -30) in
turely, the reserved hit points are lost, and the order to avoid swamping. Rolls that succeed by
wizard must then recover them as if he had been less than 20% indicate that the ship is driven
injured normally.
before the tidal wave, and must continue to make
The reserved hit points cannot be recovered by seaworthiness rolls each round until they are
the wizard until the spell ends. In the meantime, swamped or manage to crest the wave. A success
if his remaining hit points drop below 0, the by 20% or more means the ship successfully
wizard will appear to die. To all tests and divina- crests the wave, and is out of danger.
tions, he will seem dead. However, when the
Swimmers can ride over the wave hy making a
spell expires, the borrowed life energy returns saving throw vs. death magic. Failure means the
and restores the caster to life. This is not a true swimmer takes 9d6 points of damage; survivors
resurrection, since the caster’s life force was are washed out of the wave on the other side.
never completely extinguished. Of course, a When the wave drives up on shore, it rolls
caster who is “dead” when the candle is extin- inland, causing IOd6 damage to everyone within
guished perishes immediately. 50 yards of shore along its path (ships driven on
As the caster’s life energy returns, normal shore ahead of it make a seaworthiness check
JL
938
- Time Stop I
against destruction, as above). It moves inland at Time Snare
a rate of 50 yards per round, the damage dimin- (Chronornanqv)
ishes by Id6 each round until it ceases to exist
500 yards inland. Level: 3
This spell is so exhausting that after casting
this spell the caster is unable to cast magical Range: 60 yds.
Compooents: V, S
spells for ld4 days. Casting Time: 3
The material component of this spell is a Duration: Special
w d e n plank, struck forcibly acmss the surfaceof Area of Effect: I creature
the water in the directionthe tidalwave is to form. Saving Throw: Neg.
Notes: Uncommon in the Sea of Fallen Stars
in the FORGOTTERNBALMSsetting and for Sea Upon casting this spell the chmnomancercreates
mages; otherwise, very rare. a time loop in the creature’s mind that c a w s it to
Time Loop -Old Empire repeat this mund’s &on indefinitely. If the mature
aitacked, it aitacksthe sameperson again If it dsank a
(Alteration) potion, it drinks frmnthe m e W e again.Even if
Level: 7 somethmg happensto prevent this attempt (the opprr
nent is dead, or someone takes the boule away), the
Range: 0 subject still strives to repeat its last action.The Crea-
Components: V, S, M ture is allowed a saving throw vs. spell at the end of
Casting Time: 7 every mund that it is affected by the spell, until the
Duration: 1 rd.ileve1 loop isbroken Startingwith the r n n dsaving throw,
Area of Effect: 2 0 4 . cube the neature gains a cumulative+1 bonusevery round
Saving Throw: Special Notes: Restricted to chronomancers,
common.
This spell creates an area within which the flow Time Stop
of time repeats itself continually,until the duration
ofthe spell (as timed in the outside world) expires. (Alteration)
Any creature in the area of effect at the instant the (Dimension)
spell is cast is allowed a saving throw vs. spell to
escape the area. Level: 9
A creature in the area of effect at the instant the Range: 0
spell is cast is allowed a saving !rhow vs spell to Components: V
Casting Time: 9
escape the area.
Creatures caught in the time loop see the world Duration: Special
as flickering chaos, and are unable to affect it in Area of Effect: lS-ft.-radius sphere
any way. Characters outside the loop perceive Saving Throw: None
those trapped as endlessly repeating one set of ac-
tions; those outside can affect the characterswithin Upon casting a time stop spell, the wizard
the time loop with ranged attacks, hut if any who causes the flow of time to stop for one round in
physically enter the loop are also mpped.
the area of effect. Outside this area the sphere
The material component for this spell is a simply seems to shimmer for an instant. Inside
powder of crushed diamond, ruby, emerald, and the sphere, the caster is h e to act for Id3 rounds
sapphire dust, with each crushed stone being of at of apparent time. The wizard can move and act
least 100 g p value.
freely within the area where time is stopped, hut
Notes: Uncommon spell. As a FORGOTTEN all other creatures, except for those of demigod
REALMSOld Empire spell, initial exposure re- and greater status or unique creatures, are frozen
quires a mentor or a mad Southern magic spell.
in their actions, for they are literally between
ticks of the clock. (The spell duration is suhjec-
tive to the caster.) Nothing can enter the area of
effect without being stopped in time also. If the
wizard leaves the area, the spell is immediately
negated. When the spell duration ceases, the
wizard is again operating in normal time.
Timed Stasis f
Note: It is recommended that the DM use a Timeheal
stop watch or silently count to time this spell. If (Chronomancy)
the caster is unable to complete the intended Reversible
action before the spell duration expires, he will
probably be caught in an embarrassing situation. Level: 4
The use of a ieleport spell before the expiration Range: Touch
of the time stop spell is permissible. Components: V, M
Casting Time: 4
Notes: Common spell (PHB). Duration: Special
Area of Effect: 1 creature
Timed Stasis Saving Throw: Special
(Alteration) This spell replaces the body of the creature on
(Chronomancy) which it is cast. It substitutes the same body taken
from a point in its past at which it was in better
Level: 7 health. This simulates a healing ability without
Range: Touch using priestly powers. Time is of the essence
Components: V,S , M when using this spell, though, as the farther into
Casting Time: 1 turn the past the current body is to be pushed, the
Duration: ld3+1 months greater the chance of failure.
Area of Effect: 1 object, no more than 27 cu.ft.
Saving Throw: None The caster is able to push the creature’s body
back one minute in time for every level of the
This potent dweomer renders a single object caster. For example, a 9th-level caster is guaran-
completely impervious to all physical, magical, or teed to restore a person within a nine-minute
scrying effects for a preset period. For the object, period. For every additional minute that the
time itself comes to a complete stop, and it ceases caster attempts to push the body backward in
to exist in the normal universe.Although the object time, there is a cumulative 5% chance of failure.
can be handled, moved, or carried, no force known A 9th-level caster using this spell to heal a war-
to mortals can breach its integrity, damage it, or rior wounded just under 20 minutes ago, is
pry it open. stretching 11 minutes M e r than a guaranteed
success: the spell has a 55% chance to fail.
The caster can choose to simply place the object
in a continuing stasisthat lastsfor a specified time or Multiple iimeheals cannot increase number of
until the spell’s duration ends. He can also create a minutes that the caster pushing the body back-
periodic smisthat is in effect only part of the time. ward in time (a 9th-level wizard can’t cast three
FM example, the wizard wuld protect a strongbox consecutive timeheals to push the patient hack 27
by creating a stmis that lasts from sunset to sunrise, minutes in time). Because the caster is actually
bringing the patient’s past body into present with
~a fragile work of art frmn the rigors of a journey each casting, each time the spell goes back nine
minutes, and it brings back the same body.
hy designating a smis of threeweeks, or a trap d w r
that was in stasis oneminute in every three.Even the limeheul cannot recall a spirit from death and
caster himself cannot disturb an object in timed therefore is only useful on a still-living creatnre.
stasis, although successful dispel magic spell cast A dead body that has timeheal cast on it may be
when the stasisis not activeis effective. entirely healed, hut remains dead, as the body’s
spirit has fled. If the spirit can somehow be re-
The material component is a small platinum united with the body, though (say through the
spring worth at least 500 gp. raise dead spell), the creature will then be alive,
and as well as the timeheal can make it.
Notes: Uncommon for chronomancers; other-
wise, very rare. limeheal can also be used to hurt an opponent
that has just healed itself. In this case, the caster
Timeheal must successfully touch the target (with an attack
roll), and the target gets a saving throw vs. spell.
Lost spell. Rumored to be 5th level, and possibly Any healing (or damage) of the creature since the
the basis of the chmnomancy version. Repuied to moment the body was drawn from is negated, and
datefrom the 3 d A g e of the DRAWNLANCseEning. any damage the body had at that point is immedi-
JL
940
ately reapplied. Any resources used to heal the This spell sends those within its area of effect
target in the interveningtime are entirely wasted. backward or forward in time, up to five years
The standard chances of failure still apply.
per caster level. In effect, it encases those af-
This spell places extreme temporal stresses on fected in a null-time bubble and pushes them
the caster and the timestream, as well as attract- into the Demiplane of Time. The bubble then
ing unwanted attention. It can be safely cast no
more than once per day. moves along the timestream, reenters reality at
the desired time, and releases the travelers. To
Notes: Restricted to chronomancers; the travelers, no time has passed.
common.
This is the only way a chronomancer can
Timereaver
Lost spellfmm the 3rd Age of m n . Reputed to be cause others to travel extensively throughout
time without actually accompanying them. This
9th level, itsends those within i.6 area of efect bock-
wardorforwardalong the timesheam ofKyzn, into can cause a real problem for those sent to an-
either thepast orfiture.It war wed by ParSulian to other time with no way back. Of course, if they
send Caramon and Tarslehoff into the p t . It war
utilized by the Scepterof Time to trampoftCaramon happen to cause enough trouble to the natural
and Tasslehoffthmgbut the Legends tala. order in their new time, the Guardians may
show up and give them a free ride home. The
Timereaver chronomancer who sent them there is likely in
for a visit, too.
(Chronomancy)
The chronomancer can cast the spell on him-
Level: 8 self, as an easy way to travel through time with
Range: 1yd. little or no risk. It is not cheap, though.
Components:V, S, M
Casting Time: 3 turns l k maledcanponad is a lubyworth l0,oOOgp
Duration: Instantaneous ornmre,whichmusthecmhedintodwt.
Area of Effect: IO-&. radius
Saving Throw: Neg. Notes: Restricted to chronomancers;
common.
94 1
Timeslip f
Timeslip Tipple
(Chronomancy) (Conjuration)
(Alchemy)
Level: 2
Range: 0 Level: 1
Components: V, S, M Range: 3 yds.
Casting Time: 3 rds. (+ Ird./companion) Components: V, S, M
Duration: Instantaneous Casting Time: 1
Area of Effect: Special Duration: Special
Saving Throw: Neg.
Area of Effect: 1 container
By means of a timedip spell, the bamer be- Saving Throw: None
tween reality and Demiplane of Time is
thinned, and the chronomancer instantly slips By casting this spell on a one-gallon or smaller
between the two. Any creatures intending to container of liquid (such as a bottle or flask) the
attack those who timeslip away first lose their
attacks for that round. Slipping into the caster can, simply by a moment’s concentration,
Demiplane of Time places the chronomancer send a mouthful of the liquid flying to his mouth
and his companions immediately downstream to be swallowed. The liquid moves quickly
of their lifelines (add one round to the casting enough to push a loose cork out of its container
time for each companion). Lifelines trail off and nimbly enough to dodge intervening obsta-
into the silver mist that surrounds them. Even if cles. If the spell is cast on a potion vial, the potion
there is heavy turbulence in the area, the travel- is 10% likely to be transformed to water.
ers are displaced slightly so that they are rela-
tively safe from it. The spell lasts until the container is emptied,
When slipping back from the Demiplane of until any liquid is added to the container, or until
24 hours have passed. Resealing the container
Time, the caster must focus on a lifeline to has no effect on the duration of the spell, but
tightly sealing it may prevent the liquid from
make the connection with reality. The cbrono-
mancer emerges within Id10 miles of the crea- being brought forth.
ture that lifeline corresponds to. This feature
ais,o helps the chronomancer who wishes to in- The material component is a hollow reed,
teriject a specific lifeline. which is destroyed in the casting.
All the chronomancer is wearing or canying Notes: Rare spell. (Updated from DRAGON
slirJS with him, up to a maximum of 25 pounds
pelr level. Also, for every two levels, the Magazine.)
cht‘onomancer can slip one additional compan-
ion along on the trip. A reluctant companion is Tobian’s Ultimate Circle
allc>wed a saving throw vs. spell; if successful,
the entire spell is negated. (Abjuration)
(Geometry)
The material components for this spell are a
diaphanons square of fine silk and a small piece Level: 9
of1,asalt. Range: 0
Components: V, S, M
Notes: Restricted to chronomancers; Casting Time: 9 rds.
cornmon. Duration: 1 turnilevel
Tin Soldiers, Otto’s Area of Effect: Circle, up to 40 ft. in diameter
Saving Throw: None
See’ Otto’s tin soldiers.
Tobiank ultimate circle is completely invul-
Tiny Hut, Leomund’s nerahle, yet cannot be used to protect a creature
attacking another. To cast the spell, the caster
See’ Leomund’s tiny hut. makes a circle of gold dust. While preparing the
circle, the caster decides if it protects against the
inside or the outside. If the circle faces inward,
nothing within can escape or attack through the
barrier by any means until the spell expires or the
circle is broken from outside. If the circle faces
outward, anything inside the circle cannot he
3 Tmthed Tentacle -Phaerim
harmed by any attack from outside. The wizard can speak one additional tongue
In all cases, any force or attack brought to bear
for every three levels of experience. The reverse
against the invulnerahle side of Tobian ’s ultimate
circle is reflected back against the initiator of the of the spell, babble, cancels the effect of the
force. However, if a creature moves or attacks tongues spell or confuses verbal communication
through the protected (non-invulnerable)side, the of any sort within the area of effect.
spell is broken. Thus, a protected creature, com-
pletely safe inside the circle, destroys the protec- The material component is a small clay model
tion upon leaving or attacking from the sanctuary. of a ziggurat, which shatters when the spell is
The caster can, by a supreme act of will, open pronounced.
Notes: Common spell (PHB).
the circle for an instant to allow teleportation or
plane shifting-just long enough to trap a crea- Tool Q-
ture inside or bring someone through the barrier. (ConjnrationlSnmmoning)
This is the only way a creature can pass through
the wall without being bounced hack or breaking Level: 7
the spell. Range: 0
Components: V
The caster can make the circle permanent with Casting Time:
apermanency spell, though it can still be broken Duration: Special
Area of Effect: 3 cu. A.ilevel
by someone walking through the opposite side. Saving Throw: None
The material component is the 10,000 gp of
This spell allows the wujen to instantly create
gold dust used to form the initial circle. one or more common items or tools. The wu jen
Notes: Known to the archmage Tobian. simply casts the spell and says “Now where did I
put that (item name)?” The item instantly appears
Reported to be in the Book of Zala (the
Lakhoremtolma Zalarrm). Optionally, can be al- nearby. More than one item can be created up to
lowed to geometers and abjurers. (Updated from the limits ofthe area of effect. The items created
DRAGONMagazine.) are not magical in any way, nor are they of any
extraordinary value. Money of any sort cannot be
Tonal Attack, Otto’s created since it has a value greater than its form.
See ono’s tonal attack. Common items include weapons, armor, food,
tools, boats, wagons, and horses. Once created,
Tones of Forgetfulness, Otto’s the item is treated as a normal item.
See Otto’s tones of forgetfulness. Notes: Common in oriental settings; other-
wise, very rare.
(Alteration) Tongues
Reversible Toothed Tentacle -Phaerimm
Level: 3 (Evocation)
Range: 0 Level 2
Components: V, M
Casting Time: 3 Range: IO yds.
Duration: 1 rd.fleve1
Area of Effect: 30-A. radius Components:V, S, M
Saving Throw: None
Casting Time: 2
This spell enables the wizard to speak and un-
derstand additional languages, whether they are Duration: 1 rd./level
Area of Effect: Special
racial tongues or regional dialects. This does not Saving Throw: None
enable the caster to speak with animals. The spell
enables the caster to be understood by all crea- This spell creates a shadowy, insubstantial
tures of that type within bearing distance, usually *?tentacle” or flexible arm extending out from the
60 feet.
caster to the limits of spell range. This weight-
This spell does not predispose the subject less, retractile limb ends in a cluster of long-
toward the caster in any way. toothed, snapping mouths, ld4+2 in number
(round roll up, to an even sum).
These mouths are solid and very real, and bite,
Torment f
slash, and savage foes. They can he attacked by and fourth rounds of reading bring shootingpainr,
up to three enemies at once, but can only strike at and the fifth and sixth rounds of reading cause
more than one target (up to the maximum of achesand then cramps.
three) if the targets are grouped around the cluster
of mouths to engage them. The creature refusing to submit to the perfor-
mance of a service is given a straight saving throw
The mouths are AC 5 and have 14 hit points vs. spell, adjusted each round for the increasing in-
each. They bite for 2d4 points of damage each, tensity of the dweomer.The save in the first round
every round. When a mouth is “killed,” it fades is made at -1 to the die roll, the second at -2, the
away, taking a secondmouth with it; if this leaves third at -3, the fourth at 4,and the fifth and sixth at
no mouths, the spell is ended. -6 and 4 3 respectively. Failing the saving throw in-
dicates the creature has agreed to the wizard‘s de-
Only the mouths and their cluster of eel like mands. There is no penalty following round 8 in
“necks” can he attacked; the shadowy tentacle
cannot he hit or harmed (except by application of any event.
a dispel rnogic, which ends the spell instantly). The effectsof the torment spell have an effect on
The tentacle can he passed through freely, and
even be intersected hy solid harriers and objects the creature, should it break loose.The creature has
(though the caster must he able to see foes, to use a -1 penalty to initiativefor every 2 rounds the spell
the mouths against them), without harm to the has been in effect, up to a maximum penalty of 4
caster or the spell. on round 8. In addition, the creature suffers a -1 to
hit and -I per die of damage after 3 rounds of the
The caster gains no benefit of hit points, vital- spell, this increasinghy -1 per round to 4in round
ity, blood-food, or the like through the tentacle. 6, then decreasingagain to -I in round 9.
The caster must concentrate on directing the ten-
tacle; if he is killed, loses consciousness, or un- It is likely that any intelligent creature with low
dertakes the study or casting of another spell, the moral standards will submit once it realizes the
tentacle fades away and this spell is ended. nature of the spell to which it is being subjected.
Naturally, this does not cause the creature to feel
The material components are a hair and three anything other than immense hatred for the wizard.
teeth (they need not all he from the same corpse The forced servicewill he carriedout to the letter, as
or species). is the casewith all suchagreements,hut the creature
will most certainly seek whateverrevenge it can.
Notes: Restricted to Phaerimm; common.
Preparation for the casting of a torment spell re-
Torment quireseither the secretname for the type of creature
or its givenname to he inscribedin the text of the in-
(Alteration,Evocation) cantation. The caster must also identify himself or
herself. This establishes the link and allows the
Level: 7 dweomer to be efficacious. However, for every 1
Range: IO ft. point of Intelligenceof the cttature abovethat of the
Components: V, S, M spellcaster, there is a 1% chance that the captive
Casting Time: 1 rd. creature will gain control,draw the caster into the
Duration: Special 6 rds. confines of its prison, and cany him or her off to its
Area of Effect: 1 creature own plane and whatever fate is thus decreed. If the
Saving Throw: Special wizard is interrupted or distracted during the read-
ing, there is a 5% chanceper point ofhtelligence of
When this spell is cast,the wizard seeksto force the captive creaturethat it will gain control.
suhmission and obedience from a captive creature
from another plane from whom a service is being The materialcomponentof the spell is the afore-
demanded (also see dolor and ensnarement spells). mentioned “specially prepared..iting” (in the form
The initial uttering of the spell causes a link from of a scroll). Its special inks will r q u i r e an e x p d i -
the caster to a captive creature bound in a magic tureofnotlessthan 1,000gpperHitDieofthecrea-
circle. (The subject of this spell must fail a magic ture to be affectedby the dweomer of the spell.
resistance check, if applicable,for the torment spell
to have any effect.) Thereafter, the wizard contin- Notes: Very rare spell. Known to he in the
ues to read the balance of the specially prepared Demonomicon ofZg@lv ( W o o .
Writing, and each round this continues, the captive
feels progressively worsediscomfort and then Torrent of Death
pain. The first two rounds bring twinges,the third
A MYSWUsening spell, akn improved magic missile.
Ji
944
Tower of Mental Resistance individual or a mount-to tread upon sandy
(Abjuration) ground without leaving a visible trace. On other
(Menfdism) terrain, the spell is worthless. The caster must
gather a handful of sand, then shed a tear that
Level 6
Range: 0 falls to the ground. The teardrop leaves a visible
Components: V, S stain, marking the spot where the spell effect
Casting Time: 1 turn
Duration: Special begins. From that point on, the sand (or sandyter-
Area of Effect: 3 A. radius
Saving Throw: None rain) will not show the recipient's footprints-or
any other physical track that would normally he
This spell wards the caster's mind against made. The sand creates a cushion of air above its
mental attack, creating a harrier much like the surface upon which the recipient walks. The
psionicdefensemcde, towerofimnwill.Acreature cushion remains for one round, allowing a pw-
attacking psionically must breach the tower before suer or companion who followscloselyto he sim-
its telepathic attacks can affect the protected
wizard. The tower also protects anyone standing ilarly concealed, provided exactly the same route
within three feet of the protected wizard. is taken.
The tower of mental resistance is empowered This path, although invisible to the naked eye,
with Id4 psionic strength points (F'SPs) per caster radiates magic for Id4 tums aAer casting, regard-
level, to a maximumof 20d4. These points are not less of how much the sand or air is subsequently
expended until the wizard is psionically attacked. disturbed Creatures that track by scent or heat are
The iower of mental mistance remains in force not thwarted by this spell.
until its smngth is exhausted,to a maximum of 24
hours. Casting another such spell restores a par- The material components of this spell are a
tially depleted rower to full strength (moll PSPs), handful of sand and the caster's teardrop.
and extends the maximum duration to 24 hours
Notes:Common for spellcasters from an ara-
from the time of the casting. bian setting; otherwise, very ran
When the wizard is attacked psionically, the Tracer, Shandr
rowerof mental resistance instantlyhecomes active
(attempting any telepathic science or devotion See Shandaril's tracer.
against the wizardcounts as an attack). Each round
that the wizard is attacked, the tower expends 6 h c e r ,Wrun's
PSPs.When the tower runs out of PSPs,the protec-
tion fails. The caster can end the spell at any time See Tulm's tram.
by an act of will. Any psionic powers the caster
may have are rendered unusable as long as the Tracks, Ruornil's
tower of mental resisrance remains in effect.
:mersedform, see Ruomil's tracks.
Notes:Very rare spell.
n a d e Tongue, Khinasi
Traceless b e l
5'ee Khinasi trade tongue.
(Alteration)
(Province: Sand) Transference,Nemicron's
Level: 1 5'eeNemicron's transference.
Range: Touch
Components: V, S, M Transfix
Casting Time: 6
Duration: 1 turn/level EnchanImentKharm)
Area of Effect: Special
Saving Throw: None met 4 Q
This spell allows the recipient-either an age: 120yds.
-:omponents: V, S, M
:astineTime: 1 rd.
luration: Special
rea of Effect:20-A. cube
aving Throw: Neg.
.. .1lnl.s spell IS a more powerm-i.version nf the
holdperson spell. When cast, the wu jen identi-
fies the center point of the effect. All creatures
JL
945
within the area of effect at that time must make a Transformation, Tenser’s
saving throw vs. spell. If the save is successful,
the spell has no effect on that creature. If the See Tenser’s transformation.
saving throw is failed, that creature is transfixed.
Transforming Tune
Furthermore, any creature entering the area of the
spell after it is cast must also make a saving (Alteration, Evocation)
throw vs. spell (at +4 bonus to the die roll) or he
transfixed. A saving throw must be made each Level: 9
Range: 30 yds.
time a creature enters the area of effect. Components: V, S
Transfixed creatures cannot move, speak, cast Casting Time: 1 rd.
spells, or take any action. Once creatures are Duration: 1 rd. + 1 rd.ilevel
transfixed, the wu jen must state some condition
that must he met to release the victims: “Wait Area of Effect: Special
here until I return’’ or “Stay there for all eternity!” Saving Throw: Special
The condition can he anything, however implau-
sible. If this condition is met, the creatures are in- This pow& spell can be cast on a musical
instrument (or, touching a being’s throat, on the
stantly released. Creatures removed from the area voice of any being having vocal cords), to he re-
of effect are instantly freed. Also, for every hour a leased later by singing or playing. The releaser of
creature remains iransJixed, it is allowed another the spell can choose its targets and effects, em-
ploying only one effect per round, but as many
saving throw vs. spell to escape. effects as desired until the spell expires (the dura-
tion is determined by the caster ‘s level).
The spell remains active in its area as long as
at least one creature is affected by it. The effects and targets are selected by the will
of the releaser. If a releaser doesn’t know what
The material component for this spell is a har- effects are possible, the spell unleashes the effect
closest to his desires of the moment--or, if the
nacle crushed underfwt when the spell is cast, or releaser maintains an open, neutral mind, a
a drop of pine resin. random effect will occur (random targets or
target areas can also he “selected in this way).
Notes: Common in oriental settings; other-
wise, very rare. All saving throws against a transforming tune
are vs. spell, hut with a -3 penalty. The maximum
area any tune can affect is a sphere 60 feet across,
whose center can’t he more than 30 yards away
from the source of the tune. This sphere is the
“area” referred to below, although the releaser
can chwse to make it smaller (to exclude certain
beings or objects). The area need not rest on the
ground-if a midair location is chosen, the
sphere remains stationary. Otherwise, the releaser
can to leave the area stationary, or move it at up
to ten feet per round; it won’t move out of range
of the tune source, but only moves in accordance
with tune source’s movements if the releaser
wills it to. Its effects are otherwise as described
on the table of transforming &ne effects.
Notes: Restricted to the Harpers of the
FORGOTTERNEALMSsetting; very rare. Most
senior Harpers will know of an individual who
can produce this effect.
> TransformingTune
KNOWNTRANSFORMTINUGNEEFFECTS
Known transforming iune effects include the following (roll 2d12 for random determination).
2 Breaks charms, holds, wizard /ocks,and all known psionic controls.
3 Breaks any one chosen lock, chain, or weapon (of metal only; all enspelled materials, re-
gardless of bonuses, get the creator’s normal saving throw vs. spell, without the -3
penalty).
4 Breaks apolymorph or shapechange spell or condition (on one item or being only).
5 Call woodland beings.
6 Change any one not-yet-triggered spell (such as a magic mouth) cast on an area or object
only, to another spell. The new spell is random, not chosen by releaser. The triggering
conditions of the original spell are not changed (for example, enter a certain room or area,
spill blood, change shape, cast a spell, etc.). The nature of the original spell need not he
known. The precise nature of the new spell is known to the releaser.
7 Dimension door (chosen recipient can be releaser).
8 Dispe/ magic
9 Instantly shatters all entangle and Evardk black tentacles spell effects in area (including
not-yet-triggered ones, whether their precise existence and location is known or not).
10 Levitate.
I I Polymorph other.
12 Polymorph self(releaser, andlor instrument that is the source of the tune, as the releaser
desires).
13 Remove curse (releaser can be recipient).
14 Repulsion (effective against undead and all beings of Intelligence 6 or less).
15 Stills any sbriekers (in area), scrambles all harpy songs in area (songs can still be heard,
but have no effect), and negates the effects of banshee wails, sphinx roars, and other audi-
tory attacks in the area.
16 Stone tell.
17 Stone tofresh (turns hack to original shape, free of all magical constraints and enchant-
ments).
18 Strength (releaser can be recipient).
19 Telekinesis.
20 Tenser k transformation (chosen recipient can be releaser).
21 True seeing (chosen recipient can he releaser).
22 Lays a weird on any one chosen being (if being’s saving throw fails). The weird can’t he
removed by remove curse, dispel magic, or any other means known at present. All the
weird does is warn the tune releaser when the weirded being does a single specified thmg
(e.g., uses a magical item, casts a spell, goes to sleep, wakes up, kills, eats, and so on).
The warning comes in the f m of a snatch of the tune, heard faintly only by the releaser,
as the weirded being does the specified act. A weird lasts one day per level of the tune
caster (not releaser), and the releaser can change the specified act that it warns for once
per day. Only one act can be warned against at a time.
23 Restores any one lost (cast or discharged) spell or magical item charge (for one being
only); the loss must have occurred within one turn per level of the tune caster; releaser is
made aware if lost magic cannot he recovered and need not waste the time on a vain use
of this effect.
24 Heal any one being. This also prevents the target taking any damage for the next two
rounds (nohit point losses, energy drain level losses, system shock survival rolls, or any-
thing of the sort). This does not mean the affected being will prevail in all attacks or other
actions, just that he can’t he directly harmed during this time,
.
J 947 \
Transfuse Transmute Bone to Steel
L O S I S ~ ~rIepIu, ted to allow the tramfmof an abiliiy (Alteration, Necromancy)
score, class abili& orprwjciencyfmm another in- Reversible
dividual, with the recipient’sgain the donor’sloss.
Level: 6
Translocation Shift Range: 30 yds.
Components: V, S, M
(Abjuration, Alteration) Casting Time: 1rd.
Duration: Permanent
(Dimension) Area of Effect: 1creature or object
Saving Throw: Special
Level: 7
A wizard casting this spell makes any object
Range: 0 made of bone, including a skeleton, as strong as
Components: V, S, M steel. The spell can be cast only upon dead, inani-
mate bones; afier they have been transmuted, the
Casting Time: 1 turn hones can now be animated by the usual means.
Duration: IO daysflevel Despite their increased strength, the bones do not
change in appearance,and they retaintheir original
Area of Effect: 1 fi.flevel diameter sphere weight. Bone objects make all future saving throws
Saving Throw: Special as if they were hard metal. Transmuted skeletons
have AC 3 and take half the usual damage from
This spell creates a stationary, invisible field of physical attacks. However, these skeletons still take
protectionthat guards against beings arrivingvia di- normal damage fmm holy water and magical at-
mension door, gate, plane ship, telepon, teleport tacks and are also subject to spells afSecting metal
without ermc phase shifting (into or out of the (for example, transmute metal to wood or heat
Ethereal Plane), or psionics within its confines. All metal) and the attacks of creatures that especially
beings attempting to enter the area by such means af€ect metal, such as rust monsters.
(and other translocation spells, magical items, and
psionic powers) are redirected to a differentdestina- The reverse of this spell, transmute steel to
tion on the same plane, chosen by the caster of the bone, weakens any metal by making it as brittle
tramlocationshift at the time of casting.The chosen as dry hone (altering all saving throws appropri-
site must be safe, but it may imprison the traveler or ately). Each non-living recipient of this spell (in-
it may be surroundedby waiting dangers. cluding iron golems) must make an item saving
throw vs. disintegration. If failed, the former
A tramlocationshift field is unaffected by dispel metal item makes all future saves as if it were
magi? and all other priest and wizard spells of less fashioned from hone. Metal armor loses its effec-
than seventh level. The shift has no effect on the tiveness, becoming AC 7. Whenever a successful
caster, those speaking a verbal password chosen hit is made by or upon the item, the transmuted
during casting, or beings bearing a pass token (any object must make a save vs. crushing blow to
inorganic item) chosen and touched during casting. remain intact and functional. Magical items
A shift field need not be linked to a password or weakened by this spell remain magical, with any
token, but nevm exclude s its caster. bonuses applied to their saving throws. Weapons
affected by this spell inflict -2 points per die of
The spell’s saving throw begins with an damage (and must save to avoid breakage when-
ever they hit a target). Physical attacks against
Intelligence check for incoming magic- or psionic- transmuted metal creatures inflict +2 points per
die of damage.
using beings redirected by the shift field. If the
check fails, the spell has its normal effect. If the The material components(for both versions of
check succeeds, the being realizes that somethingis the spell) are steel filings and powdered bone.
awry. It may try to alter its destination, resulting in
safe arrival (that is, not into a solid object) in a Notes: Uncommon for necromancers; other-
wise, very rare.
random destinationon the same p l a n e n o t the one
to which the field was set. A successful saving Transmute Mud to Rock
throw vs. spell results in a random destination se
Rwersedform, see transmute rock to mud.
lected hy the DM; failure indicates arrival in a spot
near where the shift field tried to send them.
The material components are a handful of dia-
mond dust (crushed diamonds worth 7,000 gp or
more) and a bit of mbber or tree gum.
Notes: Rare for dimensionists; otherwise,
very rare. (Updated from DRAGONMagazine.)
JL
948
Transmute Pebble to Boulder great definition is possible), provided no single
portion is smallerthan one cubic foot and none of
A h turn pebble to boulder. the shape exceeds the range.
Transmute Rock to Mud The created sandstone occupies the same
space as the sand it replaces occupied at the time
(Alteration) of casting. Creatures standing with their feet
(Earth, Water) buried in the sand at the time of casting are al-
Reversible lowed a saving throw vs. paralyzation to jump
free (if possible), those trapped will have to break
Level: 5 free. The fact that an area of sand has been turne,d
to sandstonecannot 1readily be seen after the spelll
Range: IO yds.ileve1 is cast (the DM may requirean Intelligence cbec!k
to notice this, for exr^an...l"vloL\*,.TI.- .L..L,.L"a:6.L-"ual.l..J. a."
Components: V, S, M ated sandstone breaks down into sand particles
Casting Time: 5 over a period of 2d6 days.
Duration: Special
Area of Effect: One 20-A. cubeilevel The material component for the spell is sand
SavingThrow: None ground between two pebbles.
This spell turnsnatural rock of any sort into an The reverse of this spell, transmute stone to
sand, allows the caster to change any type of un-
equal volume of mud. The depth of the mud worked stone to sand (sandstone, granite, gems,
cannot exceed one-half its length or breadth. If it etc.). Solid rock turned to !sand may cause those
is cast upon a rock, for example, the rock affected
collapses into mud. Creatures unable to levitate, ". -standing on it to lose thseir balance anii fall
fly, or otherwise free themselves from the mud
sink at the rate of ten feet per round and suffocate, (Dexterity check to avoicI).This spell h,as no
except for light-weight creatures that could nor-
mally pass across such ground. Brush thrown atop effect on constructionsmad,P nf Io.tnVn..- nr ,.+,.Aie.like
the mud can support creaturesable to climb on top
of it, with the amount of brush required subject to material, or upon composite materials such as
the DM's discretion. The mud remains until a clay bricks or concrete. Golems of stone or gem
dispel magic spell or a reverse of this spell, mud to material suffer a -2 penalty to their attack rolls
rock, restores its s u b s t a n c 4 u t not necessarily and Armor Class.
its form. Evaporation tums the mud to normal dirt,
at the rate of Id6 days per ten cubic feet. The material component for the reverse is
sand from an hourglass.
The reverse, mud to rock,can harden normal
mud into soft stone (sandstoneor similarmineral) Notes: Common for spellcasters from the
permanentlyunless magically changed. DARKSUN setting; otherwise,very rare. (Updated
from original publication.)
The material components for the spell are clay
Transmute Snow to Stone
and water (or sand, lime, and water for the reverse).
Notes: Common spell (PHB). (Alteration)
Reversible
Transmute Sand to Stone
Level: 5
(Alteration)
Reversible RCaonigpeo:nIeOnytsd:sv.i,leSv,eMl
Level: 4 Casting Time: 5
Range: 10yds./level Duration: Special
Components: V, S, M Area of Effect: One 20-ft.cubeilevel
Casting Time: 4 Saving Throw: None
Duration: 2d6 days
Area of Effect: One 104. cubeilevel This spell functions much like transmute mud
SavingThrow: None to rock. Any naturally occurring snow can be
transformed into relatively solid rock resembling
This spell turns a volume of sand into an equal porous white marhle. The depth of the rock cannot
volume of sandstone. The caster can shape the exceed one-half its length or breadth. The rock can
sandstone into any simple form as desired (no be chipped with a hammer or chisel, but small
fragments revert to snow immediately. Stone cre-
ated with this spell can be cut or quarried like
Ji
949
Transmute Steel to Bone f
normal stone for purposes of construction. as the actual water content is concerned, except
that potions containingwater are rendered useless.
Buildings and other items created of snow can be
transformed to stone, retaining their shape. Living creatures are unaffected, except for
Creatures standing on the stone when it reverts those native to the Elemental Plane of Water.
to snow sink initially to a depth of Id6 feet. They Such creatures are allowed saving throws vs.
do not sink farther on subsequent rounds. Stone
created through this spell can he changed hack to spell. Failure inflicts ld6 points of damage per
snow througha dispel magic or fronsmufestone to
snow spell. The stone suffers the effects of heat as caster level upon the subject, while success
if it were actually marble.
means the creature receives but half damage.
The material components are a chip of white Only one such creature can he affected by any
marble, a pinch of salt, and a teardrop. single casting of this spell, regardless of the crea-
ture’s size or the size of the spell’s area of effect.
The reverse of the spell, transmute stone to
snow, aansforms unworked, natural stone to snow. The material components of the spell are dia-
mond dust (at least 500 g p value) and a hit of
Notes: Common in the RAVBNLOFsTetting; seashell.
very rare elsewhere. On the Demiplane of Dread, a The revme of the spell is simply a vely high-
Domain Lord can affect worked stone within his
powered create water spell. It requires a pinch of
domain with this spell. normal dust as an additionalmaterial component.
Notes: Common spell (PHB).
Transmute Steel to Bone Transport
Reversedform, see transmute bone to steel. A4th-level spell from the ForgottenRealms setting
before the Time of Troubles. Reputed to transport a
Transmute Stone to Sand target creature into a prepared cell. Aside fmm the
fact it was known to a mage named Cyndre, few
Reversedform. see transmute hone to steel. details of the spell have been confirmed.
Transmute Stone to Snow Transport
Reversedform, see transmute snow to stone. (Alteration)
(Dimension)
TransmuteWater to Dust
Level: 8
(Alteration) Range: IO A.
(Earth, Water) Casting Time: 1
Reversible Components: V, S, M
Duration: Until triggc
Level: 6
Range: 60 yds. Area of Effect: 1 crea
Components: V, S, M
Casting Time: 6 SavingThrow: Neg.
Duration: Permanent
Area of Effect: One 10-A. cuheilevel The wizard must prepare a cell for the target
SavingThrow: None (special) creature ahead of time, and cast part of the spell
When this spell is cast, the subject area in- then. This takes one full turn. The rest of the spell
stantly undergoes a change from liquid to pow- stays in the caster’s mind (taking up the space of
dery dust. Note that ifthe water is already muddy,
the area of effect is doubled, while if wet mud is one 8th-level spell) until the spell is completed.
being transmuted, the area of effect is quadru- The final incantationhas a casting timeof 1.
pled. If water remains in contact with the trans-
muted dust, the former quickly soaks the latter, When the spell is cast, multicolored streamers
turning the dust into silty mud, if a sufficient
quantity of water exists to do so, otherwise soak- immediately burst from the caster’s hand and
ing or dampeningthe dust accordingly.
engulf the creature. The creature must make an
Only liquid actually in the area of effect at the immediate, successful saving throw vs. spell or
moment of spellcasting is affected. Liquids that
are only partially water are affected only insofar grow hluny and be banished to the prepared cell.
A single creature of up to Huge s u e can he af-
fected by the spell.
The target creature must he within 1 mile per
caster level of the prepared cell. If not, or if there
is not room for the target creature to tit into the
JL
950
\ Trap the Soul I
destination cell, then the spell fails. level of the caster (to a Niaximum of 5d6) on
The cell is ofien specially warded against es- anyone other than the cas_teIr_.W.._IL.N u.p_n.m-.1(he
trapped book. The spell does no damage to the
capes by teleportatiou or other magics, and may book itself and renews itself upon closing. The
include a confining circle if the creature to be wizard can voluntarily remove the runes; other-
confined is of extraplanar origin. wise, they can only be removed with a dispel
magic or similar means.
Notes: Very rare spell. There is rumored to be
a 9th-level version of this spell that separates the Notes: Restricted to the Red Wizards of Tha)I
and those trained by them; common.
creature from its magical items, weapons, and
other equipment, sending these to a second hold- Trap the Soul
ing area. (ConjorationlSummoning)
spell-might be keyed to an item or a portal. Level: 8
Handling the item or entering the portal would Range: IO yds.
Components: V, S, M
trigger the spell. Focusing the spell in this way Casting Time: Spel
Duration: Permane
means the wizard need not continuously devote Area of Effect: 1 CI
an 8th-level spell slot to the spell before it iri Saving Throw: Spf
cast.
If combined with a permanency spell, thc
,""""",."* .,...I U"'yY'1 'y".
"""U P , , ."."yec.L.""+La" *".,+"; "1..
..",,""Y"Y",J.
Setting up a permanent transport effect re- TIhis spell forces the creature's life force (ancI
quires special preparations taking at least 8 .its miaterial body) into a special prison gem en.
weeks and costing not less than 20,000 gp.
chant-,,-A. . . I +LLllr- "np"'cALIlc-'"w"L=+L-. TL- cLcIlluLclllu"JIl L"6A
seen by the caster when the final word is uttered.
Transpose The spell can be higgemi in one of two ways.
Lost spell, reputed to allow the caster to transfer a First,the finalword of the spell can be spokenwhen
quality of an object or person to another object or the creatureis within spell range. Thisallowsmagic
person. resistance (if any) and a saving throw vs. spell to
Trap, Leomund's
See Leomund's trap.
Trap Spellbook -Red Wizard
(Alteration)
Level: 3
Range: Touch
Components: V, S
Casting Time: 3
Duration: 1 dayilevel
Area of Effect: 1book
Saving Throw: None or !4
P a p spellbook is a special form of explosive
runes. As its name implies, the spell is used by
the Red Wizards primarily to protect their spell-
books, but can he placed on a book of any sort.As
with explosive runes, a reader has only a 5%
chance per level of magic use detect the trap, and
thieves have only a 5% chance. Trap detection by
spell or magical device always detects this spell.
This spell inflicts Id6 points of damage per
avoidthe effect Ifthe creature's real name is spoken This spell, specially designed by Thyri Snome
as well, any magic resistance is ignored and the for the Watch, allows watch-wizards to blow their
saving throw vs. spell suffers a penalty of -2. If the horns at fleeing suspects and anach magical tracers
savingthrow is successful, the prison gem shattm. to them that allow the watch to easily fmd them in
The second method is far more insidious, for it crowds. When cast, the wizardmust blow a watch
tricks the victim into accepting a trigger object in- horn and point at the target or targets in the area of
scribed with the final spell word, automatically effect. Target individuals must be at least partially
placing the creature's soul into the trap. To use this in sight for the spell to be effective. The magic re-
methcd, both the creature's tlue name and the trig. mains inactive until triggered by a watch horn.
ger word must be inscribedon the trigger item when When a watch member with a watch horn (not
the gem is enchanted. Asymparhy spell can also be limitedto the caster) approacheswithin 30 feet of
placed on the trigger item. As soon as the subject an affected individual, the spell activates. A
creature picks up or accepts the trigger item, its life glowing, sounding horn appears 1 foot above the
force is automatically tiansferred to the gem, with- individual and is easily heard. This audible image
out the benefit of magic resistanceor saving throw. grows brighter and louder as the watch ap-
The gem prison will hold the trapped entity in- proaches. It fades afier two rounds, hut creatures
definitely, or until the gem is broken and the life can he caught by then.
force is released, allowing the material body to
If affectedindividualsevade the watch for one
reform. If the creature trapped is a powerful crea- hour after casting, the spell ends without activat-
ture from another plane (and this could actually
mean a character trapped by some inhabitant of an- ing. Waterdhavians are familiar with this s-unrpe-ol-nl~,1 :
I ~ ~~~~ ~~~~
(n?en stopping people who have this cast
other plane of existence when the character is not them, should they hide in their midst.
on the Prime Material Plane), it can be required to
perform a service immediately upon being freed. Notes: Restricted to the Watch-Wizards GuildI
Otherwise the creature can go free once the gem
imprisoning it is broken. Triad Gem
Before the actual casting of the hap the soul (Alteration)
spell, the wizard must prepare the prison, a gem of
at least 1,000gp value for every Hit Die or level of Level: 9
experience possessed hy the creature to be trapped
Range: Touch
(e.g.. it requires a gem of 10,000 gp value to trap a Components: V, S, M
IO Hit Die or 10th-levelcreature). Ifthe gem is not Casting Time: 1 turn
valuable enough, it shatters when the entrapment Duration: Special
is attempted. (Note that while characters have no Area of Effect: 1 specially enchanted ruby
concept of level as such, the value of the gem SavingThrow: None
needed to trap an individual can be researched.
Remember that this value c.a~n c~h m~e e O V P ~t.im..e _1~___I This spell is used to store other spells in a spe-
~ ~~~~~
characters advance.) cially prepared gemstone spell matrix. The spell-
Creating the prison gem requires an enchani an caster casts hind gem on a ruby, and in the turn
item spell and the placement of a maze spell into immediately following, personally casts any three
the gem, therehy forming the prison to contain the
life force. other spells of his or her choosing directly into the
gems. Normal casting times, material components,
Notes: Common spell (PHB).
and the like apply; ohviouslythe caster must possess
(Evocation) Trembling Horn these magics, be able to castthem,and have them al-
ready memorized and their combined casting times
cannot exceed one turn
Level: 1 A "Tiadgembegins to evaporateafter threedays,
silently and without spell effects occurring, losing
Range: 50 yds. + 5 yds./level
IComponents: V, S, M one (randomly selected)spell on the fourth day and
Casting Time: 2 each day thereafter, until it vanishes on the sixth day.
IDuration: 1 hr. h y being can call forth the magics before they fade
away, either by breakingthe gem (this can occur un-
intentionally) or by holding it and uttering a secret
word (set by the caster duringthe casting of the &.ad
3 Tmllish Fortitude
gem spell). Only the caster can control the spells is- Notes: Uncommon spell. As a FORGOTTEN
suing h the gem; othenuise, they erupt wildly,
visiting their effects on random targets and areas. REALMSOld Empire spell, initial exposure re-
If controlled hy the caster, the spell take place quires a mentor or a readSouthern magic spell.
either all at once,or in a succession chosen hy the
Probability of Teleporting:
caster, one per round for threerounds. The caster de-
cidestheorderofreleaseatthetimethespellslueun- On
Destinationis: High Target
leashed. The caster need only designate targets or Low
precise effects hy an instant of silent concenhation Veryfamiliar 01-02 03-99
(and thus can wield the stored spells while bound, 00
fighting, feigning slumber, or otherwise mentally or Studied carefully 01-04 05-98 99-00
physically preoccupied).
Seen casually 0 1 4 8 09-96 97-00
The material component is a ruby of any sue 9340
worth at least 500 gp, upon which the caster has Viewedonce 01-16 17-92
cast either an enchant an item or an eternalflame 85-00
spell. This requirement for the gem cannothy elim- Never seen 01-32 33-84
inated hy any means, including spells or items en-
gineeredto allowthe casting of other spells with no Troll Repellent
material component.
(Evocation)
N O W Known to Sammasterof the FORGO~W (Alchemy)
REALMSU.ncommon for i n c a n t a ~ easnd members Level: 1
of the Cult of the Dragon; otherwise very rare. (For
Range: 10 yds.Aevel
the curious, the eternalflame spell is detailed in Components: V, S, M
#9535 Yolok Guide to AN Things Magical, and
missedthe Compendiumr hy a matter of months.) Casting Time: 2
Trick -Old Empire Duration: 1 turn + 1 rd.Aevel
(Alteration, Illusion) Area of Effect: 20-A. radius
Saving Throw: Neg.
Level: 7
This spell creates a thin, greasy, stationary
Range: 80 yds. + 10 yds.Aevel greenish mist that carries a potent odor. While
this odor is unpleasant to most c r e a m s , it is hor-
Components: V, S, M rible to trolls. Trolls failing to make a successful
Casting Time: 7
Duration: 1 tum/level saving throw vs. spell at a 1-4bonus leave the area
Area of Effect: The caster and one individual of the mist for the duration of the spell, refusing
Saving Throw: None to enter again until it is gone.
This powerful illusion enables the wizard to The mist is easily dispersed, making it useless
exchange his appearance and position with that of in even a light breeze. The spellcaster must con-
any target creature within range. The wizard and
the target individual are teleported to each other’s centrate during the duration of the spell, or the
positions. To others, the individual and the caster mist instantly disperses.
each seem to have the voice and physical appear-
ance of the other; in effect, none b o w s that a The material components are a hit of ragweed,
switch occurs unless the caster has warned them some troll dung, and an open flame.
beforehand. A true seeing spell will detect the
switch. Note that the teleportation is not without Notes: Common for orc witch-doctors; other-
mor, and thus this spell entails some risk on the wise, very rare. Optionally rare for alchemists.
part of the caster and the target.
Originally from the Goblin Marches in the
At the end of the duration, or upon a successful
dispel magic or dispel illusion spell upon either of FORGOTTERNEALMSsetting.
the affected individuals, the switch is reversed.
vllish Fortitude
The material component for this spell is a hall
of wax. Level: 6
Range: 0
Components: V, S, M
Casting Time: 6
Dmtion: 1 rd./level
Area of Effect: The caster
Saving Throw: None
This powerful spell imbues the cast& with the mental compass reading for a particular city, town,
physical fortitude and resilience of a troll. While significant land feature, or the like. He must have
the spell is in effect, the caster regenerates 3 hit
visited this place before, even if it occurred by
points per round until he reaches his normal max- means of teleport or a magical gate. Further, the site
imum, He also gains a troll’sability to ignore dis- soughtby true bearingmust be on the same plane of
memberment, decapitation, and other horrible existence as the recipient. Its distance is irrelevant;
injuries that would normally incapacitate or slay the spell still reveals the proper directioG though
outright (although losing a limb may prevent the not how far away it lies. If the site is hidden by
magic (that is, concealed from magical detection),
caster from taking certain actions, such as run- the spell fails.It also fails if the site no longer exists
ning, climbing, and other activities).
(for example, an oasis that has dried up or a town
Bleeding, wounding, being reduced to nega- that has been completely razed). The spell will not
guide the recipient toward a living thing. Nor can it
tive hit points, and other effects that cause a crea- locate a portable item, such as a gem or a magical
ture to lose hit points from round to round are
item, even if the item is currently stationary
ignored-the caster instead regains 3 hit points
per round, up to his or her normal maximum. A In order to cast this spell, the wizard seeldng a
caster reduced to less than 0 hit points is incapaci- lnre bearing must have water at least 10 feet deep
tated, but only until restored to 1 hit point or more; beneath his feet. This, coupled with the “beeline”
the wizard can move, fight, and cast spells again nature of the spell, makes it most useful to mariners
as swn as the hit point total is positive. far from land
TmNishfortiiude provides no defense against Yet stories are told of one Habib AI-Anzaro,
lethal poison, disease, and other effects that don’t nicknamed “The Squishy,” who made great stilts
cause a loss of hit points. Fire and acid damage out of hollow tubes and tilled them with water.
cannot be regenerated. In addition, hit points from Habibwas last seengallopingacross the opendesert
Hit Dice lost through level draining cannot be re-
like a crazed stork in pursuit of some mins he had
generated. visited as a child.
While the spell is in effect, the caster can rejoin
The material cnmponent of thii spell is a pinch
severed limbs simply by holding them in place, of iron filings, swallowedhy the caster.
but if the spell ends while a limb is still separated,
then the caster immediately suffersthe full effects Notes: Common for spellcastersfrom an arabian
setting;otherwise,very rare.
of the injury.
The material component for this spell is a l h e Dream
shred of dried flesh from a troll’s heart, pulverized (Divination, EnchantmentXharm)
into dust, which is then sprinkled on the caster.
Level: 4
Notes: Uncommon spell (P0:SP). Range: 10yds./level
Components: V, S, M
Trollkiller Casting Time: 4
Duration: 1 hr.ilevel
Aka shroud of flame. Area of Effect: 1 sleeping creature
Saving Throw: Neg.
(Divination) True Bearing
When this spell is cast, the recipient experi-
(Province:Sea) V ences a vivid dream relevant to whatever thoughts
be held just before sleeping. The dream reveals,
Level: 2 however obliquely, the answer to one question or
Range: Special problem, as long as the DM decides that the
Comnonents: V.,S.,M answer can come from the dreamer’s own suhcon-
Casting Time: 2 scious, even through a wildly illogical leap, For in-
stance, if the dreamer wishes to divine the identity
Duration: 1 turn of the person who sent him a blackmail note, and
Area of Effect: 1 creature
the DM decides that the dreamer could intuitively
Saving Throw: None guess that the villain is a merchant who eyed his
The frue bearing spell, used primarily by heavy pouch of gold coins early last month.
mariners of the Land of Fate, allowsthe recipientto
pinpoint the direction in which a familiar landmark
or geographical site lies. For one turn, he has a
J\
954
The spellcaster is not privy to the results of the subject and then begin a recitation of versethat en-
dream unless he also casts a successful enter compasses the nature and/or history of the subject.
dEam spell to observe its effects.
The initial versehas a casting time of 3. Thereafter,
Willing recipients of this spell can attempt to
in rhyming verse, the caster describes the desired
compose their thoughts on a particular subject by result ofthe spell. The results are variable and have
making a successful Wisdom check. Success in- varying casting times as noted below.
dicates that the dream imagery will address the
intended question; failure means that the recipi- Multiple Suggestion: The verses can contain
ent still experiencesa dream, but that it is not rel- from 1 to 4 suggestions,just as if each were the
evant to the question.
3rd-level wizard spell. Each verse (suggestion) re-
This spell can bring forth a previously
forgotten or blocked memory, revealing through quires a casting time of 1 to recite. Thus,the maxi-
dream imagery an important event, conversation, mum n u m h of 4 suggestions have a casting time
or even a single word important to the dreamer. of I , including the time for the initial recitation.
The exact nature of this recovered knowledge is at
the discretion of the DM, who may determine that Weakness and Surrender: Each verse recited
no such useful knowledge exists for a particula~ (up to seven) causes the loss of 1point of Strength.
subject. In this case, the DM may devise some Each verse has a casting time of 1. A subject re-
colorful but irrelevant vision for the affected char- duced to 0 Strength falls to the ground, helpless. In
acter. As an example, a dreamer may experience addition to the Strength loss, the subject must
this spell while thinking of his brother, who died make a successful saving throw vs. paralyzation or
as a child. The true dream could reveal the previ- meekly surrender, with a penalty of -1 for each
ously repressed memory of his father killing his
brother in a sudden fit of anger. point of Strength lost. Strength loss is recovered
The material components are a pinch of 2d4 rounds after the recitation ceases, and with this
ground dreamwillow bark and a small amount of
silver filings (1 gp value). In addition, the caster the subject regains its will to resist.
requires an item valued by the dreamer as a focus
(the monetary value is irrelevant). Polymorph: The v^e^rsite-s"c^h^Ian..Ig^e- the subject inbR
:..^*
Notes: Common for Dream mages, rare for di- -7"- L ^*I.^- I-."
viners and enchanters;otherwise,very m.
had been cast. No system shock roll is required.
True Name
The number of vems (and thus the casting time)
(Alteration, Enchantment)
depends on the degree of change.
(son@
mineral to animal = IO verses
Level: 7 mineral to vegetable
Range: 30 A. vegetableto animal = 9verses
Components: V, S
Casting Time: Special monster to normal = 8verses
Duration: Special monster to monster = 7verses
Area of Effect: 1 creature other to human = 6verses
SavingThrow: Neg.
animal to animal = 5 verses
True name grants a wizard great power over vegetahleto vegetable = 4verses
any living thing that has a true name, generic or in- mineral to mineral = 3 verses
dividual, known to the spellcaster. Naturally, most = 2 verses
true names are not known, even by the creatures
themselves, far the commonnames of most things I he subject rem to Its natural form in time.
are not their true and secret names. True names are The duration is 6 turns per level of the spellcaster
discovered through hard work, spying, extensive minus I turn for every verse requiredto effect the
use of legend lore and sagecraftat the most exact-
ing levels. The casting of a true name spell re- change. The subject thinks and behaves exactly
quires the wizard to call out the true name of the
as a nonpolymorphed creature of the same type,
but has its original hit points.
Transport: The subject is teleported without
error to some other place. The number of verses
required depends on the destination. The subject
is altered, enabling it to physically survive the
normal conditionsofthe place to which it is sent.
JL
955
-Tme Name-Savant I
Same planell00 mile range =4 verses TrueName- "
Same plane = 5 verses (Divination)
One planelworldremoved = 6 verses Level: 6
Range: 30 yds.
Two planedworlds removed = 7 verses Components: V, S, M
Casting Time: 1 rd.
Three planeslworldsremoved = 8 verses Duration: Instantaneous
Area of Effect: 1 creature or object
Greater distances are not possible. SavingThrow: Special
Domination: The subject is allowed a single This spell allows a savant to discover the true
saving throw vs. spell. If unsuccessful,the subject name of a creature that fails a saving throw vs.
must serve the caster to the best of its ability for a spell providingthe savant has some personal item
single day. If required to perform an act highly of the target creature to act as a focus. The spell
can be used to discover the command word of a
against its code of ethics (for example, a paladin device (no saving throw allowed), provided the
being forced to slay a village of innocents), another savant properly holds, hears, or wears the object.
saving throw may be allowed. A dominated crea- In the case of artifacts and relics, the DM decides
ture is aware of what it is doing, hut is helpless to what, if anything, is learned. The DM may re-
strict the casting of this spell to once per week.
stop. Acts committed under the influence of domi-
nation will not force an alignment change,provided The material component is a potion of ESf:
which must he consumed by the caster.
they are promptly and properly atoned fm.
Willing subjects receive no saving throw or Notes: Restricted to savants (generally
NF'Cs); common.
benefit of magic resistance. If the caster is inter-
rupted at any time during the recitation of the
spell,the magic fails and the spell is lost.
Notes: Rare spell.
TNe name magic is a force of order, opposing True Nightmare
the school of wild magic Since they defme the (Enchantment/Charm)
essence of the being named, they contain great Level: 4
power for those who know bow to exolon them ~~
1 ~ - ~~ ~~~~
~~~~~~~ Range: IO yds.ilevel
Components: V, S, M
Learning hue names is an arduous process, Casting Time: 1 turn
Duration: 1 hrAevel
I10 one source will have catalogued more than a Area of Effect: 1 sleeping creature
tiandful. If a true name can he discovered at all, SavingThrow: Neg.
the search can be expected to take 2 to 12months When this spell is cast, the subject suffers
..(". bIU.1 ,"'",LL" nightmares-not illusions, hut genuine terrors
I". LL'L;6-" L lla.-, rlr, W l$.L."..AP L U .1.1.A11.&1 from the subconscious. The subject remains
(L asleep, but upon waking remains exhausted, en-
joying no natural healing from rest. Until sleep-
access to libraries and sages, and who has the ing undisturhedhy nightmares,the subject suffers
a 1-point penalty to surprise and initiative rolls,
ability to travel to far-flung places and even other and a temporary reduction in all ability scores of
1 point. These penalties are cumulative for each
pthlaenmeso.rTe htu.enme oi.srerepqouwi.reerdf~uflort.hteh~ einsteeanrdcehd. subject, night spent in the throes of a true nighnore, hut
even one night of undisturbed sleep (at least six
The Powers of the planes have no true names, hours) cancels the ill effects.
so far as is known, True names are most often
Spellcasterswho suffer from a true nighmare
used to summon fiends, and to bind them, using cannot refresh their spells until they have had a
night's undisturbed sleep.
such spells as cocofiend, ensnarement, and spir-
The material components of this spell are a
itwrack Even a chaotic fiend must keep a bar- pinch of ground dreamwillow hark and a small
gain with a wizard who knows its true name.
> Tsunami
amount of iron filings(1 gp value). cannot determine alignment. The recipient can
Notes: Common for Dream mages, rare for
focus his vision to see into the Ethereal Plane or
enchanters; otherwise, very rare.
the bordering areas of adjacent planes. The range
True Seeing of vision conferred is 60 feet. True seeing does
not penetrate solid objects; it in no way confers
(Divination)
X-ray vision or its equivalent. Furthermore, the
Level: 6
Range: Touch spell effects cannot be enhanced with magic.
Components: V, S, M The spell requires an ointment for the eyes
Casting Time: 1rd.
Duration: 1 rd.ileve1 that is made from a very rare mushroom powder,
Area of Effect: 60-ft.light range saffron, and fat. It costs no less than 300 gp per
Saving Throw: None use and must be aged for ld6 months.
When the wizard employs this spell, he con- Notes: Common spell (PHB).
fers upon the recipient the abilily to see all things (Evocation) Tsunami
as they actually are. The spell penetrates normal Level: 9 Q
and magical darlmess. Secret doors become plain.
The exact location of displaced things is obvious. Range: 1 mile
Invisible things become visible. Illusions and ap- Components: V, S, M
paritions are seen through. Polymorphed, Casting Time: 1 tun
changed, or enchanted objects are apparent. (The
real form appears translucently superimposed on 2tuns
the apparent form: a gold dragon polymorphed to
human form would appear human with a ghostly Area of Effect: Wave 5 ft. high & 10ft. long/level
dragon looming over the human form.) Unlike SavingThrow: K
the clerical version of this spell, the recipient
This spell allows the wu jen to create a tsunami
or tidal wave. It can only be cast on seas, oceans,
or similar large bodies of water. Upon finishingthe
spell, the sea begins to rock and chum, gradually
Tulm’sTracer f
building in intensity. After two turns, a tsunami not activate magic upon contact, nor does it distort
roils up and begins moving in the direction indi- magical or physical phenomena passing through it.
cated hy the caster. The wave moves at a speed of Poltiom of the revealed path can be destroyed or
48. Each round it travels, the height of the wave concealedby dispel magi?, continualdarkness, and
drops hy 10 feet. Ships caught in the wave have a the like, hut the pathway cannot he physically d i c
percentage chance equal to the cment height of iurhed(for example, a gust of wind won’t shift it).
the wave to he capsized and crushed to splinters.
Non-water dwelling creatures caught in the wave The path ends when the target creature is
suffer damage equal to the current height of the reached, the spell duration expires, or at any place
wave, although a successful savingthrow vs. death
from which the target creature telepotted, left the
reduces the damage to half. Upon striking land, the plane of the caster,or embarkedupon a conveyance
such as a cart, ship, or carper offlying.In the case
wave continues to surge ashore at the same rate, of teleportation or plane shifing, the caster, upon
however dropping in height 20 feet per round. reaching the path’s end, receives a clearmental pic-
Wooden buildings suffer the same fate as ships, ture of the creature’s destination. If the creature
while stone buildings have 114 this chance ofbeing
destroyed. People on land suffer the same fate as took a conveyance, the mental picture is only of
those at sea. that act and not of the eventual destination. When
The material component for this spell is the the spell expires, the path slowly fades into noth-
scale of a dragon turtle or tun mi lung and water ingness; if it has not reached the target creature,
taken from a water elemental. there is no mental picture of the tarpet’sdestination.
Notes: Common in oriental settings; other- The material component is a pinch of phospho-
wise, very rare. IUS or a glowing life form such as a fungus or glow-
Tulrun’s Tracer worms over which the casterverbally describesthe
creature to be traced.
(Alteration, Divination)
Notes: Very rare spell. Known to he in The
Kzardk Workbook
”Level: 4 may encounter identical creatures (due to mag-
ical doubling, dopplegangen, and so on). If
Rangc. two or more identical creatures are indicated,
Components: V, S, M the caster must focus on one path within a
Casting Time: 4
Duration: 4 rds.ilevel round or the tracer will follow all paths, with a
Area of Effect: Special
Saving Throw: None propomonate decrease m spell duration.
When this spell is cast, a continuous, lumines- Tumble -Old Empire
cent pathway comes into being within 10feet of the
caster. It shows the most recent path of any single (EnchantmenUCharm)
creature described hy the caster. If the creature
Level: 2
hasn’t been in the initial 10-foot radius within one Range: 10yds.ilevel
day per caster level, the spell fails. Components: V, S, M
Casting Time: 2
The tracer shoots a luminousline at a rate of 60
feet per round alongthe route taken by the creature. Duration: 3 rds. + 1 rd./level
Once beyond the initial 10-foot radius, the tracer
only shows the path of the creature where the crea- Area of Effect: 1 creature
Saving Throw: Neg.
ture remained in physical contact with the ground
or rode a living mount that remained in contact This spell causes a single creature to trip and
with the ground. Pass without trace and similar
spells of 4th level or less do not confuse the tracer, fall to the ground unless a successful saving throw
and it will follow the creature’s route though physi- vs. spell is made. If not, the creature continues to
cal barriers and across gaps of up to 15 feet. It will tumble and roll about for the duration of the spell,
not otherwise show aerial travel, hut it will trace making a saving throw each round until the spell
into and under water. is broken or its duration ends. The creature cannot
attack or cast spells while under the influence of
The tracer is intangible-it can he passed
through or traveled within without harm. It does
J\
958
3 Turn Pebble to Boulder
this spell, but retains any Dexterity bonuses to Turn Pebble to Boulder
Armor Class. (Alteration)
The material component for this spell is a (Elrrth)
pinch of grease, which is consumed in the casting. Reversible
Notes: Uncommon spell. As a FORGOTTEN Level: 4
REALMSOld Empire spell, initial exposure re- Range: Touch
quires a mentor or a read Southern magic spell. Components: V, S , M
Tune, Transforming Casting Time: 4
Seetransforming tune. Duration: 1 rd./pebble enchanted
Tunnel Vision Area of Effect: 1 or more pebbles
Saving Throw: None
(IUosionPhantasm) At the culmination of this spell, the casterhurls
(Shadow) a pebble that grows and increases in speed, becom-
ing a deadly boulder that inflicts 3d6 + 8 points of
Level: 2 damage if it shikes the target. (The rules for boul-
Range: 10 yds. ders as missile weapons apply as described in the
Components: V, S DMG.) The caster's THACO is used to determine
Casting Time: 2 success, with the caster considered proficient. The
Duration: 3 turns thrown pebble receives no penalty for range. The
Area of Effect: 1 creature maximum range of attack is equal to 50 feet plus
Saving Throw: Neg. 10 feet per level of the caster. Only the caster can
throw the pebbles affected by this spell.
This spell reduces the recipient creature's field The wizard can enchant one stone at 7th level
of vision to the area that is directly in front of it, an and gams one stone per three levels of experience
thereafter (two stones at 10th level, three at 13th
arc 60"wide. All peripheral vision is replaced with
a gray shading. Against attacks fromoutside this level, etc.). Only one pebble can he thrown per
arc,the creature's Armor Class is reduced by 4, and
saving throws are reduced by 2. The funnel virion round, and pebbles must be hurled in consecutive
rounds. The spell lasts a number of rounds equal
spell allows back-stabbing attacks from the side,
to the number of pebbles enchanted. Each pebble
and may increase the affected creature's chance of requires a separate attack roll. Pebbles can be
thrown at different targets within range.
being surprised, depending on the situation.
Various cure spells cannot remove this effect; if The material components are pebbles, which
the creature fails its initial saving throw vs. spell, revert to normal size when the spell expires.
then only a dispel magic or dispel illusion can
The reverse of this spell, turn boulder to
pefifile, shri&s a boulder to the size of a pebble.
remove the effect before the spell's expiration.
Notes! Vely rare spell. (Updated from DRAGON It affects only unworked rock and cannot be used
Magazine.) to shrink a statue or a cut gemstone.
Tunnel Vision The number of rocks that can be affected is
equal to the number of experience levels of the
Reversedform, see insect sight. caster. Boulders cannot exceed one cubic foot per
Turbulence level of the caster. Thus, a 10th-level wizard
could shrink IO rocks, each of which is equal to
Reversedfonn, see still water. or less than I O cubic feet in size. All rocks are af-
Turn Magic -Red Wizard fected in the same round the spell is cast. Though
See spell turning. they need not be touched, the boulders must be
within 50 feet of the caster. Boulders that have
been shrunk remain so until the magic is dis-
Turn Boulder to Pebble pelled.
Reversedform, see turn pebble to boulder. Notes: Uncommon spell (Tow.
JL
959
Turn Undead -Savant spells, which abjurers cannot use.
Notes: Rare spell. Known to be in SelvarS
(Abjuration)
Ineffable Conjurations, Magic and Phantasms.
Level: 4
Range: 40 yds. Turtle Soup
Components:V, S, M
Casting Time: 3 (Alteration, Evocation)
Duration: 1 rd.fleve1 (Alchemy)
Area of Effect: 1 undead creahueflevel
SavingThrow: Neg. Level: 1
Range: 0
This spell allows a mage savant to approxi- Components:V, S, M
mate the priestly undead turning ability by means Casting Time: 1
of a spell. If an undead creame chosen by the Duration:3 turns
savant fails its saving throw vs. spell, then it de- Area of Effect: Special
parts from the area as though it had actually been Saving Throw: None
turned. This magic does not bring undead into the
serviceof an evil savant. The spell calls into being a bowl of thick,
green, peppery turtle soup, as large in volume as
The material component is a cleric’s holy the caster’s head. Just the soup is summoned. It is
symbol. held in a howl shape by the spell dweomer with-
out benefit of an actual bowl. This “bowl” ap-
Notes: Restrictedto savants, uncommon. pears in one of the caster’s hands when spell
casting is complete. Soup can he sipped, drunk,
Turnshadow or ladled out of its flat top, which is the only face
soup can spill from. The soup remains in exis-
(Abjuration) tence after the spell duration is over; however, it
(Shadow) no longer holds its “bowl” shape.
Level: 6 The soup is nourishing, and it arrives at the
Range: 60 yds. temperature the caster desires, from frozen hard
Components: V, S to boiling. The “howl” does not transmit the tem-
Casting Time: 1 perature of the soup to the caster’s hand.
Duration: 1 rd./level
Area of Effect: 40-ft. by 40-ft. square or one If hurled at a creature, the soup leaves its
“bowl” shape in midair and strikes with the
creature caster’s THACO as a grenade-like missile. A
SavingThrow: Nonemeg. direct hit causes I d 3 points of damage if the soup
is warm, ld6 if it is frozen hard, and 2d4 if it is
This spell empowers the wizard to turn crea- scalding hot. If dumped over a creature, the soup
tures created by the shadow monsters, demi- inflicts 2d4 points of damage only if it is scalding
shadow monsters, or shades spells, causing them hot. Turtles, tortoises, and related beings cannot
to flee in panic for the duration of the spell (they be harmed by any contact with this spell.
can return later if they are able). The affected
creatures will flee at maximum possible speed. This was the first spell Alustriel developed on
The spell has no effect on truly undead creatures, her own. She is still fond of it, though her sisters
includingthe monstrous shadows. have made it known that they do not share quite
the verve of her liking for turtle soup. Over the
Alternately, this spell can be targeted at a years, Alustriel and her apprentices have discov-
single shadow-monster (created by one of the ered many inventiveuses for this spell.
above spells) to wrest control from its original
caster and cause it to attack the creature of the The material components are three drops of
controller’s choice. The attack will continue water and a piece of !utle shell or skin of any
until the spell’s duration has elapsed, at which size. Alustriel uses a tiny fragment from a score
point the shadow-monsterwill return to its plane or more she canies in a tiny belt pouch.
of origin.
Notes: Known to Alustriel and her ap-
The turnshadow spell was developed by spe- prentices in the FORGO^ REALMsSetting.
cialist abjuration wizards (abjurers) to deal with
shadow creatures brought about by illusionist
- Tvmessull’sPlanar Pacifier m
TymessuU’sCerulean Traverse powdered emerald for each subject, to be sprin-
kled in a circle enclosing the subjects. The chain
(Alteration, Enchantment) is not consumed by the spell, hut the powdered
(Artifice, Dimension) emerald is.
Level: 9 Notes: Very rare spell. Known to he in
Range: Touch Tmessulk Enchiridion of Travel. (Updated from
Components: V, S, M D~~w~Magzine.)
Casting Time: 3 rds.
Duration: 1 dayilevel nmessull’s Planar Pacifier
Area of Effect: The caster + special (Alteration, Enchantment)
SavingThrow: None Level: 7
This powerful enchantment enables a wizard Range: Touch
and a few companions to journey through space Components: V, S, M
and across planar boundaries. The caster can Casting Time: l/item
affect one companion for every six levels he pos-
sesses, in addition to himself (rounded down). Duration: 1 dayAevel
For example, a 23rd-level mage could cast the
spell upon himself and three companions. The Area of Effect: Special
companions must hold hands as part of a circle Saving Throw: None
that includes the caster. Any interruption of the
circle during casting ruins the spell. Although The casting of a planar pacifier hy a wizard
there is no saving throw, the spell will not work enables some types of magical items to operate
on an unwilling or unconscious subject; if this is normally while being used on a foreign plane.
tried, the entire spell is ruined for all. Once the
dweomer is cast, those affected by the spell can The magical items aplanarpacifier can affect in-
separate, though they must rejoin the circle to clude only those items that have “pluses”-for
cross planar boundaries.
example, swords, shields, armor, luckstones,
The prime function of the fraverse is to allow rings and cloak ofprotection @ut not bracers of
the mage and companions to move to other defense),and so on, accordingto the table.
planes, as if they had a small, personalized gate.
Each planar boundary is crossed by all in unison; Caster Lwei Penally Cancelled
this requires one round of complete concentra- 14th 1
tion. Each planar boundary crossed reduces the 18th 2
duration of the spell by one day. Furthermore,
while under this spell, no person can cross a 24th 3
planar boundary by any means other than the @a- 30th 4
verse, including wish, gafe,a well of the worlds,
01 even by an artifact. inus, nr 14m level, an item mom me rnme
The spell grants certain lesser powers that can Material Plane functions normally on the
he used by the recipients, with no need to stay in
a circle. These include the ability to fry,at will, as Ethereal, Inner, and Astral Planes. At 18th level,
the 3rd-level wizard spell, and the the ability to the item functions normally on the Outer Planes
assume gaseous form up to thrice per day (with as well. At 30th level, an item functionsat its full
the general effects of thepotion of gaseous form, bonus anywherein the planes.
except for duration, which is at will).
The spellcaster loses 1 hit point for each item
The use of this spell in no way guaranteesthe protected with aplanarpacifec investing this hit
safety of its users, either during their journey or point as a hit of energy from the plane on which
once they reach their destination. the spell is cast, in order to surround the object and
The spell requires a circular platinum chain simulate those planar conditions for the object.
large enough to be grasped by all to he affected
by the spell. This must cost a minimum of 10,000 The wizard can protect half as many items as
gp for each being the spellcaster will transport. he has Constitution points with a single casting of
The material component is at least 1,000 gp of this spell (round up). This number is also the ah-
solute upper limit on the total number of items
the caster can protect at any one time, regardless
of how often thepacifieris cast.
The wizard can regain hit points lost to this spell
simply by touching the enspelled items within one
day of the end of the dweomer. The caster can also,
J\
961
with a word and touch, ahsorb his hit point from an complex process, in which the item is partially
unmade and remade, with a minimal additional
item, but this ends the enchantment on that item. cost af 10,000 gp. A hit paint is given up in the
Thepacifier can be dispelled only hy a spellcaster4 process, although this can be from the item k
or more levels above the caster. If the magic is dis- owner. Failure might destroy the item (any
pelled or othetwise removed from an item (for ex- chance of this is decided the OM).
ample, hy means of Mom'enkainen 's disjunction or
a rod of cancellation), the caster's hit point is per- 'Qranteyes
manently lost, and can be regained only by means
of a wish, If the item is destroyed, the wizard can (Alteration, Evocation, Necromancy)
m v e r its hit point from the item's shattered re-
Level 9
mains, if any, provided this is done within one turn. Range: 0
Components: V, S, M
This spell can he made permanent if a full Casting Time: 1 rd.
Duration: 1 hynilevel
wish and 5,000 gp more diamond dust are used in Area of Effect: Special
combination with this spell upon a single item.At Saving Throw: None
this point, tbe hit point loss is permanent and the
item no longer counts against the caster's This spell allows the caster to h a n s f m herself
into a beholder until the spell expires or until she
Constitution limit. wills the magic to end when this spell is cast, the
The material components of this spell are a caster vanishes and is transpomd to an extradimen-
sional space, where she remainsfor one round while
drop of the caster's blood and 500 g p of pow- the spell f m s a beholder body. During this round,
dered diamond for each plus of the items to be she can cast any spell she has memorized, possesses
the material components for, and can weave within
protected. Both substances are consumed when one round. Typically, a defensive magic is wmught.
the spell is cast.
A round after vanishing, the caster reappears as a
Notes: Very rare spell. Known to he in beholder m the same spot she occupied when she
7)messulk Enchiridion of Travel. (Updated from disappeared. Her own body remains m the extradi-
mensional space, unreachable by anyone. If the
Dragon Magazine.) caster is slain in beholder-form, she is foreverdead
unless a contingency spell saves her. The contin-
Magical Bonus Loss By Plane gency (as typically set up) causes the caster to reap-
pear m her own body where the beholder was slain
Where Forged Where Used Loss (this is not necessarily the same location from which
-1 the caster disappeared).
Prime Ethereal or Astral -2
As a beholder, the caster has 69 hit pomts. isAC
Pnme Inner or Outer OW7,moves at M V F13 (B), and is in all other B
spects a normal beholder, with all the usual eyestalk
Ethereal ti& -2 powers. The caster's formcorrespondsmall respects
Ethereal -3 to a living eye tyrant. Beholders are described fully
Astral -I mthe M o m o w MMAL Tome.
Inner Plane Outer Plane
Inner Plane Ad.jacent Inner -1 Damage suffered to the beholder body does not
Ethereal harm the caster's own body. If she ends the spell
Inner Plane -2 before it dies, she regains her own body with no
Inner Plane Prime or other Inner -3 damage at all. Once the caster decides to end the
Astral 4 spell, the beholder disappears. In the following
rAIT,n"ner Plan-e Outer Plane round, the caster reappears m the lccation she van-
ished from.
Astral Ethereal -2
Astral Inner Plane -3 The material component of this spell is part of a
Outer Plane Adjacent Outer -1 once livingbeholder.
Outer Plane Astral Plane
Outer Plane Prime or other Outer -1 Notes: Very rare spell from the FORGOTTEN
Outer Plane Ethereal -2 REALMS setting;virtually unknownelsewhere.
-3
Outer Plane Inner Plane
4
'Qmessull's Improved Planar Pacifier
A 9th-level version of the base spell is rumored to
exist. It does not require a hit point investedper
item and its eflects apply at 18th, 24th. 30th. and
36th levels, respectively.
This effect can be made permanent only by a
JL
962
,.spell are ended, and ,,.YS.C,U, r
Ultravision -..at-
(Alteration) tered-forever destroyed, and the life
Level: 4 force within snuffed out. Even an impris-
Range: Touch
Components: V, S, M oned creature beneath the caster’s feet emerges as
Casting Time: 1 rd.
though afreedom spell had been cast.,and so forth.
Duration: 2 hrs. + 1 hr./level ~ ~~~~~ ~~~
Area of Effect: Creature touched In addition, any spell tfiat holds magical effects,
Saving Throw: None
including other spells, irnmediately releases them
An improved version of the infravision spell,
ultravision allows the spell recipient to see per- at a range oefnh0a(nicnecrlu, dimii.n.vLg..u. me au~~g.n,.i.uc,~.e:_muluouwthi,mRas.rp-yu.,r’,s
fectly in normal darkness, starlight, or moonlight mnemonic
to the full range of his unubscured daylight abilig, contingenq, and so on).
vision. In underground settings, the spell enables
the recipient to see up to 90 feet in nonmagical Protective spells such as protection from evil,
darkness. Magical darkness, fog, or smoke is less shield, minor globe of invulnerabilify,globe of in-
effective than normal against a character using
ultravision; the spell permits the recipient to see wlnerabili@,and similar spells are not affected by
at least 30 feet in magical darkness, and at least an unbindingPetrifiedcmtures areneitherrevealed
10 feet in any kind of vaporous, foggy, or smoky nor restored. Individuals bound to service are not
atmosphere. Ultravision does not permit the re- k e d (including creatures such as familiars, invis-
cipient to spot invisible creatures, and it does not
function in the presence of strong light sources ible stalkers, genies, and elementals). An antimagic
(lanterns, torches, and so on).
shell is not affected,nor will the effects of unbind-
The material component for this spell is a ing penetrate one. Pmtectivecirclesand similarcon-
black agate worth at least 50 gold pieces.
fining runic cunshuctions are not affected unless
Notes: Uncommon spell (P0:SP).
they nmently hold a Creature imprisoned, in which
Ultimate Circle,Tobian’s
case, they are erased, of ifthat is physicallyimpossi-
See Tobian’s ultimate circle.
ble, become ineffective as other than decorations.
Unbinding
Curses, quest, andgeas spells are negated only
(Abjuration)
if the wizard casting the unbinding spell is of a
Level: 9
Range: 0 level equal to or greater than that of the original
Components: V, S, M
Casting Time: 1 rd. caster. The interaction of this suell with artifacts
Duration: 3 rds.
Area of Effect: 20-A.radius sphere and relics is adjudicated b:Ithe DM.
Saving Throw: None
These effects occur regcardless of the caster’s
When an unbinding spell is cast, a sphere of
magical force comes into being, centered on and .. ”,...wishes. Spell effects on the:person of the caster or
mobile with the caster. The sphere magically de-
stroys any spells that contain, constrain, or seal, being carried or worn b,...:.lllllLL Lo- Irll.LI1lL
with the exceptions noted below. undisturbed, hut any others are affected, even
The unbinding negates charm and hold spells those of allies. The opening of locks or other clo-
of all types, wizard loch and similar closures,
spells that create physical or magical barriers, sures triggers any alarms or traps attached to
guards and wards, temporal stasis,slow, and time
stop spells, among others.The effects of a statue them; any released creature may or may not be
friendly to the caster. The caster cannot shorten
this spell, save by dispelling it.
The material components are a lodestone and
a pinch of saltpeter.
Notes: Restricted to incanta~xesc;ommon.
Unburn
(Abjuntion,Alteration)
Level: 4
Range: 10 yds.
Components: V, S, M
Casting Time: 4
Duration: Permanent
Area of Effect: Special
Saving Throw: None
This rather odd spell reverses the effects of a
fire. The unburn spell calls into existence a re-