I
I..
-.
Howl of Pandemonium The spell negates all m d - b a s e d attacks,
even drowning out a banshee’s wail or an
(CemJuraUodSurn- androsphinx’sroar.All creatures in the a m of
effect are deafened and disoriented by the
a&Level:6 spell. Communication of any kind is impossi-
ble, and those affected suffer a -2 penalty to
Range: 0 attack rolls and saving throws. Any creature
trying to approach the caster must save vs.
Components:y S, M spell to be able to get closer. NonmrgicStlnia
sile fire is deflected by the force of the howl.
CastingTime: 6 Creatures of 2 Hit Dice or less who fail a sav-
Duration: Special ing throw vs. spell are driven into a catatonic
Area of Effect: 30-ft.radius or state that lasts for 2d6 hours.
60 x 20-ft. cone In addition to the above effects, creatures
SaViagThrow: Special whose Hit Dice or levels are patex than 2 but
less than the caster’s must save vs. spell or
This spell channels the screaming winds of become confirsed. Roll a d10 for those faiI
Pandemonium through the caster%body, emit- their save and refer to the results given.
ting a numbing howl that incapacitatesanyone ldlb
nearby. The spell cnn last BS long as one round Roll Rmlt
per level of the caster, but ceases if the howl is
notmaintainedforthatlength 0ftime-h bowl 1 Wander away for dunuionof effw.
must be maintainedfor at least one full round to 2-6 Statui confused for one round, then
be effective at all. The effects linger after the roll again.
spellends, lasting aa long aa the haw1was main- 7-9 Attack ne& oreature for m eround,
tained.Thewasrdcpltnkeno~.ctionthn
standing still and howling to maintainthespell. then roll again.
10 Act normslly for one round, then roll
A wizard casting howl of hndemonium can
eitheraffea all creabureswithin 30 feaordLab a%&
ne1the spell intoa w n w b p e d area, 60 feet long
snd 20 hldiamasrattbe & I d Those M h to
Pandemoniualarc unaffectedby this 8pcll..
, I!
n
The material component is a pebble from Aside from waiting for its disappaarance at
Pandemonium,which must be consumed by the expiration of the spell, the chain can be
the caster. gotten rid of by dispel magic, by destroyingit,
Noter: Common for members of the Bleak or by tbe death of the chained creature. If the
Cabal in the PLANESCAsPeEtting; otherwise
very nue. fii crcatm dies and the spell has not expired,
Howling Chain the caster can direct the chain to move to
another creature, coiling and writhing at a
(E-tion) movement rate of 9. To enchain the subsequent
creature requires a successful attack roll at the
Level: 6 caster’s THACO, and directing the chain to a
Range: 10 yds./2 levels new victim consumes the spellcaster’s action
Components:V, S,M for that round. This is the only way a howling
CastingTime: 6 chain can change victims. If the chain is not
Duration: 1 rd.Aeve1 directed to a new victim in the round following
the first victim’s death,it dissipates.
Area of Effect: 1 creature
SavingThmw:None To destroy a howling chain, it must be dealt
33 points of damage. It is only AC 8, but the
This spell brings into being a shimmering, nature of the magic causes equal damage to be
blood-red chain of force (akin to that created
by the 5th-level spell, sighing c h i n ) that coils inflicted upon theenchainedvictim. Thus,a vic-
snakelike around a single chosen target crea- tim must suffer 33 points of damage to be h e
ture. This spell is m e d for the howling chant of a howling c h i n that is destroyedby damage.
emitted by the chain as it loops and writhes
around the target creature. The chain’s move- The material component of this spell is a
ments do not require the caster’s continued length of at least threejoined links of chain of
attention; once it is cast, the caster is free to the finest steel or of any pure metal.
work other magic or even leave the scene.
The victim withina howling chain is not held Noter: Very rare in the FOROOTTEN REALMS
fast, nor prevented from moving, but the chain setting; unknown elsewhere.
imposes a -2 penalty on all of the creature’s
attack and damage rolls; adversely affects ebil- Howling Horrortt
ity checks, savingthrows, and movementrate by
2; and i n c r e w tbe e&ng time of a spell cast (Evocation,Necromancy)
Lcvfd: 7
by the chainedu@urc by 2. Range: 0
A howling chain flails et the chained crea-
ture co~~tantlUy,tackiqtwice per round with Components:V, S,M
a THALXJ~ f 7a,nddealiag3d4points of crush- Casting Time: I
ing d b k d g s o n i n g damage per successful
strike. asy in wi+ both chain attacks Duration: 1rd./level
Area of Effect: Aftkck8 1 creature
SavingThrow:None
This apelluwca a d t b l i k e fI+g foan to
hit a speltmtisg victim, &a Qell is ruin&
otherwise, anm&nWqwllcasting cnaturs
mIt 8hpwoi@~fco0owksdrpboyajBi+lgsdnaasnnhd mglriep objects.
oonditiom. Thrr @barimiIar
aad not cosmnw on
damage or if the casta aritls it to vanish. Hunti.gBawk,.Ttuer’s
Only physical attackttut pes cla#lgb the SeeTenser’shuntinghawk. +
volume of air the horror occupies harm it. The
horror itself hits every time it attacks for 2d4 AHun.t-sman’s CaU -Hishna
points of damage.For every point of damagethe
howling h o m r inflicts, a hit point is gained by
its caster. If the caster has been hurt, these Level: I
points healdamage.When the casteris Wahit Range: 0
points, thesepointsbooomebonushit- at co&nents: v, s, M
rnnainwith theaLtsr for 1t\lm.Any dunaga CastingTime: 1turn
suffaedbythe casteris takenfkomthebonushit Duration: Concentration
points fM. Area of Effect: 1,OOO yds.fleve1
Spellstbtaffcctanamahavenoeffectcma srwingThrow:NoaO
howling horror. Spellsdirected spccificdy
against a horror do it no harm; these spot1 This spell allowa &e caster to call game
e f h t s src Woad tnarmigkdto its caster. Ths from a wide arer&ringing it-albeit cau-
oastsreuffoasnohfromthsmsndcanemit t k d y + m d the- a8 long ask.rataiDs
them at any 6hosm tsrget (not accmmdy the his consentration. Mammals and birds are
*a d d i t i ~ t o t h e c a c t n g o t b c r ~ ~ a
wnOt d i e of rspkoe be COStCf’8 QM1
i n g . ~ ‘ ~and- ~
if the cristerdarnot -the d o n ,
h r ’ s target). This rstnasms’rdono c c m m sttmmolled by tbspell, and wiil move in the
nwd d o s sgeasnldimtion of wlsr..However,lbeit
s aeturpl alcrbmas zunahs.and they will flee*
i the~F a signofa threat.
than for tkc spell is a
Tho matoria1camponeat
.--the distrncs and directionof the spell e f h t is whirtk mIdheifnmc.mAtdbtc claw of ajagwr.
N-. O ~~ O f
is active are likewise transmitted through the
-magicallink tothe horror, tobe emittedby tke
S ~ ~ O I l t b e o l m t e r w l 6 l c t h e h Om~agic (the Mztica setthighoonunon
Hypnosis Hishms
Aately altered
manner ifthe
h a t tfsgets selectcd by Ehe casba.Theprit @nchantment/Charm)
mary target of tbe horror need not be among
them. Spells afF6ctiUg an areaare also immedi- Level: 2
acnasdtesruiusrpinetdhbeyartehae ocf aefefercitnatt hdils Range: 10 ft.
Components:V, S,M
(any other creatures in the area escape the CastingTime: 1-6 rds.
effects of the usurped spell). Again, this occurs Duration: Special
in addition to any spellcasting on the part of the Area of Effect: 1 being
horror-caster, and it does no harm to either the SavingThrow:Neg.
horror or its creator.
If the caster is unconscious, spells are emit- This spell allows the caster to beguile
ted from the caster (or horror, respectively) in another individual, creating much the same
random directions. A retransmitted spell that effect as a charm person spell. However, the
affects an area is focused at a random distance casting of hypnosis requires the canter and sub-
and direction. ject to pay attention to each other for a period
The material component of this spell is a of several rounds. The casting time required is
small cone made of bone that is consumed in determined (by the DM)at the time the spell
the casting. bCgiM.
Notem: Unique spell; hown only to Scmem- The target being is allowed a saving throw
mon, one of the Zhentarim triumvirate. Casting vs. spell to avoid the effect. H m e r , one who
this spell is an evil act. successfully resists will not be aware that the
attempt to hypnotizehim hasbeen made unless
possessing godlike Intelligence (21+). The
Howling Horror: MV F1 15 (A); AC 5 spell can affect any creature of semi-intelli-
LT2; THACO always hits;D m g 2d4; SI
magt inflicted heals cauter. immluK ti g m e (2) or higher.
N o h : Restricted to practitioners of hishna
magic (the Maztica setting); common.
I 441 L
Hypmticpattsrn f
Hypnotism
(E.ehutment/Chum)
(Mentalism)
Level: 2 Level: 1
Range: 30 yds. Range:5 yds.
Components: S,M
Casting T i e : 2 Components:y S
Duration: Special DCaustrinagt hTim1red: .1+ 1 rd./lcvcl
Area of Effect: 30-ft. cube Area of Effect: 30 ft. cube, ld6 creatures
Saving Thrmv:Neg. SavingThrow:Neg.
When this spell is cast, the wizard creates a
The gestures of the wizard, along with his
weaving, twisting pattern of subtle colors in droning incantation,cause ld6 crcatwes within
the air. This pattern causes any creature look- the area to become susceptible to a sugges-
ing at it to become fascinated and stand gazing tion-a brief and rearonable-sounding request
at it as long asthe spellcastermain- the dis- (see the 3rd-level wizard spell, suggestion).
play, plus two rounds thereafter. The spell can The requed must be given after the hypnotism
spell is cast. Until that time, the success of the
captivatea maximumof 24 levels, or Hit Dice, spell is unknown.Note that the subsequent
suggestionis not a spell, but simply a vocal-
of creatures (for example, 24 creatures with 1 ized uxging-the caster must speak a language
Hit Die each, 12 with 2 Hit Dice, etc.). All the creature undemtamb for this spell to work.
creatures affected must be within the area of Creatures that successfully roll their saving
throwsare not under hypnotic influence. Those
effect, and each is entitledto a saving throw vs. that arc exceptionallywary or hostile save with
spell.A damage-inflictingattack on an affected +vi1dtuoal+c3rebaotnuuresetsh.atIfmtheeetssptehlle is cast at an indi-
caster's gaze, the
creature frees it from the spell immediately. saving throw is made with a penalty of -2. A
The wizard need not utter a sound,but he creature that fails its saving throw does not
remember that the caster enspelled it.
must gesture appropriately while holding a
glowing stick of incense or a crystal rod filled
with phosphorescentmaterirl.
New: Common spell (PHB).
Notes: Common spell (PHB).
(Evocation, Summoning) Q must have immediate bed rest (the
Rcverslble
Level: 7 caster is at the center af the area of
Range: 0
Components:Y S, M eect). Bach day the wujen regains 1 point to
CastingTime: 1 turn each ability score. Only when all his a b W e s
Duration: 1 daynsvel have returned to 50% or more of n o d pan
Area of Effect: 'A mi.diemeternGVe1 the wu jen begin to recover his lost hit po&s
Saving Throw:None (although once this occurs, curing ~ 1 l S e abne
cast to speed recovery). Lilrswhc, 90 speur tan
This powerful spell allows the wu jen to
summon fearsome freezing winds, ice, and be memorized until all scores am ratumodto
snow in the area of effect. Once cast, gray
normal.
scdding cloudr gather and rainbeginsto driz- The material component for ice blight is a
EIC down. The temperature begins to fall
rbruptly--40°F in a single day. Winds begin to pieceof ice.
Thc reverse ofthespell, dw&, Cancels the
blow, gently at first, but slowly gaining of ice Might Drought has the opposite
strength. Each day the weathor conditions
wmn. The clwdsthickcn,thetoin falls heav- effect, raising the tcn+rature d dry& the
ier, the air getr colder, and the winds blow land instead of coveringi t with snow. When
more fiereely. The temperature can drop no
colder than-2OOE cast, the sky quickly clears of clouds and
In arctic and winter conditions,the d d remairU so for the duration of the spell. No rain
b c g i a~fter 6 hours. In temperateclimes. snow falls for the duration of the spell. Thc tempera-
begins to fall by the end of the first 24 hour ture mars upward 20°F per day toiamaximum
period. Indcscrtlandrthesnowstarts 36hours of l W F duriag thoday and a wol of l W F at
after the casting of the spell, while tropical
areasexperience smnv by the end of tho second night. Fields become hard and cracked after
day. Thereafter, the snow continues to fall at four days, small etreams dy up rttSr six days,
the rate of 1 inoh per hourtoa maximum depth all but the deepest wollr go dry a h 10 days,
of 48 inches. The winds whip the snow into
huge drifts (5 feet to 12 feet or more) and the small rivers am reduced to a iride in 44 days
wind chill is extreme. During the mowfall,vis-
ibility is limited to 200 feet and movement and go dry &er a0 duys. Large rivers drop
rates arc4! normal. noticMbly in 10 days and k o m e little mow
Creatures exposed to the weather without tban streams lftCr20 days. On the 25th day of
adequatewarm clothing, fii, and shelter suffer
Id8 points of damage each turn. Control drought, only extremely L c p wells stillhave
water-all else having evaporated or -ked
weather spells cannot cancel the effects of the
ice blight, but can be used to lessen the scwrity v.
by raising the temperature. dowing the snow- PI- sui% accding to their siee and nor-
fall, and breaking the cloud cover.
mal habitat. Desert plants hardly notice the
Casting ice blight is an extremely difficult b u # t whilo those of tropicaljungles die and
process for the wu jen, as he seeks to control
magical encrgiei powerful enough to affect a wither rapidly. Normal oreaturcs flee the area
hwe area Upon utteringthe finrl word of the of the drought, returning only when normal
spell, a tremendous blast of mystical oucqy conditions have been restored md the land
l a p s through the wu jen, ravaging his body recovered Creatures exposed to the MI ti&
and spirit. The wujsn instantly forsSgall otha of the sun for an entireday suffer 2d6pointsof
apells msmorizedthe momsnt this pepell is cast.
His Strengthrad staminaam broken, causing damage a day if without ndqurrta shade and
him to lose a11 but 1 hit point. All his ability
scores are temporarily reduced to 3 and he water. Characters in bulky and metallic
suffer ld3 points of damage a turn from the
blistering heat and exhaustion. As with ice
blight, the effects of the spell can be l m d
by a control weather spell and can be candled
by the casting of an i n blight. The caster suf-
fers all the effects of casting the ice blight
when casting dmught. The material component
for dmught is a handful of desert sand.
Notes: Common in oriental lands; uncom-
mon in some savage northern lands; otherwise
very rare.
f
443
Ice Knife f
Ice Knife Q (Evocation) Ice Storm
(water)
(Evocation)
(Artifice, Water) Level 4
Range: 10yds./level
Level: 2 Components:V, S , M
Range: Special CastingTime: 4
Components: V, S, M Duration: Special
CastingTime: 1rd. Area of Effect: 20 ft.radius (hail) or 40 ft.
Duration: Instantaneous
Area of Effect: Special radius (sleet)
SavingThrow: Neg. SavingThrow: None
The wu jen casting this spell fires a dagger This spell can have one of two effects, at the
of ice at the target. The caster makes a normal caster’s option: Either great hail stones pound
attack roll as if attacking with a missile down for one round in a 20-foot-radius area
weapon, adjusting for the range from the and inflict 3d10 points of damage to any crea-
attacker to the target (the knife has a long tures within the area of effect, or driving sleet
range of 30 yards, a medium range of 20 yards, falls in an 40-foot-radius area for one round
and a short range of 10yards). A successfulhit per caster level.
causes 2d4 points of damage. If the ice knife
misses its target, consult the rules for grenade- The sleet blinds creatures within its area for
like missiles in the DMG to determine where it the duration of the spell and causes the ground
lands. in the area to be icy, slowing movement by
50% and making it 50% probable that a crea-
When an ice knife strikes a solid object or a ture trying to move in the area slips and falls.
creature, the knife shatters, releasing a wave of The sleet also extinguishes torches and small
numbing cold. All creatures within a 5-foot fires. Note that this spell will negate a heat
radius must make a successful saving throw vs. metal spell.
paralyzation or suffer ld4 points of cold dam-
age and become numb for ld3 rounds. Proxim- The material componentsfor this spell are a
ity to a major source of heat, such as a roaring pinch of dust and a few drops of water.
bonfire, improves a creature’s saving throw by
+2. Numbed creatures have their movement Notes: Common spell (PHB).
rates reduced by half and their attack rolls suf-
fer a -2 penalty. Icejacket, Zala’s
An ice knife that misses or is lost cannot be See Zala’s icejacket.
picked up by the caster (or anyone else) and
thrown again. If the knife is touched, it instantly (Alteration) Icelance
shatters, releasing its numbing cold. If a lost (Water)
knife is not touched, it melts away in a pool of
water 1 round after it was originally created; Level: 3
this melting occurs regardless of the environ- Range: 10yds./level
mental temperature. Components:V, S , M
CastingTime: 3
The material components for this spell are a Duration: Instantaneous
drop of water from melted snow and a tiny sil- Area of Effect: Creates 1 lance
ver dagger. SavingThrow: Special
Notes: Common in oriental lands; uncom- This spell will function only if there is suffi-
mon for Frost or Water mages; otherwiserare. cient ice present-usually no less than 10 lbs.
though the remnants of an ice storm spell will
suffice. The spell causes the shards of ice to
reform into a long magical lance of ice that then
spirits off in the direction dictated by the caster
against a particulartarget of the caster’s choice.
The lance strikes with the caster’s THACO
and a +4 bonus; it inflicts Sd6 points of dam-
J 444 i
identified. The eight hours immediately pre-
ceding the casting of the spell murt be rpent
purifying the items and removing influences
that would corrupt and blur their magical
auras. If this period is interrupted, it must be
begun again. When the spell is cmt, each item
must be handled in turn by the wizard. Any
consequences of this handling fall fully upon
the wizard and may end the spell, dW& the
wizard is allowed any applicableSaving throw.
The chance of learning a piece of informa-
tion about an item is equalto 10% per level of
the caster, to a maximumof W?,rolled by the
DM.Any roll of 9 6 0 0 indicates a false read-
ing (91-95 reveaksnothing). Only m e hmtion
of a multifunction item is discwerodper hpn-
ding(that is, a 5th-level wizard could attempt
to determine the nature of f idifferent items,
fwe differentfunctions of a single item, or any
combinstionof thetwo).If any attempt at d-
ing fails, the caster cannot learn any more
about that item until he advances a level. Note
that gome itema, such as specid&al tomes,
cannot be identified with this spell.
The item never reveals its exact attack or
damage bonuses, although the fact that it has
few or many bonuses can be determined. If it
has charges, only a general indication of the
age and the target creature must save vs. spell number of chargesnmaining is learn&. pow-
e~~(81a6-1~ofthetotrlposriblocharges),
or be stunued for 1.64rounds. -strong (61%-so%), moderate (41%-60%),
The icelance travels in a straight h e . It weak (6% 40%), orfaint (five charges or
crumbles to its component shards if it misses less). Thefaint result takes precedence, so a
the target creature or if it strikes some other fully charged ring ofthree wishes always
target before hitting the intended one.The spell appciunto be only faintlychruged.
creates only a single lance. AftcrcaEltingthe spell anddeterminingwhat
canbe lswedfrom it, the wizardlam 8 porn@
Noter: Common for Frost or Water mages, of Constitution. tH&eComnsutisittraetisotnf.orIfotnheeh8o-puOr itnot
otherwise uncommon. Originally from the tecoycll each p i n
FORQOTTERNEALMSsetting. Known to be in
the Tome of Rathdaen.
Icicle, Gemidan’s loss drops the spellcasterbelow a Constitution
of I, he fallsunconscious. Consciousness is not
See Gemidan’s icicle. relpined until full Constitution is restored,
Identifv WBdeh *S 24 houcs (Om point per thrahours
@ivinrtio~) for an unconsciouscharacter).
(unimsal) The material componentsof this spell are a
pearl (of at least I00 gp value) and an owl
feather steeped in wine, the infusion must be
Level: 1 drunk prior to spellcasting. If a luckstone is
m e :0 powdered and added to the infusion, the div-
inatioa becomes much more potent: Exact
Componcnte:X S, M bonuses or charges can be determined, andtbt
Casting Time: Special functions of a multifunctional item can be
Duration: 1 rd./level learned from a single reading. At the DM’s
Area of ERect: 1 itemilml aption, certain pmperties of an artifact or relic
SavingThrow: None might also be learned.
when an idenrifv spell is cast,magical items No- Commonspell (PHB).
subsequently touched by the wizard can be
Identify Race -Nwgi f
Identify Race -Neogi tion must be known to the caster. If the spell
works, the name of the creature’s species
(Divination) immediately comes to the caster’s mind.
Level: 4
Range: Touch This spell is useful when dealing with crea-
Components:V, S tures in disguise, beings deformed by the
CastingTime: 4 effectsof the red curse ofcinnabryl, or uniden-
Duration: 1 rd./level tified monsters. The spell sees through magical
Area of Effect: Creature touched or normal disguises and deformations, includ-
SavingThrow: None ing such spells aspolymrph ofhel:
This unusual spell is used by the neogi to There is one exception Since the aranea spi-
identify the capabilitiesof a newly encountered derfolk created this spell, it detects the true
race. The spell provides for the caster the name race of aranea only when they are in giant spi-
of the race (as it is known to the creature der form. If used upon an aranea in another
itself), its general combat abilities, a brief form (such as one affected bypolymorph self
knowledge of the creature’s customs, and what or shape change, or otherwise altered in form),
the creature needs to survive. The spell can the aranea is detected as a creature of the
identify only one piece of information (for apparent species. Nobody else knows enough
example, the usual methods of attack) per about the m e a to create a versionof the spell
round,The DM must decide if the information that can successfully identify aranea in another
being sought is available. The spell will only form.
identify with that particular creature’s life, not
the race as a whole, so various readings are The spell’s material component is two
possible. For example, the lifestyle and abili- strands of animal hair twisted tightly together.
ties of a human wizard of Thay from the The hairs are pulled apart during casting, and
FORGOITENREALMSsetting will differ greatly are consumed when completely separated.
from those of a human Knight of Solamnia
from Krynn of the DRAKINLANsCeEtting. Notes: Common for aranea spider-folk or
This spell is used by the neogi to determine wizards from the RED STEELsetting; otherwise
the abilitiesand needs of a potentialslave with- virtuallyunknown.
out seriousrisk to the slave’s life. Although this
spell may seem somewhattrivial to other races, Identify Tighmnevril
it has been witnessed that ships bearing neogi
wizards capable of casting this spell have far @ivinatlon)
more powerful slaves thanthose that do not. Level: 4
Range: 100 yds.
Notes: Restricted to neogi; common. Components: S, M
Duration: 1 rd.Aevel
Identify Species CastingTime: 4
Area of Effect: 1 cu.yd.
(Divlnntlon) SavingThrow: None
Level: 3
Range: 10 ft./level Identifl tighmawril allows the caster to dis-
components: V, M tinguish the bloodline-draining “bloodsilver”
CastingTime: 3 from other metals. Because of the spell’s rela-
Duration: 1 rd./level tively short duration and limited area of effect,
Area of Effect: 1 creaturehound it is most useful for confirming whether a
SavingThrow: Neg. found object is indeed forged of tighmaevril.
By using this spell, the caster can determine The spell causes all tighmaevril within the
the race and speciesof a creature.One creature chosen area of effect to glow a bright burgundy
can be examined per round while the spell color and to pulse in a manner visible only to
remains in effect. A saving throw vs. spell is the caster. If, for some reason, the caster can-
allowed only for creaturesthat realize a spell is not see the tighmaevril affected by the spell
being cast at them and actively resist. For the (because of magical darkness or interposing
spell to be effective, the subjectcreature’s loca- walls), he will sense the metal’s location, but
not its shape or size.
The material component, which melts during
the casting, is a band of copper wire wrapped
around a rod of steel.
No-: Common in cerilia, the BIRTHRIGHT cessful save means the rrsature can look away
setting; otherwiserare. This spell is castable with only a mild sense of disorientiUion. F d -
outside the Cerilian setting. urc means the creature is subject to a sugges-
tion implanted in the script by the caster at the
time the illusionary script spell was cast. The
suggestion cannot require more than three
turns to carry out. The suggestion could be to
close the book and leave, or to forget the exie
Level: 1 tence of the book, for example. A succesefnl
Rcoamngpeo:nloe*n.ts:v, s dispel magic spell will remove the illusionary
script, but an unsuccessfulattempt erases all of
CaatingTime: 1
Duration: 3 rds.or less the writing. The hiddenwritingscanbe readby
Area of Effect: Special a combination of the frYeseeing spell and
either the read magic or comprehend lan-
savingThrw:Ncg. guagu spell,a applicable.
The material component is a Id-based ink
With this spell, a wizard can create a d l that nquh special manufactureby an alche-
areaof hot flame, typically a three-ih-scpuse mist, at a cost of not less thin 300 gp per
area Ifcast on e x p o d flerh, this causes 1d3
points of damageper round. The victim cpll put usege. Common spell (PHB).
out the flamesby spend@ om round smother- N-
ing them, receiving damage for that round but
automatically putting out the flames. The IllusionaryWall
@hriwlphamtum)
flamesgo Out bythemaelvcs aftert h e rounds. Level: 4
If this spell is coet on f l d e matsrial, it Rsngc: 30 yds.
grows into a small fii, destroyins flammable
rmterialssuchaepeper,cauaingcxpsedflaska Components:V.S,M
of oil to explode,orCnatinga bonfire.Affected cMtingTime:4
materials still receive saving thnrws vs. normal Duration:Permanent
f i i ; flame produced by the ignitefkracspellis AnaofEffect: 1 x l O x l O f t .
normal,not magical, fire. Saving Thmw:None
Notes: Common spell. As a FORGOTTEN
REALMSOld Empire spell, initial exposure This spell creates the illusion of a wall,
reqpims a mentor or a read Southern magic floor, ceiling, or similar surface, which is per-
speil. manent until dispelled. It appears absolutely
real when viewed (mnmagically, as with the
nlusionary script priest spell true seeing or its equivalent), but
(IlladonlPhmtasm) physical objects pass though it without diffi-
L& 3 culty. When the spell is used to hide pits, traps,
o r n o r m e l ~ n mddm~agi-
Range: Touch cal detectionabilitieswork normdy,and touch
or probing searches reveal the true nature of
Components:y S,M
the surface, though they do not c a w the illu-
CastingTime: Special sion to disappear.
Duration: 1day/level
Area of Effect: Script reader The material component is a rare dust that
Saving Throw:Special costs at least 400 gp and requires four days to
This spell enables the wizard to write Prepare.
instructions or other information on parch-
No- Common spell (PHB).
ment, paper, etc. The illusionary script appears Iuosory wall
to be mme form of foraip or magical writing.
Only the person (or people) who thc wizard A& illusionary wall.
desires to read the writing can do so. An ilk-
sionist recognizes it for illwwnay script.
An unauthorized creature glancing at the
script must roll a .saving throw yo. apcll. A suc-
nyyhrr’lM.ntle f
Ilyykur’s Mantle guard with a dimemion door to the location of
(Abjuration) its master’sthrone mom.
Once this spell has begl given to IPIundcad
Level: 4 creature, it remainswith that creature.The wiz-
Range: 0 ard who imbues the speH taws the use of one
spell of that particular level-until the cmtuw
Components:V, S,M discharges the spell or is destroyed. For exam-
ple, if wizard imbues a skeletonwith aJreball
Casting Time: 4 spell, the wizard has one less 3rd-level spell
Duration: 1 rd.ileve1 available. A wizard can imbue as many differ-
Area of Effect: The caster ent undead as he has imbue spells or spells to
give away. No spell above 5th level can be
Saving Throw:None imbued, nor can an undead creature receive
more thanone spell at a time.
When Ilyyhr ’s mantle is called into being, Once discharged,the imbucdspdltpLeseffect
the caster is surrounded by a luminous aura as if it were cast by the wizard for -p. urposesNoof
duration,area of effect,and
thatcompletely covers him, conforming to the range,
Ilrptgiat,~oraometicmadaLlaen~
contours of his body. This mantle does not at the tim of the Iuldsidbcastiug(any mrtsrials
affect any physical or magical abilities of the acracsTtcihnxegptm&iadmteeorfiaatthltechoermteimlpeoeanodefnsiptmselbotufieilmml.cbnute),uannddetahds
caster, but does affect spells that are cast with spell ability arc a small scroll of paper
against him. The effects are: upon which is written the D D ~ Cd the imbned
9 +3 on all saving throws against all enchant- spell in quid ink aad any materid mmpomnts
mquimlby the imbued spell.
mentkharm spells that allow a saving h w . Notrr: Uncommon for -; other-
wise very rare. From the FOROOTTERNBALMS
The mantle does not grant a saving throw setting, it is known to be in the lich Kyristan’s
against spells that do not mrrMlly allow one; tome,Studies in Death.
+1 on all other saving throws vs. spell, again
provided that one is allowed under the spell Immediate Animation
description;
All damage from electrical attacks, including &EA t h i a n hqpn-King magic:
shocking gmsp and lighming bolt, is halved
pionic component rrnders the
(saving throws can negate or halvethe damage spell uncastable by wkards.
again). Immanity
The mantle protects only the caster and the See immunity to poison and discsw.
caster’s familiar, provided that the creature is
relatively small (size S) and remains in physi- Immunity to Adherence -Dnnv
cal contact with the caster.
(Abjuration, Alteration)
The material component of this spell is a
natural (not cut or finished) g ~ m . Level: 1
Range: Touch
Notes: Ram or’very rare spell from the Components:C: S, M
FORGOTTERNEALMSsetting. Known to be in CastingTime: 3
tha %me of the CoVcMnt. Duration: 1rd.fleve1
Area of Effect: Creaturetouched
Imbue Undead wlth SpellAbility s8vhgTbmw: Nolle
(N=m-ey) This spcll confers upon the Qow or mother
Level: 6
Range: Touch b&g tCtt~P~rarimy munity to magical and mt-
ural webs, viscidglobs (such as thosepmduccd
Components:V, S, M by a wruld of viscid globs),the stiw secntions
CastingTime: 1 turn and naw g l u b k propmthof roper stmuds,
mimic pseadopods, cave fisher filaments,and
Duration: Special
Area of Effect: 1 undcad
SavingThrow: None
The wizard using this spell grants an undcad
creature one use of a particular spell the wizard
has memorized. Any sort of spell can be trans-
ferred, and will take effect when released as if
cast by the wizard. For example, a ghoul canbe
invested with a lightning bolt, or a skeleton
.similar impcdimm Thtw psilr db not ham-
*pcr or cling to the spell This spctl COllfLn llpoarhscrdrnor anothe-r
touched mature (who, c~lolli f w i i ~ m r c d v c 8
CmItmovC a saving throw; if successful, it breaks the
and act normally. spell) absolute immunity to all effecO ofthe
The material components for thia spell am Q
milkweed seed or other wihdbanc eeed%eg venom, internal fluids, digestive jaioeoor
or ”puff” and a drop of water, alcohol, mat secretions,or spilled gore ofany andmid @at
spittle. is, corrosive as well as poison effeots x c
Notes, R s s t z k d ckow,uncommon negated). Fresh-spun webawill not adhere to
to Ne& the protected being, and tha np6lt recipient is
that the material cornpencut is diffiwlt for
subterranean drow to acquire. even immuneto any blindbg o f f a thatwould
normally result from being sprayed in the face
bydfiuids.
[email protected] Thm spell also confers upon the protected
bsiaga +2 saving thmwbomsagimm all othsr
se- ‘ ‘tytom a g i c a U n d wespoas arid&-, and PO- (iaesaoq c-taat,
or ionimab‘ve).
andprcde&mfmmmagicaynamalweaponr The material compotmt of this spell ia a
whole poisanous spider of any sizq alive or
Irmaunity ts Poisonrad Disease &idwhich iromkddwing ripcllcrsw.
(Abj8nti.m)
Lml: 5 Nota: Rcmktedto dmw,IIIICPIIW~~~.
Range: Touch
Cumponents:Y S, M
CastingTim: 5
Durcltion: 24hrs.
Area of E m Creaturetouchsd
Saving Throw: None
Thisspdl~therecipiartimmrmetodL.
eeac.parasitici*aadnrtueslven-
MW Evenmagical or c d disc- such as
lycm&qy andmummy rot cannot takehoidin
the subject whilethe spell is in eEst. Thc spell
repelstheattacksofsuchvemdnRlchaamt~
~aer~d~drsrsgtfmmycH0W
mold~dsnnila~.
InrnrwcUy topoisond d i s e a s e only dkctu
ths recipient’ss u ~ u e nalpoalrc--a hos 80
effect mdisesl#s,perasites,a p R 3 h n a ~
afflicting hmcipient wlue tbespell in a t .
Thcmatuielc~isagnmndbmy~.
Noter: Restricted to witches (connuon) and
a b j m (very-); the latter must b# trained
by a witch-part ofthis training implants a
fatal curse that is triggered agaimt thcabjurer
andstudcntiftheknowldgeinpPJsedon.
Immunity to SpiderVenom -Drow
(Abjuatloa)
Level: 2
Range: Touch
Components: Y S, M
CastingTime: 2
Duration:2 rds. + 1 rd.Aeve1
Area of Effect:Creaturetouched
SavingThrow:Neg.
J 449
IlmllUIilytOUndclm f
Immunity to Undeatb Immurk’s Distraction
(Abjuration, Necromancy) @arhantment/chum)
Level: 2
Level: 9 Range: Touch
Range:0 Components:y S,M
Components:V, S,M
Casting Time: 1 rd castingTime: 1turn
Duration: 1 rdAevel Duration: Special (maximum24 hrs.)
Area of Effect: 40-ft. radius Area Oflffect: 50-fi. d m from itgn a e d
Saving Thmw:None SavingnyoW: Special
This spell creates a globe that moves with When this spell is cast on a concealed item,
and is centered 011 the caster. The pStimaer of it clouds the mind of anyone seeking the item
this protected area glows with a very faint and within 50 feet of it, 80 that t h y will not
bluswhite radiance, visible only in gloomy or find the hidden item. The caster can exclude
dark surroundings. All creatures can freely spccifii individ~~fIrsom the affest (these must
pass into and out of the globe. be specified at the time of casting); all other
Within the globe, all beings are rendered Bcardrerslawtmakea succsssfLtsaving throw
immune to undead energy draining attacks, vs. spell or fail to f i ithe item. Forexample. if
Strength draining attacks, mental control, and the item is concealedunder a blanket, it simply
all undead powers that cause fear, paralyzation, will not occur to an affected individual to look
aging, or death (such as a banshee wail). The under that blanket.
undead CM be turned as usual.
A creature leaving the globe becomes nor- An individual who successfully saves does
mally vulnerable to undead attacks while it is
outside the area. A being on the perimeter is not necessarily find the item. The character
protected as long as any part of its body is in
contact with the globe. only avoids the spell’s misdirection;unlesst&e
Within theglobe. physical attacksby undead
creatures inflict normrl physical damage. right place is succaasfully searched, the item
Uadcadcannotvel~~tariclyhange form (for remains hidden.
example. a vaWm t m m m mnof~rroOmUI
to d i d form or vice vena). &tndmd An item in plain sight is not protected. Simi-
&cmmntaunmdeomthcharu%zrurdm-tboie-sdIirsecaernniwuntdde.aSdhadre-
clsarly outlined ~atll times while within the larly, an individual who is not looking for the
globs and weVrjnerable to all wwpollc. a f f e d item is not affected by the spell, and
The caata cannot end the spell’s effccp may thw stumble across the item accidentally.
-before the spell expires. A sucourfuf disprrl Once the item is touched by someone (other
o ny lena.tsrial than by one specified to be immune), t h t
magic qell destrtryr the globe. SpellcPltingThe -mer is cancald.
may ba h l y undertaken withii tbe &be by
componene of this spell ue a An afkcted individual specifically directed
drop of the caster’s bloo& a seed from t n y to look in the right location (for example, by
plant,and a dfop of holy wter. mmeoneoutside the ana of effect) will do so,
Notes: Very rure &qthe FOR-
setting; virtually ux&i~ownelsewhere. but will fail to find the item. Thus, if digging
KMWn to be in The Glandark Grimaim. for a buried chest based on paced-off direc-
tiow aQ pffemd individualnlakc.rpstenough
*to dig inthewrongplacc.
The caster chants and gestures while casting
the spell, scattering a mixture of sand and dia-
mond dust (from a diamond of at least 500 gp
value) over thcptcctcd item.
Immurk’s distmction is said to have been
researched for Immurk by Selzen, a mage of
Notes: Rare or very rare spell from the
FORWITENREALMS SCttbg; U I l C o m m o t l
in the Inner Sea region.
Impenetrable Lock Odeen’s
See Odeen’simDenetrablelock.
450
Impersonation reveal the f.d thrt a oratuta is i m p r i s o d
-1 '1 .Tihc imprisonmsnt spell f u n o r i o ~only if
! mbject oreatare's name and background
Leval: 6 Imown
4
Range: Touch , The tcversq spell,fiardarn, cmt up&
spot at which a creaturo WM entombed m d
Chqmmts:YS,M .sunkinto the sarth,caww it to nmppematttmt
CaatkgTimc 1rd. spot. Ifthecantadae a o r p e l f d y intone the
hmtion: 1turnnsMf
hofEffsot:PLnantoocbsj name and background of the creature rlo be
them ia 110%chance t&t 1to 1oQOrcai
SlWill#Thrcnv:SpCCid tunrs will be freed fmer imprimmwnt at the
This sped must be cast UpOaawiUing sub- same time. , I'
Note: The exact details of any creatures
ject, who immediately assumes the appcamuce
of a pcmon of his Thc bamnea freed are up tothe-DM. A m&om method of
tBs rpmeheigbs sex, m d race of the targetper- determining this is to roll percentile diaeewice
m a selected, man speaking with the sme (once for imprisoned creaturednuiby amhnce
voice. and gesturing with the same manner- for a base number of creatures at maximum
isms-the impersonator is indistinguishable density). The rolls an multiplied and rounded
fromthorigiaalh a l l outwudappsarenosl. to the nearest whole number. Each released
However,the impgsoartot docs not acquire creature has a 10% chance to be ia the arm of
the original's memdes or abilities, and cannu# the spellcaster. If monsters arc be& geearotse
automatically rperlr the original's langwge. randomly, roll ld20 for l&l, with rolls of 9+
Fuethamon, if th impemmator does nnytliing considered 9, and the cxaci monsters &et-
that is out of character for the original, any- - -mined by the random encountertables.
body pneent who knowsthe origiual is allowed For example, if the initialrolls were 22 and
a savingtimnv VI. gcll. "IKUmaking a suc- 60, tlm number of momten released is .22 x
cessful save see through the illusion and rod- .60 .I320 13 momten. Shceakdy 1934 of
izes that an impostor has taken the original's these will bo in the immediate vicipity afthe
place. carter, the wizard may encoanm d y a a o r
The material component is adwp of- two ofthem.
'. 1 , i t
l o c k d hdr.a cherished possession bdmging N.Cer: Common spell (MBba
to the original individual.
IrnprwedArmu :
winNeotraerse:(U.ntcuom)m.on for illusionists; 0 t h ~ ~
Imprisonm
(Abjnration)
Rmnlble
Lml: 9 Area of Effect: 1 creature
Range: Touch
spVingTLmw;Nm
-:YS
L h the. 1st-levelmlwor
CMtimgTimcP
mcnt omtea afaiatly glowiugmegicrlW o f
DumtioEpsrmmsnt Snegydatargctindilfi~Qnt~M
h o f E i € c c t : 1crsrttno 8it w r r f~wldplate (AC 2).
s.vingTtnow:Nons Thcspell lms w e f f c c t c c a p a r o n slresdy
*. m r e d or a creature with Armor Class 2 or
better, but it is cumulative with Dexterity
whaan impriroruncnr spell is cast andthe bonuses. Improved arnor dues not affect a
victim is touched, ths recipient is cntombsdin creature's movement or hinder spellcasting.
a state of suspended animation (mthe 9th- and ithssno weight.
level wizard spell JIklpoml *tu&) in-ilsndl
s ~ b m&tthcnesth thestmfac4 ofthe amttlt Thc Imprwed armor remeine.boat the idbid- f
mature remains t h e ualssca rswLtsc d'ths nal until dispelled or Until theindividual 4-
spell,with thccreatluetiMme ad fers danuge equal to 10points plus twice the
is mast. Magioal search by rrysrol bull, a
locate object spell, or similar mc~llswill not
J 4% L
is blinking to, he must blink to an B ~ cBfcpr
obstructions or obstacles. A caster b
into a movable object is displaced to a
location(use the blink spelld e s inthe
determine where he ends up).
Nobcr?uncommw
h the PLAYER’S OPTION.’ Combat & Tac-
tics initiative system. the wizard must
count I , 2, or 3 pbses from the time of his
blink for fast, average, or slow actions. If
the fighter attacks in the average phase,
the wizard blinks during the fighter’s
attack, and his lightning bolt (a fast spell)
would go off 1 phase later, with any other
slow actions.
blink allows the wizard to chooae tlse em& ,mproved Chill TOUC
timeoftheblidt,4hcQktdertiaaiosdthe
orientation or facing of his choosing. For
example, a w i n d c o n h n t e d by an enemy
fighter could blink just before thEfi$tcr
g directly behind his foe
attWWi castingTime:oc’~’
for a back attack. If the wizard blinks away Duration: 1 d l l m l
from an attack, his enemy altuomatiodly Area of Effect: The caster
misses-but creatures with multiple -a Saving ThKnv:Neg.
may be able to reposition themselrsaikbt
another swing if the wizard
within reach. Resembling the 1st-level apefiokill w&,
A wizard int#ldillg to take my aem-mcb this spell conjures a magical auk of negative,
88 attacking, casting a spell, or wing a magical blue energy that surrounds the ca&r’s hmd.
itcm-mustdscideb&rethehe~if tTohuecheendebwy drains the life forw of ahy amtnm
he will do sobssolsor after he Minks. Zfhc the wizardwith a sumsakd ettcrck
acts b o f o m h ~he~rm, y be struck by an roll. If the creature touched fails to maLe a sw-
attack before he f~iahesh;e canc b b r tepm- cessful saving throw vs. spell, it suffers Id10
csed with bis PEtiar, hoping that be .wcm’t be pinta of damage andbsoomee padyzmifiom
hit, or he canabort hisaction by taking& &le extlwdimy odd andpain.
blink for thc r d . On thsother hd,if thc Thc paralysis Lata on0 hoar per point of
Wi%lldh&lll?ltiraotionU~hiaMinlSBhtini- h g e inflicted. In addition. the oreature
tirtkrc modifierof hiadta cdkacorrrqmi.cnUoJialrahdtdnehdc loses2 p o i n t s of Strength and Coarlitution,
tdhofwhicfirehlrPat$bcrateof lpoiutpu
to the time of his blink to
attacks. For -le, a Mirdring who is Ddriyc.eAtnouycuhenddbcyrdthcdreceatsutracaof lesusvte h 3~I&
dneliig a -f decidta tobthk fbt-when vs. qdi
the fighter attacks-d then fightrskgbdtthe orbedestroycd.
J 452 L
3 ”””””f
Notes: Restricted t6 undead apellcasters; weightlessly at a normal walking pace or
common. Can be researched only in the slower. If he tries to go any faebt. the spell is
broken and lost. The person affected by this
RAVENLOFTsetting and triggers a RAVENLOFT spell does not leave normal footprints, nor set
powers check on completionof the attempt. off weight- or pressure-basedtraps.
Improved DoubleWizapdty, Jonstd’s
While the spell is in effect, tkpasan gains
See Jonstal’s improved double wizardry. +30% to his move silently roll. (If withoutthis
skill, the person has a 30% chance to mow
Improved Featherfoot-N i J i silently,as a thief, forthe duration of the spell.)
Unlike thefeatherfoot spell, this spell has BO
(Alteration) reversal.
Level: 4 Notcr: Restricted to ninja spellcastem and
Range: Touch
thosetrained by thcm,common.
Components: S Improvd H ~ t e
Casting Time: 1 rd. hl:6
Duration: 1 hnnflevel Range: Touch
Compoacnts: V, S,M
Arca of Effect: Persontouched Cant@ Time: 1 rd.
Duntion: 1rd.ileve1
Savin-gThmw:None Area of JBeat Creatum twohed
This spell improves on the 2nd-level ninja SwingThrow:None
spellfeutherf~tby additionally allowing the This spellletsthe wi2ardbestawbemendons
ninja to walk across still or gently moving speed on my one cruture.Tlse quickcnedcrea-
water surfaces (the water of a pond or a slow ture f u n c t i o ~at double its normal movcmtnt
river, for example). Such travel leaves tho bot- and attack rates, moving and smoking twiain
toms of the recipient’s feet wet, BO he must take the round. The quickened crsoturs rolls initia-
care to leave no imil after leaving the water. tive for each round normally; the first basic
action always happens at initiative “0” in the
Otherwise, the person affected by this spell round, and goee again on his rolled initiative
gains the magical ability to move quietly and number.Thc creatunalro rw&ma +4 bonus
to itIDsxtcrity .score(to 8 maximumof25) for
the maationofthe spell, which can affecrlwtc-
,affackadjustment, and
Ihe mrllCrial componentsforthis spell are a
mofgpsue4aspodr
NWs: b o n in tba
l&lJplfrrqBireSa
orrpeflrelleprrhm
453 L
Imprwcd Invisibility
Improved Invisibility
(illwion/Ph.ntum)
Level: 4 cRLoeamvnegple:o:36sl0enytds:sv.,+s10 yds./level
cRoamngpeo:nTeonutsc:hv, s
CastingTime: 4 CastingTime: 3
Duration: 4 rds. + 1 d ile v el ~OltInstentaaeoUs
Area of Effect: Creature touched Area of Effect: 1 or more creatures in
SavingThrow: None
a 10-ft. cube
This spell is similar to the fmfsfbility spell,
but the recipient is able to attack,either by mis- Thnnv:None
sile discharge, melee combat, or spell casting,
and remain u ~ o mN.ote,however, that telltale The i m p m d magic missile conjures deadly
traces (such as a shimmering effect) sometimss bolts of magical force that unerringly strike
allow an ObSeMlnt opponentto attack the invis- their targets, inflicting ld4+1points of damage
ible Bpdl recipient. These traces are only notice- each. However, improved magic missile can
generateup to 10missiles. The caster gains one
able when specifically looked for (after the missile at 1st level, and then one additional
invisible character has made his presence missile for ewry twoexperience levels past 1st
known). Attacks against the invisible cbnracter level (twoat 3r4 three at 5th, and so on). Note
suffer -4 penalties to the attack rolls, and the that this spell is identical to the 1st level magic
invisible character’s saving throws are ma& missile spellfor wizards of less than 1lth b e l .
Any protective magics that stop magic missile
with a +4 bonus. W i s with high Hit Dice that also stop this spell.
might normally notice invisible opponents will Notes: Common in the MYSTARAsetting;
notice a creatureunder this spell as iftheyhad 2 hvsry-.
fewerHit Dice (theyroll swingthrows vs. spell;
success indicatesth9 spot tbe character). Improved Magic Mouth -Bard
Notcr: Common spell (PHB). (Alteratton)
RWmlec::3lOy&. 1
2%
Com-ponenk: V, S, M
Casting Time: 3
Duration: Spepial
Area 1object
SavingThmw:Nons
This spell works in all ways like the 2nd-
level wizans spell nmgic mouth. CiRapt as fol-
lows.When this spell is cast, tba mouth is
d o w e & with the bard’s current knowledge.
Intenigeace, and puwmelity. When the prede-
terminedevent OCCUTB that rctivrtcs thc mouth,
it converses as if thr bud wen?W l y tbors.
For example. the m o a might MY, “Who goea
there?” and wait for a reply. If the visitors
announce their names, it could p on to say.
“Tam& please proceed to the music room,
while the rest wait in the sitting room.” The
mouth lrrtsuntil the conversation is over.
Awaugh the mouth canbe ~toactivatdeue
to a v i d d stimulus (that is, activate if anyone
wearing a green feather approaches the castle
gate), oncc triggered, it reacts only to sounds
454
and speech. Also note that the mouth and the Neter: Restricted to alhoon (uodead
bard are not linked in any way. Once cast, the -illithid@;COMBOII.
mouth's knowledge is set and will not change. Improved Mirror Image Ni@a
Thus, if a bard is extremely angry at Tamak ~rk.Raueum) n
when he casts an improved magic moutb. the
mouth will remainin a state of anger, omnifthe Level: 4 CI,
Ranne: 0
bard snd T d have reconciled.
Notcr: Common for bards; otherwiserare. c0m"ponents: s
Improved Mantle,Aluutrieh CastingTime: 2 rde.
Duration: 3 rd~./Iml
See Alustriel's improvedmantle. Area of Effect: 30-ft. radius
SavingThrow: None
-Improved Mind Mantle Atboon
This ninja spell works much l i b the 2nd-
(Abjuration)
Level: 3 level wizard spell mirror image, with some
important differences.
Rcoamngpeo:nTcorrutac:hv, s theTchaesmteirr,rborutimcaangems aopvpeeuarp in the vicinity of
to 30 feet away.
cdlIgThw:3 Although the images must face the rmre target
huatioa: 1 turdlevel or enemy (whichever one the spellcaster is fac-
Area of Effect:CreaavStouched ing). they do not have to perform exactly the
SaviugTbnm None sem&!tions.Theyuednw~~
This spell creates a cloaking web of random orrppcarto chooae di&renttllctiorincombat.
mental impulrrcsthrtecrocnsthe mhd of a sin- wbYnltrUdrincnnbat,h~~
gle protected being against all mind reading IU if injuredorkilled, kclingsolidto t h e y
and inffuenoing spellsof 5th level or l a (wiz-
aaack4gthsm OnIyatthe aartofthcneatcan-
ard school of cnchantmcnVchann magics and batd&"injmsd"imgcadhppcar.
priest spells of the charm qhac).The rreoture Like the imageB mated by a afmr image
is also immune to magical item effects that spell, these V i S i o ~c.~li d i o t no actual dam-
duplicate the .forcmentiond spells, andto all age. Ifthey attack an enemy io combat, all their
pionic telepathic devotione. attacks clcemtomisauntil they are struckorthe
Paionic telepathic sciences (sa& as the five speu durationends.
commonly-known psionic attack forms) can To determine how many hag- appear, the
affect a being protected by an impwed mind
mantle, but their contact cost is doubled. Also, .-D M r o l l s l d 4 a n d e d d a 1 f o r ~ t h n e l c v c l s
if the protected Wig is pionic and ullc~ejec-
ofthe ninjab spellcasting
N o w Restricted to m j a spcikastcra and
tion (a telepathic science) to force away a those trained by them; common. At the DM's
psionic attacker, no side dimtion, thicl lpell might be nrcorchednor-
are d e r e d .
The mantle-wc~lzi~s also protected against mally by m illusionist.
all telepathic attack modes (ego whip, id
insinuation, mind thrust, psionio blasr, and m-mtI=moproved Phantasmal k e
psychic crush) as follows: no "power score"
effects are possible against the mantle-wem,
and the initial costs of these attacks are dw- Leek 2
bled when used against the mantle-wearer. h R q c : 60yde. + 10y&.flsvsl
other words, unless the psionic attacker knows
of the protection and doubles the psionic Canponrmts:y S,M
cIstiagTbnc2
strength points (PSPs) used in the attack, the Duration: specipl
initial attack fails. Anr of Effect UK)aq. +
An impmved mind mantle is invisible, and is ft. 50 aq. Mml
savingThiow:speci.l
unaffected by subsequentspellcastlsg 011 the
part of a protected being (which a180 won't Like the 1st-level planrurmalfirce spell,
affect it). The caster can end it instantly by this spell creates the illusion of any object,
silent act of will, and a dispel magic spell will creature, or force, ae long as it is within the
also destroy it. spellr PI# of effect. Thc epetlcastsrcan main-
IlUpIWdsLUllWilrch f
tain the illusion with minimal concentration; *Vny me. hl the FORGO” -MS &-
thus, he can move at half n o dspsed (but not ting, it is kwwn to be in the book n d h p of
cast other spells). Some minor sounds are cm*t erd Elbc.
included in the effects of the spell but not
understandable speech. Alsa, the improved
M t a s m continues for two rounds after the
Yl2+es to concentrateupon it. 1
,materialcomponent is a bit of fleece. Range: 90 yds. + 10 yds.Aeve1
Notes: Common smll ( P n l ) . Components MS, M
Improved SkullWatch
. (Necromancy) Casting Time: 6
Duration: 1rd.Aevel
Am0 ofaffect Thirty lo-A. cubes.
Level: 5 Saving Throw: Neg.
Range: Touch This spell causes the affected creatures to
Components:Y S,M
Castkg Time: 5 move and attack at 1/9 their normal rate. IB
combat, affected creatures only attack every
Duration:Until activated ninth round, and they cannot cause damage
Area of Effect:20-ft. wide x 90-A. long path from normal melee attacks. Horwever, they do
attack with a -8 penalty for none6aadudlsslea
Saving Throw: None
This spell is an improved version of shdl attacks, such as touch eneqy drain snd parsbr-
w&h,used by necromancers with large par- sis-such attacks, if successful, have their
mMent bases. L i skull watch, the impaovsd stated effect without penalty. CreatuFss under
Tthhies scapsdtelrhcavaen vaa+r8y +@to W A C aswclL
spell sets an enchpntedskulleithcx on a eurfsce theareaof m a sdesjrc4
OT hanging in midair. Living intelligent crea- arranging the thirty 10-foot cubes (30.000
tules entering the area 20 feet wide by 90feet cubic feat total)in any continuousshape,pro-
long in front oft& skullwill activate it.
The activated ikull screams; this can be vided no sectionextends beyond the range of
heard up to a quarter-mile away. The skull tbc spell.AU maturea entirely witbin the ut0
of effec! may be &wed, but each is entitled Y
mentally communicatesthe presence of intelli-
gent living creatum to the caster, if the caster a saving throw vs. spcil to negate the spell.
is on the same plane as the skull. The skull This spell negates the effects of a haste or
cornmunicatei both its location and general inpmwd h t e -11.
visible data about those who activated it (race, The material component for this ipell is a
appearance, visible weapons, and so forth, but (l&lh10~gP ValUC).
EOlh
Notsr: Common in the DARKSm s e t h ~ ;
notTahleigwnmizeanrdt,cbaenlc.reoartme aaagmiadnyabwiliatitecsh).slrulls this spell UbCIWwhohebeeathsre
as he has levels. Each one soundsalike in its -or spell rwcarcb m that satiag.
scream. Once activated the f b t i n g skull sinks Improved Spider Climb Drcm
slowly to the ground and can be reused later.
Should the caster die beforea skull is ectivated, (Alteration)
it will continue to operate until triggered or
deactivated. Level: 2
Oncethe skull is in place it canuotbe m m d . Range: Touch
It is not undead and thus not subject to turning. Compoumts: y S, M
A dispel magic spell will deactivate the skull. CpatiosTimc: 2
as will destroying the skull itself. The skull has Duratim: 3 rds. + 1 rdhevel
AC 5 and 2 hit points for every level of tbe Area afEffcct: Creaturetouched
caster. Destroying or dispcllbgthe skullmakm SavingThrow: Neg.
the caster aware of its destruction, but dpds not
reveal the attacker’s nature. Thisspcllisanimprovcdversionofthclst-
The spell requires the complete skull of a level w i w d spell spider climb. The recipient
humanoid, intelligent creature. Its material can climb on veltid2mlfkc4 and hang upside
down fromceilings, moving at a rate of 8 (4 if
component is a bit of OIIWU. at all encumbmd); bare hands and feet arc not
Notes: Unmtmnon fornecromancers;other-
J 4% i
- hnpmcd Vmpiric Touch I
required, and small objects do not stick to the Strength Equivalent Rock Hurling
recipient’s body: a recipient can easily cast Giantme Rmge Damage
spells while sticking to a wall with feet and/or score Hill giant EOyds. Id6
back. The caster can end the effect with a word 19 Stone giant lOOyds. Id8
(if this causes a fall, normal damage applies). 20 Frost giant lOOyds. Id8
Sufficient force or impact can also tear the 21 Fire giant 120yds. Id8
recipient free; the DM must assign a saving 22 Cloud giant 140yds. ldlO
throw based on the circumstances. 23 Storm giant 16Oyds. ld12
24 200yds. ld20
The material components of this spell are a 25 Titan
drop of bitumen (pitch) or tree gum, and a live
spider, both of which must be eaten by the When the spell ends, the recipient is struck
recipient. Unwilling recipients must be by intense exhaustion, and can do nothing
touched, must eat the components, and must except rest for Id3 full turns. The material
also fail a savingthrow vs. spell, to be affected. componentis a strand of hair from a giant.
Notes: Restricted to drow; uncommon. Notes: Uncommon (P0:SM).
Improved Strength Improved Vampiric Touch
(Alteratlon) pJecromaicy)
Level: 4 Level: 4
Range: Touch Range: Touch
Components:V, S
Components:V, S,M CastingTime: 4
Duration: 1 day
CastingTime: 4 Area of Effect: The caster
Duration: 1 rd./level SavingThrow: None
Area of Effect: Creature touched
SavingThrow:None
By castingthis spell, the wizard can empower A more dangerous version of the 3rd-level
a creature with superhuman strength. Unlike the spell, vnmpiric touch, this spell inflicts Id6
2nd-level strength spell, improved strength points of damage per two caster levels, to a
allowsthe recipient of the spell to ignore race or maximum of 9d6 at 18thlevel. The caster must
class restrictions on his maximum Strength touch his opponent with a successful melee
score, possibly reaching scores as high as 25. attack; the spell lasts until discharged by a
The exact amount of strength gained varies by touch or until one turn passes. Hit points
the recipient’s class group(see table). drained from the opponent are added to the
caster’s own total, with any hit points above the
Class Strength Gain* caster’s normal maximum treated as temporary
Warrior ld8+4 (max 25) bonus hit points. Damage is subtracted from
Priest ld6+4 (max 23) the bonus hit points first, and any remaining
Rogue ld6+4 (max 23) after one day dissipate.
Wizard ld4+4 (max 21)
The victim of this spell can recover lost hit
‘Count each pcrccntilc bracket of exceptional atrengthas one points through normal or magical healing;
point; the Strength gain proceeds as 18, 18/01, 18/51, 18/76, undead creatures are completely unaffected by
the spell.
18/91, 18/00, 19,andsoon.
Notes: Restricted to necromancers; uncom-
Even if the recipient is not a warrior, he mon. Can be researched only in the RAVENLOFT
gains all the benefits of an exceptional Strength setting and triggers a RAWNLOFCpowers check
category; for example,if a thief with a Strength on completion of the attempt. Some sources
of 14 gained 7 points, he would possess a refer to this spell as lich touch.
Strength of 18/76 for the duration of the spell.
In addition to the attack and damage bonus,
increased chance to open doors or bend bars,
and increased carrying capacity, the spell
recipient may temporarily gain the ability to
throw bouldersas a giant of equivalentStrength
(see table).
J 451 L
ImprovedWnirpering Wind except that its minimum dimensions are a
(Alter8loq Pluntum) -1 cloud 10 feet tall, 20 feet wide, and 20 feet
(Air, Song)
h g . This deme Vepor Cloud billW8 forth md
on the third round of its existence begins to
Lmck 3 -1 flame, causing ld2 points of damage per love1
Range: 1miAevel of the spellcaster. On the fourth round, it
Components:V, S inflicts ld4 p i n t s of damage per level of the
CastingTime: 1 caster, snd on the fifth IuuUdtBisQ o p s backto
Duration: Special ld2 points of damage per level as its flames
Area of Effect: 5 ft. radius burn out. In any successive rounds of oxis-
SavingThrow:None tence, the cloud is simply harmless smokethat
obscures vision within its confines. Creatures
This variation of the 2nd-level whispering within the cloud nwd to maLe only one saving
wind spell functions like that spell, except that throwvs. spell if it is successful. but if they fail
once the wind arrives, the caster can converse the first saving throw, they roll again on&
with the subject freely (though in a whisper) fourth and fifthrounds (if necessary)to attempt
for as many rounds as the wizard has levels of to reduce the damage sustainedby one-half.
experience. In order to cast this spell, the wizard must
The wizard is able to either send a message have an available fire source (just as with a
or create, some deeired sound effect, excluding pyrotechnics spell), scrapings from beneath a
sound-based special attacks. The wind can dung pile, and a pinch of dust.
travel 811 many miles above g r o d 88 thc spell- Notes: Common spell (PHB).
caster has levels of experience, to a specific
location within range that is familiar to the Incendiary Entrapment
wizard. The wind is as gentle and unnoticed as (AltelUtiOa)
a zephyr until it reachesthe location. The spell
operates regardless of whether anyone is p- (&hay, FLC)
sent to hear it, thanthe wind dissipates. Level: I
The wizard can cause the wind to move as Rmge: Touch
slowly as a mile per hour or as quiokly as a ComponenWV, S,M
mile every turn.When the spell reaches its casting Time: 1rd.
objective, it swirls and remains for the spell h t i o n : spccial
duration. As with the magfcmouth spell, no Area of Effect:100 sq.ft. or more
spellcan be caatvia the whisperingwind SaVingThnrw:4!
The spell was dmloped by the wizard sha-
zogrox. This p l l allows a wizard to create a magi-
Notes: Uncommon for Air magea; otherwise cal trap upon a floor, stairway, door, or other
rare. surface. The area affected is 100 square feet at
14th level, with an additional 50 square feet
Inaccuracy per level affected thereafter (thus, a 2Oth-lsvel
Reversedform. see acuuacy. wizard can affecta 20 x 20 foot area).
When a creature touches the surface, the
Incendiary Cloud area explodes into flames after a delay of 20 to
60 seconds,causing combuatiblosto ignite and
(Ahration,Evocation)
(A$ FimJlchay) other substances to melt, vaporize, or char,
unless the item makes a saving throw vs. magi-
Level: 8 cal fii.The caster D(Ln specify the delay when
Range: 30 yds.
Components:V, S,M completing the spell, but the delay cannot be
changed thereafter. The flames inflict ld4
Casting Time: 2 points of damage per level of the caster upon
all creatures within the area of effect. A suc-
Duration:4 rds. + ld6 nls.
Area of Effect: Special cessful saving thmwVI. spell mhm3 the dam-
Saving- M age by half. The incendiary entrapment spell
la& until a creature contacts the surface and
An incendiary cloud spell exactly resembles triggmthe cxpklsirn
the smoke effects of apyrotechnics spell, To completethispll.the caster must eprin-
J 459 \
kle a mixture of finely powdered inamurn The material component of t h 4 ape11 is
e i w aM c h of dried OIFEd Man wtc.
and saltpeter upon the surface tobe enohantsd. &&?@$!-on spell (PIfE).
Notes: Uncommon far Fire mage-8; other- e , rp
wise, very rare. (Updated from POLYHEDRON
Neamziac.) Ingenious Recollection, Sathrath's
See Sathrath's ingenious recollection.
ReversedjvInmd. us&ceemLycanstwhrothpyw.
Insatiable Thirst
Infallible Identifieotion,Shayn's
(Enehantment/Cbarm)
wad
See Shayn's infallible identification.
Level: 2
Infmtorch Range: 5 yds.fievel
-YS
(Alteration) Ca#uq~TimC:2
Dw&om 1 rd.flsvel
(Am#)
Levek 2 ArcaofEffsct. lgcaQlrc
SavingThmw Neg.
Range: Touch
Components:V, M
I
CastilIgTrme:2
Duration: 1turnfleval This spell instills in the mbject an moon-
Area of Effect: Special trollable desiretodrink. Tbe cmatumis d m e d
SavingThmv None asavhg &row to avoid the effect. Ifthe d is
f a i l 4 the crcatare mmiCOlllMmC any potubic
liquids it can f i i (including magid potim~,
migbtdtinstmqe eikta ifpotiona
A wizard casting this spcll cream a arc mixed).&Itboughpoisona are not coarid-
torch that allows all those within a 15-foot edpotsblqaaa;rslramightnotrealize$bta
radius to see as if they had infravision. The liquid is poirwmoli& The crs.brrs will not con-
infravisionextends 60feet from the torch. sumea liquid knownto be poU' omUs.
The torch does not give off light txheat, and
No manahowmuch the crwrtmedrinks, ita
looks like nothing more tlmn a burnt4 torch magical t h i i t is not quencheduntil the ~ p s l l
or piece of wood. Infratorch can be cart only ends. During this time, the creature can do
on wooden objects, such as staves,torches, nothiig but drink OI look for liquids io drkk.
sticks, etc. Victims of spoll believe they arc dying of
thirst and (dependingupon their nature) may
The spell requires a piece of d at kast
two feet long, which is not consumed.
Netes: Bare spell, originally from the be willing to kill for drinkablefluids.
F O R Q O ~RIEEANLMS&g. Notcr: unoonnaonspell (TbAf).
Inhavision Inscribe
(Alteration)
This is reportedly u 6th lswl spell from the
Lwel: 3
Range: Touch FORGOTTERNEALMSsetting able to trawcribe
Componcntx V, S, M writings more effectively than lower level
spells such ds copy, dictabe, sorcerous scribe,
CDhuSratbtiloEnT:i2mhsn: .1+rd.1 hr.kvel write, and so on. It is beihved lost s b &e
Tine of Dvubles, although Elnrinstcr may have
A m of Effect: Creatun touched access to it.
Saving Thmw:None
By mcllsIB ofthis spell, tbe ariplrd enablestbe
recipientto secinMKmald&ncsaupto 60-
without light. Notethat strong murces of light
(fire, lanterns, torchw, &.)tend to blind this
visioqeoinfrrvl.sl.an d D w n o t f i m c t t o n & i
in the presence of such light -8. Iwidblc
cnaturmarcnotdetsctable~infravision.
Q30 vds.
Co&oncn&: V, S, M
CastingTiie: 2
Duration:u p to 4 hrs.
AreaofEffect lroamorareawithinraqgc
SavingThrow: None
When t h s p H is cast, PIldiencs members
vsnvlsicrlry m j dEaph W Id4 people
Insect Sight utter the room or sly-(^ in a nokmal manaoz
(They totualty appear just e u t d d e h e reorm
when no one is looking.) This caatinuu,for a
(Alteration) n u m b ofroundscqld tothe CaBte.fr l m l .
Rcveralble Tfvc adiepcs contains a combination of
laces, gsadas.andmid el.assa,rlprapsi.te
Level: 5 tothe OwIsioll Iir~rcmcaudience mcmbQB act
Range: Touch
in every way like any other members of the
-V,S,M audience. They walk uwmd during mtcsmis-
castiqTime:2 &.
sion,t& @ a t ~ , s n d M ) M I€. I-,*
hnstion:5hvns+1nun/tevcl always wade questions about their pan,their
h e n of Effect Cmturetouched
srvingThrow:Neg. hiaeay)orcumntmnts,psthy~nopast,
nohistgr,andhavenoideaaftowhntirgoiae
on in the world outside of the room.
With this rpell, theBLsta confcm a frntsstic Imturrt ardance strictly non-
range of vision oa the creature touched. The combative and never attack or cmt spells
recipient gains the ability to me above and (although they can be bullies or braggarts if
bdeeghrineedsh.iTmh,Ewlmith8afIfmiewldionfsveilsdioenmobfem&arly 36Q that is appropriatt).Ifme d c m wen a single
tahstidtsrteerarem~.eae+s2w(ohrs+t2h0c.~r)ibt ohnkupsetoas~n&yrdoll point of damage, he ~ 4 P n i d 1 c ask k
with all of his items (including items no l-er
on his body,such as clothes that he hungm the
In addition, back attacks a w s t the creature linen closet). Once the performance ends,
arc considered flank attacks, and flank sttackti instant audience members leave m M
are considered frontal attacks. However, the priate manner and vanish as soon UI b y are
spell gives a -2 penalty to any saving throw out of vim.
against a gaze attack. An unwilling creature If the nudiewe is tnsjcain an inepproprilte
receives a saving throw vs. spell to avoid way (as determined by tho DM),the spell
receiving the insect sight spell. instantly ends. For example, an audience could
The spell components are sunblossom oil be summoned to watch a combat, but if the
audience is used as a h m m &icld, it vaniehes.
and the dried remainsof ten flies.
I 461 \
Innbut Exit, Dmmijh J
The material componentsare a small collec- effecta The recipient gains a +2 bonus to sav-
tion of the items carried by the appropriate ing throws against such attack forms, and all
audience (a gold coin, a piece of fine fabric, a
snuffbox,etc.). Thesc are tossed into a bag that damage is r e d d by half (to a mini-
contains at least one l i e mouse. The mouse is mum of 1point). If the savingttmnv is success-
not destroyed, but vanishes during the spellto 11,only o l m q w t e r a L wnt8iIlC.d.
reappear Bomcwhm in the room after the spell The material camponent of tbis spell is a 1-
ends. inch-square piece of rubber. Thir must be
placed bctween the recipient\ b o t (shod or
Notes: Restrictedto M s ; common. tuhneshreocdip)rieandttahaedgrou-nd4. It ~ b k t o u c h o bdy
at allsimcs or the
Instant Exit,Drawmij’s spell iIi n d w v e (irrothsrlSrcEq thisprotec-
porcctsd--
See Drawmij’s instant exit. i8,tberccipiCIIt
Instant Regeneration n ins thmrdsrr(t-
the savisgthrow bonm,isreavoed t o+I, but
(Neerommcy)
thenrirtmer,todragoekJrrrulhmged.
Netex\InyrarekthcSl‘d&ng South of the
Level: 9 FORWTTW REALMSsetting; otherwise it is
Range: Touch lmknawu.
Components:V, S, M I.tendfY
CastingTime: 1rd. *&UlEifyMtWC.
Duration: Instantaneous
Area of Effect Creature touched 3 IneNatnre
SavingThrow: None
(-h)
Upon its casting, this spell allows a wujen
to instantly restore a lost limb, causing it to L#vd: 8
regrow right before one’s eyes. The spell can Range: 0
only restore a lost limb. It cannot c a w a new Components:V, S,M
limb to appear where none was before. The CastingTime: 9
spell causes no harm to the recipient and Duration: 1turn
restores any hit points that may be missing Area of Effect: 1 sq.mi.
becauseoftheloasofthelimb.Thecasterper-
manently loses 1 point of Constitution when SavingThrow: None
this spell is cast. This spell drastically multiplies the powr of
The material component for the spell is a one currently existing natural phenomenon or
condition. A light breeze can be transformed
charm of yellow paper inkedwith mysticalred into a hurricane-strength wind, the sound of
rustling leaves or running water becomes a
Charactas. deafening tumult, a light spriukle of raind d
N o m Restricted to wujen and like oriental turn into an unbearable downpoiqand so on. If
the conditions are already marginal, intensify
wizards; common. can escalate them into damaging attacks
against all creatures and structures within the
Instant Summons, Drawmij’s area of effect. For example, a thunderstorm
could be intedfied mto raging sheets of light-
See hawmij’s instantswnmons. ning equal to a call lightning spell, or a blix-
Insp1plion zardcouldhe enhancedtoan iceptonnoverthe
entire area. Some possibilities are shown on
( A b ] a r d ~ n ,A i t e n t i o . ) the list.
Level:1
Range: Touch
Components:V, S, M
CastingTime: 1
Duration: 2 rds./level
Area of Effect Creature touched
SavingThmw:None
This spell provides the recipient with a tem-
porary resistance to all electrical spells or
LJ
462
COadltiolr -IntendfkdMsct rr,t!I?nternal Fire Q
Light Raia t,
HcavyRsin 'Downpom~thfl *ti
flooding
3hdewmn J 3 a g e m M l i i ~ ~
Light Snow Blizzard -.XS,M
Wbbovtblkzad -Tim# kd.
HSWYS- lhbka&bhCrt
UnbssnMs edd Area of E M 1HDflevel in 10-
Heotwrm srvingThmw:Nm
Cold Snap
Fog completeabmmmcat -I
Light Breeze Hunicane-force winds This well allow8 tha w8 jen to crcl(s a
StrongBmem. T o n w b bwinds deadly ragingheat within the bodies of the vic-
tims, causing them to be consumed by flame
I
from inside. Death occurs instantly.There is no
The exact effects of any given condition are saving throw against thir spell. If more Hit,
left to the DM to decide. Downpours, bliz- Dice or levels of creaturea are in the area of
zards, and white-outs generally redwe vi*on effect than can be affected by the caster, those
to a few feet and seriously@ize mowment with the fewest Hit Dice or levels die first. Par-
and combat in the entire area. hngererur tialtotals are d e c t e d by the s@ (if a u)th
winds or lightning can destroy -r and
cause damage to all autlvertbat donot find level caster has already aEected 15 Hit Dice 01
cover. Intensified sound. a? unells could
deafen or gag all creatumin the area Infemfi levels of creatures, a creature with 7 Hit Dice
dniactupcnl?ccnacnhnmot~bterrdaitmat dalewdtth mea^ of
by or levels would be unaffected since only 5 Xi
Dice of power renuin).
Gll.
The m a W conpomnt is a d l , curved Although there is no saving throw againsi
krecarvedwlth apaci8l nnsr,Northat k8#
1OOgp. this spell, a magical item that confers protec-
Nota: Re&ictaito WitChes.rn4o@mtly,
wathcr msges;.-IU hfrom fii and fire-basedctttockemokesthe
artarm immune to the effects of this spell.
Creatures immPPr,tofire-basd at&&* m--
Intensify Summoning for this speH IS an
iron brazier fiued with red-hot charcod. The
(ConJlurtionlSammoning)
charmalisextinguisbedasthesPegircast.
LsvelL7 Notes: Commoa in orienthl settings; very
Range: Spuisl, rereelsowkc m-b bY Ph+mag.e).
Componsats:YS,bd Interposing Hand, Bigby's I
CastingTime: 7
Duration: Specidjfl tumm;aimoop) , v &e Bigby's interposing hand.
Area of Effect: Special
&Intumptsble Light
SavingThmw:None
(Alteration, EnCb8EtmeDt)
This spell enhances the strengthof creatures h e k3
Raags:T d
summoned by the caster via 1st- through 6th-
level conjuration/summoning spells. Only Cbmponents:V, S.M
spells that bring summoned creatures to the
wizardare affected. CmtingTimr: 1 rd.
Duntion: Permanent
The fist two conjurationhmmoning spells h0fftffeCt:Speeial
cast by the wizard within one turn following SavingTbrawHomr
the infen& summoning spell are Sffc-cted.The
summonedcreatures are more powerfd, having Thisspellcraatcsa
an additional 2 hit points per Hit Die.
beem of bri@ light. The spell must be oast on
The material components are a small leather
pouch and a miniaturesilver candelabra. a parson or item. The beam created is about
No& Uncommon spell (TOM).A necroman- four inchesin diamoser and illuminates pn ama
tic variant exists, restricted to necromancersand
in a direct line fromtbe place it w i g b t e s , to a
afftctingonlyBummonedundead. range of 60 feet. Of course, the light can be
seen by others for a much greater distance. If the spell is somehow made pennanent,
this effectively grants innate invisibilityat will:
The light is as bright as full daytight and the caster still becomes visible when attackiag,
lasts until negated by magical darkness or a but can return to a atate of invisibility the next
round if no action other than movemeut is
mugic. Creatures that suffer penalties in taken.
bright light suffer them if the beam is directed
at their eyes. Creaturesthat try to avoid looking The material components of the invisibility
at the light are allowed a saving thmw vs. para-
lyzation, with success indicating that they are spell am an eyelash and a bit of gumarabic, the
not dazzled. former e n d in the latter.
The caster-or other person named at the N O W Commonspell (PHB).
time of casting-has mental control over the
light, and can order it to turn off or on at will. Invisibility, 10' Radius
Notes: Common in the RED STEEsLetting; (IllasioalPhaabsm)
virtually unknown elsewhere. Level: 3
I Invisibility Range: Touch
(IUnsioalPhantum)
Level: 2 Components:V; S,M
Range: Touch
Components:V, S,M CastingTime: 3
CastingTime: 2 Duration: Special
Duration: Special Area of Effect: 10-R radius
Area of Effect: Creaturetoucnea SavingTlww. None
SavingThrow: Special
This spell confers invisibility upon all crea-
This spell causes the creature touched to tures within 10 feet of the recipient. Gear car-
vanish from sight and be undetectable by nor- ried and light sources are included, but any
mal vision or even infravision. Of course, the light emitted is still visible. The center of the
effect is mobile with the recipient. Those
icnevrtisaiibnloetchreeractuornediistinoontsmcaangirceanldlyersitlheenccreeda,taunrde affected by this spell cannot see each other.
detectable. Even allies cannot we the invisible Any affected creature moving out of the m a
creature or his gear, unless these allies can nor- becomes visible, but creatures moving into the
mally see invisible things or employ magic to area after the spell is cast do pbt become invis-
do so.Items droppedor put d o y by the hvk- ible. Affected creatures (othor than the recipi-
ent) that attack negate the invisibility only for
ible creature become visible; items picked up themselves. If the spell recipient attacks, the
invisibility.10' mdius spell is broken for all.
disappearif tuckedinto theclothing or pouches
worn by the creature. Note, however, that light The material components are the same as for
the invisibility spell.
never becomes invisible, although a source of
light can become so (thus, theneffectis that of a Noter: Commonspell (PHB).
light with no visible source).
The spell remains in effect until it is magi-
cally broken or dispelled, until the wizard or
recipient cancels it, until the recipient attacks
any creature, or until 24 hours have passed.
Thus, the invisible being can open doors,talk,
eat, climb stairs, etc., but if he attacks, he
immediately becomes visible, although the
invisibility enables him to attack first. Note
that the priest spells bless, chant, andpmyer
are not attacks for this purpose. All highly
Intelligent (Intelligence 13 or more) creatures
with 10 or more Hit Dice or levels of experi-
ence have a chance to detect invisible objects
(they roll saving throws vs. spell; success
means they noticed the invisibleobject).
Invisibility, MJn&Control
See mind-conaol invisibility.
Invisibility, Physical
See physical invisibility.
InVisibNty to Unded Level: 6
Aka cloak from undead. See tkut entryfor
details. Range: 10 yds.
i s, M
cmponmtb:y
CastingTime: 1rd.
Invisible Blade, Lied’s Duration: Specid
Arca of Effect Special
See Laeral’s invisibleblade.
IwidbleM.ll SavingTht0W:None
E-@.)
(mW-9-+ This rpau aniwisibk*rllraftom
the Elemental Plane of Air. T k 8 Hit Dk
monster obeys pnd serveszlta~ l t c a s t s rin
pstformiagWhatevartalks W s s t bcfm &et
is a faultless tracker within one dayoftb
quarry’s passing. The invisible stalker follows
instmctiona men if thuy d d t hIdrcdr or
thousands of miles away and, wce givrm an
order, follows through unceasinglyuntil tbe
task is accomplished. Howcver, the creature is
bound to serve; it does not do so from layalty
A variation of the urmor spell, this spcU or desire. Therefore, it resents proloqgedmi&
eaables the caster to cover kis body with an s i n or complex tasks, and it attempts to per-
iwisible suit of plate mail,tempomdyraising vert instructions accordingly. Inviaek StllLar
hisArmor C l m to 3. Its arenot cumu- understand common speech btitqmtk no lan-
lativewith othstnrmorormagicalpmtectiaa (a guage save their OWT.I
oharactawith tbcre CanOoLimprwe his AC to The material componentaof this spdl arc
better than 3 though use of thii spell), but burning incense and a piece of horn carved
Dsnterity bonlgcs still apply. into a craescc-ent &pe.
Foreach fevdof the casta,the i W e mail M 0,
abaorba 1 hit peht of damage that would nor- spell
mally bit AC 3; however, the spell offers no I.veleat8ry WkrPSry,
prowion agricrat magical w e a p o l t s o c ~ k s .
Whcn the d l bss aboortrcd as many &MordcnkplMa.oeor’dsiemnrkoalainnteunyhwizgdly.
of narrml- 8~th-dhu ICV-
els of experience, the mail disappears, The (Iwnvul-ne)rabilityto M a & a l W e a ~
invisible mail d m not hindsc movement, n6r
does it addwight ormmnbm~I~t d.oes not
(G-w%)
interfere with spsllc.sting.
For example, a wizard wiikAC 10 has Level: 6
ahicldod himself with the ImLsible m i l spall. Range:0
The first opponent with anormal&g- Componentx y M
ger; laaldagthe attack +AC 3. Tha atracL Carting T b .3
hits, causing 2 points of damage, which is Duartion: 1rd./levcl
absorbedby the irniisibk m i l -11, lcevingths Area of Effect:5-fi. radius
w k d unharmed. A second attack is made SavingThrow: None
with a sword +i. Tke iwiaibk a f m o ~o f f a no
~ t e c t i o 8 a g a i a a t t b i s m p e i c d ~ w l e This spell creates an immobile, faintly shim-
attack is d e .gemstthe wizard’s mnndAC mering magical sphere around the caster that
af 10. The attack hits, inflicting 4 points af cannot be penetrated by magical blunt, edged,
damage on the wizard (which arc not c d or missile weapons; all such weapons are
againat the invidble nair). harmlessly deflected (missile weapons strike
the sphere, then immediately fall to the (Alteration) Iron Body
ground). However, the sphere offers no protec- @d)
tion against magically created oleatuns (mch
as golems) or from special attacks (such as the Level: 8
gaze of a medusa).The sphere offers no protec- Range: 0
tion against spells such as magic missile, or
spellsthat simulate the effects of weapons. Componcnta: y S,M
The caster can use magical weapons from CastingTime: 8
inside the sphere to attack opponentsnormally. Duration: 1rd.Aevel
Spells can also be cast throughthe sphere.The h a of Effect The caster
sphere can be negated by dispel mlrgic.
SavingThmw:None
Any effort to combine this spell with magics
that grant immunity to normcll weapons cause This spell transforms the caster's body into
this spell to fail immediately.
living iron,which granw him several powerful
The material component for this spell is a resistances and abilities. While the spetl is in
piece of a brokenmagical weapon. effect, the caster can be injured only by Munt
weapons of +3 or better value, or monsters of
Nota: Unconnnon spell, typically known by 8+3 Hit Dice or more. Slashing weapons,
abjurcrs. (Originally from The Complete Wir- falling, crushing, and constriction attacksofpll
a d ' s Handbook) types IT completelyunable to harm the caster,
although an attack may knock him of€-balmce
Invulnerability to Normal Weaponr or pin him beneath tons of debris. Spells or
(AbjonwOn) attacks that affect the subject's physiology or
(ocolrtrtry) respiration-for example, chudkill, poison,
Level: 5 enfeeblement. contagion, or pain touch-fail
Range: 0 completely, since the caster h a s no physiology
or mspirstionwhile the spell is in effect. A b ,
Components:y M spellsthat haw weight limits should be applied
to the wizard as if he weighed over 3,000
casting Time: 2 pounds. The w i d ignores electrical attacks
Duration: 1rd.ilml and save8at +4 against f i i attacks. If he eaves,
he takes quarter damage; if not, he takes half
Area of Effect: 5-ft. radius
damage. If hit with a rod of smiting, he takes
SavingThrow: None
2d8+6 points of damage unless the attacker
This spell creates an immobile, faintly shim- rolls a natural 20. If this occurs, then the dam-
mering magical sphere around the caster that age is doubled.
cannot be penetrated by nonmagical blunt
weapons, edged weapons, or missile weapons. In addition to the natural immunitiesof an
The caster can usethese weapons from inside imn body,the wizard esioyepowerful offsnoive
the sphm to attack opponents normally.Spells abilities. His Strength wore is raisedto 20 (+3
can also be cast through the sphere.The sphere to attack rolls, +6 damage) for the duration of
can be negated by &pel m e . the spell, and he can punch or bludgeon his
Any effort to combine this spell with magics enemies twice per round for ld4 points of
that grant immunity to magical weaponscause damage per blow, plus his Strength bonus.
this spell to fail immediately. Unfortunately, his movement becomes slow
and awkward, so he is reduced to alllBvc of 3
The material components for this spell arc a
piece of a broken nonmagical weapon and a and su&rs a -2 penalty to his initiative rolls(a
scale from a dragon.
reduction of his base phase by one step, in
No- Uncommon spell;typically knownby
pL.4rER.S OPTIONC:ombat & Tactics). Most
abjurers. (Originally from The Complete importantly, the wizard's clumsiness and lack
Wuani'sHandbook)
of brwth prevent him from carting any spells
while the iron body is in effect.
Iron bodymaycreoteadditionalhezsrda for
the wizard as the DM deems appropriate. For
example, ruat monstm ars extremely danger-
ous to a wizard using this spell. Heat metal
spells inflict double damage to the caster. And,
naturally, the wizard sinks like a stone in
water-althoughhecouldsurvivCthe~
pressure and lack of air at the bottom of the
ocean-at least until the spell expired. Some
magical items, such as potions or winded
instruments, may be temporarilyunusable as
Well.
The material component for this pel1 is a
small piece of iron that once belonged to an
iron golem.
N O WUwnunon spell (P0:SM).
Iron Kimomo Q
(Mterntion)
Lml: 3
Rcoamnepe:o0aente:y s
CastingTime: 1rd.
Duration:2 rde.ileve1
Area of Effect: The caster
SavingThrow: None
This is a protective spell for geisya and other
oriental spellcastsrs. By casting this spell,the
geisya temporarily enohants her kimono, obi,
and tabi to a higher Armor Class. Though the
clothing appeua the -e, it actually protects
the Beisya as amor of AC 5. At the end of the commaudd to "Block that doonvny, and let
spell's duration, theArmor Class rehlrn~to its nothing though!" Q "Snatch up the wand that
normal rating. Dexterity bonuses apply to the the maw in black let fall, and bring it quickly
kimono does not hampa move- to me?"Tbe caster is h e to work other magic
caster;the fmn as the helmcd harror fights.
ment in any way.
Notes: Uncommon in o n d settings; The iron maiden is a "battle horror,? the
rare.elsewhere. most pcawerfal type of helmed h o b r . When
destroyed, the iron maiden shatters and falls
Imn Maiden into dust and shards of rust. If it still exists
when the spell expires, it meets the sane fate,
(Evocation) dropping on the spot and unhamcd my items
Level: 4 the caster has directed it to carry (in other
RCaonmgep:on1e0nftts.i:lXeveS,1 M words, a fiagiie flaskwould settle &aged
to the ground when the irwr maiden canying it
CastingTime: 4 collapsed, not fall and shatter). A battle horror
Duration: 1 rd.flevel created by means ofthisspell can communi-
Area of Effect: Creates 1battle horror
SavingThrow:None cate only with its casta.
Only one iron maiden spell can be memo-
This spell temporarily brings into being a
"helmed horror" that fights for the casterwith rized by a wizard at once. Such is the stress of
absolute loyalty until destroyed. The iron this spell that it cannot be memorized again
maiden takes the fonn of an empty, animated until at least a full day (2a horn) has elrpsed
suit of armor, armed with a long sword and a since it was last cast.
footman's mace. It acts as the wtcr directs. The material component of this spell is a
piece of metal plate thathas been part of a suit
The caster mentally chooses its foe, and it of armor worn into battle at least once.
fights that foe until directed to perfonn some
other specific action. For example, it can be Notes: Restricted to the Seven Sisters, their
apprentices, and select Harpers in the
FOR- RWMSsetting.
J 467 \
f carrying the caster; HD 4 + 1 hp/castei metal, including normalmetal weapons. Sucb
rel; THACO 12; #AT 1; Dmg ld8 (long weupone ppss harmlassly kopsh the individ-
ord), ld6+1 (footman’s mace), or ld4 ual as ishe viere a phantasm, not solid tlesh.
st); SA Dimension door (180 fi., l/day) The individual can pass through i r o a h s ,
nk up to 1 turn (l/day), magic missile (Z o@bejae, cta6nrdtitolstfhllascmttchtedlhidcio\rbidjeuc&tsa.aNdocnaaaothanllnk
ssiles every three rds., range 70 yds.)
1 innatefeatherfall, immune to three him. Ironguard affects only the individual’s
ells (magic missile. dispel magic, anc body, got anything that he is carryingm is
htning bolt); SZ M (6’ tall); ML Fearlesi aasobsdtohim.
0); Int High (14); AL LN; XP 4,000. I
2 iron maiden ceases blinking, it canno The imnguorded individual is still mbjcct to
Irt again withln the spell’s other attacks, such as beat, cold, and pnison,
even if these are delivered by weapons that
:c- Touch would normally paw throughbim. The individ-
ual retains his Armor Claps. MagiDd wappmr
s. cqw him,inflicting damage equal to their
m@al bonus (a long sword +Z infliota 2
AreaofBdlsa: 1 poedPof damage per strike). Enchanted motd
savingTlwW None is an impassiblebarrier to an imguordcd kdi-
vidual. Spells using metal in their effect8(such
The pereon or creaturentTccted by iron mind as blade barrier) affect the individual nor-
is immune to all charm and hold spells for a mally.
full hour. Additionally, therecipient #ttonuti-
The ironguarded individual can attack
cally disbelieves all iliusions caet & 3rd-lml armored opponents ap if they were unarmored,
but only with barehmded or naw weapons.
wizards (or their equivlllcllt)or luwer. Such opponent8would be M: 10 if they were
The material component for this spell is a weariagall-metal a m - modifd by any Dex-
taity adpetmute.
d l chunk of iron ore or any d l item mrdc
of SOMiron, such bo a nail. An hmguwded individual who OcCupieD the
same pkce as metal when tht.pell duntion
Notr: Commonfar a b j m and mentalists; elaprsr is immediately k i U d (wllaphg while
otherwise uncommon. (Originally from The passing throughPII iron gate, for example).
Complete WuanikHandbook)
N o t w Rare spell from the PORGOTTBN
Iron Sack, DrnvdjC REALMSsetting. Known to be in The Shodmv-
See Drawmij’s iron sack. Low.Re*iouely b m d to abjursr~and traos-
muters, this restrictionis now remnrsd.
Ironguard
IronWood Wn
(Abjuration,Altemtlo@ (AlteImtion)
Level: 5 Level 5
Rmge:Touch Range: Touch
ComIponente:V, S,M
Components:y S, M CaatingTime: 1 rd.
Duration: permanent
Casting Time: 5 Area of E&& 1 cu. %/level
huation: 1rd./level SavingThrow: None
Area of Effect: k creature
SavingThrow: None This spell allows the WII jen to change the
teneile strength of wood to that of the finest
By means of this spell, the caster confers steel. It only &cte tho hardnoesof the wood.
upon himself or another creature immunity to Coloration, texture, and weight am €ld&aed.
If d o n normal living plantstbe epcll hts a
50% ohaacc of wrking. If succeeeful, it does
not interfere with the n o r d growth of the
plant but gives all parta of theplant, including
leaves, flowcnr, and fruit the $srdnas of &el.
?wa8-#=f
If cast on a pknt-tb mbmtcrisshving throw cmc meatun,theswingthnrwhasa-3~0dV;
vs. spell must be made by the 0r~deo:dfmc- if cast at two crepton~t,he awing throw has a
cessful, the spell has no effect. Failure means -1 penalty; and if cast at three or four mea-
the creature becomes rigid and paralyzd. Thr tures,the saving throw is normal.
Armor Class of the creature becomes 0 d a
hit roll must be madeWhenrtFiking it, b t b e Rush. When d nrh ia Cas,tbumbject notices
hardness is imbued throughout the body afthe nothing for ld4 rounds,but thmaftsrita Ontim
Cl%%ture.
skin breaks out in red welts that itch. The rash
The material component for this spell is a persists until either a cure disease or dispel
pinch of metal filings mixed with the sap of a magic spell is cast upon it. It lowen CharimW
willow tree. by 1 point per day for each of four day#(i.8.)
maximum Charisma loss is 4 points). AftQ one^
Notcr: Common in oriental settings; very week, Dexterity is lowered by 1 point d40i
Symptoms vanish immediately upon the
FUsWk. removal of the rash, and all ststiatks return to
normal. This can be cast at one mature only,
Irorrwood,Mutical with a saving t hpen~alty~&-2
S&nautical ironwood. The material component for thin spell is a
Irresistible Dan teaf frompoiron ivy, oak, or OUIIIIO.
see ottob inarirtiMedraca
IrrerhtiMe Scent, Ivy's Isolate TeI
See Ivy's irresistible scent.
Irritating Odor, Ivy's -V,S,M
GhtingThne:l
Reversedfonn, see Ivy's imclistible scent. Duration: 1tunr/level
Area of Eff-: 1 hq-,
Irritation Saving Throw:None
(Altention)
Lnvcl: 2 This is a specializmt, offensive version of
Range: 10 yds&vel
-tiXV,S,M v hantimagic shell. designed in the DARKSUNSet+
Castiagk2
Dwtim:Spscial ting to affect one humanoid creature.
ArtmofEffecr:lto4creaturce this invisible field surrounds a templar, that
' in a 15-ft. mtiu.9 tcmplar is automatically cut offMfrodm)' Shi@s sSo:r-
SavingTtmnrNc& 1%c%R)i C JlQ --king
in regard to aCqU*
I S ' MWZ, If the templar is maintaininga spell, whluI
)mirruationrpcU pffsobl the- of& WUNoffre, then that spell automrricallye&
subject creatures. Creatureswith very thick or as the supportingmagical cargiss are cllt om
imensitin &ne (srtchasbuffalo, elcph.nts, The templar is throw* back od his own
scaled creatures, ac.) arc basically unaffeote& resources, including magical it- normal
weaponry,and whateverpsionic powers he has.
There are two versions of the spell, either of The templar still lrbtainr h a c epe& m d
which can be castfkomW9tandardPreparation:
Itching. m a s t , thiscauses each subject but not yst cast.
to feel an instrnt itcl&@aensation on some Unlccla the sorcerer-king is watching tlm
portion of i t p b # i & w round is not immcdi- individual templar o
catreelaytuspreen4t rcratching the irritated area, the what's Itllppening, the nor
60 aqecte realize that this qeli in
d that the next,ethffrcece- sorcerer-king can cast
and its powcriid enough to get
plor spell.The
prcpa- onrsoorce g e u OPllllDt dkhirt
Ilk
throerouads. ihmrptils. a%
1 The material component of this rpdl is B
gemstoneofatW1,008gpvrhts. I
t
469 L
Notes: Very rare for a spellcaster from the Item Supercharger
DARKSUNsetting; virtually unknown else-
(Cbwm-d
where.
Level: 8
Isolde's Answer Range: Touch
Components:V, S,M
(Divination) Casting Time: 8
Duration: Permanent
Level: 3 Area of Effect: 1 item
Range: Touch Saving Throw: None
Components:V, S,M
CastingTime: 3 By means of this spell, a chronomancer
Duration:2 rds.ileve1. attempts to alter the salient abilities of a magi-
Area of Effect: 1 mi.Awel cal item, This attempt can be made only once
Saving Throw:None
per item, and has a aignifiiant chance of ruin-
This spell temporarily enhancesa magical
mirror, crystal ball, or other scrying device. ing the item forever. Use the table to figurc the
The spellcaster then asks the scrying device a chance for success.
question, and the q i n g dwice an~wersthat
question by showing an appropriate scene if it Item Supercbargine Succeu C b 8 W
is within the area of effect. l)rpical questions
include:"Where did I put that book on magical Item Freqmmcy Duration
appruclftu?""Who is the most beautiful in the Potion - 25%
lan# and "Where arc the fish biting today?" Ring
Note that a scrying device must be in operation Rod 60% 65%
60% 80%
at the time the spell is cast. The spell rquire8 a Staff 65%
scrying device, which is not consumed by the Wand 90% 90%
Misc. 65%
casting. 85%
Notes: Rare or very rare spell. (Updated 50%
from DRAWNMagazine.) Frequency is the number of times per day the
item can be used,or the recharge time required
between uses. When this ability is changed,
Item uses per day are doubled or the recharge time
(Alteration) halved. For example, the recharge time of a
(AnWce) ring of blinking goes from six turneto three.
Duration is how long the effect operates.
Altering this doubles the duration. For exam-
hl:3 ple, wings offrying could be used for 16 turns
Range:Touch at speed 12, instead of eight turns.
The material component is an ounce of mer-
Components:V, S,M
curNyo.tes: Restricted to chronomancers; com-
captine Time: 3
Duration: 4 hrs.Aeve1 mon.
Arta of Effect: 1 object, up to 2 cu.ftAevel
SavingThrow:Special
B y means of this spell, the wizard is able to A
shrink one nomnagical item (if it is within the
size limit) to !4r of its normal size. Optionally,
the caster can also change its now-shrunken
compositionto a clothlike one.An object in the
possession of another creature is allowed a sav-
ing thmwVI. spell. Objectschauged by au item
spell can be returned to normal composition
and size merely by tossing tbran onto any solid
surface or by a word of command from the
original spellcaster. Even a burning fke aud its
fuel can be e h m k by this spell.
Notes: Common spell (PHB).
J 470
- The matarial componentsarc a drop of ani-
mal musk and a drop of rose oil.
Itembane The reverse of this spell, Ivyt lrrlfatlng
odor: c a w s a creature or olibvjiencgtctroeentmuriteae
(Altentlon) and noxious odor, though rank
Level: 6 have
Range: 100ft. a saving throw vs. spell to negate the effect.
The stench Qives away creatures of animal
Components:Y S Intelligence or less. Those with greater than
animal Intelligence are reluctant to approach
CastingTime: 6
Duration: pcrmoesnt
Amuolimorepowdhlvslaionofwukfbme,
cfia itemhw spell affectsanugical item andita
owner, h e r preventing the item fro^ func-
tioning for that character. The itanmu# ba in
the oowwnnearf’asiplosaamsasvioinngattbmthwe twi.mcspoeflct,atshtienigte.mIf
the
ceases to function for that particular user. A
warrior c d d not wield a magical wan&
no longer castspells,ringsbscomsinsnInfact,
thessitems arc physidy repelledby thsir own-
m.For example,an affectedwand will lly h m
a dmmcter’s grip.
This effect can ba m o v e d by the Casting of
a separate, succes8ful dispel magic spell on
each of the item and the owner. Artifacts are
not subject to this spell (and certain other cam-
paign-spccific items may not be asdecided by
the DM).
Notes: Rare spell fmmthe MYSTARAsetting.
Ivy’s Irresistible Scent
(Alteration)
Reversible
Lml: 4
Range: 10 yds.
Components:Y S,M
CMtilIgTme: 4
Durrtion: 184 nb.
AneofEf€cct 1 creatureor
s.vmg TBrow:Neg.
By means of this spell, the
irresistible scent to adhere
object, tho@ r i cnatun
throwvs. spellto negate the e
extremely appealing to all creatures of
Intelligence or less within 10 yards. Thore
within 10 yards, and who are above animal
Intelligence, will notice a pleasant amell and
can identify whhe it is coming from.Any crea-
ture with a keen ECIM of amell trying to tracka
creatureor object with this spell cast on it docs
J
Jackd Ward The material c m p o n d is a piece
of chalk the wizard uses to inscribe a
(Abjuration) small magical symbol on the affected
object. The marking immediately dis-
Level: 4 appears, visible only via true sight, a gem of
Range: Touch seeing, or similar magic.
Noter:Very rare, originally fromtheMYSURA
CompOnCnts: V, S,M
CastingTime: I turn setting. Jarmar Form -Hishnr
Duration: 1day (special)
(Aterationj A
Area of Effect: Caster -
Saving Throw:None Level: 5
Range: 0
In areas where jackal wizarda are known to components: s
operate, it is wise for an arabian wizard to pro- CaOting Time: 3
tect himself from spell thievery. This spell Duration: special
serves thispurpose admirably. Area of Effect: The caster
SavingThrow: None
After the spell is cast, the wizard simply
places a small coin (thespell’s matarial compo- The caster can polymorph his body into the
nent) in his turbanor other headgear. If ajackal body of a jaguar, althoughhe retains his own
wizard attempts to lift a spell from the pro-
tected wizard, the coin grows warm, warning mental capacity. He cannot speak, cast spells,
the wizard. or otherwise exceed the limitations of the
feline body. He retains his original hit points
The first attempt to steal a spell from a wiz- and Hit Dice, however.
ard protected by thejackal ward will always
The caster can move through the trees of a
fail. The second and subsequent attempts have dense forest as easily as he can move along the
a SO% chance of being foiled. ground. He gains infravision to 90 feet, and the
ability to meld into shadows and foliage as if
Notes: Common for spellcasters from an
arabian setting; otherwise very rare. concealedby an ambush rpdt
Jaggar’s StrengthenedBastion Notes: Restricted to practitioners of hishna
(AbJaration,Enebm.aetlCbuar) magic (the Maztica setting); common.
(Geommy)
Level: S
Range: Touch
Components:V, S,M
Casting Time: 1 rd.
Duration: 1 hr.ileve1
Area of Effect: 100 cu.ftllevsl
saViTln0W:Npne
Prince Jaggar denigned his strengthened 0 feet horizontally and 15 feet straigh
p. Falls of 50 feet inflict no damage; fallf
rn I)MIvlng throw against arther than this inflict damage only foi
qelb that n d l y rllaw none.This spell also
proves effective when east on portions of a
wall, a door,a War ~twF.or example, Jag-
garb strekgthened Busfionallows a saving
throw vs. knock,&g, avoidance, diatance dis-
tortion, passwall, transmute rod to m a ,
glassee. move earth, stone to flesh. vanish,
glwteel, clystalbrittle, and other spalls that
affect objects. The objecta make a w i n g thmw
vu. spell at the slepvelell owfnthbeecacsotmerboinfethdewfoitrhtitfhye-
hg spell. This
permanency spell.
2 473 L
Jalartru’s Mirnculum -Javelin OldiEmpire
(Alteration) (Evocation)
Level: 3 Level: 6
Range: 0 Range: 80 yds. + 10 yds./level
Components: S
CastingTk. 1 Components:V, S,M
Duration: Special
Area of Effect: 1memorized spell CastingTiie: 6
SavingThrow: None Duration: Instantaneous
Area of Effect: 1javelin
This spell modifies one other spell that the
caster kas currently memorized. It allows the SavingThrow: M
latter spell to be cast without one of its normal This spell causes ajavelin to become filled
components (verbal, somatic, or material). with deadly energy. The aaster may hurl this
Spells that normally have only one compoaent bolt at any creature within range of this spsll.
The javelin strikes without error and mflicts
can be cast by silent act of will alone if a .?a&u- ldiO points of damage for eveq two levsla of
tank miraculum is used fiit. experience o f the caster, to a maximum of
IOd10.The target creature is altowad a eaving
A specific component of a particular spell throw vs. spell witb a -3 p d t y ; s w m s indG
must be chosen to be omitted when this spell is cates half damage is suffered.
cast.Then is no time liibetween the casting
of the miruculum and the unleashing of the The material component of this spell is a
modified spell. However, the caster must not javelin.
have been slain m the interveningperiod or the
modified spell does not work. Notes: Uncommon spe11. As a FORWEN
REALMSOld Empire spell, initial exposure
Notes: Very rare in the FORWITENREALMS
setting; unknown elsewhere.Optionally apecific requires a mentor 01a read Soufhernmagic
spell.
tothis~alonc.
Jmgr’s Jewel
@Maation, ConJnntian)
(Artificer)
Level: 7 ’ .
Range: 0
ComponenkxV;S,M
CastingTime: 7
DurstiW:24 hrs.
Area of Effect: 1 gem
SavingIluow:None
By casting this spell upon a gem worth at
least 400 gp,a wizard imbues the jewel with
several properties, each usable once during a
24-hour period. The enchanted gem can h o w
alignment, operate as an arrow of direction.
detect lie (as the 4th-level priest spell) and
accuratelymake one prediction of an event that
will happen during the next 10 minutes (one
turn) if no action is taken on the foreknowledge
the gem provides. The gem is destroyed when
all of the spell-like functions are used up or
when 24 hours pass.
Notes: Rare or very rare spell. (Updated
fromPOLYHEDRON Newszine.)
J
474
Jest Q Jewel, Janga’s
(Enchantment, Evocation) See Janga’s jewel.
(Song)
Jhanifer’s Deliquescence
Level: 4
Range: 0 (Alteration)
Components: V Level: 5
CastingTime: 4 Range: Touch
Duration: Special Components:V, S, M
Area of Effect: 3 0 4 radius CastingTime: 1 rd.
SavingThrow: Neg. Duration: Instantaneous
Area of Effect: 10 cu. ft./level
Jest acts as the 2nd-level wizard spel1,fasci- SavingThrow: Special
nate, upon all hearing it. All creatures within
the area that fail a saving throw vs. spell stop This spell enables a wizard to instantly melt
their activities and listen for the time required ice, frozen liquids, and other substances that
to completethe casting.An attack on a creature freeze within 10 degrees of water’s freezing
during this time negates the spell’s effects on point (32°F). Such melting does not involve
that creature. heat, steam, or the consumptionof fuel. A wall
ofice, for instance, could be turned into water
Upon completion of the spell, stopped crea- that falls to the ground, a frozen lock or sleigh
tures receive another saving throw vs. spell. A runnercould be freed.
successful saving throw means the creature
merely walks away confused for Id10 rounds Repeated applications of this spell can turn
unless attacked (which immediatelynegates the solids into liquid form, and 10 deliquescence
spell effect). Failure means that the creature is spells equal the effects of a transmute rock to
racked with laughter and unable to do anything mud spell. (The details of this use of the spell
but laugh for the next Id10 rounds; also if no are little known and poorly understood. The
attack is made on a creaturesduringthe periodof DM should sharply limit the combat effective-
helpless laughter, it views the caster as having ness of dissolving solids, although a wizard
both a Charisma and AppemcdComeliness of might use the spell repeatedly to make digging
20 for the durationof one full day. a tunnel easier.)
Notes: Common in oriental settings for Animated or enchanted creatures of stone
geisya (entertainers), rare for others; virtually receive a saving throw vs. spell based on their
unknown elsewhere, except perhaps for bards Hit Dice and a stone golem practically shrugs
orjesters. off the effects. Other objects have a saving
throw equal to the savingthrow (at the time) of
Jester’s Jest the being who enchantedthem. Successnegates
the spell. Living creatures, even if stony, are
(Alteration) unaffectedby Jhanger b deliquescence.
Level: 2 The material components of this spell are a
Range: 10 yds. tiny piece of amber and a piece of ice.
Components:V, S, M
CastingTime: 2 Notes: Rare or very rare spell from the
FORGOTTENREALMSsetting. Known to be in
Duration: 1 turn + 1rd.ilevel Laeral b Libram.
Area of Effect: 1 creature
SavingThrow: Neg.
A target creature that does not make a suc- L
cessful savingthrow vs. spellbecomesinstantly
serious, and everything it says will be somw-
ful and sad, depressing those around it. Reac-
tion checks to the creature suffer a -4 penalty.
This spell was created by Lendolin the
Laughless,jester to King b u n I.
Notes: Very rare spell. (Updated from
POLYHEDRONNewszine.)
J
475
Jonstnl’s Double Wizardry round on the caster (or both on a recipient
being), and function n d l y , exceptthat their
(Alteration) durations become 1 round per level of the
cast& The caster must have memorized the
Level: 5
Range: 0 two spdss beforehand. They are not lost from
Components: V
CastingTime: 1 memory until the improved double wizonlry is
Duration: 1 rd./level employed. If either magic is cast by itself, the
Area of Effect: 1creature impmved double wizardry vanisheswith it.
SavingThrow: None
Material components for the two spUs are
This powerful spell enables a caster to consumed when this spell is uwed, and mwrt
unleash two specific spells at once, with the be on the caster’s person (but need not be
utterance of a single word. Both spells take
effect in the same round, upon the caster (or revealed or handled by the caster) or the
both on a recipient being), and function nor- impmed double wizardry will not take effect.
mally, except that their durations become 1 Only the caster can unleash the spell. The only
round per level of the caster. The two spells two spells that can be paired by use of a Jon-
must have been memorized beforehand by the
caster. They are not lost from memory until the stalk improved double wizardty arejZy and
double wizardry is employed; if either is used nodetection. Despite years of research, the
by itself, the double wizardry vanishes withit. mhmage Jonstal has menaged to master only
one other pair of “combination” spells (see
Any material components for the two spells Jonstal b double wizardry).No known being
are consumed wheu the double wizadv spell
is uttered, and must be on the caster’s person short of the FaerDnian lesser divine power
(but need not be revealed or handled by the Azutb can freely cast any two spells in Be
caster). Only the caster can unleash &e double same ronad.
WiZUdry. setNtinogm(:coVnefryirrmeerdeuisnetrshearFeOtRheGOSeTvTeEnNmSisabresrs,
The only two spells that can be p&iredbyu8e the Chosen, and Jonstal); virtually unknown
of a Jonstal b double wizardry are invisibuity elsewhere.
and levitate: despite years of research, the
archmage Jonstal has managed to master only
one other pair of “combination” spells (see
Jonstalb improved double wizardry). No
known being short of the FaerDnian lesser
divine power Amth can ftcely cast any two
spells in the same round.
Notes: Very rare in the FORGOTTERNEALMS
setting (confirmed users are the Seven Si-,
the Chosen, and Jonstal); virtually unknown
elsewhere.
Jonstal’s Impraved DoubleWizardry
(Alteration)
Level: 6
Range: 0
Components: V
CastingTime: 1
Duration: 1 rd./level
Area of Effect: 1 creature
SavingThrow: None
This powerful magic enables a caster to
unleash two specific spells at once by uttering
one word. Both spells take effect in the same
Joyful Voyage,Nyber’a normal filling damage of ld6 points pcr 10
feet fallen. A being thrownby ajuggmwut suf-
See Nybor’s jqful vayaga. fers double falling damage on impact and
w).receives no saving threw (unless the thrown
hggernaut being can fly or use magic to slowhis A
juggernaut cannot wield magic, even devices
(Evocation) or worn items such as magical rings. The cauter
(AWW canaot cast spellsthroughits body,
Level: 9 When the spell expires or the juggernaut is
Rnnge: 10ft.ilevel w.destroyed by accrued damage, it simply fades
Components:V, S,M The material compmcnta of this spell are a
Casting Time: 9 ball of clay that fills the caster’s palm; a bit of
Duration: 1rd.Aeve1 string, wire, or natural f i b , and a gem of any
Area of Effect: Special type worth at lcest 500 gp.
SavingThtow:None N W . Very rare in the F w n REALMS
setting; virtually unknownelsewhere.
~ i sp8ell calls into being a large, mobile
humanoid form similar to a featureless, gen- MAC0 Caster +2; Dmg 8d8/8d8; SA GI
derless, naked human. The form seems to rise
up out of the ground in front of the caster, fac- 6dS), constrict (5d8), throw (2x falli
ing away from its creator. Despite the spell
name, it is not the same as a juggernaut golem. ;laBmstcaTg:es,znoGsa(1ve0)0;’)S: DMALbs20o.rb magic; AL
Ajuggernaut looks like a bald human with (Evocation) Juggle
no recognizable features except a mouth. It
stands up to 100 feet tall, with a reach of up to Level: 4
80 feet. It seems to be made of the same sub- Range: 0
stance as the ground it appears from, although Components:V, S
it is in actuality purely a spell manifestation. It CastingTime: 5
can roar out, as often as desired, a word or a Duration: Special
phrase of up to six words; these are whispered Area of Effect: The caster
by the caster during the spell’s casting. The Saving Throw: None
words cannot be a spell incantation, and they
do not issue forth if they are command words This spell requires a proficiency in juggling.
that trigger or activate any magic. The geisya creates harmless balls of fire that
can be juggled safely. With further work,
A juggernaut within 60 feet of its caster spheres of ice, wate,: colored light, or glowing
draws into itself all magical attacks specifi- white daggers can be substituted-one such
cally meant for the caster, such as magic mis- substitution is gained with every three levels of
siles. feeblemind spells, and so on. The spell experience the geisya has attained.
effects are then visited on the juggernaut, not
the caster. Spells that normally rebound from Thc itemsdiseppearon umtact with something
solid forms or burst, such asfireball and light- besides the juggler’s hands or when the geisya
ning bolt, are drawn into the juggernaut’sbody ceases her concentration. Each item can be
80 that they do no harmto the surroundings. thrown, up to two per round at a target. This
q u i r e s both an attack roll tostrikethetarget and
The juggernaut attacks with its fists foes ajuggling proficiency roll to keep theother items
chosen by the silent will of the caster. It can juggling). Each missile, mgardless of form, does
strike once with each fist in a round, with a ld4 damage plus 1 hit point per level of the
THACO two better than its creator (that is, if geisya. A water ball inflicts no damage, but
the caster has a THACO of 14, the juggernaut causes the creature struck to lose its next initia-
strikes at THACO 12). Its blows deal 8d8points tive roll.
of damage each if successful. It can grab and
carry items, including foes. It can inflict 6d8
points of damage with its grab, plus constrict-
ing damage of 5d8 points per round thereafter
until the foe makes successful Dexterity, Con-
stitution, and Strength ability checks all in the
same round (check all three each round).
A fall from a juggernaut’s hand results in
J 477 ih.
Notcr: Used by geisya (common) and wu jen the duration oftbe s p d . Leapscanbe up to 30
(rare)in oriental seaings; otbawiec vrry rare. feet forward or straight upwardor 10 feet back-
ward. Horizontal leaps forward or backward
(Alteration) Jump have only a slight m-about 2 feet per 10 feet
Level: 1 of distance traveled. Thejump spell doc8 not
Range: Touch ensure safety in landing or grasping at the end
of the leap.
Components:y S,M
The material component of this spell is a
CastingTime: 1 grasshopper's hind leg, to be broken by the
casterwhen the spell is cest.
Duration: ld3 rds. + I rd./level
Notes: Common spell (PHB).
Area of Effect:CrecmUe touched Just Sovereign
Saving"hxmNone
Athasian Dragon-King magic;
The individual touched when this spell is
cast is empowered to leap once per round for psionic component mnders the
spell tuautable by wixanls.
Kaleidoscope, Lyunder’s of the caster. It has no effective *t
or encumbrance, and does not affect
See Lysander’s kaleidoscope. suellcasting. It cmnot be ddsd to other
spells,s;chas &itfin. but is cumulativewith
Kaleidoscopic S e e , shield and Dexterity bonuses.
Gunther’B The material component for this spell is a
fist-sized shard of kank shell.
See Gunther’s kaleidoscopic strike. Nota: Common in the DARKSUN setting;
Kank Shell otbsrwise~.
(Alteration) Kbazid’s Procurement
(Divination,Summoning)
Level: 5
Range: Touch )-(
Components: Y S,M Level: 5
Range: Special
Casting Time: 1rd.
Duration: special Componentp:V, S,M
Area of Effect: Creature touched CastingTime: 1turn
Saving Throw: None
Duration: 1rd./tevel
This M a defensivespell developed by mages Area of Effect: Creates 1gate
of the elvm kank-herding tcibes, enabling the SavingThrow: None
recipient to go without armor in the terrific
heat of Athas until he actual@needs it. When This spell allows the caster to more easily
the spell is cast, the ben&iciazy‘s body or totso access rare or dangerous spell camponcnts.
is transformed into the chitinoua carapace of a The wizard casts this spell upana silver mirror
kank, giving him the protection of plate mail while concentrating on baamneecnhtaalacimeoagf eNoCfCt~heSS
(AC 3). This a r m ~ rlssts until s u c c ~ ~ ~ Ql sl -l y matmidhe desires. The
pelled or the wearer tsLescumulativedamage is SO%, modified by the follmving factors:
totalling over 8 hit points, plus 1point per level +1% per level of the caster
+lo%ifthe caster has seenthe same type of
substance or object before; this bonus is not
cumulative withthe folllo$vingbonus
*+20% if the castex haa a sampleafthe mater-
ial or the same type of object in his posses-
sion; this bonus is not cumulative with the
bonus above
+30% if the wizard knowsthe location of the
desired object
* -50% if the caster has never seen the same
type of material or item before.
If the percentile roll indicates failure, the
caster is unable to locate the &ired ingrsdient
sad the spell ends.If the roll indimtea BIICC~SS,
the wizard hos located the object or nubstance
and the mirror becomes amagicalgatis through
which the caster can see the desired compo-
nent. The size of the gate is determined by the
size of the mirror, to a nuximum size of 3 feet
by 2 feet.
The gate atwnys lrppeus within arm’s length
ofthe target componen~allowkg the wizard (0
reach through the mirror, grasp the object of
Ms desire, and draw it back through the gate.
The wizard must risk his own safct)r--thegate
does not allow the use of probes, long-handled
ladles, tongs, or other equipment to gather the
material. The caster cannot move completely &ckstaflMent.l D8nrgr
throughthe gate. ldlW Effect
The gate vanishes when the spell’s duration 0 1 4 5 Target unaffected
expires or when the component or the wiurd 46-65 Tprset coqfiued (ad the 4th-level wiz-
moves more than 10feet away from it. ard spell c@&on) for Id4 rds.
The jpte is visible fromboth sides,and other 66-75 Targetstunned (an the 9th level sym-
creatures can reach through the gate. Breath bol spell) for Id3 rds.
weapons, gaze attacks, missiles, spells, and 76-85 Target affected byfear (as the 4th
similar attacks cannot pass through the gate. level wizard spell) for I& rds.
Because creatures can pass their limbs through 864 affected by repulsion
the gate, physical attacks and touch spells can 96-00 affected byfeeblemind
be used.
The only limit to the range of this spell is Its touch drains 1hit point automatically (the
that the caster and the desired component must target gets a saving throw vs. death nmgic to
be on the same plane of existence. Elemental avoid having this loss being permanent, tmrc-
forces (not creatures) will not pass through the coverableexcept by w e of a wfsli), plus Id8
gate. Thus,the wizard does not risk flooding points of normal damage, regardless of the
his laboratory by opening a gate beneath the weapon’s size and shape.
sea, for example. However, the spell does not
provide any sort of protection against a hostile Its touch acts as a dfspel magic spell (at the
environment into which the caster may reach. caster’s level) on all magicalbarriers,weapons,
The spell requires an exquisite silver mirror or effecg, at all times; the wielder catglotturn
of no less than 10,000 gp value and a black
opal worth at least 1,ooO gp that must be pow- this power on andoff.
dered and aspftreirnckalestdiongn the mirror. The mirror Its touch causa mental damage(sce table).
is not lost md can be used a* Itst w h CBUSCS wllcasting b&g to for-
but the powdered opal is consumed in the cast-
ing. get one memorized spell or be unable to use
Notes: Uncommon spell (TOM). ow naturalspell-likepawrr for hvo rounda (if
a &ice exists, determine w h i l spell or abil-
Kbelben’s Blwbtaffft ity at random;save vs. paralyzation to avoid
this effect entirely).
(Alteratiom, EwmUoa)
Its touch causes beings possessing psionic
Level: 8 skills or wild talents to be psionically “scram-
Range: 0 bled” (unable tp ude any powers except
defenses) for l&”r$Unds.
Components:V, S,M
It absorbs magic e@ upol)it, without conse-
CastingTime: 1rd. quence, oad i,apparently unaffected by any
Duration: 1rd.Aeve1 magic exopt a wfsh, which cam negate it.
Area of Effect: Special The blaclcstaff can wielded by any creature
able to use a pole anawho chn w i t h h d (or is
SavingThrow:Special immune to) its effect& A weapen enchanted
with Khehn’s blackpta~wilplrevent -11-
This is the unique spell that gave its creator, a w h g by any being who is con-with it&-
the archmage Khelben Arunsun Waterdeep, ka ing a given round. It can therefore be usod to
nickname. The magic causes any nonmagical ruin emmy spellcasting with r“nuccesrfrtl
staff, club, piece of wood, or pole ann held by
the caster to shimmer with a black. crawling otrrek. (it cannotbe easily throwna d mtrol
radiance. k#&nyrS: and similar mwementl p it doss
A weapon enchanted with Khelben’s black- *on aw$ilitblr to other cham
staflhas the followingproperties:
= It can never harm the caster or any other
beings touching the staffduring the casting of
the spell.
It strikes as a +4 magical weapon to hit (no
damage bonus).
J1
480
Khelben’s Dweomerdoom his shape change spell (drained of his most
powerful spell automatically).Khelben’s main
(Abjuratlon, E~0~8tion) target, Nenex, loses 27 meprorized spell levels
CartiagTime: 2 most powerful remaining psp,e&lltsed4-
DIpttim Sptsial from his
9th,two Eth, and one 2nd): lime m
Area 03lltrcGt 40-ft.radius summoning VI,sink and invisibiIi@.
SavingTlmw None
This powerful magic dporwcl archmagei to
edlriamininmataignigcthdierrmctelmyofrryomofectehretraisnpalpIccllsu. q . &
%?&
When the spell is cast, a spell fo& (such 8s
a gem or staff) is charged with the magical
energy; the item remains charged for up to thes
many pwmorized @elllevels as’thecaster of FOROWTI!NRa
the ~ o o Hi&mlevel spclb are elhi- tcibl, Ehinster, Khel
mted first, ni,@any remrining spell levels bul,
@wing the kher Ievet lpcgr until tke spell (Mte&n)
(e@wlr arc g y -e, ’&e&g 18 ~CVCIS
c a w s the l o a of two 9th-level spells or one
rr#rllsc ~ l lnpl.osdby t+ usual means: This spell, devised by the:
~riutiOnfor wizard&and Beditation and
Khelben “Blaebtaff
forpriests. brings into be
mple: Ktiohn (W27)flisr over a spell any nonlivin
e within W@erdecp bctwesnTharchion miter (for &pie, a stane. arsrpoa,or
20)snd N e n ~ *theAged of a being smallerthanthe wizar& Once east,
&to the ground. B u u l m l e the memory of the spell is inactive until the colllllnd word is
spoken. This spell field can be detected as a
faint aura until the spell is triggered,and can be
dispelled with a dispi magic spell.
When the focal object istouched and a corn-
mpILd trigger word (Chosen and uttered dw-
2 481 i
ing casting) is spoken, the spell takes effect, destroyedperatlaclc ’
expanding into a 20-foot radius spherical field chance lleamydpcr
ccntmd on the midpoint of the focal object.
Within this field, absolute magical silence att ce of the whip being
destroyed per attack.
rei- for six rounds.The field movea with the
Clenched Fist-70% chance destroyedper
object (for example, a thrown stone), and its attack, with a 50% chance of the whip being
effects can be avoided only by creatures destroyedperattack.
employing dispel magic (to end the spell
effects), vocalize,or a similar spell. Crushing Hand-65% chance of being
destroyed per attack, with a 60% chance of
The material components for this spell am a
feather and a handful of dust, whioh must be whip being deetroycdper attGctL
Lesser Bigby spells (stranglinggnp, batter-
held in the cupped palmof the caster, while the
caster’s other hand touches the focal object. ing gauntlet, fantastic fencus. etc.) are
The focal object is in no way harmed or altered
by the spell. deetmyod uponcontacrwiththewhip, aw w k l
be a shield spell.
N o h Known to Khelben of the.POROOITPA
RLUMS setting and a few of his apprentices. =The whip has no e aWwoanll nomuwing magi-
cal barriers such offome or apriu-
Khelben’sWardingWhip rrclric s* as
(Abjuration) -The whip hae no effect on ~ p ~thait ldo~not
Level: 7 use magical forcern a solid entity-kotds,
Range: l0yds. slow,mwse gntv& md sa forth.
The whip carmot haw f i g objects, and M)
compoaenfil:S, M cannot be used as a weapon.
The whip has no effect on spells that take
CsstingTime: 7 .
Duration: 1 rd.Aevel *eTfhfeecwt’h ’ buerluy.sed to parry physical
cam
Area of Effect oreates 1 form I d ip
attacks, including those from magical wwp-
SaviugThr0w:None O M srd OfUl8giGd faOe (dmaVtUW,
This specialimd and rare spell creates a spiritual hammec etc.) This parrying bas a
bpBe60?h~of~pb2%paknl
whiplike lash of mystical force controlled by of the whip’s caster. An sttack parried this
the caster. This magical whip is particularly way does no damage, but the wizardusingthe
&&ve against ttmc spctls that take the form whip ~IhSaveIinitiativeaver his m k e r in
of pushing, striking, or cmbing foras, in par-
ticular the popular spells aeatcdby Bigby. beon4tdAcnerstro#tspeudan,rt,rhtyih.sesBplealcl LwasstafdfeovfeWloapteerddbeyepK, ahela-
spCtific counter to the various Bigby spells
The wizard neednot wnccntratetomaintain that have appeared in the Realms.W M m t h c
the&gwh@, but while using it cannot ast mythical Bigby of Greyhawk visited the
other spells or wield othcr weapons. The whip Realmsor Khelben or some other Realmermge
SaiLee or parries automaticaUywhileunder the visited Oerth to bring these speHs from w e
direction of its wielder. The whip can be used world to another is not k n m .The B l a c W
odyagainstthosewithin30 feetofthe wizard. has apparently met the great Bigby at some
Tbe e- ofthewhip am as f*s: time in the.past, thoughthem&ng wmrppsr-
The whip confers to the userimmunity to the cntly not on the best oftenns.As the wiepdof
push spell. wprardecpOnU?aotedtohil appntke litistar$
The whip will immdatcfy diesipate a shield “The old goat comcs up with ow good gim-
speH without effect to itself. mick, and btatr it todeath with a rock.” Bigby‘s
The whip has a 40% chance of destroying a respame, if my, has nsvabssa rccdcd.
The mrterial component of thio spell is a
TenssrOflouting disk per attack. The whip is piece of wire rad a pinch of powdered elec-
not affected. tnrm.
The whip affects any of the Bigby’s hand Notcr: Known to Kdrelbcn of the FOROI~TEN
spells as follows: RBALMsa6tting.
Inteposing Hand-Destroyed, with a 20%
chance of the whip being destroyed as well.
Forceful Hand-90% chance destroyed per
attack, with a 30% chance of the whip being
Khinnei Trade Tonme weapons or spells can be used while undcr the
kiss’s idhence; to do 80 negeteathcspett. The
kisn works only for one passage through the
Level: 1
Range: Touch gnrNveo.ter: Unique to Master of the Towr of
Components: y M High Sorcery in the DRAGONLAWsetCtiEng.
Duration: 5 rds.fleve1
CastingTimc: 1 (Alteration) Knock
&ea of Effect: 1 individual
SavingThrow: None
(viwj
Favored by Khinasi and Brecht wizards
Rmrrsble
because of their countries’ reliance on trade, Level:2
this limited form of ESP aids in dealing effi- Raoge: 60ydr.
ciently with merchants and peddlers. The Components:V
recipient of this spell cart sense the.a m o w of W n g T i m e : 1
money that an individual is willing to acceptor Duration: special
pay for a particular item-regardless of the Area of Effect: 10 sq. A./level
price verbally quoted by the individual-to Saving ’€kukNone
withinld6coinsapproptietetothetrrneactoin.
The recipient of the spell can de.&?& prices The buck spell opens stuck, barred, locked,
for multiple ituns (odeat a time) until the spell held, or wizard locked doors. It opens secret
expires. doors, as well as locked or trick-openingboxes
When cast by a Khinasi ot Brecht wizard, or chests. It also loosens welds, shackies, or
this divination is even more pncisc, detcnnin- chains. If used to open a wizard k k e d door,
ing within Id4 appropriatecoins the amount of the spell does not remove the f m e r spell, but
moneyetraderwillacccptorpay. simply suspendsitsfull- fm* hun.In
The material component of thin spell is a all other cases, it permanently opens lack0or
welds-although the former could be closed
vislof snake oil.
Notes: Common on Cerilia, the BIRTWRIGHTend locked &e later. It dees not raise bamd
setting;unlmoamelsewhen. grtss or similar impediments (such as a
portcullis), nor does it affect mpes, vim, and
Kiss of Night’s Gurrdiantt the like. Note that the e&ct b l h d by tbe
area;a 3rd-level wizard can cast a knock spcll
(Evocation) on a door of 30 aqmre feet or less (for exam-
bel:9 ple, a standard 4-fOOt x ’I-foot door). Each
Rcoamngneo:nTaoautcs:hv. s spell can undo up to ttvo means of prevent&
egress through a portal. Thus if a door is
Caa&gTime: 1 loekod,bartkd,and hld, or triple Iocked, op*m-
iag it qraS taw hock spells.Inall eases, the
hu’ation:1 paserge locationof the &or or item mwt be h
Area of Effect:1person
SavingThrow: None the spell caunotbe ussd against awall in hopes
of discwering a secret door.
The Master of the Tawer of High Sorcery at Themverse spell,lock, closes and locks a
Palanthus has the power to grant protection to door or similar closure, provided there is a
auyomenteriagtheshoiLanGrwe.TheMester physical mechanism. 1l docs not create a weld,
d e t a this protection by means of a kiss upon but it locks physically operatedlockingmccha-
the subject’s forehead.To those of goador neu- nisma, &bora, and 0 on,up to two frmctiona.
tralalignment,thekisa scans tobuminto their It affect a portcuIlis.
flesh. To those of evil alignment, the kiss will N O WCommonspell (PHE).
confera pleospnt, warm sensation. It leaves a
scar that is visible only to the undead of the
Shoikan Grove.The kiss alleviates fear in the
grove (eliminating the -10 saving throw
penalty) and also prevents all undead in the
grove from attacking the protected person. No
Know Alignment
w-1
Rcvudble
h e k2
Range: 10yds.
Components Y S
CastingTime: 1 rd.
Duration: 1rd.Aeve1
AreaofEfkt 1 c r # t m e o r d b j ~ p 2 2 .
savingThrow:Neg.
Knoslira's Crypt A know alignment spell enables the wizard
to read the aura of a creature or an aligned
(Neeromanay) object (unaligned objects rev+ nothing). The
Level: 5 caster must remain stationary and conccBtF.te
Range: 30 yds. on the subject for two full rounds. A creotun is
Components:Y S allowed a saving throwv8. spelland,if suc6cw-
ful, the caster leams nothing &ut that partico-
CastingTime: 8
Duration: 1-10 days lar creature from the casting. If the caster
Area of Effect: 5 0 4 . radius concentrates on 8 creature or object far only
Saving Throw:None one round, he can leem its alignmnt only with
respect to law and chaos. Ceptain magical
This spell causes any inhabited structure to devicesnsgrte the how atignmnt spell.
become sealed as a crypt. In effect, all exits are
wizard locked. Then the interior begine to The reverse, undetectablealignment, con-
ceals the alignment of (lilobject or creature for
darken wer a period of five rounds. No light, 24 hom-evan ftom a kuM atignment spell.
evenmagical, can function in the darkness, nor
Notea: Common spell (PHB).
can i n h i s i o n . When the structure is dark, a
horrible musty smell of death permeates &e Kn~~BioodlineDeriwtkn~
area. If the RAVENLOFsTetting rules are not @htia.tlad
used, a saving throw vs. paralysis can be wed Level: 1
to see if the effects of afear spell are avoided.
Otherwise, the conditionsprompt fear and hor- Range: 30 yds.
ror checks (the DM may optionally call for
madness checks as detailed in the spell, descent Components: S, M
into madness). Duration: Instnntnneous
Notes: Very rare; uaually found in the hands CastingTime: 2
of nccromanccrs or undead apellcastcrs. It can
be successfully researched only on the Demi- Area of Effect 1 individual
plane of Dread. SavinsThrow Neg.
The caster of this spell can determine the
bloodline derivation of an individwil. The tar-
get individual is allowed a saving throw vs.
spell with the followingmodifiers to the die
roll (because stronger bloodlines am easier to
detect): tainted, +2; minor, +O; major, -2;
great, -4. There is a base 50% chance (minus
5% for every level of the caster) that a tinted
bloodline passes unnoticed, even if the individ-
ual fails the saving throw.This spell does not
work on inanimate objects.
The material component of this spell is a
collection of trinkets representing the diff'
bloodlines (Basair is represented by the hawk,
so a hawk feather or claw would be appropri-
ate, scions of Reynir are attuned to the wilder-
J 485 i
ness, making a pins coae 01 live twig suitable, area of Cerilia from which the subject origi- .j
and so on). The component that rqmmntsthe arted (or whether the subject comes from out-
target’s bloodline disintegrates upon comple- @e C&). This spell CMidentify the origin
tion of the spell. If the spell is cast on an oFa‘Qrilian item OT pnwm towithin 25 miles,
unblooded character, none of the totems are with a general or specific cesult-that is, a
destroyed. wwioz born 20 miles outside of the City of
Note#: Common on Cerilin, the B I R T H ~ K ~ T&uirc~tbe*wledsl8~lingtioaatbnt
setting;unknown elsewhere. city; a npaponforged in the city afIlim might
simply be identified as miginating in the
Know B l d strength
(Divination) specify w b d m ha wirbarto
learn the actual drigin of the subject or t&o
Level: 1 place hwbic hthfehbaisrtshppalrrctcthoefmanoinsdt itvbid.uTeiEmp,r
Range: 30 yds.
ha may karn
Compnmts:S,M theplace inwhich shehas spent most of hlpp
chaus;tritnigo-n::Instan2Maeops lifo; he may lcarn the place where a waprih
r -atitr forged or the site at which it lay lost for
h o f E f f c c t 1being
saringTBmw:Neg. &cades. TIIC ori of eailian items pretiat-
ing the Mount earnnu cataclysm (when
T h i ~spcll~ectsonlybloodedcharectas.If IMgiccfunged)canwtkdstcamined
the individuafails a saving throw vs. spell, the In the ccaassetoafn eIhdi tam r ,q Spd 1
Z Z Z & to
caster learns thmeinroerla,ti*v,e strength of his blood- miHt
line-tainted, or peat. Bscausc theVltay0f an o&?ct. suchC d l l g S will f i
tie,strongerbloodline s&mngtbMeasier to iden- mml the place whsrs the b5lspsllt thslaert
tnsre, with subsequent castingorevealing prp-
the being makes his spvingthmw with the $rsMivdy shoitahibitnu.
following m&im to the die roll: tainted, +2; When thisspellis cant on an individunl, a w-
minor, 1-0m; ajor,-2; great,-4. ingthmwvs. s p & i s a l l ~ o n a m a g i c ditem,
a uving throw vs. crushing blow applies. In
There is a base 50% chance (minus 5% for
every level of the caster) that a tointsd3blood- eithaaw,anuccessfulsavingtlnownteansthe
line’s strength cannot be determine&even if Castercannotdetennu’ rethe subject’s origin.
the beingfaiistheming throw. The spell gives information (other thana
The material component is a small vase or reading of “outside”) based on the eubjeoth
jar made of malleable metal (brass, gold, tin, history in Cerilia. Even subjecta from88 elore
etc.). The component collapses, as if crushedin as the continents of Thaele and Aduria are
a strong handwhen the spell is cast. Thc caster “outside” as revealed by this spell.
measures the extent of the crumpling to deter- NOW. Common on Cerilin, the B I R ~ H T
mine the relative bloodline strcngfh. If the spell setting; unknownelsewhere.
is cast on an unblooded character, the vase
remainsuncrushed. Know Fadion
N W . Common on Ccrilh, the BIRTHIUQHT@iVl.#*R)
setting; unhrown elsewhere.
Know CerUian Origin
@M.atien)
Level: 1 This8palarrMosawizardtodstemu.ae the
Range: lOy&
Components:V, S faction of a character or c r e a t w simply by
Duration: IMtNItancou6 W n g 8t him. Most faction members d e n t
CastingTime: 1 bother to hide theiraffiliatio~b, ut on d o n
fpctols will order covert missionsor infiltra-
Arca of EffW. 1 cxmaturc or object tionsof other groups. The spell h t a om round
Saving Thmw:Neg.
When a wizard directs this spell at a cree-
ture,iadividual, aobject, he can detumiw the
2 486
perlevelofthccaatcr,andthecardcpcandctcs- -Know htent Savant
mise the tiction of one creature within range
every round. A creature trying 40 coaceal ita (Divination)
faction is allowed a savingtLroww, npdta
f a i l ~ * v i z e r d ' s ~ o r t s .2 . Level:2
On occasion, creatm'ea with dcap-footed
philosophical beliefs will be revealed by this Range: 0
spell. For example, a high-level priort who
worships a power ofdeathmay bemiauLeafor Components:y S
a Dustman.
Not-: COIIlIUCm in tb8 PLANESCAPE Setting; Casting Time:2
O t h u w i v~ery lare.
, ,i SavingThmw: None
When this rpell b ust,
-Narc of the general intell
individual or group. Information r
Levcl: 1 W
Range: 120Yds.
CastingTime: I d
Duration: 1d / 2 LRsls
h o f E & t : 1 wizard
Saving Thmw:Neg.
~lllcvelwmplctcdmthatpclth,thc~
a specific spell on the path that the cuter
loweclt to highest,rtarting with spclls thatthC
crster~'tlolawtbcmlbjscthan). 3731, '
Thisr p l l in defat&& any d e v i m ~ ~
tective item that w& against acrying. Thq
spell aorlsioftebned0sesiftstj.hkecosnucbsjnetcrtatmioanvicsabOroukteonE.
mqe
Notes: Ran;known mostlyby thaw follnar.
h g t b F ' ~ t h ~ € P d ~ ( ~ ~ ~ A p p eqCd' i ~ ) .
.p , l n u l ' 9 :
"Bsrr?. t u