Know School marc et an effective Intelligsnccof 15.
(Divination) The material component of the spell is part
Level: 1 of the material appraised, equal to 1% of the
Range: 120 yds. total value, rounded up to one whole item as
necessary. This disappearsfmm the area exam-
Components:V, S, M ined. Thus,a pile of 20,080 sp is reduced by
200 sp when this spell is cast upon it.
CastingTime: 1
Duration: 1rd. Netcar Uncoaunon spell. (Updated horn the
Area of Effect 1specialist w i d Complete wizanl’sHandbook)
Saving Throw: None
Know Weight
By m a n s of this spell the caster can deter-
mine the school of another spellcaster. This (Divination)
spell only functions on other wizards who arc
specialist mages; it produces no results on Level: 1
priests, spellcasters withbut schools, or crca- me:0
tures without spell ability. Componcmts:V, S
C@+Zime: 1
The subject is not necessarily aware of this Dumth: 1rd.ileve1 .
divination, but as with all such divination Area of Effect: Special
spells, probably would take umbrage if he SavingThrow: None
found out. Let the cmitcr bcwatc. When the how weight ape11 is cast, the wiz-
The material component of this speIl is a ard use it to read weight for one individual or
object or compare weight for two, daermining
small tubeof paper or vellum. if one is strong enough to carry or support the
Notes: Uncommon spell from the other. Thecaster use either speHCunctionas he
desires, deciding which function to use on a
FORQOTTERNEALMSsetting. Known to be in round-by-mmd h i s .
Read Wight: By touching thc subjecband
Damson’s Notes. owcentrating for amund, the castcrhwwsthe
weight of an object or creature. The reading
Know Vahe g i w the total weight, including the wight of
all itam carried or supportsd A difkcnt mdi-
(Divination)
Level: 5 vidual or object can be examined each round.
Range: 10 yds. The maximum weight that can be read at 1st
lcvelisow-hlfton(1,~Ibs.)andtheomount
Componente:y S,M doubles each level thcrcaftm, to a total of 256
tonsat 10th level. Iftheweight of auwrtun or
CaStiagTime: 1 rd. object exceeds the caster’s capacity, o d y that
Duration: Inetantaneous fact can be daterrm‘ned.
Area of Effect 104. cube Comporp Rkight: Alternately, the w i d can
test the weight of creatures or objects against
Saving Thnn~None cacb other. He grasps one with his right hand
and another with hisdeltdatnamnr.drshsoiMftShethleemft-hfoarnda
Know value enables the caster to determine round. Titis &g
the raw monetary value of all c o b , gems, and subject can bear the weight of the right-hand
jewelry within the area of effect, within the subject. The m w e r is given a8 a short reply
limitsthat followd (see tabie).
For this use, success is the chance that a
The items must be laid out sothoy arc clearly wight-stressed object will hold without break-
visible. They m o t be concealed on a pcrson, ingaacfeidedbytheDM.Movememgivoathe
hidden in a chest, or buried in the ground. The effect of carrying a burden on tbe individual
itcma must also becontained within an areano who will baar it (a ’+physicallydangerom”bur-
largcrthana lbfoot cub, and this area can be den runs the risk of a disabling a character or
possible death by exhaustion for mounts and
no farther than 10 yards from the caster. The pack animals-the nature and chance of injury
spell appraises the basic raw material value of
precious metals and gemstones examined,
regudtMls of magical enchantment,w~rkman-
ship, or collectible value. Fools’gold is
imantly detected.
OptionalLy, tha DM might allow this spell to
duplicate the appraisal nonweapon proficiency
with respect to the raw monetary value of trea-
J 488 i
is up tothe DM).Reading is what the caster tgoetcsroacryr.esThaeunawher and tells the fighter it is safe
CleLaOrhnusI.wTehiigshutsoef of the spell does not raveal the lets go of the bridge and con-
d subject. centrates on the fighter,then on a M i g and
er pnan elf who are with the party. From Whe
Sneerr Movemost Rdbg fauns the halflingand elf have a co-md
(e-) .(Caster) weight of less thanthc fighter's, and can thus
(WW NdrnovemoPt Yes srfcly c m topther.
E u u a n b e r e d m w ~RsbrMyyes Notes: Uncommon for d i m btherwise
1Wh Heavyencumbmct Ausibtyycs rare.
75%-99?? BurdendanB~OUS h b O b & n o
40%-74% Cannot be lifted No m,Wight
01-39?!
A spell of 1st l&l that onte appeared in the
0% POLYHWMNewszine. It wos mngd, affected
many Individrmk in a large oreo. and hod on
For example, Redolent the wizard grasps a undefined wnaterial component. It is now leirt
heavily annored fighter with his left hand and Mkdge.
+rotted bridge with his right hand. His answer
ir no. Then he realizes the fighter obviously
crra't Iift the bridge and witches hands. He
1
c
f!
f
\\\\\
Ladder -(Old Empire
(Alteration)
Pome.
Levek 1
Range: 20 yds.
Components:V, S, M
CastingTime: 1
Duration: 1 turn
Area of Effect: Creates 1 ladder
SavingThpw: None
By means of this spell, the caster creates a
Fvmly anchorsd ladder of force, one foot wide,
and ten feet long, plus ten feet per level of the
caster, to a maximum length of 60feet. This
ladder is easy to climb (no Dexterity check is
required). This ladder can be used to climb
walls and pits, or can be laid horizontally and
used to cmss chasms.
The material component for this spell is a
knot of wood.
Notea: Uncommon spell. As a FORGOTTEN
REALMSOld Empire spell, initial eltposure
requires a mentor or a read Sourhern magic
spell.
Laeral’sAqueous Column Beings andobjectscanp fklyinto andout
ocofthhmemw.t(eInr owthitehrowutxddias,atahbeipnagsthsaegme obfiiaitcyroeafthhace
(Alteration, Evocation) or itemdoesnotcausethe column to leak, qmy,
Level: 4 or spiU.)Tbougbitemsand beingsbecumewet in
Range: 10 ft.ileve1 the column, all excew moisture is gone when
Components:V, S,M they emerge. Creaturesnot able to breathe in
waterarenot anpoweredto do soby this spell.
CastingTime: 2 rds.
Duratim 1tumllevel An aqueous column is often wed to main-
tain marine creatures in a dry environment for
Area of Effect: 10-ft.-diam. cylinder, length up purposes of conferences, imprisonment, or
to 10 ft./level transportation. The created cylinders are usu-
ally vertical (hence the spell’s name) and may
SavingThrow: None be connected with other bodies of water, such
By means of this spell, a mage can trans- as sewers beneath buildings or the sea under a
ship. When the spell expim, the water simply
mute the air in a particular area into water.A vaniabes; marine creatures can easily be
cylindrical volume of pure water 10 feet in stranded. The magic equalizes varying water
diameter is created, expandable to a length of pressures so as to harm neither creatures nor
the spell’s surroundings. (A column connected
10 feet per level of the caster. The caster to the sea in a cellar does not cause the sea to
decides if the water is freshor salt during cast- floodthe cellar.)
ing. The spell confines the watsr in a 10-foot-
diameter cylinder, allowing it to circulate The material components of this spell are a
freely and draw oxygen into itself as necessary
to support marine life. Multiple aqueous col- hair from any creature and a dropof liquid.
umn spells can be cast by the same caster or Notes: Common or uncommon among the
several wizards to crate a continuowcohunn
longer than the powen,of a single caster c d d Seven Sisters and Harpers in the FORGOTTEN
bring into being. The column can run verti- REALMSsetting; otherwise uncommon or rare.
Known to be in Laernl’sLibmm.
cally, horizontally, at an angle, and make tums
as desired and set during casting. Once estab-
lished, the location of a column cannot change.
e.tk@way is destroyed utterly, along with its
This s ~ lwlas developed for use only against
Lcvll:9
those who misuse in the worst way the sort of
magic Mystra has dominion over. If the sub-
Rpnge: 0 v, s jects are intelligent or knowledgeablecuough,
they realize what has occurred when the sym-
components: bols of Mystra manifest and go inte seclusion
castingri: 7
Duration: 366 days
ASraevainogfTEhfrf0ecwt::N1opbanson. while they pray to Mystra for forgiveness.
Effectively, this sends spelkastem into f d
retirement for a year and a day. The goddess
By casting thir 4p& tlis wizard effects a has been known to shortenthe effects of the
debilitating curm un 8 targot being. To be touch ibr the truly repentant.
affected, a target mtwt be a opoll-using entity Only the Chosen by Mystra OM wield this
who employsmagic g o v d by My- (such spell;an ~ p u l o uaspprmtice of the sim-
as all primof Azuth a d Mystta). bulk tried the spell 011 a man who spurned her,
only to haw it visited on haaelf!
The spetl is initialIy ltpnoticeable save to the Nota: A unique FOR- REALMSspell,
subject, Mystra’s symbd appears drawn m sil- restrictedby Myrtn to Mystrsk Chosen (Nus-
ver on qwh palm (or on chest and fotshead of triel, Laeral, and the Simbul use it most fre-
beings lackingpalms) as a glowing brand.-?’he
btands can be seen by others employing detect qw0tlY).
W i c or reveal magic. Even after the spell
Liemi’s Cntthg Hand
(Alteration)
Level: 2
Range: 0
bonuses, spell abilities, etc. accordingly). For components: v, s
example, a 14th-level wizard who casts a 6th CastingTime: 2
he1 spell immediatelydrops to 8th level, bs- Duration: 1 rd.ileve1
Area of Effect: The caster’s hand
ing 6d4hit points and SM powers am abilities SavingThrow. None
beyond those of an 8th level w i d ) . Memo-
briezyeodndsptehellscuarrsccndowtizlaorsdt‘,sbaubtiliiftyt,htehierylecvaenlnoist This spell affects one of the caster’s h.ads.
be replaced on= cast. The spell does not change the haud’s appsra-
ance. bnt its lightest touch severs wmnsgical
Streaks of silver appear in the hair of the ropes, sacks, and the like. Its strike deals
ld4+2 points of damage. The spell dweomer
cursed spellcaster. With each spell use, more can be made visible as afoeriefire-like glow of
silver appears. When the transgressor’s hair is any h e , if the caster desine.
all silver, it falls out. In addition. the trana- White the spell lasts, the caster’s hand is
considereda +2 weapon for p~lrpasasofwhat it
gressor’s hands become gnarled, and sores can hit. The caster gains a +2 bonm to attack
form on the vocal cords, making it harder to rollr made both barehanded and with all nm-
vocalize spells as well. (These are physical missile wbapons wielded by the hand4(thc
manifestations of the changes wrought by the caeterk base THACO is unchanged), The magic
spell, not added penalties.) After the spell doss notpnvent the hand fhmmoving, gmp-
expires, thew sidc-effects vanish, and Mlwpl iug, and othhevrwolivrsinfigmacstioomniantgicdcolmpyon.maean
spell use returns. However, lost levels are gone
and must be regained through the accumula- No@
tion of experience. be c a t while the cufthg had is maintoiaed It
can beaded in an inStsmt8t the caeter’s will.
If this spell is cast upon a lich, the undead N o t a Restricted to the Sean Sisters, their
spellcaster is allowed a saving throw vs. spell apprentices, and select Hsrpers in the
at a -2 penalty. If snccessful, the spell is FOR~C~ITERaNAuns setting.
negated. If failed, the lich loses Id8 hit points
per spell it c a d s (draining itself slowly of
unlife), but the cast spell functions normaliy
otherwise.Them is mknown way to avoid this
damage, and a lich reduced to 0 hit points in
I 492 L
Laeral’s Dancing Dneomer cannot tell the source or nature of what is con-
fusing the detection. If the saving throw suc-
Qlluslon/Pbantasm) ceeds, the being is able to discern stronger,
Level 3 fixed auras about the truly magical items, and
to see the movements of the dancing dweomer.
Range: 20 yds. + 10 yds./level The caster of the dancing dwcomer, if still pre-
Components:y S, M sent at the scene, also seems to be illuminated
by a smaller duplicate of the dancingdweomer.
Casting Time: 3
Duration: 1 tumilevel The caster of a daucing dweomer need not
Area of Effect: 40-ft. diam. sphere concentrate on the effect or refrain from other
SavingThrow: Neg. spellcasting to maintain it. The material com-
ponent of this spell is a pinch of dust tossed
This spell is usedto confuse spellsand abili- into the air.
ties that detect magic by creating a score of Notes: Uncommon or rare spell of the
false images that flit from one’itemto another FORQ~TTERNEALMSsetting. K n m to be in
within the area of effect, alternately creating The W i d ’ s Workbook
and masking magical auras on all items thertin.
Optional: The saving throw can be m
A detect magic spell used within the area of e roll equal to the level of the caster
the dancing dweomer consequently reveals e dancing dweomer,and add a bonus
nothing useful, as all items in the m a flicker
with magical radiance. The flickering is not 1 , 2 ~ ~ **
visible to the naked eye, but is seen only by
beings actively daecting for magic.
All beings employing any such means of
detection are allowed a saving throw vs. spell.
If the saving throw fails, the being cannot tell
what items-if any--trulybear a dweomer, and
I
Laeral’s Dancing Whip L d ’ s Msrobement
(Evocation) (Alteration)
Level: 5
Level: 1 Range: 0
Range: 0 Components:V, S, M
Casting Time: 5
Components:V, S,M Duration: 1day/level
Area of Effect: Special
CastingTime: 1 SavingThrow: None
Duration: 1 rd./level
Area of Effca: 10ft.flevel This spell stores a second spell for a time
Saving Throw:Special boacsueuds.oTnhceadswteerolemveerl,isocraustntuipl oansapencwifmiceetavlelnict
This spell animates a whip or any piece of item that is wornjust befm the Becond (stored)
wood small enough to be carried one-handed spell, which can be of any level, is cast. The
by the caster into a weapon.The caster tosses item can be as large as a goumar as small 8sa
the item intothe air and speaks the incantation, ringoreerring,but cannot be scme&ing already
and this material becomes a 5-foot-long line of bearing an asehantment.For example, although
translucentwhite light floating in the air. daimsmtbeelmdaengtg,uitcsoshueldatnhoctobuelmd ade the focusofa
On the next round,the dancingwhip strikes
twice with a THACO of 10 at any target being The spell to be storad is cast in the normal
chosenby thecaster tbat is in thc area of effect.
It inflicts ld3+1 points of damage with each way, but the caster-wbo neednot be the osster
successful strike. It continues to attack twice of the dhmbement-touches the item bearing
per round until the spell expires, the target
being moves out of the arm, or the being is the dismbement h o m e r during casting, and
slain or destroyed. It the being moves out of the the spell enters the item rather than taking
area, the whip hangs in midair waiting for the effect. Teleport, dcath spell, and meteor swyym
being to move back intorange. The spell areais are favorite spells used in conjunction with
stationary at the caster’s location when the Laemlb dismbement.
whip was created; it does not move with
caster. k
A dancing whip cannot change its target
being, but it can sensrinvisible or shape+
changed beings, and it is not fooled by illw
sions (for example, it igrons mirmt images3
strike at the true body of the target). Eaabtime
the whip successfull$ e e s the bcing, the
being’s effectiveArmor Elass against the whip
only (not other cra;muesor attacks) wonens by
1 point. The being is allowsda seving thmwvs.
spell against every whip attack,however. A
successlid saving tbmw moqu only 1p m t of
damage isr u f f e r c d .
A dun&& whip takes
ical attack, but is MVp BO (A),ACfm4,mS- M k
l15
22 hit points far purposes of other typos of
attacks. A dispel m@c destroys a dancing
whip instantly.The caster ofthe whip nccd mt
concentrateon it or refrain h r n owr s$e&
casting to maintn&& existence. The &acing
whip magic -c cbc originalwhip.
Notes: Restricted to the Seven Sisters,thsir
apprentices, and select Harpers in the
FORdkTEN R W M S mihg.
The storsd spell ElLw eft'acawbtthe item is This spell allows its user to cast any ollc-
r e m o v e d ~ o r t o r n s a y f m m s n ~ l n g re* meanorizcdspell of 3rd level or hw ina
wearer,orwhcmtheiteshisdatmyedoreub- casting time of 1 without verbal or ma?wial
stantially damaged (taring a slavc lhmr components, by means of a specifio csrsplex
shht, f o m x a g l e , OT shshsng .tunic with a
gcstnre. The spelltobe n&cted is cham thc
-1. Etemcwearers src instmt& made awareo f gestweis cart, the caster casts the modifii
spell, and then she directs the bffects of the
erupting spells. Tbermpslh arc under their chosen spell normally.
anltdsna if4iloyhve sorpsllcasting ability Only one hem1S ge&m can%
of rmtbsr bse tbm* casta of either kryanybcingatatime.~isno~way
08- i t b stored. The to make &is magic g w m spells of greater
Wslobcncar otpbc rpeH thn3rdbe1,
tbld
item-wearergcan decide what form tk$pell
I,
takes (if any), its duration or intemity (if Laeralis (correctly) said tf~have dcviseMrh
applicable), and itcdwtinatiaaor target. This spell &er being W e d &le ktbing-and
control isby sitent &of witl:Even boundd llewmdy parted frommort dl spell compo-
pg@ item-wearus can direotcruptingspells. acatb-ooostooORsoi
E m if h- mrLe foolish decisim Notes: Known to Laeral and some ott#r
about spell f l e c t r , h y cannot be directly Vkardsinthe FQRGOTEN REALMSsating.
harmed by an ualeaskd speM. If the item-
-made a j h b d &ton&c withherself at
the center, she and all worn, carried, and
touched i h UU~Jcompani~nswould& cbm-
pbtely protectad by the dbmbement, Ib-ths
fireball's blast wouldhave nomuleffects on
mrything elae it reached. ckmpomwv,s,M
If the dismkment duration expires befort Ca&g Time: 7
tbitsqn is remwcdorharmd,the s p d DuI8tioniId*l
isIolt'withouttaking eRen stored i
Area of EtFcct: special
Sylun6 once used a dfsmbetnent when cap-
tured by slavers. They tore her gownto brand This a p o M i o t l m w a k 6 f f . ~
her on one shoulder, and the resulting meteor
s w u m $#mpd them &thair Idg-built spell created by one of her sisters, Ah&riel3
stronghold. As a fisulti~E.aemlSdisrobernent SwUd ef IWS. Laorals spsll C r 8 a t e l an h i s -
was called SylunCk Crrsptaarorc for a time by ibis, dent, long-sword-shaped construct of
sages who had not learned its true nature. The force that fanas atthe end ofhe round of bltd.
name may ltill bp fbwd hwme old writings. iugandattacksacbaentsgctcrerturr.,
The casting of L a d &disrOb.*IMtom- r During casting, the caMm decides if the
sumes a haudfulof diamond dust (urwh&l dia- blade will strike with her own THACO, inflict-
monds worth3d4+l x 1,OOO gp), butthe item it ing 2d4 points of damage plus 1 point for each
is cast on is not harmed or consumed by &is level the as* Oun%it&ypossesrcs, or if the
blade will strike at THACO 7, i n f l i c w only
UlEgiC.
Notea: Restricted to the Sevsh sistsn, thew 2d4 points of damage per hit. The version cho-
apprentices, and select Harpers in the sen cannot be changed after the spell ia cant.
FORWITENREALMSsetting. For purposes of determining what tbs invisible
blade can hit, it is considered a +5 magical
(Alteration) Laerd's Gesture
weapon, though it does not hare my at&& ot
damage bonus.
An invisible blade cannot be seen unlesi or
-4 until it is blooded or marked with some other
Range: 0 substance. Onlookers see only a creature fight-
),I' ?,
eamponsna-ys . . t ~ I , ing apparently empty air. Contaot with any
-Thne:40 -I I
, -on spcli, regardless of its normel fimc-
nur&nl:speCial * tion, causes an irvisibk blade QO bcoome
Arkof Effect: Ispell o f 3 d level or W
slwingThr0W:None clsarlyvisible. '
The blade's first blow is always made at
THACO 5, tegrrdlars of which version of the
blade has beenchosen. The blade strikes twice it), or commandit to fightthe astcr’a foes.
per round until the spell expires or thf caster Beings other thee the caster can ride the
chooacs a new met mature.Because a ma-
ture concentrating on detecting (and parrying) griffon-and even drop anto its back &om
the M d C CBn Bee disturbanoes in the PI1thC above, against the curter’s wiahes-but the
edges of the forcemow, the creature suffaano cmtcxcanmakethepiffonvmishbtantlyat
Annor Clase penalty for not being able to BCC will. The griffon also disappears if destroyed
the blade. Only those within 10 feet of the by cumulative damage. It can fight a creature
blade can see the distwbmces. of thecastcr’a choice until it or the creature is
However,if the Made is fought in complete destEoysd,orthe caatcrchpnsesita target. ”he
(or magical) derknese, the standard Armor castor can change the griffon’s target in any
Class pateanamlticesoapopf l5y. and the blade itself mgruitnrodsthcoatnsmheodvoecmsysodtiwstatncnenoftm$cmr athpee&cwTrhtccr
strikes without contact-or control-being lost. The
An invisible blade flies at MV 2 1 (A), has spell range is hgw faraway froazthecrrtertb
AC -2, and has 22 hit points. It vanishes if
destroyed by physical attacks. Magical attacks grifTomcmbemadctoappen~tbcBpdlb
have no effect on it at all, save that a sucas~ful
dispel magic or a properly wotded lintitat m&h cant. A refl p S o n docs not mop& e-
or wish can make it vanish. griflon as a griffon or a living creature, nor
vim it aa a tlrreetunlersattackedby it.
The magical blade fights by itself, and does
not require the caster’s attention oncecreated, The material component of this spell is a
except when the caster desires the sword to gritEnn festberoratuftof hair from a griffon’s
switchtargets.Every time a new creatureis cbo- tail.
sen,the caster cannot cast spells on the roundin
which that choice is made. The round must be Notcr: Restricted to the Seven Si- their
spent concentrating on the blade and the new apprentices, and select Harpers in, the
creature, which must be within spell range of FORUOITENREALMSsating.
and visible to the caster at the time the choice is
made. An invisible bkade can follow abeing any- Raging Grifon
where on the same plane, though long distance
teleportation c a w s the magic to expire before Lamentable Belnborment,
thepmsuingd~~itstargct. Leomund’s
The material componentsof this spell are
any metal-bladed weapon,which is consumed See Leomund‘s hnmtable belaborment.
in the casting, crad a clear rock crystal.
Lnncs of Disruption
Notes: Restricted to the Seven Sisters,their
apprentices, and select Harpers in the V-Uon)
Ibrrq)
FORGOTTEN R W M S setting.
hel:3
Lnernl’s Raging Griffon Range: 0
(EV~tiO.) coly-?tKys
Level: 3 CastragTnne: 3
Range: 10 A.ileve1 Lhmtion: lnstantancoua
Area of E&t: 5 ft. x 60ft.
Components:V, S,M
SavingThrow: W
CastingTime: 3 This spell creates a beam of concussive, dis-
Duration: 9 rds.
Area of Effect: Special rupting force that lashes out from the wizard’s
SavingThrow: None hand in a path 5 feet wide and 60feet long. Amy
creatures caught in the beam’s path suffer 5&9
This spell calls into being a translucent,
utterly silent, obviously magid coastructthtb points of damage, plus 2 points of damngeper
panreecxisteenlusyioanltyotfoththeeccaasstteer’rsgwdeilsliraensd. Tahcetscawsittehr
can ride it if desired, we through ita eycs when- caster level, to a maximum of 5d4+20; for
ever desired (though not to cast spells through example, a 6th-level wizard would inflict
5d4+12 damage With the lance of disrtpiion.
Victims arc allowed a saving thmw vs. spell for
half damage. The lance’senergy delivers a pow- The spellcaster does not have to create lapis
erful blow against inanimateobjects and can bonds around something; when a creature suc-
easilyblast light furniture,thin wooden walls, or cessfully avoids a ring, the bond still appears.
fragile stoneworkto flinders. Even sturdy iron- Their immobility makts the bonds useful for
bound doors os heavy stonework can be seri- anchoringropes or aiding in climbing.
ously damaged by the hnce ofdirruption.
The material component is one silver ring
Creatures with amorphous or nonsolid bod- worth at lcast 10 gp for every ringto be crcated.
ies, such as fire or air elementals and some
oozes and slimes, are resistant to the lance’s NotEI:Rare spell,originally from the MYSTARA
effects. These sustain only half damage, or campaignsetting.
one-quarter damage with a successful savihg
throw. Lapse
Notes: Uncommon spell (P0:SM). (Enchantment/Charm)
(Amflce)
Landscape of SpeU Lore Level: 4
Range: 0
A MYSTAMsetting spell. a h spell sense. Components:V, S, M
Casting Time: 4
L8pir Bonds Duration: Until triggered, then ld4+1 rds.
Area of Effect: 1 creature
(hvocation/Evocation) Saving Throw:Special
(For4 This insidious spell that affects memorized
spells is not cast directly upon its subject.
Level: 5 Rather, a small object receives the dweomer,
Range: 10 yds. then delivers its magical cliarge to the first
Components:V, S,M creature that touches it. m i c a l triggers are a
CastingTime: 5 comb, a wine cup,a ring, apaviag
Duration: 1 turn + 1 rd.Aeve1 solid object of relatively s d s
Area of Effect: 10-ft. radius creature that touches the trigger is rffnoted,
SavingThrow: Neg.
with no saving throw diosrodat thatdim. The
With lapis bonds, a wizard conjures blue
rings of magical energy that encircle creatures SuW k,unaware of the *ct, though subse-
or objects. A caster can create one ring for
every five experience levels. While the wizard getptqwtis such as d-2 c h will discover
dictates the size of these magical rings upon wed, the spell causes a lapse in
casting the spell, b y cannot exceed a radius
of 1 foot per caster level. Creatures the caster m Uedfiimstubrncrtaimnaen’zatiionncoofnvspeenlile#n,ttctriomcec,utrhaet
wishes to bind in the rings arc allowed saving caster hopes, but there are no guararittees).
throws vs. spell, modified by the defensive
adjustment from the chmcter’s Dexterity score
to avoid them.Target cmdxucamust be together
within a 10-footradiw sphere.
Once created, these azure rings stay f i i d in
space. They remain immune to all forces,
including gravity. Nothin$ short of a wish can
causethem toc-e sizeor position, although
they can be dispel/&. A ringthat tightly encir-
cles even one leg or arm pins the character to
the spot (though target creatures can move the
rest of their bodies normally). The caster can
try to place the rings so that they completely
bind a creature’s legs or arms, but creatures
then receive a +1 bonus to their saving throws.
Note, however, that a w k d creating multiple
rings can cast them all on a single creature,
requiring that creature to makc multiple saving
throws.
J 497 L
can then cast spellsnormally. This spell increases the amount of time a
A successful saving throw does not negate character can hold his bmath. As described in
the Player’s Handbook, a chmcter can hold
the lapse spell. The creature must try a saving his brtrnhfor a m b e r of rounds equalto one-
third his Constitution score. The effect of this
throw each time a spell is attempted, until a spell is added to that figure.
failure occurs. A successful dispel magic or The bn&n of the spell is always mkmnvn
TomcNe curse negates this dweomer. to the recipient; the DM secretly rolls ld4 to
detcaminethe exact duration.At the end of this
Notes: Very rare spell. Known to be in the time, the character must make a successful
Cyclopedia Phantastica hl. III. (Updatedfrom Constitutioncheck or be forced to bike a bnath
DRAGOMNagazine.) as per the rules.
Last Resort,Mycontil’s N o w Uncnmwn spell (TOM).
Leadfoot
See Mycontil’s last resort.
Reversedfonn,see featherfoot,
Lasting Breath
(Alteration)
(Air, WWer)
Level: 1 Legend Lore
Range: 5 ydsAevtl
Components:V, S @ivin.tion)
CastingTime: 1
Level: 6
Duratiou: Id4 rds. + 1 rd./level Range: 0
A m of Effect: 1akahuJlevel
Components:V, S,M
Saving Thmw: None
CastingTime: Special
Duration: Special
Area of Effect:Special
Saving Throw: None
The legend lore spell is used to determine
legendary infornlation regardrng a bown per-
son,place, or thing. If the puwn or thing is at
hand, or if the wizard is in the place in ques-
-ion, the likelihood of the spell producing
esults is far greater and the casting time is
only 164 turns. If only detailed informatunon
the person, place, or thing is known,casting
time is Id10 days. If only rumors are known,
casting time is 2d45weaks.
During& casting, thewizard cannot engage
.n activities other than the routine: eating,
sleeping, etc. Whcn completcd, the divination
reveals if legendary material is available. It
1 often revealswhere this material is-by piace
name, rhymc, or riddk. It sometimes gives CCII-
L taininfonnationreganlmgtheperson, place,or
thing (when the object of the legend lore isat
hand), but this data is always in some cryptic
form (rhyme, riddle, anagram, cipher, sign,
etc.). Naturally, a legend lore spell reveals
informstion only if the person,place, or thing
:I noteworthy or legendary.
Porexample, suppow Dtlsenora came a r x o ~ ~
.an extremely well-made sword. It radiates
&c, but when rhe ured au idertt~@spell,ahe
could not learnany informotiOn. Evengiving it
to a trusted fighter didn’t work,as the sword
J
498
did not m e a l MYBpaciol powers. Fw,dre per hour, impervious to normal missiles, and
casts a legend lore spell, hoping to goin more the doors, windows, and chimney are wizard
Jockd and guarded by an alarm &I. Simple
information. Since the sword is at hand, she h i s h i n a p include up to ten bu@, a small
complaes the spell in three turns. In her mind writing desk, a trestle table and hqrches, and
comes the message, "Once this was the sward an unseen servant to wait on the wizard. If ony
of he who waits till Albion's time of greatest pfthe o p t i d secondhy9pellsare d e d , the
peril, when unto L6s hand it shall tly agein. Fair &sting time& up@yone hour.
was the hand that gave me and fair was the The materialcomponents arc a +e chip
hand that reclaimed me." Clearly, Dclsenora of stone, crushed lime, sapfleinwtegrroafinwsooofd,spanlwdaa
realizes, this mnrt be a very powerful iwm, sprinlrle &water, and a
since her spell gave only a cryptic answer. Bet crushed & m o d worth at ieast 100gp.If the
who is he who waits? And w h m isAlbion? For
more information, Delsenora is going to have
to cast more spells. But now the process will
take much longer, since she has only tht
vaguest of clues to follow.
The legend lore spell is cast with incense
and strips of ivory formed into a mctangle, but
some item of value to the caster must be sacri-
ficed in addition-a potion, magical scroll,
magical item, etc.
Notes: Common spell (PHB).
Leomund's W e n Lodge I
(Alteration, Enchnnh.urt/Charm)
Levcl: 5
Range:20 yds.
13
Components:V.S, M
CUtingTime: 1 turn This devioas rpdl distractsthe subject c m -
tures by drawingftheminto an absorbing dis-
Duration: Id4 hrs. + 1 hr~flevel cussion on topics of interest to them. A chain
A m of Effect 30 sq. Rflevel of responses occurs during the next 11 rounds,
srvingThr0W:Ncmt I with additional saving throws as described
S h i h in moet mgndr to the4th-1~~0w1ll later.These responsesare conversalion(rounds
Lcormfad'ssecure s k l ~th.is spell offers ow
drencris ~
s%nifica o t. t~h c
~toblendinwitbwtvbsveatsrrainor
cwlrmmdiagsa8rppop*Mte.kmrg-Ma
house-sized boulder in rocky ot mountainow turrs mwt be able tounderataudthe languag
amas, a smd dune, a dedfall, E ~ E I Ugm~ sy in whkh the spsllcnsterSpeea
knoll, or wen a mightytree. The speUnlr0 am- Upon casting the spell, the wizard begin$
ceah all tellople signs of habitation, including discUesionO f s O m S topic B a m p l k to the -*
smoke,light, or sound from within the lodge. ture orcroltanstobc ~&ed.Thorsmahga
crepturesorchpnoterewhoate~ccptidy ruccessful saving throw YS. spell are unaf-
.anll-tuncd toMi.sum-
(elves,dtuidr, s c c t e d . M d lyb~cgi~na
rangers. and w i o w sylvan monsters) may Lw wnvcrac with the qellcartsr, agreeing or 4M-
rllowadaaavingthrowvs.s p e l l t o ~ 4 w k i d agnsia&ailmoapolitely.As longastheape&
den lodge ifthey pass within 30 feet; all other caster chooses, he c m maintPin.the s p d by
~ ~ f i u d I l r e w i P r d b S i e f u g ea~onvmingwith the subjeco(s). H ~ I cCaster M
tlm aidof trues-a sinrilrrmesic. attacked or o t h m i m distrsdd,itb n b j m
inall otherrcqgocts,therLiddcn lodgemuu- onaturssdonotnotice.
bles Leomund'sd a r e shelter. The interior is
level, clean, and dry,and the whole thing is
s t d i l y c?omtnlLmcdfrrm timber, stoae,or sod.
It is secure against winds of up to 100 miles
499
Intelligence SavingThrow Modlfler ing all other subjectsof the spell with intent to
2 or less Spell has noeffect kill. This rage lasta for ld4+1 rounds.Those who
3-7 -1 successhlly save against the rage effect realize
8-10 0 that they have been deceived and collapse to the
11-14 +I ground, lamenting their foolishness, for Id4
15+ +2 roundsunless attackedor otherwise dis-
The wizard can leave at any time after the Notex Commonor uncommon spell @‘HE).
ccaasstteinrgwaenred the subject@)continue on 88 if the
still present. As long 88 they are not Leomund’s Secret Chest
attacked,the creatures ignore all else going on
around them, spending their time talking and (Ahation, ConjnratiodSnmmoning)
arguing to the exclusion of other activities. (Dimensior)
However, when the caster leaves, each subject Level:.5
completes only the stage of the spell that it is Range: Special
cumntly in, and then the spell is broken.
If the caster maintains the spell for more Components:y S,M
than three rounds, each affected creature can
roll another saving throw vs. spell. Those fail- CastingTime: 1tunr
ing to save wander off in confusion for IdlOcZ Duration: 60 days
rounds, staying away from the spellcaster. Area of Effect: One chest, about 2 x 2 X 3 ft.
Those who make thissaving throw continue to SavingThrow: None
talk and roll saving throws for each round that
the caster continues the spell, up through the This spell enables a specially constructed
sixth round, to avoid the confusion effect. chest to be hidden deep within the Ethereal
If the spell is maintained for more than six Plane, to be summoned using a small modsf of
rounds,each subjectmust roll a sucoessfulsaving the chest. The large chest must be exception-
throwvs. spell to avoid going into a rage, attack- ally well-craftcd and expensive,constructed for
the caster by master craftsmen. If ma& princi-
pally of wood, it must be ebony, rosewood sau-
dalwood, teak, or the like, and all of its comer
fittings, nails, and hardware must be platinum.
If constructed of ivory, the metal fittings of the
chest must be gold. If the chest is fashioned
from bronze, copper, or silver, its fittings must
be electrum or silver. The cost of such a chest
is never less than 5,000 gp. Once it is con-
structed, the wizard must have a tiny replica (of
the same materials and perfect in every detail)
made, so that the miniature of the chest appears
to be a perfect copy. One wizard can have but
one pair of these chests at any given time-
even wishspells do not allow exceptions! The
chests themselves are nonmagical, and can be
fitted with locks, wards, and so on, just as any
normalchest.
While touching the chest and holding the
tiny replica, the caster chants the spell. This
causes the large chest to d a h into the Ethe-
real plane. The chest can contain l cubic foot
of material per level of the wizard no matter
what its apparent size. Living matter makes it
75% likely that the spell fails, EO the chest is
typically used for securing valuable spell
books,magical items, gems, etc. As long asthe
spellcasterhas the small duphcate of the magi-
cal chest, he can recall the large one from the
Ethereal Plane whenever the chest is desired. If
the miniature of the chest is lost or destroyed,
there is no way, not even with a wish spell, that
the large chest can return, although an expedi- While the la@ng is secure against winds of
tion might be mounted to find it. up to 70 miles per hour, it has no heating or
cooling source (other than natural insulation
While the chest is in the Ethereal P l a m qualities). Therefore, it must be heated as a
there is a cumulative 1% chance per week that normal dwelling, and extreme heat adversely
some being finds it. This chance is reset to 1% affects it and its occupants. The dwelling does,
whenever the chest is recalled and the spell however, provide considerable security other-
recast to return it to the Ethereal Plane. If the wise, as it is as strong as E normal stone build-
chest is found, the DM must work out the ing, regardless ofits material composition. The
encounter and decide how the being reacts to dwelling resists flames and fire as if it wcfe
the chest (for example, it might ignore the stone, and is impervious to normal missiles
chest, fully or partially empty it, or even (but not the sort cast by siege machinery or
exchange or add to the items present!). giants).
Whenever the secret chest is brought back to The door, shutters, and even chimney are
the Prime Material Plane, an ethereal window secure against intrusion, the former t w b~cing
is opened for a variable amount of time (USU- wizard locked and the latter being secured by a
ally about one turn); the window slowly dimh- top graie of iron and a narrow flue. In addition,
ishes in size. When this hole opens between the t b s e three areas are protected by an alarm
planes, check for an ethereal encounter to see if spell. Lastly, an w e e n Servunt is conjured to
a monster is drawnthrough. provide service to the spellcaster.
If the large chest is not retrieved before the The inside of the shelter contains rude fur-
spell duration lapses, there is a cumulative
chance of 5% per day that the chest is lost. nishings as desired by the spelkastelc-up to
eight bunks, a trestle table and benches, as
Notes: Common or uncommon spell (PHB)* many as four chairs or eight stools, and a writ-
ing desk.
Leomund’s Secure Shelter
The material components of this spdl are s
(Alteration, Enchantment) square chip of stone, crushed lime, B few
Level: 4 grains of sand, a sprinkling of water, and sev-
Range: 20 yds.
Components: V, S, M eral splinters of wood. These must be aug-
mented by the components of the alarm and
DCausrtaitniognT:imlde4:+41tuhrrns.s+ 1hr./level unseen servant spells if these benefits m to be
included (string and silver wire and a small
Area of Effect: 30 sq. ft./level bell).
Saving Throw: None
Notes: Common or uncommon Bpcll (PHB).
This spell enables the wizard to magically
call into being a sturdy cottage or lodge, made Leomund’s Tiny Hut
of material that is common in the area where
the spell is cast-stone, timber, OT (at worst) (Alteration)
sod. The floor area of the lodging is 30 square
feet per level of the spellcaster, and the surface Level: 3
is level, clean, and dry.In all respects the lodg- Range: 0
ing resembles a normal cottage, with a sturdy Components: V, S, M
door, two or more shuttered windows, and a Casting Time: 3
small fireplace. Duration: 4 hrs. + 1hr&el
Area of E€€ect 15-ft.diameter sphere
Saving Throw:None
When this spell is cast,the wizatd mates an
unmoving, opaque sphere of force of any
desired Golor around his person. Half of the
sptttsreprojects above the ground,and the fawer
hemisphere passes through the ground. Up to
seven other mamized creaturescan fit into the
field with its creator; they can freely pass into
and out of the hut without haFminp;it. However,
himself fromthe hut,
kthe speHcasterremoves
the spell dissipates.
501
The temperature inside the hut is 70" F, if the Lessen Gravity
exterior temperature is between 0" and 100" E
An exterior temperature below 0" or above (Alteration)
100" lowers or raises,respectively, the interior (Alchemy)
temperature on a l"-for-lo basis. The tiny hut Level: 3
also provides protection wainst the elements, Range: 0
such as rain, dust, sandstorms, and the like. Components: V, S, M
The hut can withstand any wind of less than CastingTim: 1 rd.
hurrioane force without being harmed, but Duration: 3 h./le\rel
wind force greater than that destroys it. Area of Effect: Special
Saving Throw:None
The interior of the hut is a hemisphere; the
spellcaster can illuminate it dimly upon com- By use of this spell, the caster can reduce
mand, or extinguish the light as desired. Note gravity to one quarter of its normal pull in a
that although the force field is opaqoc from the given m a . A 3rd level caster can affect a 10 x
outside, it is transparent from within. Missiles, 10-foot m a ; an additional 10 x 10 square can
weapons, and most spell effects can pass be affected for each two levels of the caster
through the hut without affecting it, although above third (two squares at 5th level, three at
7th level, etc.). A zone of reduced gravity 60
the occupants cannot be seen from outside the
feethigh is mated. This spell is useful primar-
hut. The hut can be dispelled.
The material component for this spell is a ily in m a n e researches, where a reduetion of
gravity might enhance certain alchemical
small crystal bead that shatters w h the spell processes or reagents.
duration expires or the hut is dispelled.
Birds and other flying creatures may have
Notes: Common or uncommon spell (PHB). trouble compensating for the effects of-the
Leomund's 'Rap spell because their wings will push them higher
(Illusion/Phantrsm) than normal. Those using such spells asfly or
(Adfwd levitatecannot move faster in the area, though
they can carry more weight. Missiles fired
Level: 2 through the area are unaffected; their inertia
Range: Touch maintains their normal speed and height. A
missile fired or thrown within the area, how-
Components: V, S, M ever, can travel much higher. Lessen gruvity
Casting Time: 3 rds. does not lend itself to pemunency.
Duration: Permanent Consecutive castings of the spell are cumu-
Area of Effect: Object touched lative in effect. Beings u n u s e d to lower gravity
are somewhat disoriented in the spell's m a of
Saving Throw: None
effect, suffering a penalty of +2 to initiative
This false trap is designed to f d a thief or and -1 to attack rolls in combat. In an area
other character attemptingto pilfer the spell- under the cumulative effects of two lessen
caster's goods. The wizard places the spell -vi& spells, penalties are +4 to initiative and
upon any small mechanism or device, such as a -1 to attack rolls.
lock, hinge, hasp, screw-on cap, ratchet, etc.
Any character able to detect traps, or who uses An area affected by three or more such
any spell or device enabling trap detection, is spells is basically a weightless environment
100% certain a real trap exists. Of course,the (1.5% normal gravity), and penalties are +6 to
spell is illusory and nothing happensif the trap
is sprung; its primary purpose is to frighten initiativeond -2 toattack rolls$ 3t~hoseunwed
away thieves or make them waste precious to thise m .
time.
The material component of the spell is a
piece of iron pyrite touched tothe object to be
trapped while the object is sprinkled with a
special dust requiring 200 gp to prepare. If
d e r LeomundP tmp is within 50 fett when
the spell is cast, the casting fails.
Notes: Common or u~commonspell (PUB).
502
-Lesser Mstractbn Ninja
Level: 1
Rcaamngpea:m5 efnt.tAs:esve1
c%!&ngTLne:I rd.
Ihnrtion:biantaneous
Ana of Effect 1 creature
Saving Ttnaw:Neg.
t%an. ft be 8 gound, but not a footstep or a course of
low moan. bi it will be a glimpse of some- ditions o
bclicve that hc heard a sound
nat that it was s
W n d hi&. He c
811w motion off to
the illusion. Hemay igme it txmay ba moved
by duty OT curiosityto ia*esda;rte.
-Lethal Hatchling NeOgi
Lesser Sign of Sealing Lesser Spelldream
(Abjuration) (Invocatiou, IllusioalPhaRtasm)
(Geometry) Level: 4
Range: Touch
Level: 2
Range: 0 ComponentsV, S
Casting Time: 1turn
Components: S, M
Duration: 1turn/level
CastingTime: 1 turn Area of Effect: 1 creature
Duration: Special SavingThrow: Special
Area of Effect: 1 portal
Saving Throw: H This spell is only effective upon sleeping
beings.It allows the castertoremove my spells
By using this spell, the caster creates a m g - of 4th level or less already in effect on the
ical ward that has two major effects. First, it recipient (such as charm person or change
affects a doorway or item that opens (a chest, selj). The spell effects are unraveled slowly,
for instance) as if it were a hold portal spell, without doing harm to the caster of the spell-
keeping it securely locked and closed. Second, dream or the recipient, and without triggering
if the protected doorway is forced open by any any spelltraps or defensive effects. This occurs
means, magical or physical, the sign is not only during an enforced slumber,,which can be bro-
destroyed, but also strikes the offending crea- ken by any physical attack on the recipient
(such an event will jolt the recipient into
ture for Id8 pints of damage +1 point of dam- instant alertness). This enforced slumber is
age per level of the caster. The duration of this accompanied by dreams, the caster of this
spell is either one day per level of the caster or spell can choose one image per level to feature
in these dreams (typically, the caster shapes a
until discharged, whichever happens first. The sequence of images showing the recipient haw
exact form ofenergy is chosen by the caster they came to be enspelled, or why the caster
upon creating the lesser sign; acid, cold, fire, has chosen to remove those spells).
electricity, or sonic disruption are popular
choices. While a spelldream is unfolding in the recip-
ient’s mind, the target creature catlBbt be con-
The sign is not hidden OT concealed in any tacted or influenced by any other being.Thus, a
way and is usually quite prominent on the item wizard can pass information to a recipient who
or portal it protects. The caster cannot specify is under magical thought surveillance without
particular creatures or conditions for the lesser risk of the irrfonnaton being detected.
sign S operation; it fanctions against any crea-
ture that attempts to pass it (except for extra- When the spell is cast, the recipient is
planar creatures of 6 HD or more and wizards allowed a saving throw vs. spell with a -4
of higher level than the caster-they can penalty. A successful saving throw negates the
merely ignore it as if it was not there). spell, and the intended recipient instantly
awakens.
The lesser sign of sealing cannot be dis-
pelled by spells of lower spell levels such as Notes: Common for Dream mages; otherwise
knock, but the caster can remove it my time he very rare. (Updated fiom DWN Magazine.)
chooses, thus ending the spell, or it can be
defeated by an erase spell cast try a wizard of -Lethal Hatchling Neogi
equal or higher level than the original caster.
(Necromancy)
The material component for a lesser sign of
searing can be a pinch of either powdered dia- Level: 5
mond (cold), ruby (fire), emerald (acid), pearl Range: 10 yds.
(sonic disruption), or sapphire (electricity), Components: V, S
depending on the type of energy the wizard CastingTime: 1 rd.
wishes the sign to employ. The value of the Duraticm: Special
gemstone powder must be at least 100 gold Area of Effect: 1 creature
pieces. Saving Throw: Neg.
Notes: Uncommon spell (P0:SM).
Upon utterance of this spell, the caster con-
jures up a small egg, 1 inch in diameter, which
505
Leviathan -Elf
fires outward from the caster toward a target (Alteration) Levitate
creature. The creature is allowed a saving
throw vs. death magic. A successful saving Pow)
throw negates the spell. Failure indicates a
most gruesome fate: The egg enters the crea- Level: 2
ture’s body and begins to grow. For the next Range: 20 yds./level
four rounds, the creature is allowed another Components:V, S, M
saving throw vs. death magic each round at a Casting Time: 2
-2 cumulative penalty (that is, -2 for the first Duration: 1 W l e v e l
save after the egg enters the body, -4 for the Area of Effect: 1 creature or object
second, etc.). Each failed saving throw cause SavingThrow: Neg.
the loss of 25% of the creature’s original hit
point total. If the creature makes a successful When a levitate spell is cast, the wizard can
saving throw during this time, the spell is place it upon his person, an object, or a single
halted, the egg’s growth stops, and then it dete- creature, subject to a maximum weight limit of
riorates. If the creature dies, a newborn neogi 100pounds per level of experience (for example,
erupts out of its body. a 3rd-levelwizard can levitatea maximumof 300
pounds). If the spell is cast upon the wizard, he
Some neogi wizards have been known to can move vertically up or down at a movement
cast this spell to replace neogi lost in earlier rate of 2 per round. If cast upon an object or
combats. This is a rare occurrence, however; another creature, the wizard can levitate it at the
more commonly a slave is sacrificed instead. same speed, according to his command. This
spell does not empowerhorizontalmovement, but
Notes: Restricted to neogi; uncommon. the recipient couldpush along the face of a cliff,
for example, to move laterally. The spellcaster
Leviathan -Elf can cancel the spell as desired. If the subject of
the spell is unwilling, or the object is in the pos-
(Elven High Magic) session of a creature, a saving throw vs. spell is
allowed to determine if the levitate spell affectsit.
Level: 8
Range: 10yds./level Once cast, the spell requires no concentra-
Components:V, S, M tion, except when changing height. A levitating
CastingTime: 1turn creature attempting to use a missile weapon
Duration: Special finds himself increasingly unstable; the first
Area of Effect: 1 creature attack has an attack roll penalty of -1, the sec-
SavingThrow: None ond -2, the third -3, etc., up to a maximum of
-5. A full round spent stabilizing allows the
This spell summons gigantic sea creatures to creature to begin again at -1. Lack of leverage
aid elven ships and fleets at sea. When cast, makes it impossible to cock a heavy crossbow.
roll ldlO and refer to the chart to determinethe
type and number of creatures that arrive. The The material component of this spell is
creatureswill arrive in 1-10 turns and fight for either a small leather loop or a piece of golden
as long as needed, even to the death. wire bent into a cup shape with a long shank on
one end.
DieRoll ‘Qpe
1-5 1d8 Common Whales Notes: Common spell (PHB).
6-8 1d2 Giant Whales
9-0 1 Leviathan (Necromancy) Lich Armor
The material components of this spell are a Level: 4 4
small carving of a whale and a gold ring.
Range: 0
Notes: Restricted to elves able to cast elven Components:V, S
High Magic. Used for the defense of the elven CastingTime: 4
homeland (for example, Evermeet Island). Duration: 2 rds./level
Area of Effect: The caster
SavingThrow: None
A development of the spirit armor spell, this
spell surrounds the wizard with a portion of his
506
own life essence, which appears as a black everyone touched, its effects cannot be volun-
shroud of shadow that mystically flows around tarily suppressed.
his body. It guards the caster against both mag-
ical and nonmagical weapons and attacks, T i s m s h i a l components of this spell are a
without hindering movement or interfering scrap of.rottingmeat or fish.
with spellcasting. The spell protects the caster
as well as plate armor (base AC 3), with a +3 Notes: This standard form of the spell origi-
bonus to saving throws against magical attacks, nated in the FORGOTTENREALMSsetting. It is
and is cumulative with spells and protective uncommon for necromancers; otherwisevery
devices that add to a base AC.
rare. It is known to be in the lich Kyristan’s
At the end of the spell, the caster must tome, Szudies in Death.
attempt a saving throw vs. spell or temporarily
lose a portion of the life energy used to create Lichdom
the lich armor. Failure inflicts 2d6 points of
damage. Hit points lost in this fashion can be Lost knowledge. This achieving this stale
restored only through magical healing. requires a long. involved, highly dangerous,
and evil series of magical experiments. No one
Notes: Uncommon for necromancers and spell creates this state. See appendix section
undead spellcasters;otherwise very rare. Origi- for more information.
nally fiom the RAVENLOFIsetting.
Life Bolt
Lich Touch
(Alteratien, Necromancy)
At least six different spells have had this name Level 4
or effect. Close versions have been combined Range: 10 yds.Aeve1
into single spells; see also improved chill
touch and improved vampiric touch, which are Components: t:S
from the RAVENLOFsTetting.
Casting Time: 6
Lich Touch Duration:Permanent
Area of E f k t : 1undead creature
(Necromancy) SavingThrw: 51
Level: 6
Range: Touch This spell uses the energy of the caster’s own
life force offensively against Imdead. The spell
Components:V, S,M has no effect on living matures. By holding an
openpalm toward theundead creature andutter-
Casting Time: 6
Duration: 1rd.Aeve1 ing the incantation, the caster sends a pulse of
Area of Effect: The caster living energy toward the undead (color of the
Saving Throw:Special energy depends on the caster’s general align-
meat; lawful is white, cbaotic is red, and neutral
By means of this spell the wizard gains both is blue). Tho caster sacrifices ld4 hit points to
cast this spell; for each hit point lost, the caster
the chilling touch attack of a lich and invulner- causes 1d6 points of damage to the undead tar-
ability to several special attack forms. The get. The undead ckeature is allowed a saving
caster is immune to all types of paralysis and
throwvs. spell against this attack,with SUCG~BS-
fear for the duration of the spell. When the lich ful savingthrowslimitingthe damage to half.
touch is in operation, the hands of the caster
glow with an unearthly greenish brilliance. Stavros of the Skullscreated this spell years
ago after nearly losing hia life to zombies that
The caster can touch individuals and affect broke free of his control. He gave this spell to
them as a lich would, inflicting both ldlO the Watchful Order of Magists & Protectors as
points of damage and paralyzing the individual part of his penance for damages to Waterdeep.
unless a successhl saving throw vs. paralysis Devotees of Mystra, especially priests and
is made. The touch damage is always taken,
even by undead and creatures immune to paral- mages affiliated with the House of Wonder, are
ysis. Those paralyzed by this spell remain so
for 2d4 hours or until the paralysis is countered eager to learn this spell, as Meleghoat saatseer,
by a dispel magic, removepamlysis, or similar
magic. The lich touch spell cannot be ended the Magister of Mystra, holds this up as an
before its duration expires. The caster affects example of how “Mystra wts us the power to
protect life through our own sacrifices!”
Notes: Known to Stavros of the Skulls and
the Watch-Wizards and Guild of Waterdeep in
the FORGOTTERNEALMSsetting.
507
- Life Extension I
Life Extension Life Force Exchange
Athasian Dragon-King magic; (Necromancy)
psionic component renders the Reversible
spell uncastable by wizards.
Level: 9
Life Field Range: 60 yds.
Components: V, S
(Alteration, Necromancy) Casting Time: 9
Reversible Duration: Special
Level: 5 Area of Effect: 2 creatures
Range: 0 SavingThrow: Neg.
Components:V, S
Casting Time: 2 This spell permanently switches the life
Duration: 1rd./3 levels forces of two creatures (one of which may be
Area of Effect:The caster the caster). Both subjects must be within range
Saving Throw: None at the spell is completed, or it fails automati-
cally. When employed correctly, both creatures
Stavros of the Skulls’ final spell created for are surrounded by a radiant green aura and
the Lords of Waterdeep is his most potent cre- must save vs. spell at -6 to avoid the effects
ation. By marshaling their own life forces, wiz- (obviously, willing subjects may forego the
ards can surround their bodies and handheld saving throw to consciously accept the effect).
items or weapons with a shining blue radiance
known as a life field. Once summoned, the The spell functions properly only if both
spell remains in effect without concentration, subjects fail their saving throws. If only one
allowing the mage to attack or cast further fails the save, then the one who made the sav-
spells. If the caster attacks undead with a ing throw is automatically stunned (reeling and
weapon covered in a lifefield, weapon damage unable to take action) for 1 round. Meanwhile,
is doubled in addition to the caster’s level in the other (the one who failed the save) is
points of damage (that is, a 7th-level mage’s stunned for ld4 rounds.
quarterstaffwrapped in a lifefield deals 2d6+7
points of damage to undead). Missile weapons In the event of a successfultransfer,both life
act normally since they move beyond the field’s forces retain all of their original mental abili-
range. If undead simply come into contact with ties and behavioral patterns, although their
a lifefield (that is, not one used jointly with an physical abilities are limited (or possibly
attack, or a hand-to-hand attack against some- enhanced) by their new forms. For instance, a
one with an active lifefield), they must make a decrepit necromancer uses this spell to
saving throw or take damage equal to the exchange bodies with a hale young warrior in
caster’s level due to living energy counteract- the prime of his health. While the wizard gains
ing their undead state. a young and vigorous body (and all of the ben-
efits that go with it), the unfortunate youth
While this spell does not affect living crea- finds himself trapped in the withering shell of
tures (damage dealt is normal), further research a dying old man. Creatures unaccustomed to
has uncovered the reverse of this spell, death being shifted in this way are stunned for a min-
field, which is now in use by a number of evil imum of 1 round after the transfer.
mages including Stavros. All the effects visited
upon undead are now usable on living targets; The effects of this spell are permanent and
the deathfield is a shimmering, dark purple can be reversed only by afull wish or by the
field of energy. The Watch-Wizards of Water- reverse of the spell. If one of the bodies is slain
deep have been instructedto arrest anyone seen before reversal can take place, the life force
using this version of the spell. inhabiting that body departs. That spirit and its
new body are dead, just as if the spirit was in
Notes: Known to Stavros of the Skulls and the body that actually belonged to it in the first
the Watch-Wizards and Guild of Waterdeep in place. The life force originallybelonging to the
slain body is now irreversibly trapped in its
the FORGOTTENREALMSsetting; uncommon. new form. Short of expending two wishes (one
to restore the slain body, and the second to
transfer the life force), the only way to now
restore the subject to his or her rightful body is
by cloning the original body and casting the
508
Life Force Transfer
I
W y3 I
reversed form of this spell. 7 days. Unless the subject’s life force is
The reversed form, revoke life force reunited with the body during that time, the
body dies, and the life force is permanently
exchange,undoes the effect of the spell. trapped within the physical object or new body.
Notes: Uncommon for necromancers; other-
While in the physical receptacle, the crea-
wise very rare. ture can perform any action permitted by the
new form.In an item such as a ring or a sword,
Life Force Transfer the subject can communicate with the user
when the receptacle is held or worn properly.
(Necromancy) The extent of communication depends on the
(Artificer) subject’s Intelligence (see table).
Reversible
Level: 8 Int Communication
Range: 10 ft. 3-1 1 None
Components:V, S, M 12-1 3 Semi-Empathy
Casting Time: Special (8 rds.) 14-16 Empathy
Duration: Special 17+ Telepathy
Area of Effect: 1 creature
Saving Throw: Neg. Individuals of low or average Intelligence
cannot communicate, and those of above-aver-
Upon completion of this long and highly- age Intelligence can communicate using a
versatile incantation, the caster permanently primitive form of empathy (usually limited to a
transfers a creature’s life force (even his or her throb or tingle of varying intensity). At the dis-
own) into a specially fabricated item, a magical cretion of the DM, the life force might animate
receptacle, or the body of another individual. a specially prepared statue or golem, perhaps
Once the transfer has been completed, the sub- even enabling the recipient to employ any
ject’s body falls into a cataleptic state, and memorized spells.
remains in a death-like trance or coma for 2 to
509
- Life Force Transfer-Necromancer I
Lifeforce hansjkr is sometimes the final step rare inks and either an expertly-crafted item or
in the manufacture of a powerful magical item a living human, demihuman, or humanoid
or minor artifact (usually a sword). In this (preferably young and healthy) to house the
process, a creature’s life force is transferred into subject’s life force. The exact nature of any
a magical item (an unwilling subject is allowed physical receptacle should be decided by the
a saving throw vs. death magic at A),which is DM, but it must be of quality suitable for
finally sealed with apermanency spell. enchantment. The garnet is consumed in the
casting. This spell cannot be dispelled nor-
In such an enchantment, the subject’s body mally (even in its “pending” state). If the
is frequently destroyed afterward by the caster, receptacle was not sealed with a permanency,
forever trapping the life force in the item
(unless the permanency is first reversed and a then the subject’s life force can bc driven out
new body prepared using a clone or wish spell,
or by similar means). If the item is destroyed with dispel evil or similar exorcising magic (in
while the subject’s life force is in it, the crea- the event of a permanent magical receptacle,
ture can regain its body by making a system the item’s permanency must be first overcome
shock roll if it lies within 1 mile per level of with dispel magic).
the caster; otherwise, the subject’s life force
dissipates, and the creature dies. In rare cases, to be adjudicated by the DM,
the life force of the victim does not depart from
Sometimes, a wizard may employ this spell the body, but coexists in his or her body with
as a final measure to protect his or her own that of the intruder. Such a life force may be
life. In this version, the entire incantation and able to take control of the survivor-use the
receptacle are prepared and cast beforehand, control rules for the magicjar spell to deter-
but only the final syllable of the spell is left mine this. As before, the intruding life force
unfinished. The wizard can pronounce this can be ejected only by casting dispel evil or
short (casting time 1) syllable at any later time, similar exorcising magics (or ab11 wish). 0th-
casting his or her life force into the recepta- erwise, at the discretion of the DM, the life
cle-providing that it lies within range. Obvi- force of the intruder might merge with that of
ously, this strategy only works if the receptacle the victim, diluting the recipient’s personality,
is kept close to the wizard at all times. Further- alignment, and possibly sanity, as well.
more, the wizard usually must leave behind
clues or encrypted instructions so that allies The reverse of this spell, revoke life force
may later reverse the spell and restore the wiz- transfer, requires the original scroll (the one
ard to his or her normal state. While the spell is used in the life force transfer spell to be
in its unfinished state, the wizard cannot learn revoked), the construct, and the body of the
a new 8th-level spell to replace it. Aside from recipient. Providing that the spell is cast before
this limitation, however, the caster remains the body physically dies (within 2-7 days of
unaffected by the pending spell. the original separation), the reversal process
requires a system shock roll in order to be suc-
Less scrupulouswizards may use this spell to cessful. If failed (or if the body has already
permanently transfer a creature’s life force perished), the newly released life force dissi-
(often their own) into the body of a younger pates, and the subject dies.
individual, thereby extending their own exis-
tence. The victim is entitled to a saving throw Notes: Uncommon for necromancers and
vs. death magic with a -4 penalty to resist the artificers; otherwise very rare.
effects.If failed, the victim’s life force departs,
and the transferred life force takes permanent Life Force Transfer -Necromancer
possession of the victim’s body. If the saving
throw is successful,the spell fails without any ill (Necromancy)
effects to either the victim or creature (though it Level: 4
may be recast at a later date). Thus, an ancient Range: Touch
necromancer may transfer his or her life force Components:V, S, M
into the body of a vigorous younger person, Casting Time: 4
thereby gaining all of the victim’s physical Duration: Instantaneous
attributes, manual skills, and extended life span. Area of Effect: Creature touched
Saving Throw:None
The material component is a massive, blood
red garnet (worth 5,000 gp or more). The spell This spell allows the caster to transfer some
also requires a scroll inscribed with special of his life-force to another creature. When cast,
the spell transfers 1 hit point per level of the
510
caster to the target creature, plus an additional not permitted, but physical contact must be
ld4 hit points. The hit points are added to the maintained throughout the casting (thesubject
creature’s current hit point total and deducted has to be willing or unable to struggle away).
from the spellcaster’s. Thus, a 7th-level necro-
mancer can transfer 8 to 11 hit points from The material component necessary for a Zife
himself to another creature. sounding is an unblemished silver weight on a
1-foot length of silver chain. The weight must
The caster can transfer only as many hit be replaced with a fresh silver weight after
points as he currently has; if he transfer8 more, every casting.
his current hit point total plus ld4 hit points
are transferred to the target, while that amount Notes: Restricted to chronomancers; com-
is subtracted from the caster’s total (and the
caster begins to die). The creature cannot gain mon.
more hit points than its full normal totql; extra -Life Steal Savant
hit points are merely lost. The neoromancer’s (Necromancy)
hit point losses can be regained by normal
healing or magic. Level 5
Range: Touch
After the transfer, is complete, the necro-
mancer loses four points of Constitution tem- Components: V
porarily; each point can be recovered by six
turns of rest. If the caster’s Constitution drops CastingTimc: 1
below 3, unconsciousness results and full Con- Drrmb’.on: Special
stitution is not regained for 24 hours. The Area of Effect: 1 creature
material component of this spell is a glass tube Saving Throw:Neg.
filled with the caster’s blood, which disappears
This spell allows the savant to l w h up to 1
when the spell is cast. hit point per level from a living ( h t is, not a
Notes: Restricted to necromancers; uncom- construct or undead) human or humanoid a d
bestow it upon himself or another within a time
mon. limit of three rounds. The leeched hit points
can increase the recipient’s hit points beyond
Life Sound@ his normal maximum, and last up to one hour.
Any damage suffered is first subtnrctcd from
(Chronomanqv) these additional hit points.
Level 2
Range: Touch Net-: Restricted to savants; common.
Components: Y S, M Life Tether
Casting T k 2 (Chronornmqv)
Duration: Instantaneous
Level 3
Area of Effect: Creature touched Range: Special
Saving Throw:None Components: S,M
When life sounding is cast, the chrono-
CaatingTime: 3
mancer establishes a temporary link to the sub- Duration:5 rds.Aeve1
ject’s lifeline. A magical pulse is sent along the Area of Effect: 1 creature
line in bo& directions, reflecting back when- Saving Throw: Meg.
ever it reaches the points of the recipient’s birth
and death. When this spell is cast on an intelligent ma-
ture, it fastens a magical tether to the creature’s
Using the echo principle, the chronomancer lifeline. The c r e m must be close enough for
the chronomancer to recognize it by si& and
acquires a general idea of the length of the life- it can save vs. spell to avoid the effect. This
sets thenmge at 6Oyards. Itemssuch as eyks of
line in each direction. If the subject’s age is the eagle would extend this range, but the
known or can be guessed, it is then a simple psionic power clairvoyance or any type of scry-
matter of calculatingthe ratios to discover with ing device would not.
fair accuracy how much life the personhas I&. If the chronomancer slips to the Demiplane
of Time, he appears next to the craature’s life-
After 6th level, the chronomanceracquires line. The tether is seen as a thin white cord
an innate feeling for the spell’s mystical echo
and can instantiy know the subject’s age, as
well as how much l i b it has left, without hav-
ing to make any calculations. A saving throw is
511
Life Water
linking the two. As with timeslip, a large nent of this spell-even a liquid devised by
amount of turbulence may displace the caster, magical means. Leftover serum reverts to its
but he remains tethered to that lifeline. original condition with the next setting of the
If life tether is cast directly on a lifeline, no SUll.
saving throw is permitted. Slipping back to Notes: Restricted to casters from arabian
reality places the caster within ldlOO x 10 settings or those trained by them DM might
yards of the creature. A detect temporal anom- allow research by alchemists or (optional)
aly spell leads the chronomancer right to the Healer mages. DM might also allow training
tethered creature. This application is useful in by a suitable mentor, particularly characters
discovering to whom a particular lifekine native to the Anauroch region of the
belongs. L FORGOITENREALMS setting.
The material component is a 1-foot length of
cord braided with strands of silver.
Notes: Restricted to chronomancers;com-
mon.
Life Water
(Alteration, Necromancy)
(Alchemy, Province: Sea)
Level: 9 Level: 9
Range: Touch Range: Touch
Components:V, S, M Components:V, S, M
Casting Time: 9 CastingTime: 1 turn
Duration: Special Duration: Permanent
Area of Effect: Up to 1 gallon Area of Effeect:2d4 creatures
Saving Throw:None Saving Throw: Neg.
This spell transforms any liquid into a Using this macab spell, a Wrzard can cause
sweet-melling serum that heals wounds and two (or more) lifeformsto join togstharto form
cures blindness, disease, poisoning, rotting
(including “mummy rot”), magical feeblcmind- a new one. The subjects can be of any type,
edness, and fungal growth (such as the trans- plant or animal, but must be alive. After casting
formation of flesh into green slime). Even this spell, a wizard can cast no other spells for
life-threatening wounds are healert, lost limbs 24 hours.
and organs regenerate instantly when the
miraculous lue water is applied. A severed The subjects are placed in cages made with
head cannot be restored, however.
precious metals, each cage wmtb no less than
As wondrous as the serum is, it cannot bring
a slain creature back to life, nor it can it restore 2,500 gp. To cast the spell, the caster must
a magically transformed creature to its origrnal touch each subject through the casting time of
form. the spell. If two creatures are involved, they
can be touched with the hands; if a third or
One gallon of the serum entirely cures one even fourth creature is involved, teuchhg them
man-sized being of all the ailments listed
above, restoring all lost hit points in the with the feet is possible. No more than faur
process. An typical water skin filled with life creatures can be affected by a single applica-
tion of this spell. During casting, &e wizard
water can cure one condition, or restore 3d8 must concentrate on the desired find form of
points of physical damage. Immersing even a the combination crewre (if the crster does not
partial body in life water can restore the com- have a specific form in mind, the spell fails).
plete form, provided the body is not dead. (Any
leftover body parts are worthless.) At the end of the casting, each subject
invoIved makes a saving throw vs. spell; if any
The serum is a topical treatment. As it is is successful, the spell fails. If the spell fails,
used, it is absorbed by the recipient and disap- the caster must make a successful saving throw
pears. A pod created by this spell can be com- vs. spell, or s u f k a magical backlash, taking
pletely absorbed by several healings. on characteristies of the subjects for the next
Any liquid can serve as the material compo- 2d4 days. The exact naturaof the change is left
to the DM but should not be beneficial to the
caster.
512
Roll L i j e M d Result ponents for this spell include one candle for
01-50 success: Tfie resultingcreature each component creature; these are placcd
5 1-60 looks like the caster wauts it to together and lit at the beginningof theasting,
look, and has mm-or-less the abil- so their waxes cau bkad @ether as mdt
61-70 ities desired. A ruby worth at lem 5,OOO gp must be phrocd
71-80 Bonding: The target cs- are between the candles, so the blended wax ~ & l l
not melded together, but are bonded cover it; it representsthe hem of the c m p a i t e
81-90 at somepointon their bodies (Or beast. The ruby, candles, and cages are all con-
it 9 1 4 5 example, a dog and a oat bonded sumed during casting.
might e a r to be a dog and a cat
96-99 that SBare one set of legs). Notes: Very rare spell. Known to be in the
00
Zmper$ect Melding: The creatures tome Kyristan’sMyst&&.
are melded together, but notiathe
desired fashion;they might be Lifedrain -Phaerimm
melded in a centaur-like fasliion, or
in any other way. (Alteration)
Pseudo-Lycanthropy:The cre.tsnes
are blended together, but only OM Components: V, S, M
is dominant at any given time. Nri- Casting Time: 1 rd.
odically, the crestwe changes com- Duration: Special
pletely from the fonn of one Area of Effect: 70-ft. radius sphere
subjea creature to the form of Saving Throw: None
another.
Dominance: One creatureis clearly Use of this mighty spell is thought tcr have
domiaant in the mix, but has a few created much of the lifelessness at the heart of
characteristicsof the o k z crea-
ture(s) involvedin the spek the vast desert dAnauroch. This SPelJ &€&cts
Death: The neatwelooh ‘cx&Ftly
as desired,but has sorn&hg only water in geographical form (idees, rim,
wrong internally and cannot live. oceans), or in meteorological form (rain,
Vengeful: The mature is exactly as snow). ft does not affect water conolrrmedm liw
desired but has a hatred for its ing things.
creator.
Disaster! At the last moment, one A lifedrain spell destroys w w r within Its
of the subjectspulleda m 5 and the area of effect--anti prevents water fixm e&-
caster is pulled into the Spdl ing there as well. Water cannot f d l into,fonn
instead, becoming a part of the
composite creature (no saving within, condensewithin, or flowinbothe @e-
throw). Roll againon this table to
find the results. -i d area of effect of this spell. (Daring whrcls
If all subjects fail their saving throws, the sometimes use this spell to ley bare the bottom
spell is at least partially successful. Roll per- of a lake or pond, to recwer a lost item, or to
reach a sunken cbeat or hpdoor.)
centile dice and consult the table for the mult.
Living creaturca find conditions within the
If the spell succeeds in any way except area of effict to be very, very dry wcomfod-
death, the DM creates a new monster, with abiy sa;fot each turn that one SpeaBa perform-
input from the player of the spelrcaster who ing any sort oEactivity cxccpt simple that
performed the lifeblend spell. Guideliw for creature loses 1 &itpoint duetodehydration,
(Tales are told of Phaerinm drying off wet
monsters are in the MONSTROMUASNCALacces- slaves and items by conveying them from a
sory. In general terms, the mobter should have bath through a lifedrain sphm.)Plants cannot
grow within a lifedain.field and desert-like
a mixture of charactezistics of its component conditions soon occur.
beings. PossiMe examples of this spellinclude
mibears, balettes, perytons, and manticares. Alijkdmin spell cannot b e ~ b y
The creature created has a 25% chance of magic or watea me@: only a limited wish or
being infertile. mom powerhi spell am daamy it. CMhemtm,it
lastsfor 1 yearperlevel of the car%at(but if the
Besides the cages needed, the material bom- caster shoulddie, even on awtherplane orwod4
it ends earlier, at the moment of the c8skr’s
death). Cast.@ a liwmin pennancntfydrains 1
hitpobt~thetotal~~thecaster.
The matczial c m p a m t s ofthio ap& a(LPC
*,pitae of bone and a fire of any mart a d size.
n g
The bone is phced in tho firanas k i East-
and both are amammedin a f k h b y the
spsu.~&rsarcul.of~€f~~
oathcoruasr.
~Known~ophaerimm~Casna0n)anda
fiw lwkwfis ofthc rn- lkwuhfs-
(very =e).
Lifeforce Gwrdirrn, Z&'s
See Zala's lifeforce guardian.
Lifeproof
(Necromancy)
Reversible
Level: 7
Range: Touch
Components: V, S, M
Casting Tirna: 3 tmno
Duration: Special
Area of Effect: 1 creature
!hVhg=Nt!g.
TllisqtmlUful incrntatibaLaabBe,dhwrelster
torafe$ramwern~&k*~Of
tohbejencctsipiirfadt'bbficfe.,xthmcqcamsosr*tm. g ittfno.ghaolid
ttratpm-
called the "shadow of the heart"--ia p c l o d
glass contaiaer ofvacrytitabOnce imide, the
(Necromancy)
Lwd:4 i
514
individual. When cast, the spell createsa -a-
tive energy field withinthe subjectbbody. This
field forces the life force within the individual
to surge up in defiance, affording the individ-
ual enhanced physical abilities for the duration
of the spell.
For the duration of the spell, the subject is
treated as if two levels higher for all parpose9.
Wizards do not automatk&y gain new spells,
but they cast memorized spells as if two levels
above their own. Hit points are increased, and
THACO, saving throws, and all other level
related abilities and bonuses are appropriately
improved.
When the effects ofthe lqessurge wear off,
the individual suffers damage. A successful
savingtfsrowvs. death magic reduces this dam-
age by half. The damage is equal to twice the
maximum value of the Hit Die used for their
class. Thus, a fighter, who uses a d10 €or hit
points, suffers 20 points of damage when the
spell wears off, 10points if the saving throwis
made.
Notes: Restricted to ghul lords (most com-
mon in an a r a W settiag).
(Alteration) Light
Level: 1
Range: 60yds.
Components:V, M
Casting Time: 1
Duration: 1 turn/level
Area of Effect: 2 0 4 . radius globe
SavingThrow. spccial
This spell creates a 1UmiBonar glow, apal to
torchlight, within a fixed radius of the spell's
oenter.Objects in darkness beyond this 8phcte
can be seen, at best, as vague and shadowy
shapes.The spell is c m t d on a point selected
by the caster, and he must have a line of sight
and unobstructed path for the spell when it is
cast. Light can spring from air, rock, metal,
woo4 or almost any similar substance.
The effect is immobile unless it is specifi-
cally centered on a moveable objwt or mobile
creature. If this spell is cast upon a creature,
the applicable magic resistance and saving
throw rolls must be made. Successful resis-
tance negates the spell, while a successful sav-
ing throw indicates that the spell is centered
immediately behind the creature, rather than
upon the creature itself. Light taken into an
area of magical darkness does not function, but
515
Light -P l u m
if cast directly against magical darkness can breach 1inch of wood or half an inch of
negates it (but only for the duration of the light stone per caster level, up to a maximum of 1
spell, if the darkness effect is continual). foot of wood or half a foot of stone.
Light centered on the visual organs of a crea- The lightning bolt’s area of effect is chosen
ture blinds it, reducing its attack rolls and saving by the spellcaster: either a forked bolt 10 feet
throwsby 4 and worsening its Armor Class by 4. wide and 40 feet long or a single bolt 5 feet
The caster can end the spell at any time by utter- wide and 80 feet long. If a bolt cannot reach its
ing a single word. Note that, unlike the 1st-level full length, because of an unyielding barrier
priest spell, this spell is not reversible. (such as a stone wall), the lightning bolt
rebounds from the barrier toward its caster,
The material component is a firefly or a ending only when it reaches its full length.
piece of phosphorescent moss.
For example: An 80-foot-long stroke is
Notes: Common spell (PHB). begun at a range of 40 feet, but it hits a stone
wall at 50 feet. The bolt travels 10 feet, hits the
Light -Pluma A wall, and rebounds for 70 feet back toward its
creator (who is only 50 feet from the wall, and
This spell is identical to the so is caught in his own lightning bolt!).
common light spell, except
that it is 2nd level. The DM might allow reflecting bolts. When
this type of lightning bolt strikes a solid sur-
Light Step, Drawmij’s face, the bolt reflects from the surface at an
angle equal to the angle of incidence (like light
See Drawmij’s light step. off a mirror). A creature crossed more than
once by the bolt must roll a saving throw for
Lightburst, Nystul’s every time it is crossed, but it still suffers either
full damage (if one saving throw is missed) or
See Nystul’s lightburst. half damage (if all saving throws are made).
Lightning Bolt The material components of the spell are a
bit of fur and an amber, crystal, or glass rod.
(Evocation)
Notes: Common spell (PHB).
Level: 3
Lightning Bug
Range: 40 yds. + 10yds./level
(Alteration, Evocation)
Casting Time: 3 Level: 1
Components:V, S, M
Duration: Instantaneous Range: 15yds. + 10yds./level
Area of Effect: Special
SavingThrow: H Components:V, S
CastingTime: 1
Upon casting this spell, the wizard releases a Duration: Instantanemus
powerful stroke of electrical energy that inflicts Area of Effat: 1 creature or target
ld6 points of damage per level of the spellcaster Saving Throw:None
(maximum damage per level of 10d6) to each
creature within its area of effect. A successful Another of Gemidan’s spell variants that
saving throw vs. spell reduces this damage to merges magic missile with shocking grasp, this
half (round fractions down). The bolt begins at a spell allows a spellcaster to generate a missile
range and height decided by the caster and of electrical energy and cast it unerringly at a
streaks outward in a direct line from the casting target. When it hits the target (or an electrical
wizard (for example, if a 40-foot bolt was conductor that touches an opponent’s body),
ostfatrhteedbaotlt1w8o0ufledertefarcohm2t2h0efweeitz(a1rd8,0t+he4f0a).r end the lightning bug discharges ld6 points of
The damage, plus 1point per level of the wizard, to
lightning bolt may set fire to combustibles, sun-
der wooden doors, splinter up to a half-foot a maximum of ld6 + 10 (for example, an 1lth-
thickness of stone, and melt metals with a low
melting point (lead, gold, copper, silver, bronze). level mage would generate an electrical missile
Saving throws must be rolled for objects that
withstand the full force of a stroke (see thefire- of ld6 + 10points of damage).
ball spell). If the damage caused to an interpos-
ing barrier shatters or breaks through it (i.e., the Notes: Known to the Watch-Wizards and
saving throw fails), the bolt continues. A bolt Guild of Waterdeep and a few wizards (Gemi-
dan, Khelben, Laeral) in the FORGOTTEN
REALMSsetting; common.
516
LightningLash
Lightning Curtain Lightning Lash
(Evocation) (Evocation)
Level: 5 Level: 5
Range: 60 yds.
Components:V, S, M Range: 60 yds. + 10yds./level
Casting Time: 5
Duration: Special Components:V, S, M
Area of Effect: 20 sq. ft./level Casting Time: 5
SavingThrow: Special Duration: Instantaneous
Area of Effect: Special
This spell creates a crackling, shimmering, SavingThrow: !4
vertical plane of electrical force. The lightning
curtain reacts to nearby metal objects; anyone A wizard casting this spell unleashes a dis-
wearing or carrying such an item will be charge of electrical energy that inflicts ld6
“sparked“ by the wall if she approaches to points of damage per level of the caster (to a
within 5 feet of the curtain. A “spark” inflicts maximum of 6d6). A successful saving throw
1d8 points of damage. vs. spell reduces this damage to half (round
fractions down). The discharge appears in a
Those passing through the lightning curtain shape or arc whose precise location and direc-
suffer 2d8 points of damage, plus 1 point per tion is as visualized by the caster (it is instanta-
experience level of the caster. For those wear- neous, so the caster can’t move or “redirect” it
ing metal armor or carrying at least 4 pounds to strike a moving or unforeseen foe). If solid
of conductive objects (swords, iron spikes, barriers, such as stone walls, prevent the lash
etc.), the damage is 3d8 points, plus 1point per from fully forming as desired, it rebounds
level of the caster. %thin itself” (hence its name), affecting only
the area in which it was directed to form (crea-
No saving throw is allowed for creatures tures in this area must save twice; to suffer only
passing through the curtain.Touching the Iight- half damage, both throws must succeed).
ning curtain with a metal object has the same
effect as walking through it. The wizard who The lash can set combustible materials
creates the lightning curtain is immune to its aflame, sunder wooden doors (blasting away
effects. one inch of thicknessper level of the caster, to
a maximum of one foot), splinter stone up to
The lightning curtain is fairly transparent, six inches thick (a half inch per caster level),
allowing persons on opposite sides of it to see and melt metals with low melting points (such
each other. Its glow is sufficient to illuminate as bronze, copper, gold, lead, and silver). Item
the area on either side of it up to a distance of saving throws must be made to determine if
10 feet. Spells and missiles can be cast through stone shatters, metal melts, or other objects
the curtain,but missiles must successfully save struck by the lash are affected. If a barrier shat-
vs. electricity or be destroyed. The lightning ters (its saving throw fails), the lash can con-
curtain does not hinder any spells except for tinue into the area beyond the barrier with full
electrical attacks, which it absorbs. effects-if it was cast to do so.
The lightning curtain will persist for as long This spell is often used to melt locks, ruin
as the wizard concentrates upon it, or for 2 armor, or seal metal doors shut without harm-
rounds plus 1 round per level if concentration ing nearby valuables. Such precision in casting
is not maintained. requires practice.
The material components a piece of amber, a Netes: Very rare spell, originally from the
bit of fur, and a square of fine velvet.
FORGOTTENREALMSsetting. (Updated from
Notes: Very rare spell. Known to be in The
Book of Nu.(Updated fromDRAWNMagazine.) ~ O L W E D R O NNewszine.)
517
Lightning Reflection Lightniw Ring
(Abjuration, Alteration) (Evocation)
Level: 5
Range: 0 Level: 8
Range: 10 ft./level
Components:V, S, M Components: V, S, M
Casting Time: 8
Casting Time: 5 Duration: 8 rds. (or 1 rd.)
Area of Effect: Special
Duration: 1turn Saving Throw: 4!
Area of Effect: 1being
This spell surrounds the caster w i h a bright
Saving Throw: None white, crackling, chest-high ring of lightning.
This spell protects the caster or a touched Tho ring moves with the caster, who can cast
other spellswithout harming the rings fimtim-
recipient, and all worn or carried material, ing after the round in which the ring is estab-
against all effects of energy discharges. All lished. While encircled by thering, the caster is
such attacks are reflected straight back at their immune to damage from all lightningatsacls.
sources for full normal efkct. Magical or nat- per round,the ringcan anit a Zigliking
ural lightning and &ex raw energy discharges bol%tictheat streaks straight outward in a dimtion
are protected against. Magic missiles are also
reflected. Fire is not protected against. chosen by the caster. (The bolt rebounds at an
angle chosen by the DM if it strikes something
The material cornpments of the spell are a solid and nonliving.) Such boits cause 8d6
drop of quicksilver and a shard of metal of any points of damage to all creatures in h i r path.
size. Creatures who are struck are allowed a saving
Notes: Known to the Seven Sistersand some
other wizards in the FORWTEN REALMSset-
ting, rare; virtually unknownelsewhere.
throwvs. spell forhalf damage.
518
- Lightning Shield
Alternatively, this spell can be cast to dis- Lightning Rod
charge all at once.The ring forms in one round,
spinning about the caster (who is protected (Abjuration)
against all lightning damage for that round),
then rises straight up and fires eight lightning Level: 6
bolts at once at up to eight different targets Range: Special
chosen by the caster. In doing so, the spell
exhausts itself. The bolts inflict 8d6 points of Components:V, S,M
damage each (save for half damage).
CastingTime: 6
The material components of this spell are a Duration: 1 turdlevel
ring of any size, fashioned of glass, and a bit of Area of Effect: 304%radius
fur from any animal. SavingThrow: None
Notes: Known to the Seven Sisters and a few This spell requires a pole at least 6 feet long,
made entirely of metal. As the spell is com-
other wizards in the FORGOTTENREALMSset- pleted, the rod implants itself firmly into the
ground or stone floor. Any bolt of lightning-
ting, very rare; virtually unknown elsewhere. natural, magically invoked, druidically sum-
moned, blue or bronze dragon breath,
Lightning Rod etc.-coming within 30 feet of the rod is
diverted through the rod and into the ground.
(Alteration) Unless the intended targets are in the area of
Level: 3 effect of the electrical attack and between the
Range: Touch source and the rod, the electricity misses them.
Components:V, S, M Short distance discharges (shocking grasp.
Casting Time: 7 will’o-wisp attack, etc.) are not affected. Once
Duration: Special planted, the rod cannot be moved without break-
Area of Effect: 1 metal object ing it until the magic expires or is dispelled.The
SavingThrow: None spell can be made permanent or be used in con-
junction with the enchant an item spell, also.
This spell forces magical lightning to a spe-
cific spot determined by the caster. When cast, The material component is a piece of copper
the wizard chooses a metal object to become the wire. The rod itself is not destroyed by the spell.
lightning rod (a sword, a lamppost, or a gold
piece). The focal point of the spell cannot be Notes: Very rare spell. (Updated from
alive or heavier than 100 pounds. When any POLYHEDRNOeNwszine.)
ranged electrical attack occurs within 50 yards
of a lightning rod, the energy is redirected and Lightning Shield
absorbedinto it, negatingthe attack and destroy-
ing the object (if someone is in contact with the (Alteration, Evocation)
rod, that person receives the full damage of the
attack). If the object is not struck by a magical Level: 4
electricity within 48 hours, the spell ends. Range: 0
This spell was developed by a watch-wizard to Components: t:S,M
minimize random property damage when the CastingTime: 4
watch (or anyone) battled a mage in the streets.
This spellwas refiied to limit lightningbolts and Duration: 2 rds. + 1 rd./level
similar energies, as they are a standard attack
spell. Many watch-wizards cast this spell on Area of Effect: The caster
metal rods, tossing them clear when anticipating SavingThrow: None
spellbattles. One unscrupulous former mage was
sentencedto Undermountain for casting this spell This spell much like the 4th-level spellfire
on a ring and selling the “magical lightning- shield, except that it protects against electricity
enhancer ring” to a fellow guild member (when (chill) or acid (warm) attacks. The caster must
the wearer cast his lightningbolt, it centered on memorize the version he wants available. The
the ring, killing the mage with his own spell). spell creates sparks around the caster’s body. The
color of the sparks is determinedrandomly (50%
Notes: Known to the Watch-Wizards and for either)-blue or white if chill, blue or black if
warm. The sparks produce a dim illumination
Guild of Waterdeep in the FORGOTTENREALMS equal to half that of a torch. They are harmless if
touched, but will return certain attacks made
setting; common. upon the caster. The shield pavers are:
A.) Chill Shield: The sparks are cool. Light-
5 19
Lightning Storm
ning-based attacks are saved against at a +2 The caster is unharmed by the spell, even if he
bonus, with either one-half or no damage stands in the center of the storm, by this or any
taken. Acid-based attacks are normal, but if other electrical attacks or effects during the spell’s
successful inflict double damage. duxation.The material component include a shard
of glass, a scrap of fiu,a piece of silver,and a flint.
The material component for this version is a
small rubber ball. Notes: Uncommon for Weather or Storm
mages; otherwise very rare. Believed to origi-
B.) Warm Shield: The sparks are warm. nate from the WORLD OF GREYHAWseKtting
Acid-based attacks are saved against at a +2 (Updated from DRAWNMagazine).
bonus, with either one-half or no damage being
taken. Electricity-basedattacks are normal, but Lightning Strike
if successfulinflict double damage.
(Evocation)
The material component is a scale from a Level: 2
black dragon or a small piece of marble.
Range: 10yds. + 1yd./level
Any creature striking the spellcaster with its
body or a hand-held weapon inflictsnonnal dam- Components:V, S, M
age, but the attack suffers the same amount. The Casting Time: 2
attacker’s magic resistance, if any is tested upon Duration: Instant.
the first successful hit. Successfulresistance shat- Area of Effect: 1 or 2 creatures
tersthe shield; failure means the magic resistance Saving Throw: !4
does not affectthat casting of the spell.
This spell causes a small bolt of lightning 1
This spell does not work with a p r e shield. If inch wide to shoot forth from the caster’s out-
both are placed on the same caster, they cancel stretched fingertip, striking the indicatedtarget
each other in a brilliant flash, leaving the caster for ld6 points of damage for every two levels of
stunned for ld3 rounds. the caster (2d6 at 3r4 3d6 at 5th, etc., to a maxi-
mum of 5d6 at 9th level), with the target crea-
Notes: Very rare. Known to be in the Blue ture receiving a saving throw vs. spell for half
Book of Du ’Morde, Vol. II. (Updated from damage. The bolt can be forked, striking two
DRAGOMN agazine.) creatures within 10 feet of each other for the full
effect. The lightning strike is not powerful
Lightning Storm enough to cause structural damage to a building
or wooden craft.
(Evocation)
Level: 8 The spell is otherwise the same as the third
Range: 40 yds. + 10yds./level level spell lightning bolt, except that the strike
Components:V, S, M will not rebound off solid materials such as
Casting Time: 8 stone walls.
Duration: 1 rd.
Area of Effect: 70 ft. diameter sphere Notes: Very rare spell. Known to be in the
Saving Throw: H Blue Book of Du ’Morde, Vol.I. (Updated from
DRAGONMagazine.)
This spell creates electricaldischarges within
a spherical area. Bolts of lightning leap repeat- Lightningcloak
edly about within this area, regardless of the
presence or location of metal, water, or other (Alteration, Evocation)
conductors. All beings within this area take Level: 6
6d12 points of damage (unless immune to elec- Range: 0
trical damage), and all items must make a saving
throw vs. electricity.The magic prevents light- Components: V, S, M
ning from traveling along conductive paths out
of spell range; a man in full armor and a bather Casting Time: 6
in a moat, both just outside the spell’s area of
effect, will be unharmed. The 3rd-level light- Duration: Maximum 1turn + 1 rd./level
ning rod spell is negated by the large number of
bolts the storm generates. The 6th-level light- Area of Effect: The caster
ning rod spell creates a 30-foot safe zone if the Saving Throw: Special
metal pole survives an item saving throw vs.
lightning (otherwise it is negated). The lightningcloak spell surrounds the
caster with a shimmering aura of lightning. Its
crackling sound is audible at a distance of 5
feet, and in dark areas the caster is outlined as
1 520 L
Liquid Earth
if by afaeriefire spell. Duration: Special
The cloak contains damaging electricalpoten- Area of Effect: Special
Saving Throw: Special
tial of ld6 per level of the caster. The caster caa
dischargebolts of lightning at the rate of one bolt The limited wish is a very potent but difficult
per round, up to the potential of the lightning-
cloak For example, a 12th-level wizardcan cast spell.It will fulfillliterally,but only p a d d y OFfor
two 6-dicebolts, four 3-dice Wts, a 9& bolt a limited duration,the utterance of the spellcaster.
and three 1-die bolts, or any combination that Thus, the actuality of the past, present, or futute
adds to 12 dice. The bolts crackte outward te a might be altered (but possiblyonty for the wizard
distance of 40feet, and each will &ihOIX unless the wording of the spell is most carefully
ture. A saving throw vs. spell is allowed against
each bolt for half damage. Bolts of 3d6 or more stated) in some limited mannet The use of a lim-
require savingthrows for exposed items if the tar- ited wish will not substantiallychange major reali-
get creaw fails its saving throw.The maximum ties, nor will it bring wealth or experiencem l y
potential for the cloak is 18d6.
*byashng.Thespellcan,foll~,restonsomc
Anyone who touches a lightningcloaked wiz-
ard is shocked for ld6 points of damage; if a hit points (or aU hit pointsfor a limited duration)
metal object (such as a metal weapon) is the lost by thewizard. It cafire$uceopponenthit
touching agent, a full 6 points of damage is sus-
tained. No saving throws are allowed against abilities or damage, increase duration of some
these shocks, but each discharges ld6 of the
cloak's potential. m a g d&ecf causcacreatmeto be favoxably dis-
posed to the spellcaster,mimic a spell of 7th level
The lightningcloak protects the wizard from
the effects of electrical attacks. These attacks, or less, and so on (see also the 9th-ievel wish
after any magic resistance and saving throws spell). Greedy desiresusually end in disasw for
the wisher. Castmgtimcis basedonthe time spent
have been resolved, are absorbed without hann preparingthe wordlltg forthe spell (clew players
decide what they want to say before using the
to the wizard, up to a maximum of 2 points per spell). Normally, the casting time is one round
level (for example, 24 points for a 12th leve1
mage). If the lightningcloak absorbs more than (Cmaostsmt ogftihtibsesmpegltlaakgeensuthpebycadsteecriodnmeg ywehaar tpteorsa1y)0.0
its capacity of electrical damage, it discharges years of regular life span (human-1 year,half-
all of its remaining bolt capacity directly into
the caster (no saving throw). The caster must linghlf-elf-2, dwarQnomS-4, elf-5).
make a successfbl system shock check or lose
consciousnessfor 1d4 rounds. Notes: Common spell (PHB).
The spell ends when all its bolts have been Liqptd Earth
used or if it absorbs more than its maximum
capacity of electrical damage. Otherwise, cloak (Alteration)
lasts one turnplus one round for each level of
the wizard. Range: 0
The material components for this spell Components: V, M
include powdered amber and rose quartz (100 caotlngTiml.5
g p total value), and a bit of phosphorous. Also, Duration: 1&*+. 1hr./levet
a finely woven cloak of no less than 500 gp
value must be worn; this can be re-used for
subsequent castings of the spell.
Notes: Very rare spell. Known to be in The
Book of Naz.(UpdatedfromDRAWNMagazme.)
Limited Wish
(Conjuration/Summoning,Invocation/
Evocation)
Level: 7
Range: Unlimited
Components: V
Casting Time: Special
52 1
Liquid Orb points damage per gallon (eight pints) to any
fire-based creatures (fii elemen* salaman-
(ConjuratiodSummoning) ders, etc.). The caster cannot make a called
(water) shot (DMG,Chapter 9) with the sphere, and its
liquids cannot be used to blind opponents.
Level: 1
Range: 0 This spell can be used to supply the caster
with small amountsoffrcshdrinkingwr5er, ink
Components: V, S (nonmagical), clothing dye, fruit juica, cider,
soup,or any o k known nonflammeMe liquid
Casting Time: 2 that causes no damage to normal creatures
Duration: 1turn+ 1 rd./level (thus excluding acids and poisons); the DM
Area of Effect: 1pintllevel and player may be fairly creative here. The
Saving Throw: None spell has an absolute limit of four g a l l o n e a
sphere the size of a small beach ball. A liquid
When the spell is cast, an orb of nonflamma- orb of one gallon or more must be thrown with
ble liquid comes into existence in the caster’s both hands.
palm and is held by the mage through a magi-
cal increase in the sphere’s surfacetension. The Notes: Uncommon for Water mages; other-
liquid maintains its spherical shape until wise very ram.
released by the caster or until the end of the
spell’s duration. (Alteration) Little Bird
The temperature of the sphereis always that (Mentalism)
of the surrounding air (temperatures must be
above freezing and below boiling) and cannot Level: 1
be altered except through normal means. The Range: lOyds.
sphere can be thrown, but its accuracy is very ComponenkxV, S
poor (30-foot range, -2 to hit) and it does no CastingTime: 1
damage to nanfiery creatures. The sphere can Duration: 1turn + lhevel
be used to put out fires covering up to four Area of Effect 1 object
square feet per pint. The orb also inflicts ld4 SavingThmw: None
I .. I
By casting this spell, the caster can direct
L‘ lI one object to fly through the air under his con-
trol. Although Slow-maVing(m-t rate 6),
the object can turn and stop at will(maneuver-
ability class A) responding instantly to the
caster’s mental commands. The a e c t e d object
can weigh no more than 1 lb. per level of the
caster.
The little bird spell is generally emplayGd as
a labonaeving device, because its usea in com-
bat are limited. A caster attemptingto wrest an
object fiom an enemy, for example, must over-
come the enemy’s Strength (The enemy can
hold onto the object by making a sucmasful
Strength check, with a -2 bonus to the die roll).
Alternatively, picking up ia laose object and
hurling it at an enemy requires a successful
attack roll and inflicts no m ~ c tehan ld3 points
of damage. Some WlEarde, however, bave been
known to use this spell as a diversion (for
instance, ringing a gong next to an enemy’s
head).
Notes: Uncommon for mentalists and appor-
tation specialists; otherwise very rare.
- Locate Object
Living Link Locate Creature
(Divination, Necromancy) (Divination)
Level: 1 yds. + 10 yds./level Level: 4
Range: 90 Range: 0
Components: V, S Components: V, S,M
Casting Time: 2 Casting Time: 4
Duration: 1rd./level Duration: 1turdlevel
Area of Effect: 1creature Area of Effect: 50 yds./level
Saving Throw: None Saving Throw: None
With this spell, a necromancer establishes a This spell is similar to the 2nd-level locate
sensory like between himself and any living object spell. Instead of finding an inanimate
creature within range. If the caster knows a object, however, it allows the wizard to find a
specific creature or person within range, then creature. The wizard casts the spell, slowly turns,
the spell can take effect on that specific crea- and is able to sensethe direction of the person or
ture. Otherwise, the living link will be estab- creature, provided the subject is within the area.
lished with any sapient creature within range, The wizard learns how far away the creature is
determined randomly. and in what direction it is moving (if at all).
Like the 1st-level spell corpse link, the liv- This spell can locate a general species of
ing link spell allows the caster to gather sen- creature (a horse or umber hulk, for instance)
sory information from the vicinity of the target or can be used to find a specific individual.
creature (sight, sound, smell, taste, or touch). The wizard must have physically seen the indi-
For every four levels of experiencepast the lst, vidual or the type of creature at least once from
the necromancer can collect information from a distance of no more than 10 yards.
an additional sense (up to two senses at 5th
level, three at 9th, four at 13th, and all five at Unlike locate object, this spell is not blocked
17th level). by lead. It is blocked, however, by running
water (such as a river or stream). Objects can-
The creature linked by this spell experiences not be found with this spell.
nothing to indicate that its senses have teen
tapped, and it remains in control of its own The material component is a bit of a blood-
actions, entirely unaware of the magical con-
nection to the necromancer. In other words, the hound’s fur.
caster cannot force the subject to look at some- Notes: Uncommon spell (TOM).
thing (listen at a keyhole, taste a glass of wine, Locate Object
pick up an object, and so on). This spell merely (Divination)
Reversible
enables the caster to directly experience the
world through another creature’s perceptions. Level: 2
For instance, looking through another crea- Range: 0
ture’s eyes gives the wizard all of its visual Components: V, S, M
capabilities, such as infravision if the creature Casting Time: 2
has that ability. Duration: 1 rd./level
Area of Effect: 20 yds./level
While the spell is in effect, the living link Saving Throw: None
overrides the wizard’s own sensory percep-
tions. Thus, a wizard seeing through another This spell aids in locating a known or familiar
creature’s eyes is unable to see through his
own. The spell can be ended at will with no object. The wizard casts the spell, slowly turns,
risk to the caster. and senses when he is facing in the direction of
the object to be located, provided the object is
Notes: Uncommon for necromancers and within range (that is, 60 yards for 3rd-level wiz-
diviners; otherwise very rare. ards, 80 yards for 4th, 100yards for 5th, etc.).
The spell can locate such objects as apparel,
jewelry, h i t u r e , tools, weapons, or even a lad-
der or stairway. Note that attempting to find a
specific item, such as jewelry or a crown,
requires an accurate mental image; if the image
523
- I
LocatePortal
is not close enough to the actual, the spell does ence of unburied corpses or corporeal undead
not work. Desired but unique objects cannot be (such as skeletons, zombies, or ghasts), but
located by this spell unless they are known by will not reveal noncorporeal undead (such as
the caster. The spell is blocked by lead. Crea- ghosts or spectres). The area of effect extends
tures cannot be found by this spell. in a 10-foot wide path, facing in the caster’s
current direction. Scanning in a direction
The material component is a forked twig. requires one round, during which time the
The reversal, obscure object, hides an object caster remains motionless in concentration.
from location by spell, crystal ball, or similar
means for eight hours. Creatures cannot be Locate remains is mostly unaffected by
affected by this spell. The material component walls or obstacles, though the area of effect is
is a chameleon skin. decreased (to 10 feet plus 1 foot/level)by more
Notes: Common spell (PHB). than three feet of solid stone, ten feet of wood
or packed earth, or one inch of metal.
Locate Portal
In the most general applications, the spell
(Divination) precisely locates any and all physical remains
of individuals in the area of effect, regardless
Level: 2 of sex, species, and undead status. This spell
Range: Special does not impart any knowledge regarding the
Components:V, S, M identity (or undead nature) of the remains; only
Casting Time: 1turn the current locations of corpses within the area
Duration: 1 rd. of effect are learned.
Area of Effect: Special
SavingThrow: None If a personal item or small fragment of the
deceased individual is available at the time of
This spell can be cast only within 100yards of casting, the spell can be used to locatethe remains
of that specific individual. In that case, the spell
the surface of a crystal shell. The casterof a locate does not register the presence of any remains
portal spellcan find the nearestportal through the except those of the desired individual.
crystal shell either into or out of the Flow (phlo-
giston). The spell indicates direction and distance Both the general and specific versions of the
(eitherin miles or in travel time, shouldthe wizard spell have no effect if cast on a living creature
know the particulars of his own ship). of any type.
In general, from any point on a crystal shell, The material component for this spell is
a portal suitable for a normal-sized ship can be either a small piece of bone from a human
found within 2-20 days travel. At the DM’s cadaver (for the general version) or else an arti-
option, there may be more portals available, cle of clothing, personal possession, or strand
fewer, or none at all. of hair (for the specific version). This spell is
popular in regions with strict burial customs.
The material component of this spell is a
conch shell. Notes: Common for necromancers, witch-
doctors, and Savagemages; otherwise very rare.
Notes: Common for spellcasters from a
spelljamming culture; otherwisevery rare. Lock
Locate Remains Reversedform, see knock.
(Divination, Necromancy) Long Reach, Duhlark’s
Level: 1 See Duhlark’s long reach.
Range: 0
Components:V, S, M Lorloveim’sCreeping Shadow
Casting Time: 1rd.
Duration: 1turn + 5 rds./level (Illusion)
Area of Effect: path, 1+05ftf.t.w/liedveelxlong (Shadow)
30 ft. Level: 3
SavingThrow: None Range: 0
Components:V, S, M
This spell attunes the caster to the physical CastingTime: 7
remains of dead beings in the area of effect. Duration: 1 rd./level
Locate remains will thus easily detect the pres- Area of Effect: The caster’s shadow
SavingThrow: None
524
- Lose the PathI
This spell causes the wizard’s shadow to -s
elongate, stretching away from his body at a become insubstantial. The creature can pass
through small holes, narrow openings, and the
rate of 15 yards per round. It can elongate a smallest cracks. The creature cannot fly with-
maximum distance of 10 yards per level of the out additional magic.
caster.
No form of attack is possible when in
The shadow moves as an ordinary shadow, shadow form except against creaturesthat exist
along floors and up walls. The caster can on the Ethereal plane. In this case, all attacks
maneuver in any manner feasible to place the are normal; however, the shadowy creature can
shadow where he desires. For example, the be harmed only by magical weapons of +I or
caster might position his shadow over a high greater or by creatures able to affect those
window in a tower in order to spy on the tower’s struck only by magical weapons. Spells and
occupants.The shadow makes no sound and is special attacks have normal effects.
90% undetectable in all but the most brightly
lit surroundings. Most undead creatures will ignore a creature
in shadowform, believing it to be a wraith or
While the spell lasts, the illusionist can see, spectre; however, liches and powerful undead
hear, and speak through his shadow. The may save vs. spell with a -4 penalty to recog-
shadow cannot physically touch, pick up, or nize the spell. A successful dispel magic spell
attack creatures or objects. It can be struck forces the creature in shadow form back to nor-
only by spells, magical weapons of +1 or bet- mal form.
ter, or other special attacks (such as a dragon’s
breath). The shadow has the sameArmor Class Notes: Uncommon or rare spell (TOM).
as the caster. Hit points lost by the shadow are Lose Face
suffered by the caster.
Reversedform, see face.
To cast the spell, a light source of at least the
brightness of a candle must be present. The Lose the Path
caster must also have a small statuette of the
caster sculpted from a piece of obsidian worth Reversedform,see find the path.
at least 1,000 gp.
Notes: Uncommon or rare spell (TOM).
Lorloveim’s Shadowy
Transformation
(Illusion)
(Shadow)
Level: 6
Range: Touch
Components:V, S
Casting Time: 6
Duration: ld4 rds. + 1 rd./level
Area of Effect: Special
SavingThrow: Neg.
When this spell is cast, the illusionist trans-
forms one creature or a specified volume of
nonliving material into shadow, making it
insubstantial. Thus, a door could be turned to
shadow and entered. The maximum amount of
inanimate material that can be transformed is
one cubic foot per level of the caster.
Unwilling creatures are allowed a saving
throw vs. spell to resist the shadowy trunsfor-
mation. Magical items and the spell effects
(such as Sigby bforceful hand or a wall of
stone) cannot be affected.
A transformed creature and all its gear
525
Love -Witch
Love -Witch someone not present, the spell’s effects are felt
only when the subject first sees that person.
(EnchantmentlCharm) Second, to the normal effects of a charm per-
Level: 7 son (trust and friendship) are coupled a strong
Range: Touch desire for romance.
Components: V, S
Casting Time: 7 The caster must have in her possession
Duration: Special something belonging to both the subject and
Area of Effect: 1 male human, demihuman, or the spell’s object in order to cast this spell.
humanoid Notes: Restricted to those of gypsy blood,
Saving Throw: Neg. witches of good or neutral alignment, or a spe-
cialist in this type of magic. Those who have
With a simple touch of her hand, the caster access to this spell do not have access to the
can create in the creature touched an undying charmperson spell and vice versa; uncommon.
devotion and infatuation toward her. The sub-
ject is allowed a saving throw vs. spell to Lower Resistance
negate the effect.
(Abjuration, Alteration)
A male subject failing the saving throw is
affected as if he had imbibed aphilter of love Level: 5
(see Appendix 3 of the DMG). He is charmed Range: 60 yds.
and regards the caster as his one true beloved, Components:V, S, M
willingly following her least suggestion and Casting Time: 5
defending her from all harm.
Duration: 1turn+ 1 rd./level
The love spell is one of the most powerful
charms known,and the recipient can never free Area of Effect: 1 creature
himself unless the witch releases him, or a lim- Saving Throw: None
ited wish or wish spell is used to break the
spell. Even the caster’s most hostile and objec- Using this spell, a wizard can attempt to
tionable orders or actions-including direct reduce the magic resistance of a target crea-
attacks against the charmed character or suici- ture. The magic resistance of the subject works
dal commands-will do no more than tem- against the lower resistance spell itself, but at
porarily drive the subject from her presence for only half its normal value. No saving throw is
a period of 1 to 12 hours, after which the sub- permitted in addition to magic resistance. This
ject cautiously returns, hoping that the love of spell has no effect on creatures that have no
his life may have forgiven him. magic resistance.
Notes: Restricted to witches of good or neu- A target creaturethatdoes not resist the effects
tral alignment; uncommon. of the spell has its magic resistance reduced by a
base 16%plus 1%per level of the caster (that is,
Love Charm a base 25% reductionat 9thlevel).
(EnchantmentlCharm) The material component is a broken iron
rod.
(So@
Notes: Uncommon spell (TOM).Note that
Level: 3
Range: 120 yds. the base is substantially reduced from the orig-
Components: V, S,M inally published form.
Casting Time: 1
Duration: Special (Alteration) LowerWater
Area of Effect: 1person
Saving Throw: Neg. WiV)
This spell is identical to charm person in all Reversible
respects but two. First, the caster specifies that
the subject become enthralled with a person of Level: 6
the opposite sex. This may be herself or anyone Range: 80 yds.
else whose name the caster knows. If it is
Components: V, S,M
CastingTime: 1 turn
Duration: 5 rds./level
Area of Effect: 10-ft./level square
Saving Throw: None
526
Mace, Belsham’s Material Plane, with flotsam from a
wreck. Characters from the same ship
See Belsham’s mace. may be cast up as a group or scatteredfar ap&
(DM’s option).Those who fail the second sav-
(conjuratiodSummoning) ing throw are dragged fully into the Plane of
(Woter) Elemental Water. Unless these individualscan
somehow breathe underwater, or have friends
Level: 9 + 10 yds./level among the marids near such an area, their
Range: 120yds. prospectsare grim: If they don’t drown, they’ll
Components:V, S,M probably be enslaved by the marids.
CastingTime: 9 The material component of this spell is a
Duration: ldlO rds. diamond worth at least 10,000 gp.The gem is
Area of Effect: 150-yd. radius crushed when the spell is cast.
SavingThrow:Special Notes: Common for Sea mages or those
from an arabiansetting;otherwise very rare.
When cast upon the sea (or large lake), the
maelstrom spell punches a hole right through Mage ”hnneltt
the Prime Material Plane into the Elemental
Plane of Water. A huge whirlpool appears for (Alteration)
ldlO rounds, sucking everything close to it
into the Elemental Plane of Water. At the end (Dimension)
of that time, the rift between the planes seals
and the sea returns to normal. Level: 9
Range: Special
The whirlpool has a dark center like a bulls-
eye, surrounded by a ring of swirling water. Components:y S, M
The center has a 50-yard radius. The surround-
ing ring is another 100yards wide (giving the Casting Time: 9
entire whirlpool a 150-yardradius). All vessels Duration: Special
within the whirlpool’s center must make a sea- Area of Effect: Special
worthiness check with a -20% modifier each SavingThrow:Special
round. Failure indicates that they are sucked
into the Elemental Plane of Water. Success When cast, muge tunnel opcns up a magical
means they simply hold their ground;they have passageway between the caster and an area
no choice but to hang on until the spell elapses known to the caster no more than 1,000 miles
or until they are sucked through. away, through which the caster can freely
travel. The only restriction on the spell is that
Vessels within the 100-yard border around the destination must be out-of-doors and in a
the center must also make a seaworthiness locationwith which the caster is familiar.
check each round. Success indicates that they
can sail under “adverse” conditions. Creatures The tunnel can be used to kidnap others. In
and spells that affect water also may help them this case, the tunnel is cast to appear next to the
move from the area. Failure means they are victim. Anyone within 5 feet of either opening
dragged 20 yards toward the center. must then make a successfulsurprise roll or be
immediately drawn into the tunnel, sucked
An individual in the border area who is not through it, and expelled at the other end. Fur-
aboard a ship is dragged 50 yards per round thermore, the victim at the opposite end of the
toward the center. muge tunnel must roll for surprise with a -2
Allies who control water or use magic may penalty, since the appearanceof thia spelt is wu-
help; mere swimming has no effect. An indi- ally totally unexpected.The caster himself is not
vidual in the center of the maelstrom who is
not aboard a vessel must make a saving throw affected, need not roll to resist the suction,and
vs. death magic each round to avoid being may enter the tunnel or not at his discretion.
sucked through the whirlpool. Success indi- Szass Tam developedthis high-level transporta-
cates the character holds his ground. Failure tion spell,then discoveredits use in kidnapping
calls for another saving throw. If a second save or in sending away unwanted visitors.
vs. death magic succeeds, the individual is
merely cast up somewhere else in the Prime The muge tunnel k material component is a
1-inch length of copper tubing engraved with
silveredrunes.
Notes: Unique; known to SzassTam of Thay
in the FORGOTTERNEALMSsetting.
529
> OES
Magic Aura, Nystul’s Magic Ear
See Nystul’s magic aura. (Alteration)
Magic Boomerang Level: 2
Range: 40 yds. + 10 yds.heve1
Aka magic disk. Components:V, S, M
CastingTime: 2
Magic Cloud, Odeen’s Duration: 4 rds. + 1 rd./level
Area of Effect: 3-ft. radius circle
See Odeen’s magic cloud. Saving Throw:None
Magic Defiance Undone This spell amplifies all sound within the
area of effect, so any normal sound can be
A MYSTARsAetting spell, aka pierce magic
resistance. heard clearly through as much as 1,OOO feet of
air, 10 feet of wood,or 1 foot of stone. The
Magic Disk -Witch
small circle from which sound is amplified can
(Invoeation/Gieation) be moved within range as long as the spell
Pome) lasts. Very loud sounds (the roar of a lion or
dragon) and sounds that are already magically
Level: 1 amplified (the roar of an androsphinx or drag-
Range: 20 yds. onne, a shout spell, etc.) overload and cancel
the spell, leaving the recipient stunned for ld4
Components:V, S,M rounds unless he makes a successful saving
Casting Time: 1 throw vs. petrification.Like the 3rd-level clair-
Duration: 1 turn
Area of Effect: 1 creatureper rd. voyance and similar spells, an invisible magi-
Saving Throw:None cal sensor is createdat the spell’s center.
This spell conjures a glowing disk of magi- A silence cast directly againstthe magic ear
cal energy about a foot in diameter.The witch spell negates it. An amulet of proof against
can throw the disk at opponents once per
round. The device confersa +3 bonus to attack defectionand location or othermagical protec-
rolls and can affect creatures struck only by
magical weapons. The disc can be hurled at an tion against detectionmight defeat the spell, at
opponent fleeing around a corner and it will the DM’s option.
follow, but this reduces the attack bonus to +l.
A hit inflicts 1 point of damage upon the target The material component is a feather from a
creature. After each throw, the disk returns to giant owl’s head.
the witch’s hand, ready for the next round.
Notes: Very rare spell. (Updated from
Instead of throwing the disk multiple times, POLYHEDRONNewszine).
the witch may instead choose to expend all the
disk’s energy in a single hit. In this event, the -Made Drain
magic disk inflicts Id6 points of damage, plus
(Evocation)
1 point per level to a maximum of ld6 + 10.
Level: 8
The witch can specifynormal or subdual dam- Range: 60yds.
age (the latter is 25% real and 75% temporary).
If the witch misses, the disk returns and can be Components:V, S,M
thrown each round, until a hit is scored or the
durationruns out. Duration: Instantaneous
CastingTime: 4
The material component is a silverpiece. Area of Effect: 1weapon
Notes: Restrictedto witches (and optionally SavingThrow. Special
force mages); common. An earlier version of
this spell, differing only in the shape of the This spell permanently drains the enchant-
force, was magic boomemng (which might be ment from one magical weapon. The casting
allowed to Savagemages). wizard must be within 60 yards of the weapon
and have a clear view of it.
If the caster holds the weapon, no saving
throw is neccessary. If the weapon is in the
possession of another individual or creature,
the weapon is allowed a saving throw vs. disin-
tegration modified by the level of the wielder.
J 531 L
For example, a sword wwld normally require a (Necromancy) Mngic Jar
saving throw of 17 or better to resist the e-
in the hands of a 6th-level fighter, it would (iMenta&m)
need an 11 or better.
The spell’s effect is limited to one type of Level: 5
magic of no greater thana +5 bomu.Against a Range: 10yds./level
sword + I . +3 vs. lycanthmpes, for txample, Components:V,S,M
this spell could negate either the +1 bonus or CastingTime: 1rd.
the +3 bonus. A second spell would be rquircd Duration: Special
to negate both bonuses. Area of EffeCt: 1 Mcatun
The material component is a vial that once Saviug Throw:Specid
helda magicalpotion.
Nates: Commonon Cerilia, the BIRTHRIGHT The magicjar spell enables the caster to
setting;unknownelsewhere. This ape11h c - shift his l i l f o m intort special receptacle (a
ti on^ only when cast in the CeriIiaa sating. g- or large crystal). Prom thenthe caster 68n
foroQ#n exchange of lifeforces between &e
M8gic R i d recepcIcle and another creature, thus enablinn
the &nrd to take over and control the body of
(Conjucatlon/Summoning)~
WmWm) aIW&DF“frktUre,while the lifeforce of thc host
is confined in the receptacle. The speck4 life-
Levsk 1 force receptacle must be within spell range of
Range: 5 ydsJlevel the wizard’s body at the time of spellcas~ing.
Components:y S The wizard’s lifefme shiftsinto the r~cc~tack
CastirIgTimC:I in the round in which the casting is&G
+ 1 d./lcvcl
Duration: 3 rds. allowing no other actions.
Area of Effect Cream 1 fiit While in the magic jar,the caster can sense
Saving Throw:Neg. and attack aay lifeforce within a lO-foot-pr.
level radius (onthe same plane); howem, the
This spell conjures a glowing fii of noncor- a n d creature types and relative physicaI pi-
poreal energy that can be used to telekioeti- tions carmot be dmrmm’ ed. h a g r o u p o f % -
cally pummel the caster’s foes. h a , the caster can sense a difference of four
The OaStncanaaatLanymahmwithinthe or more levels/Hit Dice and can determine
spell range, requiring a successful attack roll to whether a lifeforce is positive or negative
hit. A hit inflicts ld4-1 points of damogeper m.
caster level (minimum 1 point of damage per Fm example, if two 10th-level fighters are
die) to a maximum of 10d4-10 at 10th level. attacking ahill giant and four ogres,thccppter
Any creature reduced to 0 hirpointa is hocked could determinethat there arc three stronger
out for 2d6 rounds, but only 25% ofthe dam- and four weaker lifeforces within range, a11
age Is actual. with positiw life energy. The caster could try
The magicfist delivers a solid blow that to take owreither a stronger or a weaker crea-
might also prove useful for triggering trap#, ture, but he has no control over exactly which
moving small objects, OF performi- other acatwc is -ked.
unsubtle manipulations within the spell’s
range. a An attempt to tpke over a host body requires
fullround. It is blocked by a pm&ctkw#urn
The fist is an emnab’on of the cslrtcr‘smen- evil spell or similar ward. It is t i u ~ f uolnly
tal power. It does not take dsmqe, and physi- if the subject fails a savingthmw w. spellwith
cal objects pass through it. While the caster is a special modifier (safollowing). The saving
manipulating the fist, no retion is possible throw is modifiedby mbtra&ng the combined
except for movement at no more than half tha
cuter’s normd movsment sue. Intelligence and Wisdom scores of the targct
mature from those of thc wizard (htC&XIGC
Nom: Very rare.spell. Known to be in hfs- and Hit Dice in nonhuman or nonhumanoid
malk h k e t L i h r y , Ell. I. creatures). This modifier ia added to (or sub-
tracted from)the die roll.
J 532 L
Amcccssfuf d&pd mugic spellcut OR the
hort can drive hcrptsr of theirqgtc/m Ipdl
backintothcrscspgdeandpccvcnt~fms
meting any a t t a c h for id4 r o d s p h 1
rougdpcilml dthc crrtaeftkdispcl.Tbc
bre UDCCCUE chanuc is SO%. plus orrainor 5%
pa level diiiaenczbetarwslths ustar.A'QLC-
r
asaW &&hag& &st against the rsceparcls
fonocs tkoccUpant'brPk into his r n ~ b o d yI.f
&.the wizard who cast the mugk Jan is h e d
h k into bisawnbody,&e speU 3
IfttDho8tbDdyu~t8swtsr~to
the redeptack, ifwithinrange, andthe li-
ofthe ~ . d q m(ir.e.,~it~isdad). If thc hbsr
body is slain beyond the tango of the epsll,
boththehast aud ths castq die.
Any Lifeforce with nowhere to go is treated
Elrater as rlainunless nc&dby a mire &ad, m r -
reclion, or similar spelt.
ff the bodycrfthc caster udsin, Bis lifbfarce
dwnqt automtttidy know the language or survives if it is in either the receptacle or the
host. If the receptacle is destroyedwhile the
spelbof the -e). Thc bastes retains his
caster's lifeforce~etipics tb6 caetrr is irnrv-
ocably slain.
N o w Common spell (PHB).
available, the wizard can even use his memo- Magic Manager
rized spells. Tbe host body retains its own hit
points and physical abilities and proper(icr. (Chronemamy)
Level: 6
The DM decides if any additional modifioa- Range: 0
tions are necessary; for example, perhaps Components:V, S,M '
clumsiness or inefficiency occurs if the caster
CastingTime: 6
must become used to the new form. The dip- Duration: 1 rdJ2 levels
ment of the host or receptacle is that cf the
'h0fEffeet:IhSlXMtW
occupying lifeforce.
The caster can &if? trsSly from the kart to savhgThmw:Ncg:
This spell delays thd time n o m l l y spent
the receptacle if within the l@-foot-par-kvel
range. Each attempt to shift requires One achround~ ~ m t h o o f f c cotf#a
round. The spell ends when the wizard shifts casting. This allows formultiple spellcutinp,
from the jar to his own body. but 2 rounds of rest are required after the
mgk nwragrr's itarationeadr,duriag whidl
tbe coster oan perfow 110 cclstiagor comb8t
actions (drinking potions and moving are
rfkrared).
The rosndafterthir apcll is east, the c.bcr
rolls initiative and adds the casting time of
wbatmwapelfhwishestocsrt.Atthatapcll's
conclusion, the chponomancer rolls another
ldl0 (tuaacens &e situation8nd chooses new
spetIlrad8d&4Jl&IrcxtcaIltiq time. wkm (bs
total r e a b h 30 of B multxple of 30, si new
rolmdb.~.
This metbod is used for the duntiomofthe
spell or uhtil the chronomanwr stops carting
spells. If the clmnomanccrpcnkma an .ction
J\
533
other than castingspells st any time,the action
takes place inthe followingmmd, and then the
count starts over again theround &that.
For example, assume a chtoMmsncer cluds 3
spells in a m , withcnstiq timcsof 5,4, md 6,
andr o b initiativoSof 9.1, and i7s. ?,tkhroenSp1c9u).saanrde
cast in the f a mund(tot&of
the third spellis cast in the sccandround with
an initiative of 2 (32total 30). The chrono-
mancer then decides to drink a potion. The
potion is imbibed in round 3, and the chrono-
mencorcmstartcaatingspalls~inmumd4.
Only spells of 4th level or Iowa canbe cast
while using the magic manager, and no spell
can be cast more than once while the spell is
still running. Doing so ends the magic man-
ager’seffect.
The material componentsare a humming-
bird‘s tongue and some popw sasds.
Notes: Restricted to chconomancers; com-
mon.
Magic Mirror
(Divlnrtion, Enchmtment)
@rt??e)
L’evel: 4 Magic Missile
Range: Touch
(E=-)
Components:V, S,M
CastingTime: 1 hr. POW
Duration: 1 rd.Acve1
RCLeaovnmeglpe:o:1n6a0aytdss:y. +s10yds./level
Area of Effect: Special
Saving Throw:None CaStingTime: 1
haation: Im~tmtanmw
By mcans of this spell, the wizard ch.nges a AM of Effect: 1-5 targeta in a 1 0 4 cube
normal mirror into a scryingdevice similsrto a savingTbrow:Nonc
crystal ball. The details of the use of such a
scrying device are found in the DMO (in Use of the magic missile spell cnatea up to
Appendix 3: Magical Item Descriptioits.under five missiles of magical energy that dart forth
the description for the crystalbalc). from the wizard’s fingertip and unerringly
strike their target. This includes enemy crea-
The following spells can be cast through a tures in a melee. The target cmturu llltlst be
seen or otherwise detected to be hit,however,
magic mirror: comprehend lunguages, read so near-totd concealment, such as that offend
by arrow slits, can render the spell ineffective.
magic, tongues, and in$wision. The folloering Likewise. the caster must be able to identify
spells have a 5% chance per I m l of the caster the targot. He cannot direct a magic bile to
“Strike the commander of the legion,” unless
of operating correctly: detect magic, detect he can single out the commslKbr Erormthe rest
good or evil, and message. The basc chances of the SO&&E. Specificputs ofa creaturecan-
for the subject to detect any crystal ball-like not be swadout. Inanimate objsds (locks,
spell are listed in the DMG (again, under the etc.) camat be damaged by the spell, and any
description for the crystalball). attempt to do so wastes the missiles to no
The mirror used must be of finely wrought
and highly poliebsd silver and coetnot Isssthan
1,OOO gp.This mirror is not harmsd by casting
the spell, but the other material coqoaen-
the cye of a hawk, an eagle, or even a roc, and
nitric acid, copper, and zinc-am uaedup.
Notcr: Common spell (PHB).
effect. Against creatures, each missile inflicts M a e Mouth
ld4+1 points of damage. (Altf-tion)
For every two extra levels of experience. the
wizardgainsanIldditbdmissik--bebaa two Level: 2
Rlllge: MJyds.
mt 3rd led, threeat 5th lwel, four at 7thlevel,
Components:V, S, M
a,up to a total of fiie misailenat 9th level. If
the wizard has multiple missile capability, he CastingTime: 2
can h a w thsmstrilrc a single targcdcreatm or Duration: Special
several creatures within a 10-foot cube as Area of Effect: 1abjwt
desired. Saving Throw:None
N.ter. Common spell (PHB).
When thin spell is cast, the wizard imbues
Magic Mirdls Reflection the chosen objectwith an cnchmtedmouththat
(Abjuration, A l t u r t k . )
n spt edcifdiedmevetntyoc~cur~s.sTbpcme ael r, si~ ~ *
a which
must be of 25 words or less.can be in my lm-
Level:2
Range: Touch guage known by the spellcaster, and CUI be
CoPnpoaents: Y S, M deliveredovcraperiodof ont turn.Thsmouth
CastingTime: 2 cannot speak magical spells or use command
+ 1 rd./level
Duration:2 rds. words. It doer, however, mow to the words
articulated-if it is placed upon a statue. the
Area of Effect: Creaturetouched mouth of the statue would actual@movc md
SavingThraw:None
appear to speak. Ofcourse, the magic math
This dweomer weaves an invisible field can be placed upon a tree. rock, door. orany
around the body of the recipient that reflects other object, excluding intelligent m e n h of
nagic missiles entirely back at their ~ourcc,80 the animalor vegetable kingdoms.
that the protected creature talres no harm. The The apcll functiolLlwhensptcifiid t i o n s
missiles are reflected for full damage unless arc fulfiilcd, accordingto the tommaodof the
the source is protected against them. spellcaster. Some examples am to speak"tohe
The spell can be transferred by the protected f i t creature that touches you," or ''to the firat
being to another creature by willing the magic creature that p a w s within 30 feet." Com-
to move and speaking the one-word initial mands can be as general oror dotailcd.as
incantationas the m w recipht iqtouched.The desired, although only visual and audible trig-
incantation is made initial@ by the caster as gers can be used, such asthe following: "Speak
she touches a spell recipient, who probably only when a vencrable female human carrying
hears it well emugh to repeat it. A being so a sack of groat clusters sits c r o s s b e d within
bestowing the rpdl need not be a spellcaster. 1foot.'' Such visual triggemcsn reacttoa cfuu-
These transfern canbe doneasafkrr M desired, acter using the disguise ability. Command
but only oncepa round, ~6 oely-%lecreature range is 5 yards per level of the wizrrd, l la~
tisiopnroistencotteedxattenadnyedgoirvesnhctinmtoa.wTdbb6y'&trJsasEdeursr.a- 6th-level wizard can command the na@'c
mouth to speak at a maximum encolmter muge
This spell wasonce known .sfialon&a Z of 30 yards ("Speak when a winged creature
kiss becausethat long-ago sorcmm of Myth comes within 30yards."). Tbc spell hats until
PDrsmror bcrtpmditsprotection 8lt compaq- the speak command 01111 be fulfilled; thus. the
ions the ' bandshe lad by meam spell duration is vnriab&. A rrurgic m w h can-
of a kies. not w i s h invisible cmames, a,-l
The material component of the spell is a level, Hit Dice, or claw, except by external
drop ofulc cutergdiva. garb. If desired,the effect can be keysd to a
N e t w Rare 01very mre in the FOROOITEN specific wise or spoken word.
Rrmtdsrtning;virtuUyuaktpvnelscwhcm. The m a t h 1 component of this spell is a
small bit ofhoneywmb.
Notes: Commonapoll(PHB).
J 535 L
-Magic Rwistrrace Pluma Spells remain in the staffuntil cast or dis-
pelled, or up to 1hour per level of the caster.
(Abjuration) After this time, a11 stored spetls fade away.
(Note that on law magic worlds, M4 Mless,the
ALevel: 4 stafFwit1 not function, though it will function
Range: 0 normally if taken to a higher magic world
Components:V, S,M beforethe duration expiras.)
CastingTime: 1rd.
Duration: 1 turn Only wiwda who know the nagicstqflspell
Area of Effect: 5 ft./level &us can cast spells from another wizard’s magic
SavingThrow: None stafl This applies to wizards who have never
learned or could not normally cast the spells
This potent spell combines the effects of a stored in the staff. It is common for the staffs
minor globe of invulnerability with some Owner to implant a command word that must
be used by anyone w i s h 8 toemploy the staff.
unique features of its own.The spell cancels
out all magic effects within the area ofeffect, The material component for this spell is a
staff cut from an ash tree. For each spell level
including spells directed at the caster, the me the wizard intends to imbue into the staff,it
or effects of magicalitems, andabilities. must be inlaid with rubies worth at least 1,OOO
The magic resfstances p l l can be broken by 8p. Uncommon spell (Tow).
a successful dispel magic, but it is treated as
16th level fur purposes ofdispelling. Note:
The material component for the spell is a Magic Tailor,Odeen’s
small,clay image of Qotal, which is crumbled
as the spell is cast. See Odeen’s magic tailor.
Notes: Restricted to practitioners ofpkrma Mngicrl Doom,Xnlt’s
magic (the Mazticasetting); common.
See Xult’.. magical doom.
Magic Resi8tsnce Undone
A MPSTARAsetting spell, aka pierce magic
resistance.
Magic Stnff
(EncIuntmenVCl)
(Adfie)
Level: 5
Range: Touch
Components:V, S,M
CastingTime: Special
Duration: special
Area of Effect: The wizard’s staff
SavingThrow: None
This spell allows a wizard‘s staffto stom one
spell level for every three levels of the caster.
Thus,a %-level wizard can store three spell
levels (three 1st-level spells, one 1st and one
2n4 or one 3rd-level spell).
Spells that an to be stored in the staff must
be memorized normally by the wizard. The
spells are then cast as normal when charging
the staff; casting requires the spell’s normal
castingtime plus one round.The spelt is wiped
from memory and material components are
consumed. All spells to be stored must be cast
into the staff within 1 turn. All stored spells
have a castingtime of 3.
> M.pasliamf
Magical Minions .d% C.t8pq
Athasian Dmgon-King magic; 01-20 Padyzatiodpoisoddoath magic
psionic c o m p n w d e r s the 2140 Wdd
spell uncastde by wizards. 41-60 Pctrifiitiodpolymorph
. 61-70 Breath weapon
Magical Plague 71-00 Spell
Athasian Dmgon-King magic; Magnetism
psionic component d e r s the
(Altewm) Wn
4spell uncasNe by wizards.
Level: 3
Magical Susceptibility
Rcoamngpeo: n6m0visd:sv., S, M
(Alteration)
casting Time: 3
Levek 6 Duration: 3 rds.Aevel
Ringe:T-h Area of Effect: 30-13. radius
camporionts: v, s SavingThmc Neg.
CastingTime: 1
Duration: Special
Area of Effect: Creature touched This s@I C B b~e used in two ways, depend-
Saving Throw: Neg. ing on the desires of the wujen at themoment
This spell gives the creature a -1 penalty to of casting. If cast upon h i l f , the spell gives
saving throws against one type of special attack the wu jen the ability to draw iron and ateel
@aralyzation/poisddeatbmagic, rod/wand/ items to his hand upon command.
staff, bathweapon, etc.). Ifthematurefails a
saving throw vs. spcll, roll percentile dice and The item must be in the area of effect. Roly
one item can be called per round. If the itom is
consult the table to find which type of w i n g
thmwis affectedThe caster can chmage theper- held by another, that charaotsr is allawed a gpy.
centile roll by +I% pcr experience lwei, exert-
ing some conl?ol ovcrthe category a & t d ing throwvs. spell to resist tkc effea. Repeated
The penalty is perrmment, althoughit can be attempts can be made upon the same item, pro-
negated by means of a limited wishor wish.A vided each attempt is made in a different
remove curse cast by a spellcaster of equal or round.
higher level is also effective. The creature’s ini- A wujen could attempt to snstc~weapans
tial saving throw against this spell is not from the grasp of othm orchengetheflight of
a c t e d by any penalty the spell might inflict. m o w s . Ifthe item summonediw greatermnsa
than the wu jm, the cff.Et is oppositb-the wu
Multiple castings of this spell cnn affect a jm is drawn to the itan.Attampringt0 magne
single saving throw up to -1 per five levele of tize a man in metal armor nonnaliy resulta in
the caster (-2 at 12th level, -3 at 15th, -4 at the wu j e n being dragged to the item, not
ZOth, and so on). always a desirable rcsult. The spell ispowaful
Notes: Very rare spell. Known to be in emughtopuU thewujenthmughthe air:it can
Frismalb Pocket Libmy, Yol. ZX
beaneffsctivemathodofcrossingchknmspro.
vidcd there is a &icient mass of iron on the
O k side.
If cast upon another, that individual is
allowcd a saving throw vs. spell to avoid the
effect. Thereafter, all iron and steel items
within 30 feet ofthe individual are drawn to
that point. Ibmein the possession of crepturea
allow thc creature a saving tiuow as explrined
above. Again, if themassof any item is greater
than that of the *get point, the direction of
movement is rarwrsed. In either use,weapons
drawnby titis Bpall cause no damagesince they
am not wielded or controlled by a conscious
mind.
The material componant for &is spell is a
piece of lodestone.
I 537 L
The reverse of this spell, demgneffze, can- fully disbelieved, any ability or magic that
cels the effects of magnetism. The material counters illusions (such as true seeing) allows
component is a small woodenrod. its UIQ to ignorethe dfecta of this spell.
The material component of this spell is a
Notes: Common in oriental settings; other- small fragment of real armor: plate or metal
wise very rare. mail-weave.
NO~CBRa:re spell in tbe FOR-
MagnificentMansion, REALMS
Mordenkninen’s setting; virtaally unknown elsewhere. Known
to be in a ram tome, Selvar’sInflable Conjum-
See MordtnLainen’smagnificent mansion. tionr, hiaglc, and Phantasms.
Mahlorn’s Mental Exchange Maintain
See life force e x c h g e . (AbJuration, Necrom8ncy)
Mahlorn’s Mental lkansfer Level: 6
Range: Touch
See life force transfer.
Components: V, S,M
Mailed Might
CastingTime: 1 turn
(NullodPhantaam) Duration: 1 dayAeve1
(sib*) Area of Effect: 1 creature
Level: 3 SavingThrow: None
Range: Touch
This spell is used on the !&wage Court in the I
Components:y S,M
REDSTEELsetting. The affected creature is
CastingTime: 3 maintained at his or her cUrient stage of Red
Curse effect for the duration of the spell. A
Duration: 1sd.Aml recipient in the Time of Grace remains there
Area of Effect: 1 creahuc (accptforsuffering the loss of a single ability
point); a recipient in the Time of Loss or the
Saving Throw: None Time of Change stays at cxactlytbc same point
as when the spell is cast. The use of a Legacy
By means of this spell, a wizard protects ability by a recipient of maintain immediately
himself or herself or another touched creature dispclr the maintoin spell.
with temporary, illusory armor. The armor has A#mentioned,thisspell doer notpment thc
no weight, nor does it encumber its wearer or
in any way affect movement or epallcclsting.To loss of the initial point from the appropriate
ability score, nor does it elimtrotc or heal say
the wearer, it is invirible and undetectable, datninsntaletkts. It does not work ou Inhcri-
tors. If the recipient sffected by a successful
making no metallic sounds when struck or deplete spell (for which the caster need make
only a normal attack roll, without the -4
moving, and so on. To others, it appears as penalty), the maintain spell is immediately
translucent, ghostly armor, visible in outline eliminated, and the full time called for by the
but nonreflectiveand soundless. depJete spell is instantaneously applied to the
T i e of Loss and Change.
It protects the warm as if it were chain mail
(AC 5). Minor illusory displacement makes Since cinnabryl is difficult to find in some
enemy melee.attach leas effsctive. reducing the places, priests developed a spell to counteract
actual damage from each melee attack striking some of the effects of the Red Curse. After
some work, wizards wm able to duplicate the
tchoencfaesrtserab+y13spaoviinntgs.tThrhoewphbaonntoums aagrmainorstalaslol spellk effects.
attackspmtectedagainst by magicalarmor.
This spell is used throughout the Savage
Furthennore, the armored creature loaka as Coast, but most commonly in Robrenn, EUS-
if it were shadowed by far larger, more power-
ful armored creatucMl who staud behind it and dtia,Rcnardy, Bellayne, and Herath. In several
mow with it. Cmaturca of semi- or low Intelli- small towns, the village priest or wizard makes
gence (2 to 7) who obsmn this effect may flee
in fear of the strange and powerful armored rounds, casting the spell on all who need it.
creature they &e. More intelligent creatures This holds off detrimental effects, and also
are often disconcerted and may respect the keeps most of the common folk in those small
potential powers of the protected being more
than they otherwise would.
While the armor itself cannot be success-
J 538 L
townsfrom usingLegacies. LiLo the mkor crenrionspell, the wuajor c a -
The spell requiresat least aweclr’s worth of ation s ~ & enables the WiZprBto pull wisps of
msterinl from the Dmmiphneof Shdow to we-
undeplctcd cinnabryl. This must be touched to
the recipient’sbead at the end of cas@, but is ate an item of nonliving, vegetable naturv-
not cwwrmed in the casting.Thc Castertouches soft goods, rope, wood, ete. The wizard can
also create mineral objocts-stone, crystal,
the target creature while reciting the spell’s metal, etc. The item m a t e d cannot exceed 1
verbal componmt to activate the spell.
Nder: h m d i n t b R e D S ~ s c t t i n g , c ~ m - cubic foot per level of the spellcaster in vol-
mon; otherwise virtually unknown. ume. The duration of the created item varies
with its relative hardness and rarity:
mIJ--) Major Cloak
Vegetable matter 2 hrs./level
1brJkVel
StoncOrCrySt8l
Recious metals 2 trnndlwel
Level: 9 1W e v e l
Range: 0 GW
Components:V, S,M Mithrol* 2 rdp./levcl
CaatingTime: 1 Adamantit8 1 rd.ileve1
Duration: Special
Area of Effect: 1 land mass,5,000 sq. mi.
‘IDcIpdo.*miluraemo(llr
SavingThrow: None Attempting to we.any of these 88 matetiel
This spell was used by the Irda to cloak the components ina spell causesthe spell to fail.
island Anaiatha. It causes a land mass that is The spellcastermust have at least a tiny piece
surrounded by water to become invisible to all ofmaitcrofthe same type BS thc itmr bc plans
except the specks that normally inhabit it. The to crutc--abit oftwiaedhrmp tocIEatc mpe,
island cannot be detected by sight or by scry- a chip of stone to create a boulder, and so on.
ing. Furthermore, the illusion affects all who N O WCommon spell (PHB).
come within one mile of its coastline, causing M8jW DelOUIlin& Nh*s’
them to taka a route around the island while
making them believe that they are taking a See Nimodcs’major delousing.
d m c t route through the “waters” where the
islnad is actually located
There is ow drawback to this spell; it does
not prevent the cloak from radiating intense
magic, and those who scry the sc.8 for magic
may be able to detect it. Becaw Wizards of the
Mischta cannot nach 18th level, they have not
been able to use this spellto hi& Sciask
The requiredmaterial components have not
ban recorded, and the Irda have not revealed
them,but it is certain thatthere am one or more
exotic compoaents requimd.
Notes: Known in the DRMN~NLANseCttBing;
very rarc.
Major Crertion
@Iu~ion/Phantum)
(Shadow)
Level: 5
Range: 10 yds.
Components:V, S,M
CastingTime: 1 turn
Duration:Special
Area of Effect Special
SavingThraw:None
J
539