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8/22/2019 Advanced Dungeons & Dragons Forgotten Realms - Pages From the Mages

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Pages
from the Mages
By Ed Greenwood and Tim Beach

Credits
Design: Ed Greenwood, Tim Beach
Editing: Jon Pickens
Cover Art: Jeff Easley
Black and White Art: Valerie Valusek
Interior Four Color Art: Ned Dameron and Erik Olson
Cover Design: Renee Ciske
Typography: Angelika Lokotz
Graphic Design: Dee Barnett

Thanks to Wolfgang Baur, Tom Prusa, Mike Selinker, Wayne Chandler, Brian Chandler, Dawn Arnone, and the early
Fellowship of the Tower (Steve Morrow, Todd Keyser, Geoff Hinkle, Robert Schneider, Mitzi Young, Rob Nicholls,
Dave Shidler, and Jeff Neville)
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, SPELLJAMMER, and FORGOTTEN REALMS are registered trademarks of TSR, Inc. ENCYCLOPEDIA
MAGICA, MONSTROUS MANUAL, and the TSR Logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinct likenesses thereof are
trademarks of TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.

This work is protected by the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written of TSR, Inc.

Copyright ©1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ISBN 0-7867-0183-7 9491XXX1501

TSR, Inc. TSR Ltd.


201 Sheridan Springs Rd. 120 Church End
Lake Geneva Cherry Hinton
WI 53 14 7 Cambridge CB1 3LB
U.S.A. United Kingdom

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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Mhzentul’s Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6
Spells of the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Myrl’s Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7
Spellbooks ... .. ... ... ... ... ... ... ... ... ... ... .4
Mage Sigils in the Realms . . . . . . . . . . . . . . . . . . . . . . . 5 The Nathlum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4
Nchaser’s Eiyromancia . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7
Against the Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Orjalun’s Arbatel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8
The Alcaister . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Arcanabula of Jume . . . . . . . . . . . . . . . . . . . . . . . . 1 1 Sabirine’s Specular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0
Aubayreer’s Workbook . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 The Scalamagdrion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2
Selvar’s Ineffable Conjurations,
The Book of Bats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6 Magic, and Phantasms . . . . . . . . . . . . . . . . . . . . . . . . 9 4
Book of Shangalar the Black . . . . . . . . . . . . . . . . . . . . . . 1 8
Book of the Silver Talon . . . . . . . . . . . . . . . . . . . . . . . . 2 0 The Shadowtome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 8
Bowgentle’s Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4 Shandaril’s Workbook . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 0
Briel’s Book of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . 2 6 The Spellbook of Daimos . . . . . . . . . . . . . . . . . . . . . . . 1 0 3
Studies in Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 5
Caddelyn’s Workbook . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
The Chambeeleon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0 Tasso’s Arcanabula . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 8
The Codicil of White . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1 Tidings of Conflict and Woe . . . . . . . . . . . . . . . . . . . . . 1 1 0
The Collected Wisdom of Snilloc . . . . . . . . . . . . . . . . . . 3 2 Tome of the Covenant . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 3
Tome of Rathdaen . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 5
Daltim’s Tome of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 5 Tym’s Monstrous Book . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 7
Darsson’s Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1
Detho’s Libram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0 Unique Mageries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 9
Elminster’s Traveling Spellbook . . . . . . . . . . . . . . . . . . . . 5 2 Vaerendroon’s Ineffable Enchantments . . . . . . . . . . . . . 1 2 2
Wizards’ Workbook . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 4
Galadasters Orizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7
The Glandar’s Grimoire . . . . . . . . . . . . . . . . . . . . . . . . . 5 9 INDEX TO WIZARD PORTRAITS . . . . . . . . . . . . . . . . .127
Glanvyl’s Workbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1 INDEX TO ARCANE LORE . . . . . . . . . . . . . . . . . . . . . . 1 2 7
INDEX TO SCROLL INKS . . . . . . . . . . . . . . . . . . . . . . . 1 2 7

Jaluster’s Orizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3 INDEX TO SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 8


Kyristan’s Mysteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6
Laeral’s Libram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1 N EW M ONSTERS
The Libram of Lathintel . . . . . . . . . . . . . . . . . . . . . . . . . 7 3 Tome Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Scalamagdrion . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
The Magister . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 5 Disenchanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

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Introduction
Any rogue can craft a spell—but it takes a really reck-
less fool to write one down.

W homagesaidonthat? Why, me, of course. It seems no other


several worlds has wits enough to speak out
against the flood of striven magic unleashed on us all. What
one mage writes down, most others can read (so long, as they
say, the pictures are plentiful enough) . . . so, inevitably, spells
of dangerous power spread throughout the known worlds.
This perilous process has all too often been aided and abetted
by folk so bereft of morals (or too fascinated to help them-
selves, as one once vainly tried to justify himself to me) that
they publish such secrets of Art openly, for any irresponsible
hedge wizard with eyeballs to toy with.
And now, look ye, that rascal, rogue, and jackanapes Ed of
the Greenwoods been at it againpassing on precious lore
(words I spoke in confidence, mind ye) to folk at TSR, whove
promptly published it for all to view. Has he no shame?
Thinks he for a moment of the dragonsand worsethat
could be called down upon him? The flying castles crashing
into what hes pleased to call his backyard? The menacing
dooms that may leer up at him from his freezer? The creeping
horrors that might snarl from the depths of his closet? The
mind-rending horrors thatll doubtless soon inhabit his laun-
dry hamper?
All this could have been avoided, of course . . . if hed lis- daring adventurers are more likely to find than honest folk.
tened to me. He never does. Honest folk? What am I saying? Tis wizards wholl be de-
They never do. None of them. If the handful of heedful vouring every page of this work, seeking new spells to rule or
folk in the worldsd listen to me but a few moments more, remake their world with, of course! And all too soon, theyll
much trouble could be avertedand, I suppose, much high turn from transforming mountains and say, More! More!
adventure. Hmmm . . . perhaps tis the doom of humans to al- These spells are old  trade ye new spells for old!
ways rush in, heedless of the costsand to open and read Ive heard that very cry in the bazaars of Calimshan, ut-
every old, crumbling book they find. tered by men who should have known better. Yet they did
Certainly this book is full of the doings of too many wizards not, and fared forth in great peril of their lives to seek out
who did. (How many wizards is too many? As the old mages more magics, in the tombs and vaults of wizards who were
joke goes: two, because theres only one of me . . . but I never human, and mages and monsters alike who skulk in re-
digress). And all who read this will be amply equipped to re- mote fastnesses of the Realms. At least having such spells as
peat their mistakes. Hmmph. Just dont come ye wailing at these gave them some defenses on such faringsdefenses ye
my door when whatever world yeve destroyed falls apart now have, too.
around ye! (Ill be in bed with some good zzar and my scrying- See ye at the Magefair. . .where we can hurl a few fireballs
crystal, watching ye and having a good laugh.) together. A little spellfire, scarecrow? Oh. Sorry. Its all too
Determined to read on? I cant blame ye, I suppose . . . I easy to get carried away with magics such as these. Look ye:
know I did, every chance I got. From the slim black Tome of Be careful. Have fun, but be careful. Ye hold here the power
Azuth, whose single page holds a different spell each time to change worlds.
tis openedto the belt of spells created by Szass Tam when
he was young: strings of coins hanging from a waistband,
each string a single spell, written on the faces of the coins
to the book Ansharla of Raurin tattooed on the back of her
largest manservant . . . Ive read my share of Faerûns books
of magic. And now ye can too, albeit a selection of tomes

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Realms
Spells of the Spellbooks
T he spellbooks described in this work are of exceptional
nature. They often vary widely in content and appear-
T his
F
book describes spells that are specific to the
R
ORGOTTEN ® campaign setting. This is not a
EALMS
ance from the more typical spellbooks possessed by player
character mages. The size of these rare books is usually mea-
complete list; while many rare spells have been brought to sured in hands. A hand, or handwidth, is about 3½
light from old, musty tomes, a number still remain hidden. inches, a measurement based on the size of the delicate hand
Some of the spells presented here are in general use, or at of the scholar Aleric.
least the magical population at large is aware of them. This Many of the new spellbooks are actually orizons. An orizon
awareness is in part due to a pamphlet entitled Volos Guide to is a jumble of spells of varying levels, sometimes interspersed
All Things Magical, in which the author revealed a large num- with spell research notes or other information, or even spells
ber of long-forgotten spells to the general populace. Soon usable only by other classes.
after its release, Volo was confronted by some powerful mages An arcanabula is an illusionists workbook or traveling

who would
thereafter thehave
sagepreferred theefforts
shifted his spells to
remained
writing forgotten, and
travel guides, spellbook,
in secret byasalmost
opposed
all to the more complete
spellcasters. spell tomes
Most arcanabulas are kept
non-
instead. descript, although illusionists in the Realms have shown a
The spells reflect the AD&D® 2nd Edition game. If a spell talent for making theirs look like something elsesuch as a
previously in use is not in this listing, it does not mean that musical instrument, a gaming board, a belt of linked metal
the spell does not exist, only that it is not now generally plates, and so on.
known to the magic-using populace. The general guidelines for standard spellbooks follow:
Named spells are usually named for their creators. There
are spells by Bigby, Mordenkainen, and other characters who General Note: A mage completing his or her apprentice-
are not native to the Realms. Given that travel to other ship generally has one, or possibly two, spellbooks. A book of
planes is common among the higher level mages of the 1st-level spells will certainly be possessed, and cantrip notes
Realms, this should be expected. While it is suspected that may be given as well. The other depends upon the options of
Elminster has visited Oerth and Bigby has visited Toril, it is both the DM and the concerned player. The following guide-
known that Mordenkainen and Vangerdahast both competed lines apply to spell books of the usual sort.
magically for the hand of a young extra-planar beauty. (Both
lost, by the way.) Type of Spellbooks: Two types of wizard spell books exist:
Standard books contain up to 24 spells of 1st-3rd level, up to
16 spells of 4th-6th level, or up to 8 spells of 7th-9th level.
Availability of Spells Traveling books contain at most one-fourth of the number of
There are three categories of spells in the Realms: common, spells possible in a standard spell bookeither 6 spells of 1st,
rare, and unique. 2nd, and/or 3rd level; 4 spells of 4th, 5th, and/or 6th level; or
Common spells are spells that any wizard can gain access 2 spells of 7th, 8th, and/or 9th level.
to, as long as his Intelligence permits him to assimilate them.
They have been known for centuries, and almost everyone, Cost of Spellbooks: A standard spellbook costs 1,000 gp
not just wizards, knows about them and their effects. The for materials, plus an additional 100 gp per spell level for
names of their creators have long since been lost. These spells each spell contained therein. (Special cantrip uses are
have generic names like charm person or magic missile. recorded as 1st-level spells.) The cost of a new mages or illu-

theRare spellsspells,
named are notsuch
so rare as various
as the their name implies.
Bigbys hands,These are
Tensers sionists
new initial book
spellcasters or books
former is assumed
master, to be borne
so the fledgling by the
spellcaster
floating disk, Leomunds assorted shelter spells, and so on. Ap- will have them at no cost. Books prepared later in a mages
prentices are not commonly taught these spells, and a wizard career (having higher spell-level capacity than beginning
may not have one in his repertoire because he has never been books) are not supplied by the master but are composed by
taught it or researched it. Still, these spells are well known, at the character as part of his or her training when rising to a
least by name, to most of the magical fraternity. higher experience level. This composition will take from
Unique spells are found only in obscure spellbooks, such as 1d4+3 weeks for each new standard book; the book is com-
those described herein. posed during and after the time when other training exer-
All spells detailed in this work are identified by bold italic cises are taking place.
type where they appear in the spell lists associated with the These same costs/prices apply when such a book is being
unusual magical books detailed in the following pages. manufactured and composed: A standard spellbook requires a

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1,000-gp investment for materials, plus 100 gp per level for Value of Spellbooks: A standard spellbook has an experi-
each spell entered in the book, payable when a mage adds a ence point value of 100 points per spell level contained

new
gp, aspell to hisspell
2nd-level or her repertoire.
costs (A 1st-level spell costs 100
200 gp, etc.) therein, and a gold
(which applies to all piece
spells,value of 1,000
and cantrip gp per spell
applications are level
con-
A traveling spell book costs 500 gp for materials. The cost sidered the same as 1st-level spells).
of each spell contained within such a book is the same as the
cost for entering a spell in a standard book. All traveling
spellbooks must be fabricated by the mage or otherwise dis-
covered as treasure by the mage or his or her associates. A
Mage Sigils
player character does not possess a traveling spell book when
beginning his or her career.
in the Realms
Physical Aspects of Standard Spellbooks: A standard
E ach mage in the Realms has his own personal rune or
symbol, which is used both to identify his own work and
spellbook is approximately 16 inches in height, 12 inches to protect his items (as with explosive runes). This sigil is
wide, and 6 inches thick. (The DM has leeway to reduce or unique for each active mage in the Realms and remains with
enlarge this general size, although nothing smaller than the particular caster until death.
12×12×6 inches or larger than 18×12×9 inches is recom- A wizard chooses a sigil sometime before reaching 4th
mended.) The weight of a standard book of median size is 15 level. Long-lived wizards sometimes go through a number of
pounds (adjusted upward or downward for varying sizes). sigils, but most stay with the first one they choose. A change
The cover of a standard book is typically heavy leather can be made at 10th level and each fifth level thereafter. The
dragon hide or something similarinlaid with metal so as to inherent nature of the sigils themselves prevents accidently
provide both extra durability and a means to close and secure copying another living wizards sigil. (Accidentally copying a
the book. Vellum pages are sewn together and secured to a dead wizards sigil is another matter, but some liches have
fine, supple leather spine backing. Pages are secured addition- their own ideas about protecting their symbols.)
ally by fine leather front and back pieces. It is also usual for No two mage sigils are identicaland each is readily iden-
such a tome to have vellum stubs at intervals for insertion of tifiable by its owner. Mage sigils can be reproduced by others
additional pages, although this by no means allows for any in- to disseminate truthful information (such as this is the sigil
crease or change in the number and types of spells the book of Elminster of Shadowdale), but a heavy curse is invoked
can contain. against those who seek to use the sigils of others to their own
Notwithstanding any special protection placed thereon, a ends, either with intent of counterfeiting, fraud, or mischief
standard spellbook has a saving throw equal to that of making.
leather with +2 to dice rolls made to save against acid, fire- This curse is said to come from the goddess Mystra herself
ball, disintegration, and lightning attacks. Special books may and to be delivered by her faithful servant Azuth, whom all
have other saving throws. wizards venerate for the ability to cast spells. The curse affects
any and all who attempt to use the sigil of another mage for
Physical Aspects of Traveling Spellbooks: A traveling their own ends.
spell book is approximately 12 inches tall, 6 inches wide, and If such an attempt is made, the offender must make three
1 inch thick; 9x9x1 is likewise a good working size. The ability checksone for Strength, one for Intelligence, and
weight of such a book is approximately three pounds. Five one for Charisma.
such books will fit within a backpack, twice that number in a 6 Failing the Strength check means that the offender
large sack. loses one point of Strength permanently and 1d4 hit
The cover of a traveling spellbook is strong, supple animal points.
skin such as that from a giant cobra. The hand-sewn leaves of 6 Failing the Intelligence check means that the offender
parchment are carefully secured to a fine leather backing and loses one point of Intelligence permanently and, is fee-
glued to the spine. The whole is further secured by front and bleminded as the 6th-level wizard spell (no saving
back pieces of vellum. A small lock or leather ties are typi- throw).
cally used to secure the whole. Pages are very thin and fragile, 6 Failing the Charisma check means that the offender
so great care must be taken to protect the book when it is in loses one point of Charisma permanently. In addition, a
use. glowing apparition appears (believed to be Azuth him-
Notwithstanding any special protection placed thereon, a self) which points at the afflicted character and de-
traveling spell book has a saving throw equal to that of clares Falsely done! In extreme cases, the apparition
leather or book, with no bonuses (as a standard book has) stays with the offender for days, visible to all, pointing
against certain forms of attack. at the offender who copied anothers sign.

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Special Note About


How to Use This Book
While some of the spells presented in this book have ap-
peared previously (including the earliest magazine ver-
sions recently republished in the Encyclopedia Magi ca™
volumes), the text as presented here should take prece-
dence. M any of the s pells or iginally pr es ented in
DRAGON® Magazine were later reproduced in a more de-
veloped form in the Forgotten Realms Adventures hard-
bound. In this work, the opportunity has been taken to
correct some minor errors and also to match the current
format for spell presentation.
In order to make the spells easier to reference, the
spell level of each has been included in the spell infor-
mation. After the text describing the books themselves,
the spells are presented in order of spell level, with the
spells of each level in alphabetical order.
Finally, DMs in particular are directed to Elminster’s
introduction. The materials herein are quite potent in
game terms and are perhaps best suited to NPC wizards,
at least at first. It is far easier to add a new spell to a cam-
paign than to remove one if it doesn’t work out. Scrolls
are a good way to let player characters experiment with
unusual spells. Likewise, a campaign that has a low level
of magic will likely be greatly disrupted if a volume like
th e Alcais ter, which contains more than forty spells,
comes into the permanent possession of a low- or mid-

level character.

Even the three-fold curse of Mystra does not stop some in-
dividuals, though it daunts all but the most clever and black-
hearted rascals. The curse applies to everyone, nonmages as
well as mages, and is triggered even if the offender used some
other agency (spell, charmed individual, or such) to copy the
sigil. Among wizards of good and neutral alignment, copying
another’s sigil is considered nasty business, on a level with
using fool’s gold to pay debts and forging another’s name to a
letter.

Wizard Sigil Note


In this accessory, the sigil given in the description of a
magical tome is that of the wizard to whom the book is at-
tributed.

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of a torch, suitable for reading or detailed work.


The glow is diffuse and constant, and it does not penalize

Against the
Undead
the undead creature in combat. The caster can affect one
man-sized body per level, twice as many small-sized bodies,
half as many large-sized bodies, or one-fourth as many huge
T his small book is simply decorated and does not appear
fantastic in any way. It is about 9 inches tall and 6
creatures. No creature larger than huge in size can be af-
fected by this spell. The glow does not harm undead crea-
inches wide; its covers are made of walnut wood covered on tures in any way. It can be cast on undead that have mater-
the outside with black leather. The book bears no title; it ial form, even if that form is noncorporeal (such as wraiths,
was named by one of its readers, based on its contents. In- but excluding ghosts, which exist primarily on other
side are 94 pages of fine vellum, most covered with hand- planes). This spell can be used by necromancers (specialist
writing. The writing is small but neat; few ink blotches mar mages in necromancy) but not by transmuters (specialist
the book, but several large sections have suffered damage mages in alteration magic).
from water and other sources, rendering their lines illegible. The material components of the corpselight spell are a
Written as a diary, the book describes the adventures of a pinch of saltpeter and a bit of phosphorous or glowworm.
wizard from the Dalelands. The name of the mage is never
revealed in the book, but he seems to have been a man who
lived nearly a century ago, traveling the Heartlands. He had
Cloak From Undead
a special hatred of undead creatures, and concentrated his (Alteration)
adventuring career on entering ancient tombs and destroy-
ing such abominations. Among the diarys entries are many Level: 2
descriptions of tombs and battles with the undead found Range: Touch
within. Against the Undead contains good advice regarding Components: V, S, M
the disposal of many types of undead, including vampires Duration: 1 round/level
and liches. Scattered among the entries are several rare Casting Time: 2
spells created or found by its author, including corpselight, Area of Effect: 1 creature
cloak from undead, ward against undead, teleport dead, Saving Throw: Special
and sunburst. The descriptions of these new spells follow.
The diarys last entries cover an approach to a vampires By means of this spell, the caster or a single creature
lair; most sages who have read the book believe its unknown touched by the spellcaster is cloaked from undead in a simi-
author met his end in this monsters lair. The tome has lar manner to the 1st-level priest spell invisibility to undead.
shown up in the libraries of several mages of the Heartlands The protected creature can take any non-hostile action and
and along the Sword Coast. Less than a decade ago, it was any undead nearby will ignore him. If the cloaked individ-
sold to an adventuring party in Waterdeep; they may have ual attacks an undead creature, only the undead that is ac-
taken it with them on a trip to the Hill of Lost Souls. The tually attacked notices the protected individual and can at-
books current whereabouts are unknown. tack back. A cloaked priest or paladin cannot turn undead.
This spell is automatically effective against skeletons,
zombies, ghouls, shadows, wights, ghasts, and other undead
Corpselight with 5 Hit Dice or fewer. Wraiths, mummies, spectres, and
(Alteration, Necromancy) more powerful undead are allowed to make a saving throw
vs. spell to see the cloaked individual. Vampires and undead
Level: 1 creatures with 9 Hit Dice or more make this saving throw
Range: 10 yards/level automatically. Extraplanar creatures and creatures that are
Components: V, S, M not undead are not affected by this spell.
Duration: 1 turn/level The material components of the spell are a piece of bone
Casting Time: 1 and a pinch of powdered silver.
Area of Effect: 1 body or undead/level
Saving Throw: None

This spell causes a dead or undead body to glow with a


pale radiance. The glow may be white, yellow, green, amber,
or red according to the desire of the caster. The caster can
alter the glow at will if within 30 feet of the glowing body.
The light may vary from the barest outline to the brightness

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Teleporting high means the undead arrives 10 feet above the


Ward Against Undead ground for every 1% it is below the lowest On target probabil-
(Abjuration) ity. A low result means that the undead has appeared 10 feet
below the location chosen. This is often, though not always,
Level: 3
fatal to the undead involved. It is not possible to purposefully
Range: 0
teleport highthe location chosen must be on a hard surface.
Components: V, S
This spell is often used to send the recently deceased back
Duration: 1 round + 1 round/level
to a safe haven or friendly church for care and eventual resur-
Casting Time: 3
rection. It can also be used to send a particularly nasty single
Area of Effect: 10-foot/level radius
undead away, with the chance that it will not return. Tele-
Saving Throw: Neg.
porting undead into the houses and castles of enemies is con-
This spell prevents undead creatures from moving into its sidered to be an evil act in most of the Realms, and those who
area of effect. Upon casting this spell the affected area radi- are affected (if they survive) will take steps to track down the
ates a faint blue, flickering radiance, visible to all. individuals responsible.
Undead must successfully save vs. breath weapon in order to
Probability of Teleporting:
enter the warded area; those failing the saving throw cannot Destination is High On Target Lo w
enter. Those who can enter the area do so without penalty. An
undead creature can attempt to enter the warded area once per Very Familiar 01-02 03-99 00
turn, gaining a new saving throw with each attempt. Studied Carefully 01-04 05-98 99-00
Undead already in the area of effect must make a successful Seen Casually 01-08 09-96 97-00
saving throw vs. breath weapon or be slowed (as the 3rd-level Viewed Once 01-16 17-92 93-00
wizard spell) for the duration of the spell. Never Seen 01-32 33-84 85-00
The ward against undead is stationary and has no additional
effect on combat or turning. Once a particular undead crea-
ture makes a successful saving throw against the ward it does
Sunburst
not need to make that saving throw again. Multiple wards (Evocation)
can be cast in the same area, requiring multiple saving throws
Level: 8
to cross or avoid their effects, though no undead will suffer
Range: 0
more than one slow spell at any time. A dispel magic spell will
destroy the ward, but otherwise the spell will run to the end Components: V, S, M
Duration: Instantaneous
of its duration.
Casting Time: 4
Area of Effect: 10-foot/level radius
Teleport Dead Saving Throw: Special
(Alteration, Necromancy) The sunburst spell causes a globe of radiance to explode
silently from the casters form, reaching its limit of 10 feet per
Level: 6
level of the caster instantaneously. The sunburst has the fol-
Range: Touch
lowing effects:
Components: V, S
6 All creatures looking at the caster and within this area of effect
Duration: Instantaneous
must successfully save vs. spell or be blinded for 1d3 rounds.
Casting Time: 4
6 All creatures looking at the caster, and within the area of
Area of Effect: 1 undead creature
effect who use infravision must successfully save vs. spell or
Saving Throw: Neg.
be blinded for 2d4 rounds.
By means of this magic the caster can instantly teleport a 6 All creatures within the area of effect to whom sunlight is
single dead or undead creature to any location on the same harmful must make a saving throw vs. spell. If they make
plane. Weight is not a factor, but only one creature and its im- their saving throw, they are blinded for 2d6 roundsoth-
mediate belongings can be teleported. Undead with spell abili- erwise they are blinded for 1d100 days.
ties and access to this spell can teleport themselves. Success de- 6 All undead within the radius, including vampires, suffer
pends on how familiar the destination is to the caster (see table). 8d6 points of damage. They take half that damage if they
The caster must touch the undead to be teleported, and if make a successful saving throw vs. spell.
the teleportation is involuntary, the undead gains a saving 6 All fungoid life within the radius takes 8d6 points of dam-
throw vs. spell to resist the effect. Undead that can use spells age from the light with no saving throw.
(such as liches) gain a +3 bonus to these saving throws to The material components of this spell are a piece of sun-
avoid teleportation. stone and a naked flame.

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The Alcaister
T he Alcaister is a large, russet-colored volume constructed
of metal plates covered with burlap or hessian, tied to-
gether with a spine of waxed, intricately interwoven leather
thongs (like the lacings on a ladys high leather riding boot,
according to the sage Nomagrym). To the weaving are sewn
forty-six pages of the finest thick parchment, each containing
a simple magic spell. (Two pages discuss cantrip spell applica-
tions.) The last page bears a curious rune.
The word Kuhoralminthan-
nas, in Common, is written in
a circle around it. The outer
covers bear only the inscrip-
tion The Alcaister, burned in
small, fine flowing letters in
Common, picked out in paints weaker and weaker, and finally slips into a slumber from
of silver. The book shows only which he or she does not wake. Nornagrym found the cause
light weathering, but its ap- of this regrettable side-effect; the edges of The Alcaisters
pearance gives the impression metal pages are coated with a colorless and transparent
of some age. gummy substance of unknown origina contact poison as
The Alcaister is of great antiquity but unknown origin; it yet unidentified and seemingly unique. This substance works
was written somewhere in the North by a mage of good pen- through skin (a cut is not necessary) and it numbs the senses
manship and some powers at least six hundred years ago, subtly, so the victim is not likely to notice its effects. Each
when it appears in a merchants catalogue-of-cargo declared contact with (or turning of) a page drains one hit point; the
before the plague-masters (quarantine officers) of the time, of body recovers from such damage at normal healing rate.
Waterdeep. It was passed into the city and presumably sold There is also a temporary (1d4+1 turns) loss of one point of
but did not surface again until brought to the sage Ardagun- Strength ( 18/percentage to 18, 18 to 17, and so on) for every
dus in Baldurs Gate by an adventurer named Wilund, in pay- five hit points of damage so suffered. This substance retains
ment for information as to the whereabouts and uses of the its efficacy after many years and resists attempts to remove it,
magical chessmen of Ultham-Urre. Ardagundus gave the book but Nornagrym found that its effects (assuming one is aware
to his apprentice Nornagrym for cataloguing and study, and it of its presence) can be simply avoided by wearing gloves or by
is from Nornagryms exacting catalogue that precise details of turning the pages with a knife or other aid.
The Alcaister come. The Alcaisters forty-six pages contain the following inscrip-
Nornagrym is believed to have brought the book with tions, one to a page: the spells affect normal fires, cantrip,
him to Waterdeep upon his masters death, where it reposed charm person, dancing lights, erase, hold portal, identify, magic
in his library until his own death, whereupon it vanished missile, protection from evil, read magic, spider climb, audible
again. It was observed by the sorcerer Zemloth of Amn to be glamer, ESP, fools gold, locate object, magic mouth, mirror image,
in the library of his onetime tutor, Orgoth the Tainted (the rope trick, wizard lock, clairaudience, dispel magic, flame arrow,
same who was later destroyed by three fiends he had sum- gust of wind, haste, hold person, infravision, slow, water breathing,
moned), but was not found when the party of the adventurer charm monster, dimension door, ice storm, remove curse, wizard

Malahuke
goths searched
ruined fortress. the
Its hidden untouched tunnels
present whereabouts of Or-
are a complete eye, Bigbys
shell, interposing
death spell, hand, cone of cold,
geas, reconstruction feeblemind,
(unique), anti-magic
reverse gravity,
mystery, but Zemloth asserts that it must still exist because simulacrum, and death link (unique).
he encountered a prestidigitator in a tavern in Zazesspur The two pages about the cantrip spell discuss its applica-
who employed a cantrip with unusual side effects (charac- tions for cutting thin rope (up to ½ inch thick), disrupting a
teristic only, as far as Zemloth knows, of the version of spellcasters concentration (if a saving throw vs. spell is
cantrip in The Alcaister), The prestidigitator, one Mavrhune, failed) and creating a surge of adrenaline that doubles the
was involved in a tavern brawl at the time and did not sur- movement rate of a creature touched for one round (this ends
vive it, so Zemloth was unable to inquire where and from the cantrip spell immediately). All of these effects are accom-
whom the cantrip had been learned. panied by a small shower of sparkling blue light. Any mage
The Alcaister has a tradition of slaying those who read it; as who knows the cantrip spell can learn one special application
more and more of the book is perused, the reader grows per week of study.

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linked creature. Conversely, if the linked creature is damaged


Reconstruction or hurt, the caster will be hurt as well.
(Alteration) Saving throws, ability checks, and Armor Class are consid-
ered those of the individual attackedonly the effect is car-
Level: 6 ried over to the partner in the death link. The only exception
Range: Touch is that if the linked creature dies, the caster survives unless
Components: V, S, M enough hit points of damage have been received through the
Duration: 1 round + 1 round/level link to prove fatal. Both curative and destructive spells cross
Casting Time: 1 the linkhealing one party heals the other.
Area of Effect: 1 cubic foot/level Once cast, the spell cannot be ended by either party until
Saving Throw: None its duration runs out or one or the other party physically
leaves the plane of existence the other occupies. Distance be-
By means of this spell, a wizard can temporarily restore or tween the parties (except at the initial casting) has no effect
make whole a broken physical object, even if it is badly shat- on this spell.
tered and with portions or parts missing. The item is fully re- The death link is occasionally used as a tool of revenge by

stored
spell. and can function normally for the duration of the powerful mages
but it is more against
often individuals
used as weaker
a vouchsafe than one
to protect themselves,
side or
The reconstructed item will stand up to almost every test the other in negotiationsif both sides can be hurt by a
as identical to the original objectsmell, touch, and physical single act of treachery, then both sides tend to negotiate in
properties. A detect magic spell will reveal the spells dweomer, better faith.
and a true seeing spell or equivalent will show the item as truly
broken.
A fragmented gold coin can be restored to full size by this
The Gate Page
spell, as can a crushed gem. A magical item restored will radi- The last page of The Alcaister (that which bears the rune
ate magic (from the spell) but will not regain lost magical shown on page 9) is a gate that will shift any creature standing
properties. Attempts to render a repair permanent with per- on the rune (or at least touching it), with the book open,
manency or enchant a weapon spell will cause the reconstruction while the word written around the rune is spoken aloud by
spell to end immediately. A reconstructed item can be broken anyone. This plane shift occurs regardless of the wishes of the
again, which breaks the spell. At the end of the spell dura- creature touching the rune and will transport the creature
tion, the item falls apart again. (plus all items worn or carried) to one of the destinations as
Living things cannot be affected by a reconstruction spell, determined by the table below. The creature being gated must
nor can an unbroken item be restored to the original form of be holding The Alcaister with his or her bare hand as the word
its component materials. of activation is intoned to bring the tome along; otherwise, it
The material components of this spell are a pinch of fine remains behind on the Prime Material Plane. (If the gate is
sand and a dollop of sticky sap or gum. used on a plane other than the Prime Material, the book will
always accompany the creature back.)
Death Link
(Necromancy)
Roll Resulting Plane
Level: 8 01-48 Prime Material Plane (If used while on
Range: 240 yards the Prime Material, the destination

Components: V, S
Duration: 1 turn/level will be another
ent game world.)crystal sphere; a differ-
Casting Time: 1 round 49-66 Avernus (uppermost layer of Baator)
Area of Effect: 1 creature 67-76 Concordant Opposition
Saving Throw: Neg. 77-88 Mechanus
89-92 The Demiplane of Shadow
Also called the body sympathy spell, this spell puts the wiz- 93-98 Any one of the five planes of Limbo
ard and a target creature in a two-way sympathetic link. Any 99-00 Other (DMs choice)
damage inflicted on the mage is automatically inflicted on the
linked creature as well; should the caster die, so too will the

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Dark Mirror
The Arcanabula of
Jume (Abjuration, Alteration)
Level: 2

T his is a rectangular tome, three handwidths across by


five in height, of translucent sheets of polished rock
Range: 10 yards/level
Components: V, S, M
crystal. The sheets are clasped separately to two heavy brass Duration: 1 round/level
rings and are cut with characters of Ruathlek (the secret lan- Casting Time: 2
guage of illusionists). Some of the runes are inlaid with col- Area of Effect: Special
ored pastes of ruby red, emerald green, and silver. Saving Throw: Special
The Arcanabula of Jume is uncommonly ornate and formal
(as well as unusually beautiful). Assembled by the female The caster chooses to do one of three things at the instant
mage Jume, who lived in Baldurs Gate several hundred win- of casting: to prevent magical darkness from forming around
ters ago, the Arcanabula has unusual protective magic upon it. the caster, to reflect an incoming magical darkness effect back
It acts as a ring of spell turning with respect to magic of any sort upon its source (up to 10 yards per level distant), or to allow
cast either upon it or so as to include it in the area of effect. It himself to see perfectly in or through any darkness (up to 10
cannot be shattered. From time to time (a 5% noncumulative feet per level; this effect lasts one turn per level).
chance checked once every 60 days), the book teleports to a The only time a saving throw applies to this spell is when
random locale in the Realms, regardless of magical barriers, darkness is to be reflected back upon a source creature. In
prisons, safeguards, and the like. All we know of Jume today this case, a successful saving throw vs. spell by the source
is that she was fat, good-humored, and quite clever in her de- creature causes the magical darkness to pass out of existence;
vising of unique illusionist spells. She was not a specialist in failure means the darkness is centered directly on its own
illusions, and the term arcanubula is thus not precisely correct caster. Note that if the caster of dark mirror chooses to reflect
when applied to this tome. Nonetheless, it has come down to darkness back at the original source, but not directly upon
present-day Realms lore by that name. the specific source creature, then no save is allowedthe
The Arcanabula contains four of Jumes own magics as well darkness is stationary and a mobile being can leave the area
as more widely known spells. Its 22 pages have the following freely.
contents: a front cover bearing Jumes rune; a back cover that Once cast, dark mirror remains in effect and can either pre-
radiates a very faint silvery glow (which presumably bears vent
(eventhe formation
several in theofsame
or reflect
round) back multiple
until darkness
the spell expires.effects
most of the mage protective spells on the tome), and 20 pages
between that either are blank or bear one spell each. The The material components of this spell are a small mirror
contents of the pages are as follows: audible glamer, change self, and a candle, which need not be lit.
gaze reflection, dark mirror (unique), hypnotic pattern, magic
mouth, misdirection, dispel magic, nondetection, phantom steed,
spectral force, shadow monsters, shadow hand (unique),
Shadow Hand
shadow magic, prismatic eye (unique), shadow gauntlet (Illusion/Phantasm)
(unique), true seeing, and three blank pages.
Level: 5
Range: 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creates 1 hand
Saving Throw: Special

A shadow hand is a smoky, translucent coalescence of force,


shaped like a human hand. Appearing in midair near the
caster, its size, initial location, handedness (left or right), and
luminosity (ranging from nothing to the equivalent of faerie
fire) are chosen during casting.
The shadow hand moves as the caster wills, remaining
within 10 yards per level of the caster at all times. The hand
is under the control of the caster: It can point the way or in-

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dicate items of interest (such as concealed doors), warn away A shadow hand cannot be dispelled by physical attacks, nor
intruders, engage in combat, and so on. Changing its activity can it carry weight. It has no appreciable forceit cannot
requires the casters attention, but continual concentration is push an opponent off-balance, nor can it shatter breakables.
not required to maintain the spellthe caster can choose to
perform other actions, such as spellcasting, rather than ma-
nipulating the hand.
Prismatic Eye
A shadow hand has no direct effect against the undead, (Alteration, Evocation)
golems, mechanical monsters or constructs, creatures from
the Outer Planes, or living things with extremely primitive Level: 6
nervous systems (oozes, slimes, nonsentient plants, etc.). Range: 0
Otherwise, the hand can slow to half speed any opponent Components: V, S, M
of less than 1,000 pounds weight trying to push past it, mov- Duration: 1 round/level
ing to block one opponent per round as the caster desires. (If Casting Time: 1 round

the shadow
slowing thehand is operating
foremost in a narrow
of a group tunnelmay
of creatures or passage,
impede Area of Throw:
Saving Effect: Creates
None 1 eye
those behind it.)
Alternately, a shadow hand can strike an opponent as di- This magic creates a visible orb resembling an eye, much
rected by its caster; the caster cannot cast another spell in the like a wizard eye, that floats above one shoulder of the caster.
same round. The shadow hand attacks once in a round for The caster can cause the eye to move at 120 feet per round
every three levels of the caster and an attack roll is required and can see through it if he desires. The eye can be sent up to
for each attack. The hand has the same THAC0 as the caster 10 yards away per experience level of the caster. The eye has
and inflicts 1d4 points of damage with a successful hit. An in- 20-foot infravision and normal vision up to 60 feet in good
dividual who tries to disbelieve in the hand receives a saving light.
throw vs. spell. If successful, hand strikes against that individ- In the round in which it appears (the round after casting)
ual inflict only 1 hit point of damage each. and every fourth round thereafter, the prismatic eye can emit a

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straight, pencil-thin beam of clashing colors equal in effect to round in which the gauntlet attacks or shifts to a new oppo-
the 1st-level wizard spell color spray. The beam affects only nent or function.
one to
roll creature,
strike aand the caster
target. If themust
beammake a successful
misses attack
or if the caster Thethree
every gauntlet
levelscan strike
of its weaponless
caster once rolls
(normal attack in a apply).
round All
for
chooses not to have the eye emit a ray, the color spray power is weaponless attacks in a given round must be directed at a
lost for another four rounds. single opponent. Successful hits inflict 1d4+1 points of dam-
The beam will strike a creature of up to 6 Hit Dice or lev- age. An individual who disbelieves the existence of the gaunt-
els unconscious for 2d4 rounds. A creature with less than 6 let and makes a successful saving throw vs. spell takes only 2
Hit Dice is automatically affected, a creature with 6 or more points of damage from a weaponless hit by the gauntlet.
Hit Dice receives a saving throw vs. spell to avoid the effect. The gauntlet can wield a weapon, striking once per round,
A creature of 7 or 8 Hit Dice or levels must successfully save using the casters THAC0. Magical weapons can be employed
vs. spell or be blinded for 1d4 rounds. A creature with more by a shadow gauntlet, but it cannot use any special abilities of
than 8 Hit Dice must similarly save vs. spell or be stunned the item (for example, powers triggered by empathy or com-
(reeling and unable to think or act coherently) for one round. mand words).
Instead of a color spray, the caster can will the eye to emit Inattention will cause a previously attacking shadow gaunt-
light (as the 1st-level wizard spell), centered on the eye itself let to hang motionless in midair until control is reapplied. If
and lasting four rounds. The intensity is controlled by the the caster falls unconscious, the gauntlet ceases its actions; if
caster but cannot be made so bright as to blind. the caster dies, the gauntlet silently vanishes. If a caster goes
If attacked, the eye is AC 3 and has 9 hit points. If it is de- insane, the gauntlet wildly attacks random living beings
stroyed, the spell ends. within range, at double speed (six attacks per round, three at
The material components of this spell are an eyeball (dried one opponent, three at another).
or preserved) from any sort of creature, and a polished, rain- Alternately, a gauntlet can snatch at items held by others.
bow-hued slice of abalone, oyster, or tortoise shell. It lacks the strength or solidity to dislodge an object from any
grasp, but it can foil telekinesis and hamper enemy weapons as
described below. It can carry objects weighing up to one
Shadow Gauntlet pound (e.g., a key, a ring, a gem) for up to two rounds.
(Evocation, Illusion/Phantasm) A gauntlet can hamper one creature in a given round,
slowing it to half its movement rate, temporarily worsening
Level: 6 its Armor Class by one point, causing any attacks made by
Range: 10 yards/level the creature to be at a -2 penalty to hit, and ruining all of the
Components: V, S creatures spellcasting except verbal-only spells (magical item
Duration: 1 round/level command words can be used also).
Casting Time: 1 round Finally, a gauntlet can be interposed between a specific
Area of Effect: Creates 1 gauntlet creature and foes attacking it. The gauntlet adds a +1 bonus
Saving Throw: Special to saving throws against special attacks from the protected
side. It also absorbs 1d2 points of damage from any attack that
A shadow gauntlet is a more powerful version of a shadow strikes the protected side, and the absorbed damage counts
hand that can wield weapons, snatch at items, or act as a against the gauntlet itself.
shield for the caster or other creatures. The spell effect ap- The shadow gauntlet can perform only one function during
pears in midair, as a gleaming, silvery metal gauntlet. Its size a round. If its caster does not concentrate on it, it will con-
may range in proportion from human to gargantuan (12 feet tinue to perform the last function it was directed to do (other
long), and its luminosity can range from dark to the intensity than attacking), moving about as necessary to perform its
of faerie fire. function.
These specifics, the handedness (right or left), and the ini- If the gauntlet is attacked, it has an effective Armor Class
tial location of the gauntlet are chosen by the caster during of 2 (AC 4 if interposing). The gauntlet has as many hit
the casting. Thereafter, the gauntlet moves as the caster wills, points as its caster; when these are expended, it is destroyed
up to 240 feet per round. The caster need not concentrate and the spell ends. The spell has a maximum duration of one
upon the spell to maintain it, but he cannot cast a spell in any round per level of the caster.

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Aubayreers
Workbook
T his book is fashioned of a long strip of green hiexel bark,
folded and refolded upon itself accordion-fashion. It is
bound and protected between two rectangular pieces of oiled
wood held together with hemp cord. Upon one of the boards
is carved a rune, and by this rune the work can be identified
as that of the mage Aubayreer.
Aubayreer was a mage of the
Dalelands in the first days of
Hailcone
settlement, who later sailed (Evocation)
east to what is now Aglarond,

where
ruling he founded
dynasty thata continues
sorcerous Level:
Range: 410 yards/level
to this day. The many works Components: V, S, M
Aubayreer made while High Duration: 1 round
Mage of Aglarond, and later Casting Time: 4
Mage-King, are kept securely Area of Effect: 30-foot diameter cone
in the libraries of the palace Saving Throw: None
there, but the original workbook Aubayreer developed as an
apprentice to the Mages of the Covenant (see below) has The spellcaster causes large hailstones (2-inches across and
been lost. greater) to rain down in a conical area, from a point 30 feet above
Early in the reign of Lurskas, grandson of Aubayreer, a surface or target downward in a cone that opens to a 30-foot
thieves broke into the royal libraries. Several were slain by the base diameter. Creatures within this area of effect suffer 3d10 hit
guardians and protective magic of the place, and these indeed points of damage, and any exposed items must make a successful
kept the more powerful tomes safe, but the workbook was saving throw vs. crushing blow to avoid damage.
stolen. It vanished into the debatable lands east and south of If the spell is cast in midair, there is a danger zone up to 10
Aglarond, and no definite trace of it has been found since, al- feet below the broad base of the cone; creatures in this area
though reports of the activities of several mages (notably take 1d10 points of damage and items that are fragile and ex-
Nuzar of the Seven Curses) have hinted that they have pe- posed must save vs. crushing blow.
rused Aubayreers Workbook, or at least copies of the two spells Creatures beneath the danger zone might be struck by odd
Aubayreer developed that close the work. hailstones and thus become aware of the spells effect, but
That the book still exists is attested to by the unceasing ef- these hailstones will have no appreciable force and will inflict
forts of the royal house of Aglarond to recover it. The present no damage.
ruler, the shapeshifting Mage-Queen known as The Sim- The material components of the hailcone are a pinch of
bul, is known to have slain the wizard Thanatus and ran- dust and a few drops of water.
sacked the libraries of the school of magic at Mirrorstar in her
attempts to seize the workbook.
Aubayreers lone apprentice, the now-dead mage Nytho-
Phase Trap
lops,itset
for down
was his Chronicles
fromin this book (and thenocontents
other) ofthat
theAubayreer
workbook, (Alteration)
taught him the Art. Level: 4
There are (or were) 18 faces of folded bark in Aubayreers Range: 20 yards
Workbook. The foremost is usually blank; it served as a surface Components: V, S, M
for various magical protections (explosive runes, symbols, and Duration: 1 round/level
the like) when desired. The next 14 surfaces contain the spells Casting Time: 4
read magic, burning hands, dancing lights, enlarge, identify, light, Area of Effect: 1 creature
message, write, ESP, wizard lock, dispel magic, explosive runes, Saving Throw: Neg.
fireball, and extension I. Then follow three special spells: hail-
cone (Aubayreers version of ice storm), and two unique spells, Upon casting this spell, the wizard deprives a creature with
phase trap and thunderlance. the ability to exist in multiple planes from using that ability

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for the duration of the spell, in effect locking the creature


in the Prime Material Plane. The caster must have the crea-

ture in sight
When at the
subject to time of casting.
this spell, phase spiders and similar crea-
tures are immediately put in phase and can be attacked
normally. Blink dogs cannot blink and displacer beasts can-
not use their displacement power. Xorn lose their invulnera-
ble walk through solid objects and, if in a solid object, take
2d10 points of damage per round until they can free them-
selves.
Magical items that put individuals into the Ethereal Plane
or open holes into pocket dimensions (such as a portable hole)
will not function while this spell is in operation. Magic spells
of 4th level or lower (such as rope trick or blink) will not func-
tion and, if already functioning, will cease to exist, bringing
the individual back into the Prime Material Plane immedi-
ately. Spells of 5th level or higher that access other dimen-
sions (such as phase door) function normally and are unaf-
fected.
The creature or individual this spell is cast upon gains a
saving throw vs. spell to avoid its effect. Creatures that phase
through solid matter save at a -2, while those on the Astral
Plane save at + 1.
The material component of this spell is a clear gem worth
at least 50 gpthe gem is lost in casting.

Thunderlance
(Evocation)
creatures
would stillatbetheir
AC lowest
2 but a unarmored Armor
mounted knight Classbe
would (aAC
dragon
10).
Level: 4
Range: 0 Any non-innate armor is ignored, but Dexterity and magical
Components: V, S, M bonuses do apply to the targets Armor Class.
Duration: 1 round/level or until discharged The touch of a thunderlance will destroy a shield spell, a
Casting Time: 4 wall of force, a minor globe of invulnerability, and similar minor
Area of Effect: The caster abjuration magics of 5th level or less. Higher level abjuration
Saving Throw: None spells are unaffected by the thunderlance. In either case, the
thunderlance is discharged and fades upon striking such a
Upon casting this spell a faint, gray, shimmering force magical barrier. It can pass through fire and water (including
comes into being in the general shape of a staff or spear. The ice) unharmed, even if the fire, water, or ice is the result of
force can extend up to 20 feet from the casters pointed finger magic spells.
and retract or grow to the desired size, but it always remains a As a bonus, the thunderlance absorbs magic missiles di-
straight lance of force. Any creature that touches or is touched rected at the wielder and for every magic missile so absorbed,
by the thunderlance takes 4d6 points of damage. the lance will inflict 1d4+1 additional points of damage when
Upon discharge, the thunderlance vanishes with a loud discharged. The thunderlance can absorb and then discharge
clap of thunder. The thunderlance can also be willed out of one magic missile for every three levels of the caster. Addi-
existence by the caster at any time without hitting anyone. tional magic missiles are absorbed but do not increase its dis-
The thunderlance will disappear without inflicting any dam- charge. Magic missiles include other spells with similar
age if the caster dies, loses consciousness, or casts any other properties such as Snillocs major missile and Snillocs snowball.
spells. Full conscious control is not necessary to command Each of these spells, if absorbed in the thunderlance, inflicts
the thunderlance, so the mage is still able to move and fight 1d4+1 more points of damage, regardless of the typical dam-
normally while carrying it. age of the spell.
The lance can be used as a barrier or a trap against attacking The material component of this spell is a small, silver
creatures but is most often used as a weapon. The lance attacks spear.

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Censure
The Book of Bats (Priest Spell)

(Conjuration/Summoning)
T his gruesome-looking tome is tall and narrow, being
three handwidths across but nine handwidths top-to- Level: 4
bottom. Its twenty-two pages are of polished electrum, Sphere: All
stamped and etched with the symbols and script of spells, one Range: Touch
to a page. The books covers are plates of blackened, sealed Components: V, S, M
oak bound about with the tattered, leathery hides and wings Duration: 12 hours/level
of black bats of large size, claws still attached. Casting Time: 7
This fell tome is of unknown origin. It contains spells cre- Area of Effect: 1 creature
ated by (or at least attributed to) the long-ago mages Beltyn Saving Throw: Neg.
and Shaeroon, but it may well have been assembled long
after their deaths. It first appears in recorded Realmslore To enact this spell, the priest must touch the subject crea-
among a satraps treasures in Calimshan some two hundred ture with his or her holy symbol. If a successful attack roll in-
and ten winters ago and since then has had a bewildering va- dicates the priest has done so, the priest then by word and
riety of owners, being stolen or seized many times by mages gesture casts out the creature, which is allowed a saving
or minor rulers who slew the previous owner. Its present lo- throw vs. spell. If this fails, the creature is marked by the
cation and owner are unknown; thieves plundered a ship in spell. The mark is visible to the casting priest and all follow-
Calimport that was to carry the book to Tashluta last sum- ers of the same faith. Priests of the same alignment who wor-
mer, where it is believed the archmage Malharduu had ship other deities instinctively react to a censured creature
arranged to purchase it. with fear, hatred, and aversion, and will not trust nor will-
ingly aid it.
The followers of the faith (those able to see the mark) will
refuse to aid or even approach the censured creature, ignoring
it if it attempts to deal with them or driving it away if it tries
to enter a building, a home, or even a territory controlled by
one who can see the mark.
The mark shines clearly through clothing or disguises, but
is invisible to the one bearing it. The bearer may not even
know of its existence if it was bestowed in a battle or while
the creature was asleep or unconscious. Worshipers can thus
readily spy upon and follow those marked as enemies, even in
crowds or busy city streets.
The mark will be revealed by a detect magic spell and can
readily be removed by means of a dispel magic spell. Priests are
warned that misuse of such a spell will bring about divine dis-
favor.

The mage Khondall Sszundar catalogued the volumes con- Hold Vapor
tents when it was (briefly) in his handshe purchased it from (Abjuration)
the merchant Chulu Thall of Ithmong, and lost it when his
tower was destroyed by demons sent by an unknown foe. The Level: 3
tome reappeared in Innarlith soon after but was stolen again! Range: 10 yards/level
Khondalls catalogue tells us that the Book contains the fol- Components: V, S, M
lowing spells: the rarely-seen priestly prayer censure (de- Duration: Special
scribed below), and the wizard spells hold vapor (unique), Casting Time: 3
feign death, protection from good 10 radius, slow, Beltyns Area of Effect: Globe with radius of 20 feet + 10 feet/level
burning blood (unique), dimension door, fear, polymorph other, Saving Throw: Special
wall of fire, animate dead, cloudkill, cone of cold, feeblemind,
telekinesis, wall of iron, anti-magic shell, death spell, geas, invisi- This spell allows a wizard to halt and prevent the further
ble stalker, project image, and blade of doom (under the name movement of any visible cloud or vapor within the spells
Shaeroons scimitar; unique). range and area. Such clouds include gaseous breath weapons,

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fog cloud, cloudkill, and incendiary cloud as well as the smoky The spell causes no damage if the subjects saving throws
effects of pyrotechnics. Other objects can pass freely through are successful in each of the three rounds of the duration. If
this barrier so individuals can pass in and out of the gas-filled one saving throw is made, the subject still can take damage
area. (A volatile gas could be contained by the spell and then during the other two rounds of the duration. The spell con-
safely incinerated by tossing a torch through the barrier.) tinues to burn even if the victim moves out of range.
The spell lasts for as long as the wizard continues chanting, Targets who have altered their shape or entered other ob-
to a maximum of one hour, at which time the spell fades and jects (such as a tree or stone) are still vulnerable to this spell
the cloud (if it is still there) settles or drifts naturally. The as long as they are bleeding. Creatures who have powers of re-
mage can move normally during this period, though if si- generation are only affected as long as they have open
lenced or interrupted from chanting for a full round, the spell wounds. Any magical curative spell or regeneration ability
will fade and the cloud will be freed. staunches the flow of blood and negates the spell.
The hold vapor spell will restrain gas clouds even against The material component of the spell is a pinch of saltpeter
magical and natural winds. A creature in gaseous or airlike and the presence of exposed blood.
form (air elementals, djinns, and vampires, for example) can
also be contained by this spell. In these cases, the creature
being contained is permitted a saving throw vs. spell each
Blade of Doom
round to break through the barrier. Gaseous creatures cannot (Evocation)
transform back to their natural states when being contained
by this spell. Level: 6
This spell does not control a cloud of gas, it only contains Range: 20 yards
it and halts its movement. Components: V, S, M
The material component of the spell is a small balloon or Duration: Special 1 year maximum
bladder. Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None/Neg.
Beltyns Burning Blood
(Necromancy) Blade of doom, recorded elsewhere as Shaeroons scimitar, is a
specialized type of curse. When cast, a large blade of magical
Level: 4 force appears above the target creature. This blade is visible
Range: 10 yards/level only to the caster, those who can see invisible items, and those
Components: V, S, M who cast a detect magic spell on the creature. The blade is
Duration: 3 rounds poised to drop on the creatures head when a particular action
Casting Time: 4 (specified by the caster) occurs, such as the speaking of a par-
Area of Effect: 1 creature ticular word, beginning to cast a spell, or drawing a weapon.
Saving Throw: Neg. If the condition is met, the blade immediately drops upon
the creature (and the creature only), inflicting one point of
By means of this spell, a mage can cause any creature who damage per level of the caster. A successful saving throw vs.
is presently bearing open, bleeding wounds (for example, one spell negates this damage.
who has been damaged by edged weapons recently and whose The caster of the spell can dispel it at will as can such
wounds have not yet been dressed or healed) to suffer 3d4 magic as a limited wish or wish. A simple dispel magic has no ef-
points of additional damage per round by causing a subtle, fect on the blade of doom. Only one blade of doom can be cast
temporary change in the victims blood that causes it to be- on a particular individual at a time.
come corrosive to adjacent tissue. Blade of doom is a very long-lasting spell. Unless dispelled
The subject must have blood to be affected, and any crea- by the caster, it can last up to a year before its energies run
ture immune or resistant to fire or corrosive damage cannot out. It is used usually as a method of vouchsafing an individ-
be affected. Once the spell is cast, the caster does not have to uals good conduct in negotiations and occasionally as a form
concentrate on the spell. It continues to work as the caster of punishment to those who offend a wizard or are seeking his
performs other actions. No attack roll is necessary and the favors.
victim need not even be in sight of the caster as long as the The material component of this spell is a small scimitar
victim is within range. Astral or ethereal subjects cannot be carved of rock crystal (value 300 gp), diamond, or clear sap-
affected. phire (value 3,000 gp).

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mages, led by Orlstar Meir, for copying; it is from their various


Book of Shangalar records that Elminster knows the books contents. Athchos

the Black then tried to lease the book to a mage in Elturel but was slain
by a swarm of hundreds of crawling claws. The book vanished
in the attack, and it is widely believed that Shangalar was re-
T his is a tome of beaten electrum pages stamped and
etched with the runes of the spells set down within. The
sponsible, for he thereafter styled himself Shangalar the
Black (thought to be a proud reference to his slaying of the
four pages are secured by small rings to covers of polished sil- notorious thief). Perhaps Shangalar did not regain the book
ver (that have tarnished to a smoky black appearance). The or perhaps he allowed it to pass into the hands of others for
name of Shangalar is written in Thorass on the lower right coin or for his own fell reasonsbecause the book turned up
corner of the front cover and is the only lettering or adorn- again in Neverwinter, where it was unmistakably described by
ment that the cover bears. The book is surprisingly heavy, but Ourgos, a minor sage. The book was promptly stolen by evil
it is less than a finger thick, and its cover is three handwidths mages of Luskan or agents working for them, but it is believed
across by seven handwidths in height. to have since vanished again (and is being sought by those of
Luskan who desire to retrieve it).
The tomes four pages each contain a single spell dealing
with the dead, undead, or necromancy. The book itself bears
no alignment nor known traps (although Athchos spoke, per-
haps falsely, of a poisoned clasp, to deter theft by those to
whom he lent it), and the spells it contains seem more pro-
tective than actively evil in nature. These spells are bone
javelin (a unique spell), negative plane protection (a wizards
equivalent of the widely known priest spell), repel undead (a
unique spell), and bone blade (a unique spell). All are de-
scribed below.

Bone Javelin
Shangalar was a mage of Calimshan some 700 winters ago. (Alteration, Evocation)
Reclusive and secretive from the first, he gained experience
and much treasure by exploring and pillaging ruins of the lost Level: 7
kingdoms of men, elves, and dwarves, making extensive use Range: 10 yards/level
of animated undead servitors, summoned monsters, and Components: V, S, M
charmed hirelings. Duration: 1 round/level
Deeply paranoid, Shangalar believed that every creature in Casting Time: 7
the Realms was out to get him, so he trusted no one and laid Area of Effect: Creates 1 javelin
many elaborate plans, back-up strategies, and double-crosses Saving Throw: None
to protect himself from betrayal. These undoubtedly saved his
life on the several occasions when he did encounter deceit A bone javelin springs into being in the air above the casters
and treachery, but they won him no friends and caused many hand and flashes as the caster points, at a speed of 100 yards per
blameless individuals to be slain or ruined along the way round. The javelin turns after striking or reaching maximum
Shangalar cared not. range and returns at the same speed. It then floats above the
He rapidly grew in power and built himself a hidden keep casters hand until directed forth again. Spellcasting or other
somewhere in the northeast of Calimshan, killing any who activities can be performed between javelin casts without send-
learned of its location or even its appearance. It remains hid- ing forth or dismissing the javelin.
den to this day, perhaps as the lair of a lich. All that is known The javelin can twist and turn as necessary to overcome
to men is the suspicion (perhaps false) that it is an aerial barriers and return to its caster. It strikes only once per round,
dwelling, concealed amid mountain peaks. requiring a successful attack roll. Other creatures in the
Shangalar is known to have specialized in the Dark Arts javelins path may be imperilled if the javelin misses the tar-
and was once robbed by the master thief Athchos the Black get first chosen by the caster. The javelin inflicts 1d4 hit
while exploring a ruined desert city. Athchos emerged from points, plus 1 hit point per three levels of the caster (rounded
Anauroch with the book that bears Shangalars name, obvi- up). It can damage undead, ethereal, other-planar, and Prime
ously a volume compiled by Shangalar in his early researches. Material Plane creatures alike. The javelin is AC -4 and
Athchos recited the book in Iriaebor to a cabal of evil shatters if dealt at least 7 points of damage.

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This magic requires a tiny carved replica of a javelin fash- barrier prevents them from fleeing the area, the undead are
ioned of any organic material, a drop of the casters blood, held at bay until the spell expires or the caster moves away.
and a bone fragment, all of which are destroyed in the cast- The spell effect remains centered on and moves with the
ing. caster.
Undead failing the saving throw but able use missiles or
spells may do so, but they cannot operate freely in the spells
Negative Plane Protection area for its full duration, regardless of the subsequent actions
(Abjuration, Necromancy) or status of the caster and regardless of any attacks made
against them.
Level: 7 An undead creature making a successful saving throw vs.
Range: Touch spell at -3 can take normal actions for one round but must
Components: V, S, M save at the beginning of each and every round. Upon any fail-
Duration: 1 turn/level, or until discharged ure to save, the spell forces the undead creature to move di-
Casting Time: 1 round rectly away from the caster at full movement rate.
Area of Effect: 1 creature The material component of this spell is a bar magnet with
Saving Throw: None a drop of the casters blood on one end and a fragment of
bone or carrion placed on the other.
This spell protects against energy drain spells and undead
powers. The creature touched (which may be the caster) is
partially protected against one successful attack of this type
Bone Blade
per five experience levels (round up). Note that this differs (Alteration, Evocation, Necromancy)
from the 3rd-level priest spell of the same name.
Undead existing partially on the Negative Material Plane Level: 8
(such as shadows, wights, wraiths, spectres, and vampires) in- Range: 0
flict physical damage normally, but if the caster successfully Components: V, S, M
saves vs. death magic, no drain of strength or level results. In- Duration: 1 round/level
stead, the energies cancel with a flash of brilliant light and a Casting Time: 8
thunderclap; an attacking undead creature suffers 2d6 hit Area of Effect: Creates 1 blade
points damage, but attackers using spells or magic to drain Saving Throw: None
energy are not so harmed. Note that failure to save vs. death
magic does not cause the protected being double physical This spell creates a temporary but very effective weapon.
damage, unlike the priest spell. The spell lasts for one turn The blade created can be wielded by any being normally able
per level of the caster unless discharged first. This spell can- to wield edged weapons. It is identical in size, weight, and
not be cast on the Negative Material Plane. damage to the bladed weapon that serves as a material com-
The material component is three drops of the casters ponent of the spell. The bone blade has the following special
blood. properties:
6 It is unbreakable until it crumbles into dust at the spells
Repel Undead expiration.
6 It is a magical weapon for attack purposes.
(Abjuration, Necromancy) 6 An undead creature struck by a particular bone blade for
the first time must successfully save vs. death magic or be
Level: 7
instantly blasted out of existence; if a creature of 8 HD or
Range: Touch V, S, M
Components: more is destroyed in this manner, the bone blade is instantly
destroyed also.
Duration: 1 round/level
6 The blade inflicts double damage against undead.
Casting Time: 4
6 The blade deals damage against undead as a sword of wound-
Area of Effect: 15-foot radius
ing. (The undead creature suffers one additional point of
Saving Throw: Special
damage per round per wound; a round spent treating a
wound negates this special effect for that wound; magical
This spell forces undead away from the casters person. Un-
curing is ineffective against such wounds.)
dead that fail a saving throw vs. spell at a -3 penalty are re-
pelled from the area and will leave at their best speed (in The material components for the bone blade spell are a nor-
places dedicated to evil, evil undead may save at a lesser mal bladed weapon and a bone from any source; both are
penalty: -2, -1, or normally, at the DMs discretion). If a solid consumed in the casting.

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Book of the
Silver Talon
T his book is of papyrus, 25 leaves sewn into a leather
binding. The leather has been dyed black with some
thick, durable dye that remains supple and covers the hide
deeply, preserving the tome somewhat. Into the front cover of
this is inset a silver claw or talon (held by means of its nails,
which pass through the hide and have been folded under
shrewdly with a hammer so as to close the grip), from which Although no trace of the caravan itself was ever found, an
the book has gained its name. The edges of the leaves have adventurer named Shoon later came across the book in the
been painted red, rather unevenly, mottling the border of dungeons of a deserted castle and brought it to the city of Wa-
each page. terdeep. There he sold it to the merchant Deragus, who never
The book is believed to have been the workbook of the fa- had a chance to sell it since his shop was robbed later the same
mous and much-feared archmage Asmiak, the One Without night. The master thief Dunas is known to have had the book
Fear, when he was but an apprentice to the wizard Thurl. The one winter later, and he traded it to an unknown mage for
strongest proof of this conjecture lies in the talon device set in three magical weapons. The books whereabouts at present are
the cover (the book is untitled and unsigned), which Asmiak unknown. Dunas has been heard to say hes glad to be rid of
used at the time. This does not mean the book was necessarily the Book of The Silver Talon, and any who find it would do well
his, but a study of Asmiaks deeds reveals his recurring attempts to conceal it or risk attack from the servants of Asmiak.
to obtain the book (or reacquire it, assuming he once possessed The first 22 leaves of the book contain spells, all written in
it). This indicates he knows the book exists, but its contents magical inks upon the papyrus, in a slanted, beautiful hand,
would be so superfluous to him now, at the height of his power, including the necessary runes, glyphs, symbols, and notes on
that his attempts seem to be evidence of an emotional attach- necessary conditions and components. The spells, in order of
ment to the tome. Asmiaks attempts to possess the book have their appearance in the book, are read magic, burning hands,
never been carried out personally but always by agents. At least comprehend languages, detect magic, erase, write, identify, mes-
eight former owners of the book, all of them mages of low level, sage, phantasmal force, shocking grasp, shield, darkness 15 ra-
have met death because of Asmiaks servants, and other owners dius, detect invisibility, knock, ray of enfeeblement, web, wizard
of relatively higher levels have narrowly escaped the same fate. lock, blink, dispel magic, gust of wind, infravision, and protection
Their reports indicate that Asmiak employs a varied comple- from normal missiles.
ment of servants, many of them not human. One survivor by Peculiar to the work are slight variations in the spells that
the name of Casimur, a former mage who now runs the appear to be Asmiaks own. The magician Phandal, who
Whistling Wizard Inn, relates that he was slain by three gar- copied from the work spells he needed, has noted the changes
goyles, who fled with nothing but that one book from among in those he already knew:
those in his library, and that he found this out when he was Burning Hands: The spell developed by Asmiak (or taught
subsequently raised by the cleric Steeleye. to him by the wizard Thurl) takes longer to cast (casting time
The adventurer Steeleye confirms this incident and adds 4) because of a longer verbal component. The effect takes the
that the gargoyles were slain with a shower of silver arrows by form of a thin beam of flame like a rod or staff extending from
the elves of the High Forest as the creatures swooped low over the casters forefinger. This beam can be varied in length from
the treetops, looking for a place to rest. The gargoyles were fly- 2 to 8 feet by force of will but is stopped (and deflectedpos-
ing east at the time, and Asmiak is rumored to live in that di- sible hazard to the caster) by stone, thick wood, earth, and the
rection, far across deserts and mountains. The book fell into like. Casimur, who retains this spell in his books, notes that it
the forest but was not recovered by the elves, and it somehow can be fanned back and forth rapidly by merely waving ones
found its way to a bazaar some winters later, where it was pur- finger and is therefore far more than a parlor trick for cutting
chased by the astonished magician Phandal. He in turn ex- ropes or lighting candles.
changed it for other spells with the thaumaturgist Alphon, Flame Ray: Page 23 of the book, which was beyond
who fled with the book into a forest to escape repeated goblin Casimurs mastery when he possessed it, contains notes on
raids against his property. It is not known how Alphon fared how to strengthen the spells flame into a more potent
after that, but the druid Rairun Blackbrow was the next per- weapon. This improved version is of 2nd level, and the theur-
son known to have possessed the book. He tried to send it gist Alphon is thought to have employed it when battling
overland to a colleague, but the caravan taking it to the mage trolls on the Evermoors. The casting time is 6, the duration is
vanished in the moorlands. two rounds, and the spell creates a cone of flame extending

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+-20 feet from the casters forefinger, 6 feet in diameter at its


furthest extent. The intonation of the verbal component dic-
tates how hot the flames will be; they may be so hot as to cre-
ate a breeze and cause target creatures to fall back from the
heat. The flame inflicts points of damage equal to the casters
level in the round of casting, and half this amount (rounded
up) in the second round. Thus, a 7th-level caster inflicts 7
points of damage upon those struck in the first round, with an
additional 4 points in the second round. Phandal dubbed this
spell the flame ray.
Other spell variations are minor.
Darkness 15 Radius: Asmiaks version uses a tiny vial of ink
smashed on the ground to serve as the center of the spell ef-
fect, as well as bat fur. Thus, the spell cannot be moved once
cast, and the ink seems less effective than pitch or coal be-
cause the spell lasts only eight rounds, plus one round per level
of the caster. Asmiak specifies giant octopus ink, but Casimur
has subsequently experimented with giant squid sepia and re-
ports that it also produces darkness, but of six rounds plus one
round per level of the caster in duration.
Ray of Enfeeblement: Asmiaks version of the spell has a dif-
ferent verbal component than the common version (a casting
time of 3). It has a fixed range of 60 yards and a fixed duration
of eight rounds.
Blink: Similarly, Asmiaks version has a fixed duration of
four rounds, caused by the differences in verbal and somatic
components (the level and casting time remain the same).
Gust of Wind: Asmiaks spell is an improved version. It em-
anates from a self-chosen extremity of the caster and is thus
directional, and the caster can rapidly change the direction.
Its somatic component differs from the norm, and its material
component is a sycamore seed cluster or milkweed pod. Powder the rocks and gems in a mortar and to them add
The last three pages of the book are careful notes on the the blood, the earth, and the water. Stir with a finger or a
preparation of magical inks for each of the 1st-level spells in stick (or anything, so long as it is not metal) and mix into a
the book. Users of the Art will notice that these are not the paste. Put this into a crucible and pass it into the tongue of an
only known ink formulae for these spells. Note that the for- open flame under the Tears of Selune (the veil of small celes-
mula for burning hands will probably not work for writing the tial bodies that follow the moon). If eyes are used, hold these
spell in its usual form. Asmiaks notes follow (see scroll). in the flame just above the open crucible and allow them to
be consumed so that any ash or juices produced will fall into
Asmiak does not define magical beast. Each formula in his the crucible. Allow the crucible to cool in a dark place.
book contains one or more elements of magical origin or spe- Then, under the light of a waxing or full moon, pour the brew
cific to the Realms. into a flask or vial and stir in the sepia with a finger or other

non-metal object.
Scroll Ink Preparations Burning Hands
Read Magic 1 ounce giant octopus ink
1 ounce giant squid sepia 3 drops of the blood of a red or gold dragon, or 2 ounces fire
1 large blue sapphire, powdered elemental phlogiston, or 6 salamander scales, or 1 efreeti
1 medium carbuncle, powdered (or substitute: 1 large rock horn
crystal and 1 eagles eye. Alternatively: blue quartz equal 2 ounces green plant matter
in size to a mans fist and 2 eyes from a black falcon) 4 ounces animal flesh
1 drop of the writers blood Wood, 1 plank or log
1 pinch of earth Cloth, 1 scrap
1 sprinkle of water Parchment, 1 sheet

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A fire must be built in a brazier, stoked until hot, and fed in in the fire. Let the fire bum out, remove the cooled mixture,
full sunlight with the wood, cloth, parchment, flesh, plants and pour it into a flask, taking care that the object with the
all types of flammable or burnable things the spell will be able dweomer is not admitted into the flask.
to affect. To this add the dragon blood or an alternative in-
gredient. Allow the fire to burn down, then remove one Erase
ounce of coals from the fire bed by hand and immerse them in 1 ounce of giant squid sepia
the ink. The mixture should be stirred to break up the ash, 1 ounce acid
but do not remove the sediment from the ink containerlet 3 dozen caraway seeds, crushed
the undissolved solid settle to the bottom and remain there. 1 chrysolite
Cover and keep from air until cool. 1 black pearl
A marginal note suggests that the rare fire-based elements
can be successfully replaced with hellhound ichor, firedrake The gems must be placed whole into the acid and allowed
blood, or the ash from a tome guardian. to dissolve. This can take up to two days. When the last trace
of the gems is gone (there must be no precipitant), the acid
Comprehend Languages should be boiled in a bronze tureen of elven make, and while

1 ounce
The braingiant
of a squid sepia sage (see note below)
nonhuman it is boilingthe
neutralize vigorously, the caraway
acid and leave shouldliquid
the resulting be added. It will
slightly col-
1 fresh tongue (from any mammal) ored, with a small amount of precipitant matter. This must be
1 medium sard (onyx), or powdered sard of equivalent allowed to cool slowly and then stirred into the sepia with a
amount rod or bar of cold iron.

The sard should be crushed into powder if it is not already Write


in that form. The brain should be placed in a crucible and 1 ounce giant octopus ink
boiled while the preparer sprinkles the powdered sard into 1 pinch graphite
the fluid thus produced. The tongue (and any parts of the 1 drop of the writers blood
brain not reduced to liquid) should be put whole into the 1 basilisk eye
heart of a fire, perhaps suspended in a metal pot or otherwise 1 whole plant (including roots), ladys mantle
containedthe ashes of those ingredients must be kept sepa-
rate from the ashes of the fires fuel. When the fire burns Chop up the basilisk eye and the plant together, cover in a
down, the ashes should be stirred into the fluid first obtained crucible, and burn to ash over a slow fire of seaborne drift
with a wand of duskwood. Allow this mixture to stand for 13 wood or acorns. Add the graphite to the ink, and then the
hours and then pour it into a flask containing the sepia. Place ash. Stir once with a wooden spoon or rod and then add the
the flask over a fire and bring the mixture slowly to a boildo drop of blood. Cover quickly, shake, and let stand in full
not stir. When the rising vapors darken from red to black, moonlight for a night. When employing the spell, the desired
take the flask away from the heat and seal the contents from writing must be copied with a special ink. Thurl says there are
the air until use. at least four known formulas for this ink; the intent is to cre-
Some evil users of the book report that the brain of any in- ate a neutral ink receptive to a dweomer so as to capture the
telligent creature that uses and comprehends languages may essence of a spell.
be used with success. The following ingredients will produce ink sufficient to
write one spell, and the ingredients may be increased propor-
Detect Magic tionally; add extra owls eyes, spikenard, and ichor, but the
1 ounce giant squid sepia quantities for sand, water, mistletoe, lead, and the gems other
Oak, ash,sapphire,
1 small and thorn branches sufficient for a small fire
powdered than the sapphires, remain the same.
1 drop of the writers blood 1 ounce giant octopus ink
1 drop of spring water ½ ounce ichor of slithering tracker
1 object that radiates a dweomer 1 owl eye
3 blue-green sapphires, as large and as fine as possible
Heat the squid sepia in a fire built of oak, ash, and thorn. 1 ruby (deep crimson)
Place the object partially or wholly in the sepia, and let it re- 1 piece of jet
main there until the fire has burned out and the sepia is cool. 1 piece of obsidian
While the fire is strong, add first the powdered sapphire, then 1 spikenard (root)
the drop of water, and then the drop of blood, stirring with a 1 pinch of sand
mixthorn branch. Ensure that the branch is then consumed 1 drop of water

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½ ounce of lead and add them to the boiling mixture in the following order:
1 sprig of mistletoe tongue, angelica, hedge mustard, foxtail, turnip, and finally
the ear, stirring well with a wooden rod or spoon of vund-
Boil the spikenard, mistletoe, and owl eye in the ichor over wood after each infusion. Allow the mixture to boil gently
a blazing fire. Pulverize and add the lead and the gems when until the liquid is vaporized. Gently warm the sepia over a
the mixture is at a full boil, in the following order: sapphires, small flame. Scrape the residue from the inside of the caul-
jet, lead, obsidian, and ruby, sprinkling each over the full sur- dron and stir it into the sepia. Keep heating the mixture for
face of the boiling mixture. Take the mixture from the flames, one hour, stirring frequently. Allow it to cool slowly and
stir in the giant octopus ink, and allow to cool uncapped in a stand undisturbed for one day.
windy place. Then add the sand and water, and allow the
container to stand for a full day and night, making sure it is Shocking Grasp
exposed both to brilliant sunlight and bright moonlight. 1 ounce giant octopus ink
1 ounce of ash from a lightning-struck tree
Identify 4 drops holy water
1 ounce giant octopus ink 1 sapphire, powdered
1 clump of honey fungus plant 1 pinch powdered orichalum
1 bunch of fennel Asafetida
1 fist-sized piece of rose quartz Balm of gilead
1 drop of holy water Ginseng
1 saffron plant Mace (or masterwort)
1 small, flawless diamond
The herbal ingredients must be burnt to ash in an oak fire.
Bottle the octopus ink in a silver vial, and take it to the The resulting ash is then added to the ash of the lightning-
woods at night. Live honey fungus is found on rotting bark and struck tree in a small metal bowl (copper or white orichalum
is readily identified by its pale green glow. Pluck it from the bark is best). Add two drops of holy water and stir the mixture into
and submerge it straightaway in the vial, adding the drop of a paste. Then add the powdered gold and sapphire and stir in
holy water immediately afterward. Cap the vial and warm it in a the other two drops of holy water. When this paste is thor-
small fire. Meanwhile, crush and slice the fennel and saffron oughly mixed, add it to the ink and heat to a boil, stirring

into to
der a bowl of water,
the silver and shake.
vial and powderThen
the rose
take quartz.
the vialAdd
fromthe
thepow-
fire, until
doorsthe
for paste
a day isand
dissolved.
a night. Allow the mixture to stand out of
and allow it to cool in a dark place. Place the bowl over the fire
and let the water boil away. Powder the diamond and add it to Shield
the water during boiling. Add the residue to the silver vial, seal, 1 ounce giant octopus ink
and place under pure, fast-running spring water for at least six 1 thumbnail
days. Store the ink in the silver vial when not in use. 1 pinch of iron (filings)
1 piece of rock crystal
Message 1 pebble
1 ounce giant squid sepia 1 beryl
1 nonhuman ear 1 star sapphire
1 nonhuman tongue (from a different body than the ear)
1 floral crown from an angelica plant Bum the thumbnail to ash. Pulverize the rock crystal and
1 turnip the pebble separately in a dwarf-forged mortar, then do like-
3 shoots of fox-tail grass wise with each of the two gems. Heat the octopus ink over a
6 hedge mustard leaves small fire but do not let it come to a boil. Add, stirring wid-
1 drop of dew dershins, the other ingredients in this order: pebble dust, iron
filings, rock crystal dust, beryl dust, and the dust of the sap-
Harvest a drop of dew from fern leaves beneath the light of phire. Stir until all of these have been thoroughly mixed and
a full moon. Place a cauldron of water over a fire, add the dew, partially dissolved, and then add the thumbnail ash. Allow to
and heat to a boil. Dice the organic ingredients separately, cool slowly as the fire dies.

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Bowgentles written spells be collected from the apprentices and


closely guarded in the library there, for all to see and use. This was

Bowgentles
T Book
his slim, black volume is most expertly bound in glossy,
tooled, black leatherthe best yoxenhide, from the yoke-
done, the book being constructed by elven craftsmen, and the
cover depicting a famous scene of Bowgentles youth: his fiery bat-
tle with a red dragon, whom he teased (and enraged) by gouting
oxen, or yoxen, of the plains of Amn. This has been stitched flame back at it, before he vanquished the beast.
into a full-fitted cover encasing two slabs of slate, and worked on The book did not remain at the school for long, however.
the outside into a repeating pattern of a human and a dragon Fiends slew its masters and most of the apprentices, and set the
confronting each other, each spouting flame at the other. Within towers ablaze one crisp winter night (fiends, some whispered,
are 53 sheets of the finest white vellum, all sewn to a spine-cord summoned by careless or jealous and vengeful novices who lost
strip of black leather with spun silk thread, the whole being of control of their tanarri servitors), and the school was no more.
the most delicate workmanship. (Several additional pages seem Thieves were the first bold enough to venture into the smoking
to have been tom out.) The pattern of the covers extends with- ruin, and one must have found and safely taken away Bow-
out a break over front, back, and spine, leaving only a lip or bor- gentles Book, for it surfaced some years later in Scornubel, iden-
der around the edges of the tome, and an oval plate or raised area tified by the sage Laertilus as among the treasures he appraised

in the center
known of the front
as Bowgentles cover, which bears the character
Rune. for Vaerum,
guild, thevictim
soon fell MastertoThief. Vaerum,
a gray headofofthe
war (one a local thieves
oft-occurring
Bowgentle of Silverymoon was a mage skirmishes between rival guilds), and the book vanished. Its pre-
of gentle speech and manners, loved and sent fate and whereabouts are unknown, but it is thought by
revered in the North and the Sword most sages to still exist.
Coast cities in his day, for he believed The books contents are all spells in standard form, set down
that magic belonged to all, and all should one to a page, save two unique spells. They appear in the fol-
benefit from it. Many good works were lowing order: affect normal fires, cantrip, hold portal, identify,
ascribed to his name over the years he mending, read magic, sleep, continual light, darkness 15 radius, de-
wandered the Realms, and legend has rounded out his deeds. tect evil, detect invisibility, dispel silence (unique), ESP, forget,
Bowgentle continually sought new spellsand he embarked on knock, levitate, locate object, magic mouth, rope trick, strength,
reckless ventures to gain them, such as the plundering of Raur- wizard lock, blink, dispel magic, fireball, fly, hold person, infravi-
goch the black dragons hoard (slaying that monster with the sion, Leomunds tiny hut, lightning bolt, protection from evil 10 ra-
very magic found in its treasure) and the breaking open of the dius, protection from normal missiles, slow, tongues, water breath-
Wizard-Kings tomb, where that legendary mage, now living in ing, Bowgentles fleeting journey (unique), charm monster,
lichdom, guarded his spellbooks as fervently as the crumbling confusion, dimension door, enchanted weapon, fire shield (both
bones of his mistresses and his dogs. versions), minor globe of invulnerability, polymorph other, poly-
And ever did Bowgentle give of his knowledge to all who morph self, remove curse, wizard eye, Bigbys interposing hand,
had the ability, and he wrote out spells tirelessly for those who cone of cold, hold monster, passwall, and wall of force.
were too young, too sick, or yet unborn. He paid for the hospi- Three pages discuss the applications of the cantrip spell, ex-
tality given him on his travels with spells, cast for good ends, plaining a most efficient way to clean and dry materials that
and his name is yet remembered with affection and awe. It is are dirty or wetand detailing a special effect that creates a
often said of a gentle, shy, and well-favored babe that it has soft, blue light, sufficient for reading, that the caster can
Bowgentles eyes, and an act of selfless kindness is oftentimes move at will within ten feet. A full week of study per effect is
agreed to be properly of Bowgentles way. required for an owner of the book to add these effects to his
When he grew old, Bowgentle came to the School of Wonder, cantrip repertoire. The two unique spells in Bowgentles Book
founded some years earlier by the mages Myrdon and Salasker, are detailed here.

andway
his wrote down
and, hisword
when spellscame
for the apprentices
shortly there.
thereafter He death
of his passedin on
a
snowstorm in the high forests, the Masters commanded that
Dispel Silence
(Abjuration, Alteration)
Level: 3
Range: 0
Components: S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 10-foot/level radius
Saving Throw: None

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This spell negates the effect of magical silence within the


area of the dispel silence spell for the duration of the spell. Fol-
lowing the casting of the dispel silence, all spellcasting, speak-
ing, and actions can proceed normally.
For the duration of the spell, the area protected by the dis-
pel silence is proof against silence spellsthey will not func-
tion within the area of the dispel silence. The area is immobile,
however, and does not move with the caster.
The material component of this spell is a pinch of pow-
dered diamond worth at least 50 gp, flung into the air.

Bowgentle's Fleeting Journey


(Alteration)
Level: 5
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

By casting this spell and touching the target creature, the


caster sends that individual to another location within sight.
The individual remains at the location for one round, at the
end of which time he is teleported back to his original loca-
tion.
This teleportation must be to an area viewed and pointed
at by the spellcaster when casting the spell. The range is up to
20 yards per level horizontally and 10 yards per level verti-
cally. The teleportation operates as the 5th-level wizard spell
of the same name, but the location will not be less familiar
than seen casually. The individual might teleport high or
low as listed, but if teleported into a solid object is not slain,
but rather pushed into the Astral Plane. An individual
pushed into the Astral Plane must get back to the Realms on
his own, as the spell will not return him.
Should the teleportation be successful, the individual can
immediately act in the next round, performing any one-
round action (most spell casting, moving, attacking, picking
up an item, etc.). A maximum of 500 pounds of character and

equipment
is overloaded can(or
be secured
teleportedbyinchains,
this fashion.
ropes, If the character
webs, or other
ties), the teleportation fails.
At 15th level, the caster can send the recipient of the spell
to a location for two full rounds instead of one. Regardless of
level, the caster cannot send himself anywhere with this spell,
or send dead bodies or inanimate objects alone.
The material component of this spell is a small ball of un-
cured rubber.

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Upon casting this spell, the mage can point to any collec-
tion of small, unsecured items grouped together within the

Briels
S hadow Book
s of spells range and cause them to fly off in all directions simul-
taneously. The items will fly 10 feet in random directions, re-
bound against the limits of the spell, and bounce around in-
his untitled volume is a large, leather-bound folio with side the area of effect for one round, damaging those caught
21 wrinkled, dog-eared sheets of parchment sewn in in the area.
place. It has received heavy (though careful) handling and is No less than six items or more than 14 can be affected. The
obviously a workbook, full of scribbled notes and thoughts, items can be no larger than chicken eggs and are typically
rather than a formal compendium of spells. This untitled, an- such things as coins, marbles, gems, dice, or sling bullets.
cient volume has traditionally been known as Briels Book of Items that are in pouches or otherwise restrained are not af-
Shadows, as it is thought to be the work of the Archmage fected, though those in an open pouch could be enchanted by
Briel when he was but an apprentice under the tutelage of the this spell.
great Aumvor the Undying (now believed to be a lich whose Creatures of size S generally take 1d6 points of damage
lair is somewhere in the vast mountain ranges of the North). from the shrapnel while those of size M take 1d4 and those
The sagefound
writing Ubergast of book
in the Amn closely
points out that thethat
resembles informal hand-
preserved in of
vs.size
spellL negates
and larger
theare unharmed.
damage. A creatures
Small successful flying
saving into
throw
a
a letter in the archives of Baldurs Gate, wherein Briel wrote scatterspray must successfully save vs. spell or be grounded,
of his intention to found a school of wizardry there. Certainly unable to fly, for 1d4 turns. Size M or larger flying creatures
no other claimant to authorship has declared himself, nor has are unharmed. Magical protections such as shield, wall of
any name been advanced as more than speculation by sages. force, Bigbys hands, and protection from normal missiles will
The books inscriptions are rambling, and the pages are protect those within from the effects of the spray. The caster
much stained with various liquids and powders used as ingre- is always unharmed by the spray, even if within its area of
dients in spells, spell inks, and in the making of a homuncu- effect.
lus. Its useful contents are as follows: The damage from the scatterspray spell assumes hard ob-
jects are used for missiles. Eggs, fruit, and other soft objects
A section about the cantrip spell. can be used, but this reduces damage by 2 points in all cases
The complete spells affect normal fires, scatterspray (down to a minimum of 0). Spellcasting is not possible from
(unique), shield, and write. inside a spray if the spellcasting opponent fails a saving throw
The magical and medicinal uses of alicorns (unicorn vs. spell.
horns). The material components of this spell are a flint and steel
A recipe, copied from another source, for the making of a or tinderbox.
homunculus (see the Monstrous Manual tome).

The section about the cantrip spell covers four uses: elimi-
The Uses of Alicorns
nating natural vermin (fleas, lice, etc.) from a creature of up Alicorns, or the horns of unicorns, are rare and precious
to man-size, causing natural plants or vegetable matter to wilt things, seldom gained by a user of magic, so it behooves one
(as much as a small bouquet), knotting the end a rope (square not to waste or misuse them if they are acquired. Often the
knot, bowline, etc.), and creating smoke puffs (small rings or horns of other creatures will be sold or offered as alicorns; the
balls, the color of which can be varied at will). Each of these powers and properties below are unique to alicorns, and test-
can be learned after one week of study by someone who ing will avoid deception.
knows the cantrip spell. Specifics of the other matters follow. When a unicorn lives, its intact horn has strong magical
powers, notably the ability to call upon Silverymoon (the di-
vine unicorn of the Realms pantheon) for one priestly spell
Scatterspray of any sort per day, something seldom done (some say Sil-
(Alteration) vanus grants such magic). Unicorns cannot be coerced into
such use of their hornsnor do the horns retain this power if
Level: 1 removed from the host, or if the unicorn is slain.
Range: 10 yards/level Other powers do continue after the separation from the
Components: V, S, M living beast, and these should be carefully noted; most im-
Duration: 1 round portant, they are sovereign remedies against poison. Upon
Casting Time: 1 direct contact with any poisonliquid, solid, or vapora
Area of Effect: 10-foot radius unicorns horn turns from its usual ivory hue to purple, the
Saving Throw: Neg. intensity of the color (mauve through black) deepening ac-

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cording to the efficacy of the poison. This effect fades 1d4 agitated as necessarythey must be wholly dissolved ere the
rounds after the cessation of contact. Some very rare al- mixture comes to a boil. As the mixture begins to bubble in
icorns are naturally of a hue other than ivory, but they are earnest, the mage shall let fresh blood from his own body into
never purple and only turn that color when poison is pre- a vessel by means of an incision, and one pint exactly must be
sent. Powdered unicorn horn, taken internally (washed added to the pot.
down with water or wine) is an antidote to all ingested poi- The alchemist then must tend the mixture constantly, al-
sons, neutralizing them immediately and preventing any fur- lowing the brazier to bum out and the mixture to slowly cool.
ther damage. Rubbing an envenomed blade, spearhead or When the side of the cauldron is no warmer than the room,
arrow-tip with powdered or whole alicorn will remove and the mixture may be covered (tightly, with stretched and
negate the poison so effectively that the process of removal tarred hide sealed with wax, to keep the air out) and left
itself is not dangerous. A unicorn horn carried next to the undisturbed for four weeks. When it is adjudged ready by the
skin confers upon any creature a +7 bonus to all saving alchemist (by the smell of the seal, which should be sharply
throws of any kind. spicy), the mixture shall be uncovered and put once more
Druids have found that a faerie fire spell cast upon a whole over a brazier with charcoal and incense.
alicorn or piece of alicorn lasts for 44 rounds. The efficacy of As it heats, the mage must cast a mending spell upon the
a mending spell is increased by touching a part of the item to fluid, a mirror image, and then wizard eye. He must remain
be mended with an alicorn during casting; magical items can within the presence of the cauldron as the mixture is heated
be made wholealthough their dweomer is not restored to a boil. The alchemist shall then stoke the fires hotter, and
and shattered items with many fractures (such as broken when much of the fluid is boiled away, the completed ho-
earthenware pots or crystal flasks) can be completely restored. munculus will be revealed in the cauldron. When it has
A cantrip can be cast on an alicorn in hand such that a small cooled (the vapors from the cauldron passing away), the
blue glow can be centered upon the horn. The horn can be mage must touch it. It will then be animate and will survive
released by the caster, and the caster and horn separated by (barring physical attack or misfortune) until the death of
any distance without the light failing until the caster ceases the mage, whereupon it will dissolve into boiling vapor and
concentration. pass into nothingness. If it should die first and the mage sur-
Other powers of alicorns are rumored, but no more have vive its death, guard and hide its corpse well, for whatever is
yet been verified. Powdered alicorn is known to be a possible done to the carcass shall happen also to the spellcasterdo
ingredient (there are herbal alternatives) in making a sweet not burn the remains unless magic to protect against fire is
water potion. to be had. The homunculus can see in the darkness where
the mage cannot, guarding while its creator sleeps, waking
the mage at the approach of any creature.
Homunculus Creation
Being A Recipe, Most Complete And Correct, Prepared By The
Willing And Allied Hands Of The Grand Alchemist Of Never-
winter, Askrim the Bold, And The Wizard Dauntus, Seneschal
of Silverymoon: The Making Of A Homunculus.

First, an acidic base of water, into which is crushed a


thousand ants and out of which is strained the insect re-
mains, is prepared in a black iron cauldron. Secondly, the
following herbs must be crushed and powdered together in a
separate vessel: an acorn and a whole plant or large leaf each
of balmony, birthwort, fennel, and ginseng. Thirdly, a brass
brazier must be lit, stoked with charcoal, and over the flames
must be cast a handful of rose petals, incense, and a pinch of
fine sand.
The cauldron of acid must now be placed on the brazier
and heated. Straightaway, ere it comes to the boil, the pow-
dered herbs must be stirred into it (mind that a dipper or ladle
of wood and not metal is used), and the following ingredients
must also be introduced into it, in the order given: the whole
skin of any reptile (size is unimportant, so long as the skin is
whole), the brain of a mind flayer, the wings of a bat, and the
mouthparts or whole head of a vampiric bat. These may be

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Workbook
Caddelyns
T hisver,issealed
a slim volume covered with sheets of polished sil-
against corrosion, over slate sheets, hinged
with electrum, and holding about sixteen sheets of fine
parchment, all but three blank.
This tome was recently plundered from the tower of the
long-ago mage Caddelyn by unknown hands. Caddelyns
tower rises from a mountain north of The Great Glacier, and all held objects, trip or stumble if running or charging, fall if
was only recently discovered by the famous explorer Dabron balanced on a ledge or climbing, and have any spellcasting
Sashenstar of Baldurs Gate. Dabrons band examined the ruined. Any missile attack launched by an affected creature
book but did not take it, and continued on in their expedi- will miss, and any physical attack will be at -2 to hit. Weap-
tion. On their return, they camped at the tower againand ons are dropped and any weapon attack becomes a bare fists
found the book missing. attack. Dropped items may well suffer damage. (The DM de-
Caddelyn, a good mage who cides which saving throws, if any, apply.)
is remembered with respect, The material components for this spell are a banana peel or
died peacefully while on a visit melon rind and a tallow candle or lump of animal fat.
to Waterdeep, and he is en-
tombed with other mages in
The City of the Dead there.
Spell Invulnerability
The tomes three written (Abjuration)
pages (the book was obviously
incomplete at the mages death) Level: 9
bear two unique spells, de- Range: Touch
scribed below, and the complete Components: V, S
process of creating a minor magical item. The spells are Cad- Duration: 1 round/level
delyns catastrophe and spell invulnerability; the magical Casting Time: 1 turn
item is the magemask. The properties of the finished item are Area of Effect: 1 creature
listed on the next page; Dabrons band lacked the time to Saving Throw: None
copy out the entire process.
The recipient of this spell is rendered completely im-
mune to one spell, spell-like effect, or magical item. The
Caddelyns Catastrophe spell, spell effect, or item is chosen at the time of the spell.
(Enchantment/Charm) When describing a particular spell or spell effect, a full de-
scription is necessary. Specifying invulnerability to a light
Level: 5 spell, for example, is not sufficient, since the spell can be
Range: 10 yards/level either a wizard spell or a priests spell. The correct casting
Components: V, S, M would be to ward against the 1st-level wizard spell, light.
Duration: 1 round/level Such protection is complete for the recipient of the spell,

Casting
Area Time: 51d4 creatures in a 30-foot cube
of Effect: and it is as if
individual. A the spell orrendered
character item does not exist for
invulnerable to the protected
a wall of iron
Saving Throw: Special spell could walk through such a wall, as long as it was created
by the spell.
This variation of the fumble spell allows the caster to affect Invulnerability to a particular spell provides complete pro-
up to four creatures if desired, all of whom must be visible to tection from that particular spell only. Related or lesser ver-
the caster during casting. If four creatures are attacked, their sions of that spell, nonmagical equivalents of that spell, and
saving throws vs. spell are normal; if three are attacked, all spell-like abilities that duplicate the spell will still affect the
save at -1; if two are attacked, they save at -2; and if only one protected character.
is attacked, the save is at -3. When dealing with spell-like abilities, spell invulnerability
Creatures who make successful saving throws are slowed for provides complete protection from one spell-like ability used
the duration of the spell; creatures who fail immediately drop by one type or species of creature. An invulnerability to a be-

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holders disintegration eye does not provide protection from The spell invulnerability is considered by abjurers to be one
the beholders other eyes or from any other form of disinte- of their masterpieces. It is believed that the spell was devel-
gration. oped as a reply to the transmuters spellstrike spell.
When cast to protect against a magical item, this spell pro-
tects against all attacks from that item and all identical magi-
cal items. Invulnerability to a long sword +1 makes the char-
Magical Item
acter invulnerable to all such swords (they will pass through Magemask
him harmlessly, since they do not exist). A short sword +1 or a XP: 1,500 GP: 15,000
long sword +1, +4 vs. reptiles will affect the spells recipient
normally. The magemask is a halfmask of leather with crystal lenses.
Invulnerability to a particular magical item has no effect Through these, a wearer views surroundings as if using detect
against another character who has been affected by that mag- magic and can see concealed glyphs, runes, and inscriptions.
ical item (invulnerability to a potion of berserker rage protects If these are magically concealed and not yet activated, the
the character if he drinks it, but does nothing to protect the mask wearer sees only the outlines of the areas covered. The
character from someone else who drank it). Scroll spells are masks lenses also confer infravision upon the wearer, enable
considered magic spells rather than items and must be pro- any who wears them to read magic (although a nonspellcaster
tected against individually. will not understand anything more than the general nature
Artifacts, relics, and unique magical items (the Blade of and intent of the spell), and allows clear and easy reading of
Inverness, for example, of which only one exists) cannot be spellbooks, scrolls, maps, inscriptions, and nonmagical writ-
affected by this spell. Living things, magical creatures (such ing) in near darkness. Such a mask cannot be used in con-
as golems), extra-dimensional and extra-planar beings, and junction with other magical lenses or spectacles.
nonmagical items cannot be affected by this spell.
Only one spell invulnerability can be cast on an individual at
one time. It cannot be cast on the dead, on an item, or on a
location.

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Arbane mentions one important difference from the norm


The Chambeeleon in the spells contained in the book: the conjure elemental spell
as it is written therein will summon only water elementals,
T his tome is truly resplendent. Its covers are sheets of
polished, iridescent abalone edged and cornered with
but these will be friendly to the caster and will never attack
him or her. Such an elemental may (5% chance) return to its
beaten gold; its pages are of burnished electrum, into which own plane before the spell has expired, rather than attacking,
script has been etched and runes, glyphs, symbols, and char- and although friendly, it will act only upon the commands of
acters are embossed or raised from the surface. The work is the spellcaster, not helping independently.
demonstrably waterproof. The Chambeeleon (pronounced If one may trust the more doubtful source of religious
kam-BEE-lee-on) is probably worth 4,000 gp in materials teachings, it must be noted that the priesthoods of at least
alone. It is worth far more to a mage, however, because of its seven aquatic gods worshiped by various creatures claim the
contents. Chambeeleon as their own, and they assert that the bulk of its
The origin of this tome is unknown, but it is certainly of pages contains the record of the Creation associated with
great antiquity. Many legends exist ascribing its authorship to their deity. If this is so, none have proved it.
various sea gods and powerful beings, but nothing of the
books whereabouts is verifiable except that Alaer, holder of
the Dolphin Throne an age ago, mentions it in an inventory
of the sea elves court at Thunderfoam. It was borne away
from that city at some later time and reappears in the mem-
oirs of the hero Galadaunt, who found it on the deck of an
abandoned, drifting ghost ship which he boarded off the
Emerald Isles. He sold it to a mage whose name was not
recorded, whom we know to have been the tutor of one
called The Mad Mage, who in turn was master to the wizard
Arbane. It is likely that the Chambeeleon came into the Mad
Mages possession, but it did not pass into the hands of Ar-
bane, so we have only Arbanes recollections to rely on for its
contents. The present location of the Chambeeleon, or even if
it still exists, is unknown.
Arbane said that he often read from the Chambeeleon as he
was trained, but he was only allowed to peruse certain pages.
Many he glimpsed were beyond his understanding, but he re-
members that the fiend who guarded the book told him it had
66 pages in all and none but Arbanes master had ever mas-
tered them all.
(Arbanes rather brief description of the fiend suggests
that it was a succubus. There is no mention of a guardian
fiend in the legends concerned with the book, so it is likely
that the Mad Mage bound the fiend to guard it, perhaps
only for as long as Arbane was allowed access to its pages.)
All of the pages Arbane studied contained spells. From his
notes, he gives us this list: water breathing, fly, lightning bolt, fire

shield (cold flame


cold, conjure version
elemental (seeonly), ice disintegrate,
below), storm, airy water, cone
glassee, of
part
water, Drawmijs instant summons, reverse gravity, and vanish.
From the Mad Mages casual comments, writes Arbane, he
believes the book also contains the spells imprisonment and
prismatic sphere, but at the time he lacked any means to verify
this. If the book is entirely full of spells, and each stands
alone on one page (as did those Arbane studied), then there
might be as many as fifty spells in the work not on Arbanes
list. One suspects, however, that there are far fewer, and most
of the unknown pages contain records or other writing. Only
the possessor of the work knows for sure.

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cold in which the Frostmaiden revels. It has been seen only


The Codicil of once outside of the devout circle of her followers. Ten winters

White ago,
SevenanStars
adventuring
gained the company known
Codicil as as the
part of thespoils
Company
from of
group of bandits they slew while guarding an early spring car-
a

T heermine
Codicil of White is a tall, thin volume bound in white
over seasoned boards of white pine and sealed
avan to Neverwinter. They sold the book to the sage Erpalio
of Neverwinter, whose description of the volume is the only
with a clasp and lock of tarnished silver. The ermine is some- record of it in the Realms. Agents of the sect of Auril are as-
what worn about the edges from use. The 27 pages within are sumed to have recovered the book the next winter, for Er-
of vellum painted with silver gilt on the outer edges. The palio was found frozen in his warm study, and the Codicil was
whole is sewn to a leather binding with strips of sinew, mak- gone. It has not been seen since, although it is doubtless pre-
ing it quite durable. sent at ceremonies honoring the Frostmaiden in the North.
It has been postulated that the Codicil was written by cler- In addition to the denominational lore it contains and the
ics of Auril as a primer on her worship, and on the uses of the knowledge of secret ceremonies it discloses, possession of the
Codicil also grants the owner resistance to cold (as the priest
spell) as long as it is carried on the owners person.
The first page is simply a title page with the snowflake rune
of Auril on it. The next 13 pages cover the rites and services
of Auril, the Frostmaiden, in chilling detail. One of these rit-
uals includes the summoning of an ice para-elemental. The
next 13 pages include major ceremonies. The ceremonies for
coming of age, burial, dedication, investiture, ordination, and
special vows are all described. Due to the large number of evil
wizards and witch doctors who worship Auril, the priestly
section is followed by the mage spells chill touch, frost fingers
(unique), shatter, gust of wind, and wall of ice.

Frost Fingers
(Evocation)
Level: 1
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: ½

This is essentially a cold form of the burning hands spell.


When cast, it causes freezing cold and shards of ice to blast
from the casters fingertips to a distance of 3 feet in a 120-de-
gree arc in front of the caster. Any creature in this area suffers
1d3 hit points of damage, plus 2 points for every level of the
spellcaster, to a maximum of 1d3 + 20 points of cold damage.
Those who make a successful saving throw vs. spell receive
half damage. Liquids engulfed by the cold will freeze unless an
item saving throw vs. cold is made.

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of shielding or thunderlance, for example, gives the same pro-


The Collected tection against both spells.)

Snillocs snowball
Wisdom of Snilloc form of magic is though
missile, considered by the
it has most mages to in
advantage berange
a lesser
higher levels (as opposed to multiple strikes) and can be di-
at

T hisloc, thick tome offers advice and observations from Snil-


a mage who achieved a degree of fame more than a
rected against an object as well as a creature. It is also more
effective against fiery creatures.
century ago because of his participation in the defeat of a The material component of this spell is a chunk of ice or a
horde of hobgoblins near Procampur. The book is 2 feet tall small bit of ivory.
and a foot wide; it contains 120 pages of vellum covered with There are reports of a 2nd-level variant of this spell with
flowing script. identical effects called Snillocs cream pie. These reports are
In a tone that is occasionally patronizing, Snilloc describes unconfirmed.
some of his travels and offers advice to any who would seek
adventure. Many traps are discussed within the tome, as well
as the ways of disarming or circumventing them. Several ex-
amples of escapades are presented, including encounters with
vampires, pirates, dinosaurs, beholders, and spirits. Each is
anecdotal in nature and describes the clever methods used by
Snilloc and his companions to defeat everything that stood
in their way.
It is said that Snilloc eventually traveled south to the fa-
bled lands of Zakhara, leaving the book behind as a sort of a
monument. The book rested in a private library for several
decades before it was stolen; its current whereabouts are a
mystery, but several copies of the spells within have appeared
Snillocs Snowball Swarm
throughout the Realms. (Evocation)
The rare spells described in the book include vocalize,
ghost armor, spectral wings, and spectral guard. In addi- Level: 2
tion, three unique spells created by Snilloc appear in the Range: 10 yards/level
tome: Snillocs
Snillocs snowball,
major missile. Snillocs
Each snowball
is followed swarm,para-
by several and Components: V, S, M
Duration: Instantaneous
graphs with tips on how to use the spells to good effect in un- Casting Time: 2
usual situations; unfortunately, most of the situations de- Area of Effect: 30-foot radius
scribed are so unusual that they are not of any use (though Saving Throw: ½
they are somewhat entertaining).
By means of this spell the caster causes a flurry of magical
snowballs to erupt from a point within his range. The snowballs
Snillocs Snowball fly in all directions, hitting everything in the area of effect (in-
(Evocation) cluding the caster) and causing 1-3 points of damage per level of
the caster (to a maximum of 8d3). Against fire-using and fire-
Level: 1 dwelling creatures, the spell inflicts 1d6 points of damage per
Range: 20 yards/level level of the caster (again to a maximum of 8 dice of damage).
Components: V, S, M Unlike the higher-level fireball, the snowball swarm is
Duration: Instantaneous completely contained within its area of effect. Obstructions
Casting Time: 1 and low ceilings do not cause the cloud of snowballs to de-
Area of Effect: 1 target formthey just hit the walls and splatter. These snowballs
Saving Throw: None are considered normal missiles when determining the effects
of protection spells. All targets are considered AC 10 against
This spell creates a mystical snowball in the hand of the the snowballs, however; only Dexterity modifiers apply.
caster, which can then be thrown immediately against any This spell is much less powerful than the fireball spell, but
target within range. The snowball hits automatically for 1-3 useful where the dimensions of the area of effect are unknown
points of damage, 1d6 points if used against a fire-using or or against fire-using or fire-dwelling creatures.
fire-dwelling opponent. The snowball strikes like a magic mis- The material component of this spell is a chunk of ice or a
sile and can be affected or repelled in the same way. (A brooch single pearl.

2
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Vocalize Spectral Wings


(Alteration) (Evocation)
Level: 2 Level: 4
Range: Touch Range: Touch
Components: S, M Components: V, S, M
Duration: 5 rounds Duration: 1 turn/level
Casting Time: 2 Casting Time: 4
Area of Effect: 1 spellcasting creature Area of Effect: Creates wings, 26-foot span
Saving Throw: None Saving Throw: None

The recipient of this spell can cast spells with a verbal com- This spell creates a misty, gray, largely intangible flying
ponent without having to make any noise, so long as the cast- steed. The spectral wings appear as a set of gray, ghostly wings,
ing takes place entirely within the duration of the vocalize spell. 12 feet long, with a wingspan of 26 feet. The mount is visible
Only the verbal requirement of spells is deleted. This spell has to others but seems foglike and insubstantial. Those riding on
no effect on other noises or speechit simply removes a spells the spectral wings feel it as a solid object.
verbal component. The wings are a magical force under the mental control of
This spell is of great use when quiet is desired in spellcast- the caster. This force is not a living thing; it cannot be slain
ing or the individual has been magically silenced. The vocal- or affected by normal weapons but can be dispelled normally.
ize spell does not negate the magical silence, it merely permits The caster must remain in contact with the wings in order to
spellcasting without verbal components. control them. If the caster is taken out of contact with the
The material component of this spell is a bell with no clapper. wings or is slain or rendered unconscious, the wings will per-
form the last order they received.
The spectral wings are utterly silent and have maneuver-
Ghost Armor ability class B and a speed of 15. They can pass through solid
(Conjuration) objects, but that ability is not passed along to the individuals
and equipment that the wings carry. The wings can carry up
Level: 3 to 100 lbs. per level of the caster. If overloaded, the addi-
Range: Touch tional weight falls through the wings. The wings provide a
Components: V, S, M solid base for spellcasting and missile fire. The caster can en-
Duration: 1 round/level gage in other actions while riding the wings, but the wings
Casting Time: 1 will continue to move according to their last orders if this is
Area of Effect: 1 creature, size H or less the case.
Saving Throw: None The material component of this spell is a wing bone from
any type of flying creature. The wings resemble the wings of
An improved version of the armor spell, ghost armor pro- that particular creature.
vides the recipient with a suit of ghostly, translucent plate
armor. The plate armor provides an AC of 3 to the user,
which combines with Dexterity and magical bonuses. If the
Snillocs Major Missile
recipient is already AC 3 or better, the spell has no effect. (Evocation)
Magical bonuses from existing armor (leather armor +2, for

example) are nothas


Ghost armor added to the and
no weight ghost armor.
does not restrict the wearer Level: 560 yards + 10 yards/level
Range:
in normal movement, spellcasting, or thieving. The armor is Components: V, S
magical force, not metal, and so is not vulnerable to attack Duration: Instantaneous
from rust monsters or the heat metal spell. Casting Time: 5
The material component of this spell is a fragment of real Area of Effect: 1 creature
armor that has been worn in battle. Saving Throw: None

Snillocs major missile functions in most fashions as the 1st-


level wizard spell magic missile, save for increased damage and
limitation to a single creature target. The major missile inflicts
1d4+1 points of damage upon a single creature, much as a

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magic missile. The caster gains an additional 1d4+1 for every


two levels thereafter, to a maximum of 15d4+15. Snillocs
major missile cannot be split up between multiple targets and
will be affected by all spells that negate or affect the magic
missile spell.
This spell is the result of intensive research following the
Avatar crisis, after which it was discovered that the common
magic missile was no longer as effective at high level.

Spectral Guard
(Evocation)
Level: 7
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Sphere of 20-foot radius
Saving Throw: None

This spell creates an invisible guardian which will stand


watch at a specific location no larger than a 20-foot-radius
sphere. The guard waits, undetectable by normal, nonmagical
means, though it will radiate a strong magical aura and be
completely visible to true seeing and similar magic.
When the spectral guard is created, it must be given specific
activation conditions such as the opening of a particular
chest or door, or a specific creature (or creature who is not the
caster) touching a particular object. When this condition is blinded, confused, or tricked with illusion/phantasm magic. It
fulfilled, the spectral guard appears. can automatically detect living creatures within 50 feet of its
The spectral guard appears as a wraithlike creature with a position. It will ignore undead, and undead creatures will not
tapering, legless form and powerful limbs. One of these limbs activate the spell.
will wield a melee weapon chosen by the caster at the time of No more than one spectral guard can be placed within a
the creation of guard. The spectral guard is noncorporeal and 20-foot radiusattempting to place a spectral guard in an
able to pass through solid barriers. It can attack gaseous crea- area already under the influence of another spectral guard will
tures and creatures in the Ethereal Plane as well as those nor- cause the second spell to fail. The spectral guard will fight
mally only struck by +2 weapons or better. until destroyed or dispelled, or until it successfully defends its
The strike of a spectral guard inflicts damage according to charge. The original caster can dispel the spectral guard at
the weapon it carries. Victims feel a chill as the spectral blade will after it has been activated. Others have standard dispel
passes through them. This chill has no game effect. The guard chances against the casters level.
strikes twice per round with the same THAC0 as the caster at The material components of the spectral guard spell are a
the time the guard was created. The spectral guard has the human bone, the dried eye of a beholder, and a nonen-
same number of hit points as the caster at the time the guard chanted version of the weapon to be used by the spectral
was created. The creature is AC 0 and flies silently with a guard. All are destroyed in the creation of the spectral guard.
movement rate of 24(B). It can move beyond the radius of its In creating the guard, the caster can fashion the face and
initial watch in pursuit of its victims. form to resemble a real person the caster is familiar with or
The spectral guard cannot be charmed, turned, repelled, just a typical face, race, age, and build.

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ing a magic tinderbox as well. Finally, the tome contains a dis-


cussion on making psionically empowered items and lists sev-

Daltims
Tome of Fire eral possibilities; there is also a brief treatise on the advan-
tages of enchanting a psionic item.

T his tome is small in dimension, about 9 inches tall, 5


inches wide, and perhaps an inch thick. Its 50 pages are
Daltims Flaming Fist
made of thick paper of a light gray color; the paper cannot be (Evocation)
burned and is cool to the touch. The book is bound in rich
red leather (purported to be the skin of a salamander) that is Level: 4
warm to the touch; Daltims dragon-like sigil is impressed on Range: 10 yards
the front cover. Daltims fiery protector has been placed on the Components: V, S, M
book, as has Daltims proof Duration: 1 round/level
against fire; both of these new Casting Time: 4
spells can be found in the book Area of Effect: Creates 1 fist
(and are described here). Saving Throw: None
Daltims Tome of Fire is simi-
lar to Darssons Notes (see page Daltims trademark, this spell produces a fiery fist about the
41) in two significant ways. same size as a normal human fist. The fist appears in midair
First, it is penned by a Halruan within 10 yards, anywhere the caster desires. Within limits,
mage. Second, the mage Dal- the caster controls the fist for the duration of the spell.
tim Flamefist is still living. Like The fist must stay within 60 yards of the caster but can be
Darsson, Daltim has other made to go anywhere within that area, easily crossing the en-
copies of the spells but would like to retrieve this book for the tire area as the caster wills. Once per round, the caster can ei-
many other notes it contains. ther touch an inanimate object with the fist or direct the fist
Daltim leads a mercenary company called the Destroyers. to strike an opponent.
Based in Halabar (in Halruaa), the company specializes in ar- If a flammable object is touched by the fist, a successful sav-
tillery but also relies heavily on magical and psionic attack. ing throw vs. magical fire is required or the item burns.
Of the companys 50 members, 20 are 1st-level fighters who If the caster attacks with the fist (foregoing any other at-
man catapults and other heavy weapons, while 30 are wizards tack that round), an attack roll is made as if the caster himself
and psionicists of levels 2-9. Daltim himself is a 14th-level was making the attack. If the attack roll is successful, Daltims
pyromancer (a wizard specialized in the school of elemental flaming fist strikes the opponent and bursts into a 3-foot radius
fire) and is known to have several psionic wild talents. sphere of fire, centered on the point of impact and engulfing
Unlike Darsson Spellmaker, Daltim Flamefist is proud to the target, which suffers 1d4+1 points of damage.
be from Halruaa. He is of noble birth, the son of an Elder of If the fist misses, its damage potential is stored, to be re-
the nation of mages, and aspires to become an Elder himself. leased on the next successful attack. Thus, if the fist misses
To gain experience, Daltim often leads his mercenary corps once, then hits, it causes 2d4+2 points of damage; if it misses
in battles. Recently, the group has been operating in Tethyr, twice and then hits, it causes 3d4+3 points of damage, and so
in that nations seemingly interminable civil war. It was in forth. If the spells duration runs out before any successful at-
Tethyr that Daltims Tome of Fire became separated from the tacks are made, any stored damage potential is released in a
mage; he is unlikely to have misplaced it or accidentally left fiery burst with a 3-foot radius, centered on the fists present
it somewhere, so the book was presumably stolen by some- location. Any creature caught in that radius must make a suc-

one.
The book contains a number of unique and rare spells, in- cessful savingfor
spell (1d4+1 throw
eachvs. spell itormissed
round take the
updamage stored in the
to that point).
cluding Daltims flaming fist, everlasting fire, fire gate, un- If the caster stops concentrating on the fist, it continues to
burn, Daltims fiery protector, shroud of flame, flameproof, attack its last target each round until the spells duration runs
and Daltims proof against fire. Besides the three spells out. If the fists last direction was not to attack, it remains in
named for him, Daltim claims credit for unburn and everlast- place, possibly setting fire to anything that touches it.
ing fire. The spell flameproof comes from the mages of Za- The spells material component is a glove made to fit the
khara, located far to the south of Halruaa. caster. A pinch each of sulphur and phosphorus must be
Besides the spells, Daltims Tome of Fire also lists and de- placed inside the glove; all components are destroyed upon
scribes several magical items related to fire and light: magic casting.
match, magic tinderbox, glow ring, and one-way lantern. Each This spell is not to be confused with Malec-Keths flame fist
item is described in some detail, and there are notes on creat- from the Tome of Magic.

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If there is a large, solid object blocking the fire gate, then


Everlasting Fire the caster is mired in the plane of Elemental Fire and will re-
(Evocation) main so until he either finds another way out or is rescued.
This spell has made its way out of the savage and brutal
Level: 4 lands of the Red Wizards of Thay. It is recommended that the
Range: 5 yards spellcaster have some form of protection against fire before
Components: V, S, M attempting it. Most reports of the power and the magic of the
Duration: Permanent Red Wizards have been exaggerated to make them seem more
Casting Time: 4 powerful than they are. While many unique magics exist in
Area of Effect: 1 object or construct the lands of Thay, they are often merely variants of spells
Saving Throw: None found elsewhere and usually function several levels higher
than is mentioned in bar talk and local legends.
This spell creates a very small gate to the Elemental Plane
of Fire, calling through flame about equal to that on a torch.
The flame is completely normal in all ways, except that since
Unburn
it comes
and from to
continues theburn
Elemental Plane
under any of Fire, it needs no fuel
circumstancewithout air, (Abjuration, Alteration)
underwater, when covered with sand, etc. The flame lights Level: 4
any flammables that touch it, and it never goes out unless a Range: 10 yards
dispel magic spell (or a stronger spell, like limited wish) is used Components: V, S, M
to extinguish it. Duration: Permanent
Everlasting fire can be cast on a mobile or stationary object, Casting Time: 4
but it burns anything flammable. The spell cannot be placed Area of Effect: Special
on any type of creature except a magical construct. Most cast- Saving Throw: None
ers place everlasting fire on an object made of stone or sturdy
metal. This rather odd spell reverses the effects of a fire. The un-
This spell can be used to make a magical item in the same burn spell calls into existence a reversed form of fire, one with
manner as continual light can be placed on a rod. Such an a black flame that radiates cold and shadow rather than heat
everburning torch must be made of some nonflammable or light. While a normal fire requires flammable material for
material. In order for the item to be carried safely, some insu- fuel, the black fire created by unburn feeds on the ashes and
lation should be used. A Daltims proof against fire spell (de- charred remains of normal fire.
scribed later) is a good way to make it possible to carry the The most common use for unburn is to reverse the flame ef-
everburning torch. fects on something the caster wants such as an important
The material components for this spell are a bit of wood scroll, a painting, or a home. When casting the spell, the
soaked in lamp oil; the material is consumed during casting. caster chooses a point for the black flame to start; the initial
manifestation is about the size of a human hand. From this
place, the black fire spreads to other burnt materials, similar
Fire Gate to the way normal fire spreads to flammables. The black fire
(Alteration) spreads to all burned materials it touches and continues to re-
store all such materials for up to a full day, or until it can no
Level: 4 longer reach burned materials. At that time, the black fire
Range: 0 goes out, though the effects of its passage are permanent and

Components: V, M
Duration: Instantaneous cannot
Therebeare
reversed by such spells
some restrictions to this dispel magic.
as spell. The results of a re-
Casting Time: 4 cent fire are relatively easy to undo because all the ashes and
Area of Effect: The caster other materials are still there. Unburn can also be used on
Saving Throw: None older fires, but there is a risk that some of the raw material has
been carried off or blown away in the wind. The magic of un-
Upon casting this spell the caster can step into a large fire burn does not cause most of those materials to return to the
(with at least a 2-foot radius) and immediately reappear in scene, though it will call back minor amounts of ash that
another similar-sized fire up to 50 yards/level away. If no such were wafted away by the hot air of the normal fire. The exact
fires exist within that range, the spell does not function and amount of material left unrestored is up to the DM and
the caster remains in the initial fire. If multiple large fires are should be based on the size of the original fire and how long
available, the caster can choose from them. ago it happened.

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Unburn is effective only on burned materials. It will not


prevent a fire, restore hit points lost to a fire-based attack, or
restore to life a creature slain by fire. (It will, however, restore
a dead body that was consumed by flames.)
Since rust (and other tarnish) is produced by oxidation,
and fire is a form of rapid oxidation, the black fire of unburn
will also undo the effects of rust or tarnish on metal, remov-
ing corrosion and stains.
The material component for this spell is a small vial of
water.

Daltims Fiery Protector


(Enchantment, Conjuration/Summoning)
Level: 5
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1 object
Saving Throw: None

This spell is usually cast on an object, sometimes a spell-


book, that the caster wishes to protect. Daltims fiery protector
summons and imprisons an unintelligent and very minor fire
elemental to guard the object. Much like fire trap, Daltims
fiery protector can be placed on any closeable item such as a
book, box, door, or chest. No other closure or warding spells
can be placed on the item; if such is attempted, both spells object and will not move more than 120 yards from the ob-
fail. It requires special markings to be made on the affected ject to which it is bound. If the elemental is killed, the spell is
item, so it can be detected by thieves (and others able to de- ended. Otherwise, the creature stays active until the offend-
tect traps) with normal chances for detection and makes the ing individual is killed or goes away, at which time it returns
item radiate heat. Those attempting to remove the trap (by to its imprisonment with the item, ready to attack the next
affecting the markings) have only half the normal chance to individual who attempts to open the protected item.
succeed; failure sets off the spell immediately. A thief who During casting, the caster must somehow mark the pro-
successfully disarms the trap frees the imprisoned elemental, tected item and must make a small symbol that serves as the
which might attack before fleeing. An unsuccessful dispel prison for the fiery protector. The material components of
magic does not cause the spell to go off, while a successful dis- this spell include sulphur, which is sprinkled onto the object,
pel magic causes the spell to dissipate and return the impris- and a ruby worth at least 500 gold pieces; the gem is used to
oned elemental harmlessly to the Elemental Plane of Fire. lure the fire elemental into its prison and is consumed during
The caster can use the trapped object without activating casting.
the guardian. The caster can also establish a password which
can be used by others to allow safe access to the object. If the
object is opened by anyone else, the spell is activated, and the
Shroud of Flame
objects guardian is released to attack the transgressor. The (Evocation)
fiery protector is similar to the weak elemental summoned by a
dust devil spell; it has 2 HD, AC 4, and can be hit by normal Level: 5
weapons. The fiery protector can attack once per round, in- Range: 10 Yards
flicting 1d4 points of damage on a successful strike. The ele- Components: V, S, M
mental can move up to 180 feet per round and sets fire to any Duration: 1 round/level
flammable object it touches, including opponents it hits or Casting Time: 5
any flammable item that hits it. The guardian attempts to kill Area of Effect: 1 creature, size L or smaller
or drive away the individual who tried to open the protected Saving Throw: Neg.

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Also called the trollkiller spell, casting this spell causes a


single creature to burst into flames. A successful saving throw vs.
Daltims Proof Against Fire
spell negates the spells effect entirely. If the initial saving throw (Abjuration)
is missed, however, the target takes 2d6 points of damage per
round from the fire. Each round thereafter the target can make Level: 7
another saving throw vs. spell. As soon as one of these saves suc- Range: Touch
ceeds, the flames die out, inflicting no damage that round. Components: V, S, M
While immolated, all flammable objects on the target are Duration: Permanent
burned (magical items receive saving throws vs. fire). If flam- Casting Time: 7
mable oil is on the character, it is ignited by the flames and Area of Effect: 1 object, 1 cubic foot/level
inflicts additional damage. Saving Throw: None
The shroud of flame shoots off gouts of fire as it burns. All
those within 10 feet of the burning target take 1d4 points of This spell grants permanent immunity to fire to the object
damage from the flame. Flammable objects near the flame on which it is cast. The protected object cannot be burned by
will ignite and bum as well. Items such as rings of fire resistance any means. The caster can affect up to one cubic foot of ma-
terial per caster level; thus, a 14th-level wizard can protect an
and
bothspells such as
the target the priests
creature protection
and those fromitfire
around willthe
from protect
fire item with up to 14 cubic feet of mass. Only solid objects can
damage of the spell. They will not negate the immolation and be affected by the spell. The item affected remains cool to the
possible burning of flammable items, however. touch.
The material components of this spell are a pinch of salt- If fireproof is cast upon an item large enough to be worn
peter, a small piece of phosphorus, and a small scrap of lace (such as a suit of armor or a cloak), that item can be used as
cloth or spider web. protection against normal fires, granting immunity to the ef-
fects of any normal flame that is blocked by the item when it
is worn. The individual wearing the item also receives a +2 to
Flameproof any saving throws against magical fire.
(Abjuration) The material component is an ink made of red dragon
blood and a crushed ruby of 5,000 gp value. Protective runes
Level: 6 are brushed onto the item before casting the spell; these fade
Range: Touch and disappear when the spell is cast.
Components: V, S, M
Duration: 1 turn/level
Casting Time: 6
New Magical Items
Area of Effect: 1 object or creature Glow Ring
Saving Throw: None XP Value: 200 GP Value: 500

When cast upon an item, flameproof renders that item im- Upon pronunciation of a command word, the opal set into
mune to all flame, whether magical or natural in origin, for the this silver ring produces a cool, dim glow much like moon-
duration of the spell. The item (and anything it contains) will light. While the low light produced has a radius of only 3
remain at normal temperature and cool to the touch despite inches, it is sufficient to allow reading or fine work with only
immersion in lava or exposure to a red dragons breath weapon. a little difficulty. Such rings are enchanted especially for
When cast upon a creature, the recipient gains full immu- rogues and can be used only by them. They are useful in
nity to normal fires. Ordinary flameeven such exception- opening locks or in spying activities. Though it allows the

ally hot fires as


ing creatures molten
(such lavacannot
as hell harm
hounds or red him. Fire-breath-
dragons) and those rogue to see and
little chance does
it will benot interfere
seen with else.
by anyone infravision, there is
The command
made of flame (such as fire elementals) that attack the recipi- word is usually inscribed on the inside of the ring, and it must
ent suffer a -1 penalty to each die of damage inflicted. be whispered to be effective. Repetition of the command
The recipient also gains a +2 bonus on any saving throw word causes the light to go out. The ring will not function in
against magical fire, including spells such as fireball. When magical darkness.
cast upon a creature from the Elemental Plane of Fire, the Several glow rings have been reported in Faerûn, most often
spell has no effect. in (or rather, on) the hands of leaders of thieves guilds. The
Flameproof cannot be combined with other spells and mag- master thief Silverfox, last seen in Cormyr, is known to have
ical items that provide protection against flame. (Contrast a glow ring.
this with the magical item ring of fire resistance.)
The material component of this spell is a bit of candle wax.

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Magic Match human (or humans) in a group of elves or other beings with
XP Value: 15 each GP Value: 75 each infravision. An individual without infravision could carry the
lantern and see normally without adversely affecting the in-
A magic match appears to be a simple copper rod 3 inches fravision of elf (or other) companions. Several of the items
long. Upon pronunciation of a short command word, a small could be in circulation, or they might be found in forgotten
flame leaps from one end of the rod. If used as a weapon, the hoards of treasure throughout the Realms.
flame of the magic match will do only one point of damage, but
it will also set fire to flammable items or materials. The flame
lasts for one round and cannot be extinguished by any normal
Notes on Psionically
means, even from strong winds or total immersion in water.
Empowered Items
Each magic match is good for only one use, but they are usually (An excerpt from the notes of Daltim Flamefist, read last year to a
found in lots of 2d20. A group of the matches is normally con- symposium of wizards in Halruaa)
tained in a small, engraved wooden box.
Magic matches are believed to have been invented in far- I am continually amazed by the ignorance of some mages.
away Kara-Tur. The first specimens appeared in Faerûn at Even in Halruaa, home to the finest mages in the world, there
about the time of the Horde. Since then, western mages, such are many who are unaware of the not-magical items, those
as Daltim Flamefist, have studied the items and discovered items that act as if they were enchanted yet do not show up to
methods for producing them. normal divinations. These items are, of course, empowered
psionically, imbued with the mental energies of some power-
Magic Tinderbox ful intellect.
XP Value: 700 GP Value: 3,500 Since the energies used for their creation are different,
psionically empowered items are undetectable to normal div-
This item appears to be a normal set of firemaking tools, a inations, though divinations specially created to detect
bit of flint and steel, and some dry, burnable materials. All are psionic emanations can be useful in uncovering such items.
held in an engraved wooden box which keeps items inside Some jargon should be introduced at this point. Though
perfectly dry. The flint and steel will always make adequate there are several derogatory names for those who use their
sparks to start a fire, even in windy or rainy conditions, own mental energies to perform pseudo-magical tasks, the
though gale-force winds or torrential downpours will prevent correct name for a person who studies and develops such
the item from working. powers is psionicist. A psionicist uses what are called sciences
The first magic tinderbox was created just a few years ago by and devotions in much the same way that a mage uses spells.
Daltim Flamefist. His method has spread since then, and these There are also others, such as myself, who are gifted with
fire-producing devices have begun to appear among several of mental energies without study; we are known as wild talents.
the better-equipped adventuring companies of Faerûn. Though I lack the ability to empower items with mental
energy, I have communicated with several such items, and
One-Way Lantern with their makers, and I have discovered many things worth
XP Value: 750 GP Value: 3,750 passing on to those mages who would be well-versed in other
types of arcana.
This item, a lantern of fine copper with a dark ruby at the First, the process used to psionically empower an item paral-
center, lights the way for the individual or individuals who lels the enchantment of a magical item. The finest of materi-
touch its handle. Anyone who touches the handle can see as als must be used, and the maker must concentrate to imbue
if the lantern provided a bright light (similar to a light spell) the item with arcane power. In addition, just as a mage must
to a radius of 30 feet. Because of the lanterns small size, no know the spells to be cast into an enchanted item, so must the
more than three human-sized beings can touch the handle at psionicist know the psionic devotions and sciences to be
the same time. If the individuals touching the lanterns han- placed within the empowered item. When an item is empow-
dle have infravision, the infravision is spoiled. ered, all sciences and devotions placed into it must come from
The one-way light produced by the lantern has no effect the same discipline, a grouping of like sciences and devotions.
whatsoever on any being not touching the items handle. The This would be like a mage enchanting an item with spells only
light cannot be seen, so the lantern will not give away the po- from one school. However, while the mage has the option of
sition of those who hold it. The one-way light also has no ef- placing spells from several schools into an item, a psionicist
fect on the infravision of those who do not touch the must limit himself or herself to spells from a single discipline.
lanterns handle.
Daltim Flamefist discovered one of these items on a recent (A description of the empowering process follows, with many
expedition. Though the origin of the one-way lantern is un- technical references; us it comprises over a dozen pages, it has been
known, Daltim supposes that it was created for use by a deleted from this source for the sake of brevity.)

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. . . So you can see how similar the two processes are, and it Thank you for your attention, and I leave you With the de-
should be obvious that many enchanted items can be dupli- tails of a spell that can be used to protect yourself, at least
cated, or nearly so, with psionic empowerment. Yet I must somewhat, by detecting the presence of psionic activity.
point out two important differences. First, as stated earlier,
empowered items cannot be detected by normal divinations.
Second, as hinted at, each empowered item is intelligent; it
Detect Psionics
has a personality. (Divination)
The personality of a given item is largely unpredictable. I
suspect that it is created from some fragment of its creators Range: 0
personality, possibly influenced by whatever the creator was Components: V, S, M
thinking at the time, what he or she was striving for, perhaps Duration: 2 rounds/level
even by the creators dreams and desires. Casting Time: 2
Each empowered item can also communicate and indeed, Area of Effect: 30-foot/level diameter sphere
any would-be user of the item must communicate with the Saving Throw: None
item, often in an attempt to convince the item simply to co-
operate! I own a few empowered items myself, and it was dif- This spell is similar to the psionic devotion psionic sense,
ficult getting to know them, earning their trust, and con- except that it uses magical instead of psionic means to gain
vincing them to heed my requests. Fortunately, my items are information. The spell allows the caster to detect psionic ac-
relatively friendly, and they quickly became used to me, much tivity in a sphere around his location. The diameter of the
in the manner of semi-intelligent pets or even familiars. I sphere is 30 feet per level of the caster. Psionic activity is de-
spend a few minutes each day in communication with the fined as the expenditure of psionic strength points (PSPs).
items, to maintain our good relationships so they will aid me The caster detects all psionic activity within the area of ef-
whenever I ask. fect. (In other words, whether or not PSPs were spent in the
It should be noted that empowered items can also be en- round by any characters or items within the area of effect.)
chanted. Since fine materials must be used for empowered How much other information he gains depends on his level,
items, those items tend to lend themselves to enchantment as as described below.
well. The two arcane methods are not mutually exclusive, If the caster is 5th level or lower, he only determines
and there are no disharmonies that prevent both from being whether or not someone or something within the area of ef-
used on the same item. Thus, it is possible to create a dagger fect is psionically active. A caster of 6th to 8th level also
empowered with the psionic ability to alter its size and to also learns how powerful the activity is. Power levels of psionic
enchant that dagger with the ability to create fear in an activity are as follows: low, 1 to 5 PSPs; moderate, 6 to 12
enemy, in the manner of a wand. One should be careful with PSPs; high, 13 or more PSPs. (Note that at these levels the
the enchantment, however; if it is set up to be activated by power detected includes all psionic activity within the area of
mental command, the item could activate itself. effect and doesnt differentiate between individual psionic
I urge you to become aware of psionics as an arcane force, if use.) A caster of 9th to 12th level also learns where the activ-
only to protect yourself from them. I will continue my own ity is taking place (direction and distance), thus allowing him
researches; I plan to explore the feasibility, however repug- to identify characters or objects expending PSPs in a given
nant it may sound, of using a psionically empowered item as a round. Finally, a caster of 13th level or higher can differenti-
familiar. If it can be done, I want to know about it before it is ate the power-level expenditure of each individual in the area
used against me. of effect.

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Darssons Notes
T hisa silver
simple tome has a binding of fine black leather, with
symbol (Darssons personal sigil) on the spine.
The book is approximately a foot tall, two-thirds that in
width, and perhaps an inch deep. Some 150 pages of fine,
thin paper rest between the bindings; about half of those
pages bear the writings of Darsson, also known as the Spell-
maker of Ravens Bluff.
Unlike many of the other books, librams, and tomes de-
scribed thus far, Darssons Notes was penned by a mage who
still lives, Darsson Spellmaker. Darsson is young (as mages
go), having not yet passed 50 years. He was given the name
Sen when he was born in Halruaa nearly a half-century ago,
and he is the son of an Elder of that nation, Dar Malson.
Dar Malson traveled extensively in his youth, around Toril
and to other worlds. Almost a century ago, he and his com-
panions (a small group of other adventuring wizards) formed
a guild and settled in the town of Northbank, on a world
other than Toril. The guild thrived for more than a decade,
until a dark necromancer named Kyristan joined. With his
skill and power, the newcomer quickly ascended to the seat of versions. A great battle was fought, and while Dar used magic
guildmaster. long forgotten, he eventually fell to the combined might of
Kyristan (see page 66) wanted to become a lich and began the other Elders. Kitta also perished, but Sen survived and
experimenting on guild members. He was discovered and ex- was taken in by one of the attacking wizards, a middle-aged
posed by Dar Malson, but the guild fell apart. The rest of the woman named Fodas.
guild members left and Dar remained in Northbank, slowly For several years, Sen was raised in ignorance of his her-
growing bitter as well as disdainful of other people. itage; he knew simply that his parents had died when he was
Eventually, nearly three decades after the founding of his an infant.
ished However,
basic Halruan when he reached
schooling, Sen wasthe told
age of
of 13
hisand fin-
family
guild, Dar was able to exact a small amount of revenge against
Kyristan, helping to stop an evil plot put into motion by that background by his adoptive mother. During the next few
power-hungry mage, who had achieved his goal of lichdom. years, Sen studied magic, but he also researched his family
Tired of living a life alone, Dar decided to return to Toril and background. He blamed Kyristan (and, by extension, necro-
to Halruaa. He was also able to convince a pretty young mancy in general) for the madness that seemed to have af-
mage, Kitta Doroff, to accompany him as his wife. fected his father, but he also became increasingly disillu-
Once back in Halruaa, Dar Malson and Kitta reclaimed sioned with the paranoid nature of Halruaa.
Dars family estates, which had fallen into disrepair during his Sen developed his own ideas about magic, but these were
decades-long absence. The couple was happy at first, but their suppressed by his mentors and teachers in favor of the right
passions soon moved them in different directions. Kitta, way of performing magic. Still, Sen persisted, and he eventu-
though she wanted to learn more about magic, also enjoyed ally decided that the paranoid, repressive atmosphere of Hal-
life and continually tried to get Dar to enjoy himself. Dar ruaa, which had led to the death of his father for unaccept-
delved into more and more arcane researches, retreating from able research, was counter-productive. At the age of 20, Sen
his wife and the life she offered him. formally adopted the name Darsson to honor his father, and
The details are unclear, but Dar began researching some he left Halruaa, never to return.
form of forbidden magic, possibly ancient Netherese spells. It Since leaving Halruaa, Darsson has studied magic a great
is rumored that he also trafficked with the Red Wizards of deal. He is open to many ideas and enjoys researching magi-
Thay, seeking ever more twisted spells and magical items. cal spells, especially trying to recreate forgotten spells from
Even the birth of his son, Sen Darsson, failed to attract much the often sparse evidence about them. He considers himself
of his attention. not only a researcher but almost an archaeologist of magic.
Not long after the birth of Sen, word of Dars depredations Darsson currently resides near the city of Ravens Bluff on the
reached the other Elders of Halruaa. Other mages confronted Dragon Reach. Residents of that city gave him the nickname
Dar, who rebuffed them. Eventually, several Halruan wizards Spellmaker more than a decade ago, and it has stuck rather
banded together to put an end to what they regarded as per- firmly.

4
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Darssons Notes is a collection of many of Darssons re-


searches. It includes extensive notes on source material for
Distort
spell research
tion, it as the
includes welldescription
as the histories of several
of know schoolspells. In addi-
and the Hal- (Alteration)
ruan spell suspension, plus notes on eleven spells created by Level: 1
Darsson and the full descriptions of each of those spells. Fi- Range: 0
nally, Notes includes Darssons research notes on two magical Components: V, S
items he created, the ring of magic detection and the wand of Duration: 1 hour/level
portraiture. Casting Time: 1
Once finished with a spell, Darsson transcribes the results Area of Effect: 1 source within 5 feet
into one of his permanent spellbooks. Thus, while the loss of Saving Throw: None
his Notes is annoying, he retains the use of the spells listed
within. Still, Darsson is a completist, and he would welcome The caster can alter the nature of any sound, provided its
the return of the book to his extensive library. In addition, source is within 5 feet. Although the volume of the sound re-
the fewer people who learn the spell summon Darsson (de- mains the same, its resonance, timbre, pitch, or tone can be
scribed in the following text), the happier he is. He would changed. For example, the sound may be given a buzzing quality,
likely reward the individual who returned the book with a an echo effect, or an underwater tonation, and its pitch may be
special new spell, built to their specifications (as much as pos- raised or lowered. By mental command the caster sets the type
sible). and amount of distortion, which remains constant until he ac-
The book contains the following spells, described in the tively changes it again. Any distortion that the caster can men-
following text: amplify, distort, know school, Darssons tally hear can be imposed on the sound. This spell may, at the
cooling breeze, Darssons fiery cube, portrait, safety net, DMS option, adjust the saving throw of a sound-based attack.
lessen gravity, Darssons eye in the sky, Darssons potion,
Darssons music box, summon Darsson, and suspension.
Except for suspension and know school, all were created by
Know School
Darsson. Suspension is jealously guarded by Halruans, who (Divination)
would be rather perturbed if a non-Halruan were to learn it.
While the Spellmaker has created numerous other spells, this Level: 1
resource contains only those listed. Range: 120 yards
Components: V, S, M
Duration: 1 round
Amplify Casting Time: 1
(Alteration) Area of Effect: 1 target
Saving Throw: None
Level: 1
Range: Touch By means of this spell the caster may determine the school of
Components: V, S, M another spellcaster. This spell only functions on other wizards
Duration: 1 hour/level who are specialist mages; it produces no results on priests, spell-
Casting Time: 1 casters without schools, or creatures without spell ability.
Area of Effect: 1 source of sound The target is unaware of the divination unless he or she has
Saving Throw: None some means to detect or prevent magical scrying. The mater-
ial component of this spell is a small tube of paper or vellum.
This spell changes the volume of sounds created close to its
center of effect. The caster moves his hand in a circular mo-
tion at the point he wants to center the spell. With the utter-
Darssons Cooling Breeze
ing of a command word, the area so outlined begins to glow (Alteration, Evocation)
softly. The outlined area is disk-shaped and can be as small as
2 inches in diameter or as large as 1 foot in diameter. Level: 2
The disk acts as a sound magnifier: Whatever sound enters Range: 0
the active (caster) side of it may exit the other side at a much Components: V, S, M
different volume. The volume can be increased or decreased Duration: 4 hours/level
at the casters mental command: up to five times louder, or Casting Time: 2
softer, than normal. Area of Effect: 5-foot/level diameter
The material component is a small cone of paper. Saving Throw: None

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This spell is a less powerful but longer lasting version of the


gust of wind spell. The caster can place the effect on an object or
Portrait
at a specific point. When cast, the air about this point moves (Alteration)
slowly clockwise around the center. The air movement will not
move faster than 5 mph, about the same as a ceiling fan, and is Level: 2
far too weak to move a sailing ship, for example. This spell can Range: Touch
be used to keep air moving in an enclosed place, making a sti- Components: V, S, M
fling room more comfortable. Richer citizens of Halruaa often Duration: Permanent
cool their homes by means of this spell. It works well when com- Casting Time: 2
bined with large blocks of ice, which can be purchased from en- Area of Effect: 1 glass globe
terprising mages who use the wall of ice spell. Saving Throw: None
The material component of the spell is a dried legume.
Using this spell, the caster can capture a particular scene
permanently within a ball or globe of crystal; the area repro-
Darssons Fiery Cube duced is a perfect sphere, so it fits smoothly within the crystal

(Evocation) ball.
level:The size of
A caster of the
3rdcaptured scene
to 5th level can depends
capture aon the of
scene casters
up to
Level: 2 10 feet in diameter; a caster of 6th to 8th level can reproduce
Range: 5 yards/level a setting up to 100 feet in diameter; and a caster of 9th or
Components: V, S, M higher level can duplicate a panorama up to 1,000 feet across.
Duration: Instantaneous The image within the ball captures the scene in perfect visual
Casting Time: 2 detail.
Area of Effect: 10-foot cube The spell requires a sphere of glass or crystal which can be
Saving Throw: ½ as small as 1 inch in diameter or as large as 1 foot in diameter.
The crystal ball is held in one hand while the other hand is
The fiery cube is an explosive burst of flame that fills an used to perform the spells somatic component.
area no larger than a 10-foot cube. It detonates with a low
roar, creating a cube of fire. The fire inflicts 1d4 points of
damage per level of experience of the spellcaster, to a maxi-
Safe Fall
mum of 10d4. The fiery cube will fill any open space in its area (Alteration)
of effect but does not expand beyond that area. Thus, if it
were cast in a corridor 5 feet wide and 7 feet high, it would fill Level: 2
a volume 10 × 7 × 5. Range: 5 yards/level
The caster points his finger and speaks the range (distance Components: V, S, M
and height) at which he wishes to place the spells center. A Duration: 2 rounds/level
streak of orange light flashes from the pointing finger, deto- Casting Time: 2
nating in cubic shape at the prescribed place unless it strikes Area of Effect: Up to 100 square feet
a solid object before reaching that place (early impact indi- Saving Throw: None
cates an early detonation). Creatures in the area of effect that
fail a saving throw vs. spell take full damage. Those who save Safe fall resembles the 1st-level wizard spell feather fall but is
successfully are assumed to have leaped part way out of the somewhat more versatile. The spell can slow the falling rate
cube and take only half damage. (The Dungeon Master may of any number of objects (or creatures) that hit its area of ef-

rule that this


Besides is not damage,
causing possible.)the spell ignites all combustibles fect; it can also
are affected deflect
by the spell.incoming missiles. Only solid objects
in its area of effect and melts soft metals. Exposed items re- Safe fall creates an invisible, magical sheet that must be an-
quire a saving throw vs. magical fire to determine if they are chored to at least two solid, diametrically opposed points
affected. Items in the possession of a creature that makes its such as opposite walls. The precise dimensions of the spells
saving throw will be unaffected. area must be determined when the spell is cast, but it must be
The material component of this spell is a tiny cube of bat rectangular. The area must have sides of at least 1 foot in
guano, a small amount of sulphur, and a flake of phosphorus. length (so acceptable dimensions would include 1 × 100, 2
× 50, 4 × 25, etc.). A sides length may not exceed the
length of any item to which that side is anchored.
Safe fall eliminates inertia in one direction, either forward
(horizontal) or downward (vertical). If the effect is oriented

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vertically (as a wall), it eliminates forward inertia. If the ef- their inertia maintains their normal speed and height. A mis-
fect is oriented horizontally (as a floor), it eliminates down- sile fired or thrown within the area, however, can travel much
ward inertia. For example, if the effect is positioned vertically higher. Lessen gravity does not lend itself to permanency.
to prevent missile fire, a missile would lose its forward inertia Consecutive castings of the spell are cumulative in effect.
when it hits the effect, then fall straight to the ground. Beings unused to lower gravity are somewhat disoriented in
Should the effect be anchored so the safe fall area is at an the spells area of effect, suffering a penalty of +2 to initiative
angle, it still eliminates inertia in only one direction; a safe and -1 to attack rolls in combat. In an area under the cumu-
fall positioned closer to the horizontal would eliminate only lative effects of two lessen gravity spells, penalties are +4 to
downward inertia, and one positioned closer to the vertical initiative and -1 to attack rolls.
would eliminate only forward inertia. If the spell is positioned An area affected by three or more such spells is basically a
at exactly 45°, the DM should randomly determine in which weightless environment (1.5% normal gravity), and penalties
direction inertia is blocked. are +6 to initiative and -2 to attack rolls for those unused to
An objects inertia is eliminated when any part of it this effect.
touches the area of effect as long as the weight of that object
does not exceed 200 pounds plus 200 pounds per level of the Note: Further optional information on weightlessness can be
caster; larger objects are unaffected. If the object falls down- found on page 14 of the Concordance of Arcane Space, in the
ward to hit the area of safe fall, its downward inertia is harm- Spelljammer® campaign set.
lessly dissipated when it hits the area of effect; for the dis-
tance from the effect to the floor or ground, the object falls as
if it had begun falling at the safe fall area of effect.
Darssons Eye in the Sky
Note that safe fall can be cast directly onto a floor (as long (Alteration)
as it can still be anchored to vertical walls, fences, or other
objects on two opposite sides). If this is done, a falling objects Level: 4
inertia is eliminated instantaneously as it hits the floor, pre- Range: 5 yards/level
venting falling damage. Components: V, S, M
The material component of this spell is a square inch of a Duration: Special
close-woven net. Casting Time: 4
Area of Effect: 10-foot diameter circle
Saving Throw: None

Lessen
(Alteration)
Gravity By use of this spell, a form of programmed levitation, a wiz-
ard causes all people and loose objects within the area of ef-
Level: 3 fect to move upwards to a desired height, rotate once, and re-
Range: 0 turn to the ground. The maximum height is 10 yards per
Components: V, S, M caster level, to a limit of 100 yards. The upward journey re-
Duration: 3 hours/level quires one round. Objects reaching that height then circle
Casting Time: 1 round the vertical axis of the spell like a merry-go-round, taking one
Area of Effect: Special round for a full circle (any object or person at the center of
Saving Throw: None the upper circle simply rotates in place). After one rotation,
all affected objects descend and land gently by the end of the
By use of this spell, the caster can reduce gravity to one- third round.
quarter of its normal pull in a given area. A third level caster All affected objects rise and fall at the same rate and main-
can affect a 10 × 10 area; an additional 10 × 10 square/can tain their relative positions to one another. If the height de-
be affected for each two levels of the caster above third (two sired by the caster is solidly blocked, as by a ceiling, the ob-
squares at 5th level, three at 7th level, etc.). A zone of re- jects will rise as far as they can, and stop gently just before im-
duced gravity 60 feet high is created. pact. Normally, to be affected, an object must fit entirely
This spell is useful primarily in arcane researches, where a within the area of effect, but a single object larger than the
reduction of gravity might enhance certain alchemical area of effect can also be lifted by this spell.
processes or reagents. The spell allows anyone in the area of effect to rise into the
Birds and other flying creatures may have trouble compen- air, visually scout the area, and return safely to the ground.
sating for the effects of the spell because their wings will push The material component is the eye of a bird.
them higher than normal. Those using such spells as fly or
levitate cannot move faster in the area, though they can carry
more weight. Missiles fired through the area are unaffected;

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Using this spell, a wizard can enchant an inanimate object,


Darssons Potion usually a seashell or small box, to play a magically recorded
(Enchantment) message or song. The caster may use the spell to save a special
song, to play dramatic music when anyone enters his
Level: 4 dungeons, or to create a fancy doorbell.
Range: Touch The message recorded can play for up to one turn. To
Components: V, S, M record, the wizard casts the spell and mentally commands the
Duration: 1 hour/level recording to begin any time in the next round. Likewise, the
Casting Time: 4 caster can end the recording by mental command before the
Area of Effect: 1 vial of water maximum one turn duration has expired. Any sound made
Saving Throw: None within a radius determined by the caster (up to 30 feet) will
be recorded.
This spell prepares a vial of water to accept another spell, Recorded material is played back when specific conditions
allowing the caster to make an instant and temporary po- are fulfilled according to the spellcasters instructions. Play
tion without going through the steps normally associated back can be at any nondamaging volume, determined at the
with making one. original casting time. Two recordings made of the same musi-
The spells material component is a vial containing at cal piece, made at the same time, can be made to respond to
least one ounce of water; the water must be reasonably clean the same condition, producing a stereo effect. Most of Dars-
but need not be pure. The caster must touch the vial of sons music boxes are set to respond when the name of a
water while casting Darssons potion. Immediately afterward, recorded piece is spoken, but they can be set with any trigger,
the wizard (or another spellcaster) must cast another spell, general or specific. Some examples are when anyone knocks
directed at the vial of water, using all that spells normal on this door or when the king enters the throne room.
components. Rather than having its normal effect, this sec- Another possibility is when one or more halflings enter the
ond spell is absorbed into the water, creating a temporary larder. Cues must be audible or visual in nature. The trigger
potion that can be imbibed any time during the duration of cannot distinguish invisible creatures, alignments, levels, Hit
the Darssons potion spell. The second spell then takes effect Dice, or classes, except by external garb.
on the imbiber as if the spell itself were cast on the imbiber Recordings of spellcasting and command words will not ac-
(but never as if the imbiber were the caster). tually cast spells or cause magical items to function. A record-
The spell cast into Darssons potion must be 3rd level or ing can be used to trigger a magic mouth or other spell that re-
lower in strength and must be one the caster could and quires a specific condition to be met (such as Darssons music
would cast on himself or herself. For example, feather fall, box), provided the condition specifies a recorded message as a
shield, or cure light wounds could be cast into Darssons po- trigger.
tion because they affect the caster directly. Spells like The material component for the spell is a pearl or a small
friends, identify, shocking grasp or fireball cannot be cast into cube of brass, which is placed inside the ornately carved box,
Darssons potion because those are spells that the caster polished seashell, or other fine object on which the dweomer
would always use to affect an object or another person. If a is to be placed.
question arises, the DM decides whether or not the spell
functions.
The secondary spell stored in Darssons potion has stan- Summon Darsson
dard effects according to the level and ability of the spell- (Summoning)
caster who placed it into the elixir.
Level: 5
Range: 10 yards
Darssons Music Box Components: V, S, M
Duration: Special
(Enchantment)
Casting Time: 5
Level: 5 Area of Effect: Darsson (only)
Range: 10 yards Saving Throw: Neg.
Components: V, S, M
Duration: Permanent When summon Darsson is cast, it opens a line of communi-
Casting Time: Variable cation with the mage, waking him if need be (though the
Area of Effect: 1 object spell is ineffective if cast when Darsson is unconscious). An
Saving Throw: None image of Darssons head appears before the person who cast
the spell; Darsson can see, hear, and speak through the image.

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Spells cannot be cast through the image in either direction. the spell on scrolls for a select few, and it is recorded in Dars-
The image provides enough information for psionic contact sons Notes as well as a few of Darssons other spellbooks and
to work, but normal range modifiers still apply; Darsson is not notebooks.
considered to be within line-of-sight, even though his image Since Darsson has many friends who are not mages, he cre-
is . ated the summon Darsson spell so that it can be placed onto a
If the person who casts summon Darsson is one of Darssons scroll that can be activated by non-mages. If summon Darsson
friends or utters a code word known to Darsson and identify- is placed on a scroll by a mage capable of casting it (such as
ing that person as a friend of a friend, Darsson forgoes the sav- Darsson himself, as is usually the case), it can be activated by
ing throw he would normally receive against the spell and al- any person capable of reading.
lows himself to be summoned to the caster. See the end of this section for a description of Darsson
If Darsson does not know the caster of the spell and no Spellmaker.
code is mentioned, the caster has a short time (up to 10 sec-
onds) to explain himself or herself. If the caster is slow, Dars-
son prompts the person to explain the reason for casting the
Suspension
spell. If the explanation is reasonable, or if a good reward is (Alteration)
offered, or if for some other reason Darsson feels he should go
to the casters aid, he forgoes the saving throw. In certain Level: 5
cases, he might go simply to see how the caster came into pos- Range: 20 yards/level
session of the spelland to mete out punishment if such is Components: V, S, M
deserved. Duration: 1d4 days + 1 day/level
If Darsson does not wish to be summoned for any reason, Casting Time: 1 round
he receives a saving throw vs. spell. Since he is a 16th-level Area of Effect: 1 creature or object
mage, he needs roll only a 6 or better on a d20 to succeed in Saving Throw: Neg.
his saving throw (possibly altered by items in his possession).
If Darsson fails his saving throw, or if he willingly forgoes This is a powerful, long lasting version of the levitate spell
his saving throw, he instantly arrives within 10 yards of the thought to have been brought south to Halruaa by the origi-
caster of the spell. He has some choice about where he arrives nal Netherese. This spell is known to be one of the magics
and, having seen the scene through his image, chooses a necessary to power the fabled Halruan skyships.
place that appears advantageous for him. If he is not on It functions in all ways as does the levitate spell. It can be
friendly terms with the caster of the spell, Darsson can choose cast on the mages person, on an object, or upon a single crea-
to arrive in a place that gives him a distinct advantage. ture. The weight limit, 1,000 pounds per level of the caster, is
Darsson arrives with whatever equipment and clothing he greater than that of the levitate spell. Unwilling creatures are
has on at the time, as well as whatever he can grab in the few allowed a saving throw vs. spell to avoid the effects.
seconds between notification and transportation. This has on Concentration is required only when changing height.
occasion led to some embarrassing situations, such as the The vertical movement rate for this spell is 12. Smashing
time a friend summoned Darsson from a bath to help him someone into a rock ceiling at that rate causes only 1d6
against a mind flayer. Fortunately, Darsson is never too far points of damage, with a saving throw vs. paralyzation to
from his magical items, and he is never without spells. avoid all damage. Once the desired height is reached, the lev-
If he is summoned into a dire situation, Darsson should be itated object or person remains at that height for the spell du-
able to defend himself. If frivolously or maliciously sum- ration or until the height is changed again.
moned by someone with no right to use the spell, Darsson is The material component is a small leather loop suspended
more than capable of causing enough damage to inspire more from a bent golden wire.
politeness in the futureif the offender lives.

Note: This rather unusual spell was created by Darsson to


allow his friends to summon him, presumably in times of
great need. Few mages would do such a thing because it im-
pinges upon their time, and because it is potentially danger-
ouspartly because an astute study of the spell will reveal the
mages true name, possibly giving another great power over
the mage.
Still, because of the many upheavals in his life, Darsson
cares deeply for his friends and created this spell so that he
might be able to help them in times of need. He has placed

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the wand, centering at a distance determined by the wizard


New Magical Items holding the wand. With hand motions and pronunciations of

Ring of Magic
XP Value: 2,000 Detection GP Value: 10,000 the
andwords
focus bigger or smaller,
of the sphere. A spherethe 10
caster
feetchanges the size
in diameter or
smaller costs only one charge, while spheres up to 100 feet in
This large platinum ring boasts a rectangular top set with diameter cost two. A ball can be made as large as 1,000 feet in
eight gems of different colors. When the ring is brought diameter with the expenditure of three charges. With the
within 6 inches of magic (including both items and spell ef- pronunciation of the word flash, the caster causes the image
fects), gems glow according to the type of magic detected. The surrounded by the sphere to become embedded in a crys-
top row of gems and the types of magic detected are as follows: talline ball, which the wand wielder must hold in his or her
emerald, enchantment/charm; sapphire, abjuration; amethyst, other hand. If a crystal ball is not held, the image appears
necromancy; obsidian, conjuration/summoning. The bottom briefly before dissipating, wasting the charge(s).
row of gems, and the magic they detect, are ruby, invoca- Worried that the wand would run out of charges, the cou-
tion/evocation; jacinth, alteration; topaz, illusion/phantasm; ple hired Darsson Spellmaker. With the fragmented notes
diamond, divination. The gems are of standard colors: i.e., from the site of the discovery and a great deal of work, Dars-
green emerald, blue sapphire, purple amethyst, black obsidian, son was able to create a reasonable duplicate of the original
red ruby, orange jacinth, yellow topaz, and white diamond. spell, which he calls portrait (described earlier in this section).
The colors chosen for each school of magic reflect Darssons The wand can be recharged with this spell.
views of the different kinds of magic, and opposite schools are
represented by opposite colors. Safety Net
The glow from the gems lasts as long as the ring is held XP Value: 1,000 GP Value: 5,000
within 6 inches of the source of the magic. If more than one
type of magic is detected, all appropriate gems glow. If multi- These magical ropes are woven from giant spider or etter-
ple sources of magic are detected, gem groups representing cap silks and enchanted with Darssons safe fall spell. Safety
each source blink in succession. For instance, if two different nets are usually found in lengths of 50, 100, or 200 feet.
spells are detected, one alteration and one enchantment, the When tied into loops, they create semi-permanent feather fall
ring will blink green, then orange, then green, then orange, effects. These loops can be placed over openings or suspended
and so forth. If magic of an undetermined or confused type is in the air.
detected, all the gems flicker in rapid succession A safety net can operate vertically, horizontally, or at an
When the ring is used on enchanted items, it does not de- angle, nearly eliminating inertia directed perpendicular to it.
tect the magic from enchant an item or permanency spells un- Thus, a vertical net diminishes the horizontal (forward) iner-
less no other spells are cast on the item. If an item meets ei- tia of an oncoming missile, but the missile would still fall
ther of the latter conditions, the rings gems will flicker as if downward at the normal rate.
with magic of undetermined type, The ring does not detect An objects inertia is reduced when any part of the object
itself. touches the area of effect of the net as long as the objects
The first ring of this sort was created only recently by Dars- weight does not exceed 200 pounds plus a number of pounds
son Spellmaker. Aymaris, a roguish ladyfriend of Darssons, equal to twice the ropes length in feet. For example, a 100-
often appropriates items for the wizard. Darsson made the foot safety net can stop objects weighing up to 400 pounds.
ring using a very long and involved process to allow Aymaris The nets area of effect is as long and wide as the loop. The
to detect magical traps and to determine if items are magical. area is centered within the loop and is as deep as the loops
shortest dimension. For example, a 100-foot net could be
Wand of Portraiture formed into a 20-foot by 30-foot rectangle that would have
XP Value: 1,500 GP Value: 7,500 an area of effect 20 by 30 by 20 feet. The same net could form
a cylindrical area about 30 feet wide and 30 feet deep.
Late in their brief adventuring career, two adventurers Loops with total circumferences less than the nets length
named Jantz (a male human wizard) and Joli (a female human can be formed with no ill effects. Two or more nets can be
fighter) discovered the wand of portraiture and a small ball of tied together to form larger loops with no ill effects, but such
crystal set in an ornately carved wooden case. These items combination nets have weight limits based on the shortest
were near the remains of an ancient wizard in an old tower. net in use.
The wand showed no signs of use, but signs of research were
nearby. With some sage help, they discovered how to operate
the wand.
It functions by being pointed at a person or object; the
command ready causes a sphere of soft light to leap from

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Spellmaker
Darsson
16th-level Male Human Mage

AC 5; MV 12; hp 41; THAC0 15; #AT 1; Dmg by weapon;


AL N; S 10, D 15, C 16, I 18, W 16, Ch 11.

Weapon Proficiencies: Dagger, sling, staff.


Nonweapon Proficiencies: Reading/writing 19, spellcraft 16,
ancient history 17, rope use 15, artistic ability 16, heraldry
18, gem cutting 13.

Physical
man in his Description:
late 40s. He Darsson
has blackishair
a distinguished-looking
that is graying at the
temples, and his eyes are blue. His features are somewhat
craggy. Darsson stands 5 feet 9 inches tall and weighs 150
pounds.
Darsson disdains the wearing of robes. He will usually be
found in a dark cloak, a pair of gray trousers, a white shirt,
and a black vest. The vest has several pockets that hold spell
components.
Darsson tends to be somewhat heavily armed when he
travels, and he usually wears several daggers on his person. To
be prepared for a variety of situations, he carries daggers of
several different materials, including steel, flint, silver, and
bronze. In addition, Darsson wears holsters for his wands,
one holster strapped to the front of each of his thighs. seldom deigns to use necromantic spells. He prefers enchant-
ments above all other types of magicthough he recognizes
Personality: A quiet researcher by nature, Darsson spends lit- that there is perhaps more money to be made in creating al-
tle time in public situations. While he sometimes seems gruff teration and evocation spells.
because of his reclusive nature, Darsson is warm and generous
in private situations. Because he felt betrayed many times Magic: Darssons spellbooks have a wide variety of useful
when he was younger, Darsson selects his friends carefully, spells, but no illusions and few necromantic spells. His spell-
and those he has he values greatly. Darsson has a circle of per- books contain all the spells described in this section, a num-
haps a half-dozen close friends, and he would lay down his life ber of other unique spells of his creation, and a number of
for each or seek vengeance against any who harmed one of more common spells as well.
them. Darsson owns the following magical items: cloak of protec-
Darsson despises most Halruan things and people because tion +5, ring of magic detection, ring of fire resistance, wand of
he feels the people of that nation betrayed his family. While fire, wand of paralyzation. He might have other magical items

he has never
searching thatfound
led toout
histhe details
death, of what
Darsson his father
blames was re-
the Elders of as Darssons
well. exact spell selection is left to the DM but should
Halruaa, and their intolerance of research into anything out- be appropriate for the situation. Darsson is seldom caught un-
side the prescribed norms, for the death of his father and aware, and he usually has several spells prepared for special
mother. Darsson has rebelled against the Halruan mindset; he contingencies, including such selections as prismatic wall and
engages in research to help others and is more than willing to deport without error.
share his knowledge and skillswith friends or for a good
price, anyway.
Darsson despises illusions, preferring to rely on real
magic. He also has a strong dislike of necromancy because of
the lich Kyristan, whom he holds partially responsible for the
downfall of his father. Darsson never uses illusions and only

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Dethos Delirium
Dethos Libram
(Necromancy)
T his is a thin, red volume consisting of dyed rothe hide
stretched over wooden boards and bound with brass Level: 1
hoops, enclosing 22 parchment pages. It bears no title or Range: Touch
mark on the exterior. Components: V, S, M
The Libram was left to the library of Piergeirons Palace in Duration: 1 round + 1 round/level
Waterdeep by Detho son of Navro, a mage who disappeared Casting Time: 1
seven winters ago and doubtless met his doom in the vast dun- Area of Effect: 1 creature
geon of Undermountain. Elminster, Laeral, and Khelben Saving Throw: Neg.
Blackstaff Arunsun all perused the book and copied the
The caster of this spell touches a being who is drugged,
spells they wanted from it ere the book was lent to the mage
drunken, unconscious, or sleeping. The caster then speaks
Peregar the Invisible, to aid him in his expedition into the
the verbal component and rings a small silver or brass bell.
North. Peregar himself vanished in a ball of blue flame north of
The subject receives a saving throw vs. spell at -2; if the
Yartar (either a spell of his own that went wrong or an attack
save is failed, the being begins to speak. He speaks at random,
upon him by an unseen enemy), and his band of adventurers in all languages known to him, and on random, rambling top-
scattered. The Libram was in Peregars saddlebags, not on his
ics. He cannot hear questions and cannot be forced by mental
person, when he was destroyed and is widely thought to have
or magical control to give specific answers. While the person
survived and fallen into other hands, presently unknown.
speaks, there is a 25% noncumulative chance per round that
The books pages contain 22 spells, one per page, as listed
he reveals names (but not truenames), passwords, words of
below. All spells are in standard form unless otherwise noted.
activation, codes, directions, and other useful information.
The books spells are: burning hands, catapult (unique), danc-
Note that the speaker rarely identifies such fragments of
ing lights, detect magic, Dethos delirium (unique), enlarge,
speech for what they truly are. Dreams, rumors, jokes, and
erase, feather fall, hold portal, jump, light, mending, read magic,
fairy tales may be mumbled by the speaker, not merely factual
spider climb, unseen servant, continual light, decastave
information.
(unique), detect invisibility, ESP, flying fist (unique), knock.
If the affected person is awakened at any time, the spell is
broken.
Catapult
(Alteration)
Level: 1
Decastave
(Evocation)
Range: 50 yards
Components: V, S, M Level: 2
Duration: 1 round Range: 0
Casting Time: 1 Components: V, S, M
Area of Effect: 1 object Duration: 1 round/level
Saving Throw: None Casting Time: 2
By means of this spell, the caster may cause any single item Area of Effect: The caster
weighing 3 lbs. or less to move in a straight line in the direc- Saving Throw: None
tion pointed by the mage. The item will head in that direc- The material component of this spell is a small piece of
tion until it reaches the limit of the spell and then fall to the wood. When the spell is cast, the wood vanishes and is re-
ground. The item must be loose or freestanding or not held by placed by a 10-foot-long pole of magical force, 2 inches in di-
someone and light enough to move. (Otherwise the item will ameter. The pole can be wielded only by the wizard and will
quiver in place and the spell will be wasted.) cease to exist if it leaves his hands. The pole will also cease to
This spell can be used offensively to hurl an item into an exist if cut by metal (requires a hit against Armor Class 0).
enemy. The item hits the individual in its path with the The pole cannot be shortened from its 10-foot length or
casters THAC0, with a +3 bonus to the roll. It is considered bent. Other creatures may grasp the pole, but only if their
a +3 magical weapon for purposes of hitting an opponent but total Strength exceeds 18 can they hamper its use or rip it out
has no damage bonus. The damage caused depends on the of the mages hands (causing it to dissolve).
item catapulted but uses the following guidelines: The decastave can be wielded as a weapon, inflicting 1d6
Weapon As normal weapon +1 points of damage per successful attack. The wizard suffers nor-
Small item 2-3 points mal nonproficiency penalties if he does not have weapon pro-
Large item (2-3 lbs.) 2-4 points ficiency with staves. The decastave is treated as a magical

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weapon with no pluses for striking creatures that are immune The hand has a movement rate of 12, but it must remain
to normal weapons. within 10 yards per level of the caster. It can hover, swoop,
Once per use of the spell the caster can use the decastave and dive at the mental command of the caster. No concentra-
can be used to drain a target of 1d4 hit points. This is done in tion is required to maintain the fist; it can follow a mage as he
addition to the decastaves normal damage. The caster must moves and fights. If the wizard casts another spell or is
determine before rolling to hit whether he will use this knocked unconscious, the fist dissipates immediately.
power. The drained hit points are channeled into the decas- The fist can perform any one of three tasks:
taves wielder, to heal damage only. If the caster is uninjured, 6 It can grab small falling or floating objects weighing no
then the drained hit points are lost. more than 1 lb. and carry such objects for up to two
rounds. The fist does not have the strength or the dexterity
to remove items that are tethered, secured, or sheathed, or
Flying Fist to take items from a characters grasp.
(Evocation) 6 The fist can push or slap an opponent, causing a -1 penalty
to the creatures next attack.
Level: 2
6 The fist can physically attack an opponent, with the casters
Range: 10 yards/level
Components: V, S THAC0 and a +2 bonus, causing 1-2 points of damage. (It is
not considered a missile, magical or otherwise).
Duration: 1 round/level
The fist cannot penetrate solid objects or pass through walls
Casting Time: 2 segments
of force or anti-magic barriers. It can be destroyed physically by
Area of Effect: Special
5 points of damage. Its AC is 3 if invisible, 7 if the attacker can
Saving Throw: Creates 1 fist
see it, Destroying the fist does not affect the caster.
This spell creates a small, utilitarian hand, normally in the The flying fist is recorded in more ancient tomes as Al-
shape of a gloved fist of magical force, which is visible only to cimers flying fist. Alcimer was extremely proud of the spell
the caster (though detect invisibility or similar spells will allow and disseminated its secret widely. Soon, so many mages were
others to see it). using it that they dropped Alcimers name from the title.

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Write

Elminsters
Traveling (Evocation)
Level: 1
Spellbook Range: 0
Components: V, S, M

T hough Elminster has been known to create several spell-


books in the course of his long life, few have become
Duration: 1 hour/level
Casting Time: 1 round
available to adventurers. This is one that has, and some of Area of Effect: 1 magical spell
Elminsters critics say this tome demonstrates the mages Saving Throw: Special
sense of humor. Elminster denies this, however, claiming he
would never allow most of these spells to become available to This spell allows a wizard to inscribe a spell he cannot under-
those stupid enough to misuse them. Since he has offered no stand at the time (due to lack of level or Intelligence) into a
explanation for the books existence, some believe the spells tome or other compilation employed to maintain a library of

were stolen fromfor


sage. Fortunately himtheand released
thieves, to embarrass
he doesnt the easily.
embarrass grand spells. It inconditions
the other no way allows
for itsthe
useuse
areof the inscribed spell unless
met.
The book is odd in several The wizard must make a successful saving throw vs. spell to
ways. First, it appears to be a carry out this procedure, with the following adjustments: +2
block of white marble with light if the spell is up to one level greater than the highest spell
blue veins, a little more than a level the caster currently uses; 0 if two levels higher; -1 if
foot long on each side. However, three or more levels higher.
it is relatively light, weighing If the saving throw fails, the wizard takes 1d4 points of dam-
only about 20 pounds. If a mage age for every level of the spell to be transcribed, and is
touches the uppermost surface of knocked unconscious for one turn per spell level. The dam-
the block, brilliant green letter- age, if not fatal, can be healed only at the rate of 1d4 points
ing appears, listing (in Com- per day, as it is damage to both the body and psyche.
mon) the spells that appear in the book. If the reader concen- Transcribing the desired spell takes one hour per spell level;
trates on one of the spell titles, the list of spells disappears and is during this time, the wizard is in a trance state and can be sur-
replaced by the text of that spell, also in a bright green lettering; prised by any foe.
the text remains in view so long as the mage continues to touch In addition to the writing surface upon which the spell is to
the block. If the mage stops touching the block, it is reset so that be transcribed, the caster needs a fine ink composed of rare
the next time it is touched, even if only a second later, the spell substances (a minimum cost of 200 gp per bottle, if available
list appears again. at all without manufacture by the wizard).
The bottom of the block (whichever side happens to be fac-
ing downward at any given time) can sprout four legs of mar-
ble; these legs can carry the block at a maximum movement
Proof from Teleportation
rate of 18. Once a mage has used the book, it tends to follow (Abjuration)
that person around, presumably so it can be used again. How-
ever, the book teleports to a new random location after 1d8 Level: 3
weeks, so any mage is well-advised to copy the books spells Range: 0
while he or she can. Though several sightings of the book Components: V, S, M

haveKara-Tur,
and been reported from all
it has never over Faerûn
appeared in the and
sameeven
placeMaztica
twice. Duration:Time:
Casting 2 hour/level
2 turns
The book contains several basic spells, including charm Area of Effect: 10 yards radius/level
person, magic missile, sleep, invisibility, magic mouth, web, dispel Saving Throw: None
magic, hold person, lightning bolt, dig, polymorph other, and
stoneskin (others can be added at the DMs discretion). In ad- This spell secures an area from magical intrusion by means
dition, the following rare and unique spells appear in the of teleportation, gates, or dimension doors. The area extends
book: write, proof from teleportation, gemjump, gatewuy, out from the caster 10 yards per level in all three dimensions
Elminsters effulgent epurution, Elminsters evasion, world- and is not impeded by walls, doors, or other surfaces.
walk, and Phezults sleep of ages. While some of these spells When in operation, the spell prohibits the use of teleport
were created by Elminster, others were simply collected by spells (including teleport without error and mage tunnel) into
him from other sources. the region. Dimension doors will also not function within the

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proscribed region. Attempts to use these spells to enter or The roguestone itself radiates no detectable magical energy
leave the affected area fail completely. unless it is in the process of gemjumping. Multiple gemjumps

talsIninto
order to use
other gatethe
planes, spells or similar
caster magics
of the gate that
must opena sav-
make por- can be cast spells
additional on a single
do notroguestone
negate theby separategemjumps
previous wizards. on
These
the
ing throw vs. spell to succeed. Failure indicates the spell fails roguestone. A limited wish will reveal the number (though not
but is expended anyway. Success allows the use of the gate. the identity) of gemjumps cast on a roguestone. Only a full
Further attempts require additional saving throws. wish will dispel those magics on a roguestone. Physical de-
Spells that tap the Ethereal Plane (such as vanish) and struction of the roguestone will also destroy the magic,
items such as armor of etherealness function normally, as do though spellcasters who have links with a roguestone will be
ethereal creatures. Other extraplanar creatures also function aware of its destruction. The roguestone saves as rock crystal.
normally, though they may not gate or teleport.
The proof against teleportation spell can be discontinued at
any time by its caster. It may also be brought down by a dispel
Gateway
magic in the standard fashion. A limited wish or wish allows a (Alteration)
teleport to function within the secured area.
The material component of the spell is 10 lbs. of sugar, salt, Level: 8
or other granular material stuffed into a 5-lb. sack and Range: 10 yards
dropped at the center of the spells area of effect. Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 8
Gemjump Area of Effect: 10-foot diameter disk
(Abjuration) Saving Throw: None

Level: 7 By means of this spell, the caster creates a magical portal to an-
Range: 0 other location on the same plane that the wizard has previously
Components: V, S, M visited. The wizard and other individuals can cross freely between
Casting Time: 2 rounds one side of the portal and the other for the duration of the spell.
Duration: Instantaneous The gateway appears as a vertical disk 10 feet in diameter.
Area of Effect: The caster Through the portal on one side, the terrain beyond can be
Saving Throw: None clearly
The seen.cannot
portal The other side of
be called thebeing
into disk is
in athe
smooth
same gray
spacesurface.
as an-
This spell is initially cast upon a special gem known as a other object but can be placed against a wall or other flat surface.
roguestone. The roguestone is enchanted in the process of Creatures can pass through freely from one side of the por-
the spell and is not destroyed in the initial casting or subse- tal to the other, but nonliving material cannot unless brought
quent activation of the spell. At any time afterward, by utter- by living creatures. Each side of the gateway maintains its own
ing a command word, the caster can immediately teleport to environment, so that opening a portal into a live volcano or at
the location of the gem. The teleport will always be on target the bottom of the ocean poses no danger to someone on the
(never high or low). If the area the gem is in is too confined, other side unless he chooses to cross into such a deadly area.
the caster will appear in the nearest sufficiently large space. The gateway can only be cast into areas that the wizard has
This transport is one-way, and the spellcaster cannot jump himself visited. In addition, there is a success rate dependent
back to his initial location by use of this spell. on distance from the source.
The caster can use the roguestone to gemjump any time after
the initial casting. There is no time limit, and the caster can be Within 100 miles of the area 100% success
slain, resurrected, reincarnated, shapechanged, or become un- Within 500 miles of area 50%
dead and still be able to use the roguestone to gemjump. On different planet 10%
Gemjumping requires only the uttering of a word, whether the In different solar system 5%
caster is in chains or otherwise bound, or within a magical en-
trapment such as a force cage. The caster can be on a different Failure indicates that no such portal can be opened. Gate-
plane or planet than the stone and still have it function correctly. way portals cannot open into other planes of existence or be
The caster cannot use the command word if feebleminded, cast while on any plane other than the Prime Material.
asleep, unconscious, petrified, paralyzed, or insane, nor will the A gateway can be dispelled by the caster at will, by a suc-
gemjump operate if the caster or the roguestone is within an anti- cessful dispel magic, or by the spell duration elapsing. Any liv-
magic shell. Only the caster and his normal clothing will be so ing thing caught in the portal as it collapses must make a
transported, any chains, equipment, and allies will be left behind. Dexterity check or be sliced between two different locations,

5
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presumably killed instantly. times be used in situations with harmful intent. Intent and sit-
The material component of this spell is a handful of earth uation are as important as spell effect for determining whether

or the equivalent from the casters location. a spell iswalls,


Various offensive or not
spheres, someforofpurposes of theand
Bigbys spells, effect working.
most abjura-
Elminsters tions will not affect the epuration spell. Those spells that have
area effects in which a silver sphere exists (such as a fireball)
Effulgent Epuration will simply not functionthe magical energy will be sucked
(Abjuration) into the sphere before the damage is inflicted.
Spells that are already in effect when the silver spheres enter
Level: 9 them are not affected by this spell, but they are automatically
Range: 10 feet/level negated if cast within 10 feet of a silver sphere. Items with
Components: V, S charges of offensive spells (such as wands) can be negated if the
Duration: 1 turn/level sphere is placed on or in front of the wand. Otherwise, the
Casting Time: 1 spheres do not affect magical items or weapons or potentially
Area of Effect: Special lethal items that are not activated, such as symbols.
Saving Throw: None The caster can direct the spheres to drift at a maximum
movement rate of 60 feet per round, up to the limit of the
This powerful spell calls into being a number of floating, silver range. The spheres created from a single epuration must move
spheresup to as many spheres as the caster has levels. Each of as a group, the caster cannot move them individually or split
these spheres has the ability to absorb a single spell, spell-like them up. The wizard creating them may cast other spells but
ability, or magical effect of any offensive type. After absorbing cannot move the spheres in the same round.
the spell the sphere fades out, taking the spell energy with it. The caster can move and fight and move the spheres at the
Offensive spells can generally be considered to be those that same time. If the caster leaves the area without the spheres, they
inflict damage on the target or place the target under a baneful remain until they absorb an offensive spell. Similarly, if the
or harmful influence. Passive spells (such as walls) can some- caster is slain, the silver spheres remain in the area, not moving.

54
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The silvery spheres of epuration cannot be physically Supposedly, Safehold contains enough contingencies, spells,
moved or attacked. They have no solid, physical presence and magical items to effect a safe rescue of the sage of
and can pass through magical and physical barriers alike Shadowdale, should it be necessary.
without harm.
Neither the caster nor anyone else can harness the spell
energy dissipated by the spheres. Even the spell-like abilities
Phezults Sleep of Ages
of powers and creatures from other planes can be affected by (Alteration) Reversible
the silvery spheres of an epuration, though the beings them-
selves may not be. Level: 9
Range: 0
Components: V, S, M
Elminsters Evasion Duration: Permanent
(Evocation) Casting Time: 3 rounds
Area of Effect: 10-foot/level radius
Level: 9 Saving Throw: Neg.
Range: 0
Components: V, S, M By means of this spell, a stasis field is created about a special
Duration: Instantaneous spell focus (see below). When it is cast, the stasis field ripples out-
Casting Time: 1 turn + total casting time ward from the focus in an expanding sphere. The rate of expan-
of all associated spells sion is 20 feet per round, even through solid rock and other phys-
Area of Effect: The caster ical or magical barriers. Only an anti-magic shell, prismatic sphere,
Saving Throw: None or a fully enclosed wall of force effect will provide protection from
the field. The field stabilizes when it reaches its maximum size
A customized version of the contingency spell slanted toward the a sphere of radius equal to 10 feet per level of the caster.
preservation of the caster, this spell will cause, under certain specific All living creatures within the stasis field, except the caster
conditions, the casters body, mind, and spirit to travel to another and any protected beings, must successfully save vs. spell or be
location. The transfer is automatic and transfers only the body and placed in suspended animation whether they wish to be or
those items physically attached to it but leaves behind any attached not. Creatures of Hit Dice or levels from greater than the
items weighing more than 50 lbs. individually. The spell brings to- spellcaster to 3 levels or Hit Dice less than the caster save nor-
gether body, spirit, and mind, even if in different locations. mally; creatures of 4 to 7 Hit Dice or levels less than the caster
When casting this spell, the wizard must detail six specific con- save at -1; and creatures of far lesser levels save at an addi-
ditions under which the evasion will function. When any of these tional -1 penalty per level less than seven below the casters.
situations occurs, the casters form is whisked away to the location. Creatures in stasis that are mentally contacted by magic or
This location can be on the same plane or on any other known psionics while within the field do not respond, and the being
plane of existence or demiplane that the wizard has visited. contacting them is placed in stasis temporarily (awakening
Also, when casting the spell, the mage indicates two other after 2d4 rounds) each time such contact is attempted.
spells (cast immediately after the evasion by the mage) that Creatures entering the field after it has reached its full ex-
will be cast once the wizard arrives at the location. tent, even decades or centuries after the spell is cast must save
The material components of this spell are a pint of the vs. spell to avoid falling into stasis. The penalties for level or
casters blood and a gem worth at least 5,000 gp. Both are con- Hit Dice apply, but they also receive a +3 bonus.
sumed in the casting of the spell. The wizard also immediately A new saving throw must be made each time a creature en-
loses 1d4 hit points that remain lost until the evasion spell is ters the stasis field, even if it has entered and been unaffected
triggered, at which point they are immediately recovered. before, but each creature needs save only once per exposure to
This spell was developed by Elminster of Shadowdale, with a particular sleep of ages stasis field. Creatures who are physi-
the intention of taking his form to a dimensional location he cally removed from such a field without being magically roused
calls Safehold for cures and resurrection (if needed). As an will wake up by themselves 2d4 rounds after removal, with no
example, the six clauses he says he uses are: ill effects; the casting of a dispel magic will awaken them in-
stantly if cast upon them when they are outside the field. Phys-
1. Upon his own death; ical means of awakening will not hurry the process. A creature
2. Upon loss of his mental faculties; taken out of a stasis field and then taken back in before awak-
3. Upon loss of his physical faculties; ening returns to stasis without becoming conscious.
4. Upon destruction of both upper limbs; The body functions of creatures affected by the stasis field
5. Upon destruction of total body volume; virtually cease, but they do not die, nor will they grow older as
6. Upon his utterance of the word Thaele. the years pass. If a creature in stasis is slain by other means

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blood in its casting, but merely seven drops of pure or holy


water upon the spell focus.

Worldwalk
(Alteration)
Level: 9
Range: 30 yards
Components: V, S (M)
Duration: 1 turn/level
Casting Time: 9
Area of Effect: 20-foot disk
Saving Throw: None

By means of this powerful magic, the spellcaster can open a


portal to another dimension or plane. The portal appears as a
disk up to 10 feet in radius, on the far side of which is the
other dimension or plane,
The worldwalk portal can be cast up to 30 yards away and
can be oriented either vertically or horizontally. One side
shows the opening into the other plane, while the other is a
smooth, gray disk. A portal cannot be cast into an area al-
ready occupied by something else, though it can be cast
against a wall or other hard surface.
The portal can open either into a plane known and visited
by the caster or a previously unknown plane. In the latter
case, the caster needs some material object from that plane in
order to effect the casting. The object is not consumed in the
physical
changes attack;
aroundcrushing,
the body;burial,
and theor likestasis
drowning due ends toinstantly
physical process
random of casting. Worldwalk
planeseither portals
the caster must cannot
visualizebethe
opened into
area he is
and the body will decay normally, for the slain creature only. going to or the caster must have some object from that plane.
Phezults sleep of ages requires a special focus. The caster uses Both connected planes are visible through the portal from the
his or her own blood (at least nine drops) smeared into an un- other side and creatures can pass through easily from one side to
broken ring on any stable surface (usually stone) of a radius the other. Nonliving objects cannot pass through the portal un-
not more than the overall length of the casters hand (wrist to less they are carried by a living being. Hostile environments can-
fingertips). Into this ring are placed at least six gems of 500-gp not affect those on the other side of the portal (a portal opened
value, of any type. When the spellcasting is complete, four of into the plane of Elemental Fire would not harm anyone on the
the gems vanish, consumed in the act of releasing the spells Prime Material Plane unless they stepped through the portal).
power. The rest fuel the stasis field, and dwindle slowly as the Up to 10 creatures can pass through the worldwalk portal
time passes (roughly one year of stasis per 10 gp value). per turn. Creatures that cannot fit through the portal cannot
Removing any gemstone from the circle or breaking the make the transfer unless reduced in size by some means.
ring instantly ends the stasis effect. Otherwise, the effect ends Once cast, the portal is in place for the duration of the
when the gems are used up. However, any number of gems spell or until it is dispelled either by the casters will or a suc-
that fit can be placed inside the ring at any time to refuel cessful dispel magic spell. If a creature is in the portal when the
the spell and extend its duration. portal is dispelled, the creature is immediately sent to the
The stasis can be lifted from individual creatures without harm Outlands. The status of the wizard who cast the spell does not
and without releasing other creatures under the same stasis by cast- affect the portal.
ing temporal reinstatement (the reverse of the 9th-level wizard spell There is a 70% chance, plus 1% per level of the spellcaster,
temporal stasis) or the reverse of this spell. The stasis field shrinks that the worldwalk connects with the desired plane. If the
gradually to nothingness at the same rate at which it originally ex- portal does not reach its intended target, it instead reaches
panded, freeing any creatures formerly within it instantly and with- one of the DMs choosing, including alternate Prime Material
out any lingering effects. No further gemstone material is lost. planes, other worlds, and pocket dimensions. Once cast, the
The reverse, Phezults awakening, requires neither gems nor portal links the two worlds and cannot be changed.

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Galadasters
Orizon
T wo circular, bucklerlike cover plates of polished elec-
trum, four handwidths across and having rolled edges,
make this tome resemble a gigantic coin from a distance. The
cover-plates are joined by a spiral wire hinge. Between them,
wired to the hinge, are six pages: circular frames of stretched
vellum, each bearing the runes of and directions for one spell.
The frames are varnished and smooth-carved whistlecane The Orizon, a trifle in Galadasters eyes, is all that survived
that resembles bamboo. the ruin of his tower. A workbook in which the young Gal-
Galadaster was a famous adaster copied spells in his travels, it contains only six spells,
mage of what is now Amn as follows: spider climb, fir esta ff, slumb erwar d, web,
who made his name long ago Geirdorns grappling grasp, and Morgannavers sting. The
by his daring explorations of spells of spider climb and web are well known, but the other
the wilder lands of the Sword four spells are rare indeed. Where Galadaster gained them is
Coast North. With a party of unknown; they may survive in the spell books of other mages
adventuring companions, of the North.
Galadaster fought many orcs, The Orizon was stolen from a mage in Crimmor some 90
elves, and horrific monsters, winters ago. Its present whereabouts are unknown. Details of
always returning to his iso- the rare spells within are given here, from the Bibliamagus of
lated tower with gold and Thelonn Bedelzar of Crimmor, an apprentice permitted to
magical riches. Often, his companions did not return with view the work when it was held by the archmage Ilthong of
him. Crimmor.
A hundred years or more the mage passed in this way,
never seeming to age much. Rivals and would-be apprentices
alike he dealt with coldly and efficiently. Galadasters hawk-
Firestaff
like face was seldomenchanted
ever-more-powerful seen in the lands around
guardians his his
ensured abode, and
privacy. (Evocation)
When he encountered other mages, he took what he wanted Level: 2
of their magic and mercilessly, tirelessly, destroyed them, let- Range: 0
ting none escape. Then off he would go on another adven- Components: V, S, M
ture. Duration: 1 round/level
Neighboring wizards grew ever more fearful, and at length Casting Time: 2
began to work against Galadaster, poisoning the game, flora, Area of Effect: 1 staff
and the very air around the mages tower. Only in his absence Saving Throw: None
the wizards worked, patiently and stealthily. Years passedas
did several of the wizards, at Galadasters handsand there This spell causes a ball of blue flame to appear at each end
came a time when the lone tower fell silent and Galadaster of a nonmagical staff, pole, log, club, or tree limb. The object
came forth no more. must be of wood and have two discernible ends. The wizard
Emboldened, the wizards gathered and talked each other cannot choose to light only one end of the staff, nor can the
into courage enough to investigate the tower. They braved staff be extinguished at will.
fiendish traps and vicious guardian monsters to findGal- The firestaff is a melee weapon that inflicts 1d6 hit points
adaster waiting for them, a hideously discolored and bloated of damage, plus 2d4 points of flame damage, per successful at-
lich. Galadaster coldly set about ensuring that none of the tack. The staff is not a magical weapon for determining what
wizards would leave the tower alive. As he slew them, the re- creatures it can hit. The staff can be wielded by someone
maining wizards grew so desperate that they called upon all other than the caster and can ignite flammable materials as
their allies, servants, and powers. The tower of Galadaster well as being used as a weapon.
toppled amid many explosions, but the wizards perished any- The material components of this spell are a piece of phos-
way. Galadaster survived, walking away west to the Nelan- phorous or a flame of any sort and a pinch of iron filings. The
ther (Pirate Isles), where he is said to dwell still, ageless and wooden object used is not consumed or altered by the spell or
terrible in his power. its flames.

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A primary use of this spell is to combat the various Bigbys


Slumberward hand spells. This spell can lessen the damage dealt by the

(Abjuration) Bigbys no
causes hand spells by
damage, 1d4+1 hit
Geirdorns grappling If a Bigbys
points.grasp hand
will keep thespell
for-
Level: 2 mer from taking effect for one round.
Range: Touch The material component of this spell is a glove or a finger
Components: V, S bone.
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: 1 creature
Morgannavers Sting
Saving Throw: None (Necromancy)
This spell protects one creature against drowsiness, weariness, Level: 5
and similar conditions caused by magic, particularly those of the Range: Touch
enchantment/charm variety. The protected being is immune to Components: V, S
such effects, and also has a +1 bonus to saving throws against Duration: 3 rounds or until discharged
charm, suggestion, command, hold, and other will-force magic Casting Time: 5
and spell-like natural powers. The spell provides no protection Area of Effect: 1 creature
from nonmagical hazards such as poisons or soporific drugs, nor Saving Throw: Special
from stunning or loss of consciousness from other (even magi-
cal) attacks. The caster can use this spell on himself or others. This spell enables the caster to drain 3d4 hit points from
any single creature and absorb them as healing energy. The
caster has three rounds after casting to touch another crea-
Geirdorns Grappling Grasp ture (a successful attack roll is required), or the spell is lost. If
(Evocation) the caster begins casting another spell before touching an-
other being, the spell will also be lost.
Level: 4 The first being touched is affected, regardless of the casters
Range: 10 yards/level intentions. The creature must make a saving throw vs. spell.
Components: V, S, M If successful, the creature loses only 1d6+1 hit points, and the

Duration:Time:
Casting 2 rounds/level
4 caster gains the
caster gains no hit
3d4points. If the
hit points savingfrom
drained throw
theiscreature
failed, the
as
Area of Effect: Creates 1 hand healing energy. Morgannavers sting does not confer additional
Saving Throw: None hit points upon the caster above his normal total; if the caster
is at full hit points or becomes fully healed, any excess hit
This magic brings into being a hand-shaped force, invisible points drained by the spell are simply lost.
to all but the caster, which can be used to grapple objects and The drained creature is wracked by intense pain for 1d3
even certain spell effects. rounds, suffering an Armor Class worsened by 2 and a -2
Only the caster can direct the hand, which is twice the size penalty to attack rolls during this time, and is unable to cast
of the casters own left hand. Directing Geirdorns grappling spells or perform other activities requiring concentration. Hit
grasp precludes spellcasting; if such is undertaken, the hand points lost to this spell are regained by the usual means (mag-
merely hangs motionless until concentrated upon again or ical healing, rest, etc.).
until the spell expires. (Control can be assumed and ne- This spell cannot be used to drain undead creatures, nor
glected several times, if desired.) creatures whose energies are based on the Negative Material
The hand can move through the air as rapidly as the caster Plane.
normally moves. It can grip but not strike: The hand cannot
even touch living matter, but it can grasp parapets, locks,
keys, levers, weapons, etc. with the same strength as the
caster. Small objects can be carried about, to a maximum of
10 pounds.
The hand cannot manipulate things with any delicacy, but
it can slow or prevent their movement for one round. Weap-
ons cannot be wielded by the spell force, but the hand can
hinder the weapon of any nonliving enemy so as to cause a -2
attack roll penalty.

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Melisanders Harp

Grimoire
The Glandars (Alteration)
Level: 5

T his book is only a burned remnant; its original, undam-


aged appearance is unknown. All that survives is a front
Range: 10 feet/level
Components: V, S, M
cover of black dragon hide stretched over a sheet of slate and Duration: 1 round/level
stitched with wire, and five scorched, fire-browned pages that Casting Time: 5
it protected. The rest of the bookits back cover and an un- Area of Effect: 60-foot radius
known number of additional pagesis lost, probably de- Saving Throw: Neg.
stroyed by flames.
The cover and surviving The spell is named for its creator, the elven mage and
pages have been kept together Harper hero known to Realmslore as The Last Lonely
over the years by storage in a Harpist. This spell brings into being the spectral, shadowy il-
flat octagonal coffer of ornately lusion of a harp that plays by itself, floating in midair. The
carved ivory. The coffer has a caster has near total control over the initial position, move-
clasp and hinges of electrum, ment, and playing of the harp. However, the powers of a harp
and its cover is worked in a cannot pass through magical barriers (such as a wall of force),
stylized relief design of waves, and a spellcaster cannot cause the harp to come into being
clouds, trees, and seabirds, with beyond or to move through such a barrier.
a lateen-rigged ship visible far This aside, the harp can appear anywhere the caster de-
off on the waves. The coffer is sires, up to 10 feet per level distant. If the caster is within 10
worth 150 gp or so for materials, plus a subjective amount feet per level of the harp, he can move it up to 10 feet per
(50-500 gp) for the workmanship, believed to be that of an round as he wills. The harps playing can be turned on and off
artisan of Calimport or Tashluta. A shallow secret compart- instantly and repeatedly by the silent will of the caster, and
ment on the underside of the coffer is known to have held (at this does not affect spell duration. While the harp is playing,
various times) lockpicks, keys, amulets, needles, and the like. it has the following effects:
The Glandar was a mage-king of long ago, whose lands
were somewhere near the Vilhon Reach. The Glandar is 6 All normal sound is hushed (but not negated) and avail-
actually a title; his real name has been forgotten. It is known able light, even magical light, dims.
that the Glandar was an intelligent, powerful mage whose 6 All creatures and objects within 60 feet of the harp are af-
Art was skillful enough to create aerial craft even in those fected as if by a feather fall spell with no saving throw (ren-
dim days, and whose small kingdom boasted irrigation, medi- dering most missiles useless).
cine, and Art far more advanced than those of neighboring 6 All creatures of 4+4 HD or less within 40 feet must make a
lands. saving throw vs. spell or be affected as if by a sleep spell.
The Glandar was also a cruel tyrant who permitted no 6 All creatures within 20 feet of the harp are slowed (no sav-
other being beside himself to study Art in his landsand this ing throw).
policy proved to be his undoing. He was alone when attacked
by a group of young, ambitious mages of Unther. Although he Melisanders harp is unaffected by dispel magic or silence
slew many of them, he was overwhelmed and utterly de- spells, nor can it be damaged by physical or magical attacks.
stroyed. His grimoire (so named because its first page bears A limited wish or stronger spell is required to dispel it.
of
only the
mortal Glandar, Lord ofThe
inscription: the Grimoire
Undying,Most Perilous
Scepter The was
of Glandara) Im- Theand
string material components
at least three tears:of
thethis spell
tears areelf,
of an a of
silver harp-
a maiden
seized by his slayers, who battled each other for the spoils, who sings, of a harpist (or other musician), or of the caster.
wreaking much havoc in the fallen mages realm of Glandara. Tears from different individuals can be combined in the
(Scepter was the title the Glandar ruled by; Lord of the casting.
Undying is believed to refer to his mastery of undead,
through the Dark Art.) The other four surviving pages of the
Grimoire contain a single spell eachfour unique magics, all
described hereafter: Melisanders harp, fellblade, disrup-
tion, and immunity to undeath.

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This powerful spell can utterly destroy undead and other


Fellblade magically animated creatures (even golems). Magically con-

(Abjuration, Evocation, Necromancy) trolledisordisrupted


troller charmed orcreatures are Any
destroyed. instantly freedspellcasting
ongoing if their con-
in
Level: 6 the area of effect is ruined. Magical device effects are negated
Range: 0 for the round of disruption, but artifact powers are completely
Components: V, S, M unaffected.
Duration: 1 turn/level Only three sorts of creatures are affected: undead, magi-
Casting Time: 1 round cally created or animated creatures, and creatures that magi-
Area of Effect: Creates 1 blade cally control others. All others are unaffected.
Saving Throw: None Creatures with fewer than 6 Hit Dice are automatically dis-
rupted. Creatures with 6 HD or more must save vs. spell to
The casting of this spell brings into being a smoky gray, avoid disruption. Any creature that could be affected which
blade-shaped bar of force (up to 4 feet in length) in the casters escapes disruption is stunned (reeling and unable to act co-
grip. A fellblade passes into nothingness in an instant if it herently) and for 1d3-1 rounds.
leaves the casters hand. (It cannot be given away or sheathed
to be wielded later,) Its use therefore precludes spellcasting. It
also vanishes instantly if the caster dies, becomes unconscious, Immunity to Undeath
or is feebleminded. Otherwise the blade can be wielded for one (Abjuration, Necromancy)
strike per round (normal attack roll required).
The fellblades strike can have one of three fell effects, se- Level: 9
lected by the caster prior to each attack. Range: 0
Components: V, S, M
6 The fellblade can inflict 2d4 hit points damage, functioning Duration: 1 round/level
as a weapon able to hit all creatures at normal chances. Casting Time: 1 round
6 The fellblade can drain from any creature it hits the exact Area of Effect: Sphere of 40-foot radius
hit points necessary to heal all current damage to the Saving Throw: None
sword-wielder, up to the maximum possessed by the target.
Each time hit points are actually drained, the duration of This spell creates a globe that moves with and is centered
the spell shortens by one full turn.
6 The blade can inflict 1 hit point of physical damage and
on the caster.
a very The perimeter
faint blue-white of this visible
radiance, protected area
only in glows
gloomywith
or
bestow curse (the reversed form of the 4th-level priest spell dark surroundings. All creatures can freely pass into and out
remove curse). This power can be used only thrice per day of the globe.
by any spellcaster, even if more than one fellblade spell is Within the globe, all beings are rendered immune to en-
cast. ergy-draining attacks, strength-draining attacks, mental con-
trol, and all undead powers that cause fear, paralyzation,
The magics used evoking this blade are potent and ex- aging, or death (such as a banshee wail). The undead can be
tremely evil. Spellcasters of good or neutral alignment are at turned as usual.
risk if they employ this spell. A creature leaving the globe becomes normally vulnerable
The material components of this spell are a drop of the to undead attacks while it is outside the area. A being on the
casters blood, a piece (any size) of cold-wrought iron, and a perimeter is protected as long as any part of its body is in con-
drop of unholy water. tact with the globe.
In the globe, undead physical attacks inflict normal physi-
cal damage. They cannot change form (e.g., a vampire can-
Disruption not turn from gaseous to solid form or vice versa), nor can un-
(Alteration, Necromancy) dead creatures be animated. Shadows and other hard-to-dis-
cern undead are clearly outlined at all times while within the
Level: 9 globe and are vulnerable to all weapons.
Range: 10 yards/level The caster cannot end the spells effects before the spell ex-
Components: V, S pires. A successful dispel magic spell can destroy the globe.
Duration: Instantaneous Spellcasting may be freely undertaken within the globe by
Casting Time: 3 any caster.
Area of Effect: sphere of 40-foot radius The material components of this spell are a drop of the
Saving Throw: Special casters blood, a seed from any plant, and a drop of holy water.

0
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Glanvyls
Workbook
G lanvyls Workbook is a small (one handspan in height,
seven fingers wide, and two thick) volume constructed
from two leather-covered boards held together by brass trian-
gular-head nails, driven through a central spine of heavy hide
to which are sewn a dozen parchment sheets. The outside
front cover bears a personal rune.
Beneath it, an inscription
in Common reads, Glan-
vylhis Workbook. Both
rune and inscription are

burned into the


the grooves areleather, and
filled with
molten copper which has
hardened into rainbow-
scarred, predominantly or-
ange metal traceries.
Glanvyl is an unknown mage who assembled this Work-
book  probably under the tutelage of one or more mages of
greater powerin the caravan-crossroads city of Scornubel
some 300 years ago. It was hidden in a chest of silk gowns,
behind a loose stone in a cellar wall of a house owned by the
merchant Pentle, and before him by the illusionist and ad-
venturer Alkunda Gar. After Pentles house was destroyed by
a fire, one of the rebuilders found it and took it with stealth
to the sage Bendulphin, who gave him 500 pieces of gold for write spell, and then found to be an untranslatable druidic
it. prayeror perhaps never identified by him at all). Particulars
Bendulphin died of natural causes, shortly thereafter, and of this spell are given below. The last two pages of the Work-
his son Tresk took the Workbook to Waterdeep, where he book contain spell-ink formulae for writing the spells haste
sold it to a conjurer, one Braszetor. This new owner disap- and lightning bolt, respectively. (These are also reproduced
peared shortly thereafter, and his rooms were rifled by the below.)
master thief Nighteyeor someone else who dared to use his
mark. The whereabouts of the Workbook at present are un-
known; Nighteye has probably traded or sold it, but he could
Smoke Ghost (Priest Spell)
have done either of these things with almost anyone, any- (Alteration)
where.
From Bendulphins notes, we learn that the Workbooks 12 Level: 4
pages bear the following writings: cantrip and 3 pages of notes Sphere: Elemental (Fire)

which detail
nal; how how to
to catch themimic, withofpractice,
attention a single aindividual
horn blastwithin
or sig- Range: 10 yards/level
Components: V, S, M
60 feet; and how to make up to one pound of flammable ma- Duration: 1 round/level
terial char and be consumed without sound, smell, or Casting Time: 4
smokesubject to a saving throw vs. magical fire. Each effect Area of Effect: Creates 1 apparition
can be learned with but a month of study. These pages pre- Saving Throw: Special
cede the spells write, detect magic, Leomunds trap, and Nystuls
magic aura, one to a page, in the order given. These are fol- A druid can use this spell to affect smoke, drawing it into a
lowed by a page of notes on the intensities and hues of vari- wraithlike cowled form that will fly or glide, drifting up to
ous dweomers viewed by detect magic (confused and subjec- 150 feet per round in the direction the caster wishes. The
tiveof little practical use) and then a unique druid spell, smoke ghost is not a living creature or sentient force; it can-
smoke ghost (presumably copied by Glanvyl through use of a not wear clothing, carry things, or be made to speak. It is

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merely an apparition with one attack ability: it can envelop


an opponent and suffocate him with thick, choking smoke
Ink Preparations for Scrolls
and ash. Haste
The smoke ghost attacks by enveloping a creature. A saving 1 ounce giant squid sepia
throw vs. breath weapon must be made each round against 1 large, fine diamond, powdered
the smoke ghost attack. If successful, the creatures attacks are 1 large blue sapphire, powdered
at -1, and a point of damage is taken at the end of the round. 6 drops of lemming blood
The creature will be able to utter item command words, 1 Pegasus heart
power words, or cast some other spell that requires only a 12 drops of cheetah blood (or 2 drops of baku blood)
single spoken word; doing so usually wracks it with uncon- 2 birthwort leaves
trollable coughing fits for the following round. 3 foxglove flowers, intact, and 6 leaves
A failure means the creature is enveloped, partially 4 drops holy water (or 1 drop of a potion of speed)
blinded, makes all attacks with a -2 penalty, and one point of 2 drops quicksilver (mercury)
damage is taken at the end of the round. Spellcasting and
even normal speech are impossible (resulting in violent Crush the birthwort and foxglove, and sprinkle into a cru-
retching and with
Beginning coughing whenround
the third these of
areenvelopment,
tried). a creature cible containing
blood, the liquid
and holy water. sepia,
Stir well andlemming blood,
place over cheetah
a well-estab-
must successfully save vs. death magic each round or be ren- lished fire. Immerse Pegasus heart in crucible and heat mix-
dered unconscious through suffocation. Each following con- ture steadily to boiling, stirring occasionally. The heart will
secutive round of envelopment adds another -2 penalty to dissolve slowly; when it is gone, add the powdered gems and
the roll (-2 on the fourth round, -4 on the fifth, and so on). remove from heat, allowing the crucible to cool undisturbed.
Assuming he or she is not killed, an unconscious character When cool, add the quicksilver; do not stir. Cover, keep in a
will eventually recover25% of the smoke damage is actual, dark place for at least four days and nights, and then uncover
the rest is temporary. under the light of the moon (which must be waxing or full).
A smoke ghost is a cloud of thick, billowing gray smoke ap- Decant into a flask or vial, and shake well.
proximately 9 feet high by 2 feet in diameter, roughly man-
shaped. It cannot achieve a greater stable volume, and its Lightning Bolt
precise form is variable in accordance with the casters 1 ounce giant octopus ink
wishes. A smoke ghost can rise into the air 10 feet per level of 1 ounce crushed amber (may be from several gemstones or
the caster or be made to sink to the ground, flowing along fragments; the honey-orange hue is best)
the earth like some sort of living blanket. It can seep and 1 large blue sapphire, powdered
maneuver through cracks and crevices precisely as the caster 1 ounce powdered copper (pure, not sulfate), or 1 ounce pow-
wills. It can shift into a globe-form or wall-form in one- dered gold
fourth round. 1 volt tail, intact
The caster must be able to see the smoke ghost to direct it, 6 or more drops volt blood, or 12 or more drops electric eel
and controlling the apparition requires the casters full atten- ichor
tion (i.e., no other spell can be cast). An undirected smoke 6 hairs from an umpleby, freely given
ghost hangs motionless until the caster takes control, it is dis- water
pelled, or the spell expires. A ghost that reaches the casters metal rod (ferrous metal, any type)
maximum range will stop and remain in place until directed
elsewhere. The caster can will the ghost to disappear into Boil the umpleby hairs and volt tail in a copper vessel until
nothingness at any time (which takes one-half round). the liquid has boiled away. Remove from heat and add the
It can be destroyed by a gust of wind, dispel magic, or strong giant octopus ink and powdered gemstones, stirring with the
natural winds, and any magics that affect vapors will also af- rod of ferrous metal. Pour into a stone bowl or depression and
fect it. It is not affected by weapons. add the volt blood, a drop at a time. Leave an end of the rod
The caster creates the smoke ghost by means of a pinch of in the mixture. Lightning must then be induced to strike the
dust and mistletoe cast into an existing fire or cloud of smoke rod; lightning of a natural storm is best, although magic such
(of magical or natural origin). as lightning bolt, call lightning, and control weather-induced
storms will do. Electrical charges of smaller magnitude (such
as those produced by an umpleby, an electric eel, or a shocking
grasp spell) can also be used, but these must be applied re-
peatedly, once a night for six successive nights. (A combina-
tion of these sources may be employed.) Thereafter, let stand.
When the mixture turns blue, it is ready for use.

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Jalusters Orizon
T his is a stout, battered book of embossed and painted
cowhide stretched over wooden boards, edged and
clasped about with iron. It is battered, brown, and radiates a
faint dweomer. It contains twelve pages, each a thin plate of
slate upon which vellum has been stretched and clamped
with beaten electrum edging. Seven pages are blank; the first
five bear spells, one to a page.
This Orizon is typical. Jaluster never ceased to travel; he
filled many orisons, but always sold them after transcribing
the spells into his proper books. The orizon that bears his
name today is the one he carried, incomplete, at his death. dragon or an explosion in the kitchen), the enchanting
Jaluster was torn apart by fiends in Ascalhorn (now known gourmet will seek the advice of its creator.
as Hellgate Keep) as he tried to save that city from their The enchanting gourmet can be dispelled by the caster at
domination. He is said to have destroyed three liches and at will, by a dispel magic spell, or by taking 6 points of damage
least five tanarri that day ere he died. His Orizon was borne from area effect attacks such as breath weapons, explosions,
out of the city by the bard Maerstar, one of the four survivors and the like.
of the fall of Ascalhorn. Maerstar was later robbed of it in The enchanting gourmet cannot be used to brew potions
Everlund, and a trail of mysteriously slain owners (see and other magical drinks, but has been used to generate sim-
below) led westward, but the tomes present whereabouts are ple poisons and in one case to serve as a bartender. The cre-
unknown. ator of this spell, Quimby of Procampur, was an impatient
The volume is guarded by a strange creature, a tome cook but a lover of fine food in quantity. The spell is not one
guardian, detailed below. The five spells it contains are normally studied by adventuring mages but is often used by
Quimbys enchanting gourmet (unique), rope trick, feign retired sages and other sedentary types. The material compo-
death, waves of weariness (rare), and Adelimers aural aug- nents of this spell are a block of wood and some string.
menter (unique). This last spell is merely a variation of exten-
sion I that has a somatic as well as a verbal component but re-
Wav es of Wear i nes s
quires only a casting time of one (it remains 4th level).
(Enchantment/Charm)
Quimbys Enchanting Gourmet Level: 3
(Conjuration/Summoning) Range: 40 yards
Components: V, S, M
Level: 2 Duration: 1 round
Range: 0 Casting Time: 3
Components: V, S, M Area of Effect: 1 creature
Duration: 1 hr. + 1 turn/level Saving Throw: Special
Casting Time: 2
Area of Effect: 40-foot radius Upon casting this spell on a creature, that creature is sud-
Saving Throws: None denly overcome with dizziness and exhaustion. A successful
saving throw vs. spell negates this effect. Creatures of less
This specialized version of the unseen servant was devel- than 12 Intelligence and Wisdom that fail this saving throw
oped with one particular task in mindcooking and cleaning will immediately collapse for that round. They can get up
in the kitchen while its creator is otherwise occupied. again next round with no further ill effects.
The enchanting gourmet is a magical force under the con- Creatures of 12 or greater Intelligence or Wisdom that fail
trol of the mage. It can perform simple kitchen actions like the saving throw vs. spell are delayed in their actions. They
stirring, carrying, measuring, cutting, and minding the fire. It attack last automatically the next round they have an action
is no stronger than an unseen servant and no more dexterous or attack.
than its creator. The enchanting gourmet can be left to cook This spell has no effect against creatures that do not sleep,
on its own, provided that it is cooking a meal that the mage such as undead and elementals. The material component is a
himself has prepared at some point in his life. If something small book of poetry, which is read aloud (a personal favorite
disrupts the smooth flow of the meal (such as the arrival of a is Translations from Kara-Tur Haiku by Lhaeo of Shadowdale).

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Tome Guardian Pages From the Mages 9491


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CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Fire, electricity, and heat
INTELLIGENCE: Average (8-10)
TREASURE: One guarded object
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 12 (or as guarded object moves)
HIT DICE: 4+ 4
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Fireburst
SPECIAL DEFENSES: Spell immunities, healed by fire
MAGIC RESISTANCE: Nil
SIZE: T (1 -2 tall)
MORALE: Fearless (20) when bound
Elite (13-14) when free
XP VALUE: 3,000

The tome guardian (sometimes mistakenly heard and passed on as


tomb guardian) is a creature of the Elemental Plane of Fire. Its na-
ture and activities there are unknown, but it can be summoned to
the Prime Material plane by magical means to serve as a guardian.
The tome guardian is typically bound to a magical tome (thus its
name), but can also be found guarding another object instead. An
object with a tome guardian can be protected by symbol or glyph as
well. There are rare reports of two or more tome guardians being
bound to the same item, but such reports have not been confirmed shock of their blood boiling momentarily in the area affected by the
by reliable sources. fireburst.
Tome guardians have never been known to attempt communica- The fireburst does not generate any incidental heat or flame that
tion with living beings, but can apparently hear and understand might damage surrounding creatures or objects (such as the item
Common (and perhaps other languages). being guarded). If two or more creatures laid hands on a guarded ob-
ject simultaneously, and the guardian generated a fireburst in one of
Combat: An object protected by a tome guardian typically shows no them, the other(s) would not be affected or even feel it.
sign of being inhabited, except that it radiates a faint dweomer and a If the tome guardian or its object is attacked or touched, and the
small amount of heat. The tome guardian shows its presence only tome guardian is unable to launch a fireburst, it can attack normally
when its object is touched, or when the object or the guardian itself by swiping a fiery tendril at an opponent. The attack causes only 1d4
is attacked. A tome guardian always uses this attack against a book- points of damage, but sets fire to flammable materials that fail a sav-
worm or any other creature attempting to consume or strike the ob- ing throw vs. magical fire. The tome guardian saves this attack for a
ject it is guarding. It never attacks a master for whom it guards an last resort, because of its comparative weakness.
item. A tome guardian can absorb fiery or electrical energy impinging
The tome guardians preferred method of attack, which it can use upon it (when it guards an object, it envelops it, and thus absorbs all
only three times per day, is a fireburst, a pencil-thin, white-hot flame; fire directed at the object), whether of natural or magical (fireball or
though the tome guardian can use the attack only three times per lightning bolt) origin. It gains a number of hit points equal to the
day, it cannot miss its target. Only one fireburst per round can be re- number of points of damage the fire(s) or shock(s) would deal to an
leased by a single tome guardian, and it can affect only one target per unprotected creature; this replenishes any damage it has suffered and
release. The fireburst can operate through clothing or armor, or even then increases the creatures own hit points temporarily (for the fol-
through weapons; thus, it can be used without fail against any crea- lowing 24 hours). During this time, the tome guardian can add any
ture that touches or physically attacks the tome guardian or its pro- or all of this additional energy directly to the damage dealt by any
tected object. The fireburst can also be passed through a mental at- fireburst attack(s) it makes. Heat energy, such as that caused by the
tack or attempt at mental communication of any kind, whether from heat metal spell, the guardian merely absorbs.
spell, item, or natural ability, to the individual that launched the A tome guardian is immune to the attacks of, but cannot itself
mental attack or communication. harm, a fire elemental, salamander, will-o-wisp, and xag-ya. The
The fireburst deals 6d4 points of internal damage (no saving tome guardian can also absorb and redirect any appropriate energies
throw) to any creature not immune to the effects of heat or fire. from these creatures attacks. On rare occasions, tome guardians
Human, demihuman, and humanoid beings who survive a fireburst have been known to cooperate with such creatures for mutual sur-
attack are rendered unconscious for 1d4+1 turns unless they make a vival and protection.
successful saving throw vs. poison, with a -3 to the roll, due to the Cold inflicts double damage on the tome guardian; water-based at-

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tacks, it should be noted, do not. All physical attacks upon the ob- lated campfires).
ject guarded do not harm the object until the guardian is destroyed, A tome guardian can be bound to a magical item, serving as a pro-
because it gathers its form into a rigid shell to ward off blows; how- tector, or perhaps even being trained to release a fireburst if its
ever, because of this, all such attacks inflict the maximum possible guarded item is used in an attack (for example, if a tome guardian is
damage upon the guardian. When a guardian is in free form, physical bound to a sword, then that sword could be used to deliver three fire-

attacks bursts
Tomeinflict
normal damage. per day,
a magical item in addition
that to any
produces other
flame or powers it has).
electricity (suchIf as
attached
a ring to
of
guardians can be affected by most spells normally, but are
aided by fire, electrical, and heat attacks, and unaffected by enchant- shocking grasp), the tome guardian absorbs such energies and pre-
ment/charm magic such as maze, sleep, and suggestion (although geas vents their function. However, at the DMs discretion, such energies
is an exception). Door spells (such as phase door or dimension door) do might be used to enhance the tome guardians fireburst ability.
not affect guardians, and are viewed as attacks. Tome guardians can- Symbols and glyphs cast upon a guarded object do not affect the
not be psionically dominated, and anyone attempting ESP or similar guardian and function normally against others. Note that fiery or
mind-meeting magic, by spell, item, or natural ability, finds that at- electrical protective spells such as explosive runes and fire trap can be
tempts to attack, control, or change a guardian cause it to attack cast upon a tome guarded by a guardian, but the creature absorbs the
(and, as mentioned, that it can employ its fireburst attack through spell energy as it is being cast, so that the spells protection does not
such a mental link). exist (and the guardian gains, for a day, hit points equal to the maxi-
A tome guardian can be driven out of the object it is guarding mum damage these spells would have dealt).
by the casting of a dispel magic (the guardian receives a saving throw Tome guardians can coexist peacefully with guardian yugoloths,
vs. spell; if the saving throw is successful, the creature is unaffected). guardian familiars, homonculi, and the like, as well as with other
Even the individual who bound the guardian to the object can dis- creatures of elemental fire. If a guardian is brought into the presence
miss it only in this way. The guardian is seen leaving the object, even of a xeg-yi, they attack each other at once. Otherwise, the tome
in darkness. guardian is peaceful and solitary, at least on the Prime Material
Plane.
Habitat/Society: Little is known of the tome guardians life on the
Elemental Plane of Fire, but interactions observed on the Prime Ma- Ecology: Tome guardians might collect treasures on their home
terial Plane indicate that they are on reasonably good terms with plane, but on the Prime Material Plane, a tome guardian is never
most other creatures of flame. Only fire elementals that meet the pa- found with more treasure than the item it guards and whatever
rameters discussed here are summoned as tome guardians, so it is un- might be lying nearby. They collect nothing, and they do not pursue
known if they have a weaker form (such as the lesser elemental sum- prey of any kind. Sages who know about these creatures generally
moned by a Daltims fiery protector spell) or develop into something agree that they must feed on warmth, fire, and perhaps even light,
else later. and that they may even take nourishment from the heat of bodies
A mage summons the tome guardian by casting an ensnarement they cause to burn.
(sending or demand can work if the guardians name is known; they do If killed, a tome guardians essence dissipates in a wave of heat and
have personal names), and compels it to service by the use of a bind- a dusting of ash. The ash has proven a viable ingredient for oil of fiery
ing spell. The object to be guarded must be visible to the mage, who burning and smoke powder and would presumably serve well in other
indicates it (by pointing and speaking) to the guardian. Tome fire-related potions or magical items. The heat released by the death
guardians do not mind protecting an object, for unknown reasons of of a tome guardian has been suggested as a means to temper a ring of
their own, and unless otherwise attacked are not hostile. fire resistance. The creatures fireburst might also be useful in igniting
The guardian envelops, and appears to merge with, the object it the flame powers of certain items, like a flame tongue sword; however,
has been bound to, becoming invisible. The object radiates a faint touching an item to the tome guardian in hopes of this is a dangerous
dweomer, and infravision detects the presence of the guardianbut proposition, because the fireburst attack still affects the wielder of the
the creature cannot be telepathically contacted or in any way co- item.
erced, tricked, or forced to leave its object except as described previ- It is also possible, as hinted at before, to bind a tome guardian to
ously (through the use of a dispel magic). A guardian can guard only an item specifically to make that item magical. In fact, a small num-
one physical objectand if the object is composed of readily separa- ber of fireburst daggers, daggers with bound tome guardians, are
ble parts, only one part (for example, a sword or its scabbard, not known to exist. For the first three attacks each day with such an
both). The guarded object must be small (of less than four cubic feet item, roll an attack roll against AC 10, adjusted only by Dexterity
volume), and nonliving. Usually magical tomes of lore are so and any magical bonuses. If the attack is successful, the tome
guarded, hence the guardians name. guardian propels a fireburst into the victim. The fireburst is not used if
An individual can summon only one tome guardian per 24 hours. the item does not hit. Once the item has hit three times, it cannot
Normally, only one guardian can be bound to any object, though un- use fireburst again until the next day, but it can still be used as a nor-
substantiated reports suggest the presence of one or more within a mal item of its type,
single item is possible. If so, the method for binding more than one
tome guardian to a single object is a generally unknown process,
available only through the most obscure of arcane lore.
Guardians that are summoned to the Prime Material Plane but
not successfully bound to an object, or who have been driven forth
from the object they were guarding, assume what is known as their
free form, and remain on the Prime Material Plane for 2d20 turns
before dwindling away, returning to their own plane by natural
means. They are not under any beings control during this time, and
attack any creature who attacks (or attempts to control) them. Oth-
erwise, they are attracted to large fires, of natural origin (such as vol-
canoes and forest fire) or manmade (like bonfires, forges, or even iso-
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Kyristans
Mysteries
T his unusual book is quite large, 2 feet on each side and
almost 6 inches thick. Its pages are stiff and appear to
be made of sheets of bone; each is about 1/8th of an inch
thick and rough-textured. The words appear to be inscribed
on the pages in blood; the substance that makes up the words
cannot be removed by any means. The books spine seems to
be literally that, and appears to be the skeletal backbone of
some type of creature, with short ribs wrapping around the
edge of the book, extending for a couple of inches onto each
cover.
Kyristan is (or possibly was) a lich from another world. Be-
fore he became a lich, he was the leader of a guild in which
Dar Malson was a member. Dar was a plane-traveling wizard
from Halruaa, on Toril, and his story is partially told in the
description of Darssons Notes. Kyristan was a wizard who be-
came obsessed with great power and eternal life, and eventu-
ally began experimenting on fellow guild members in his
macabre quest. Some of the results of his experiments were
wizard wands, described in the following text (another result
was the spectral wizard).
Kyristan eventually succeeded in his quest and became a
lich. Afterwards, he attempted to build an army of undead,
especially spellcasting undead such as spectral wizards. His
last known plot was an attempt to convert all the wizards in
one area to his cause by changing all those wizards into spec- Kyristans Mysteries is a tome laden with notes on foul prac-
tral wizards. This plot was foiled with the help of Dar Malson, tices and perverse magic. The Lark reports that the book
whose son Darsson Spellmaker was to write Darssons Notes. holds Kyristans researches into undeath, including his inter-
Kyristans Mysteries was created well before that incident, mediary steps (like the spell create spectral wizard), as well as
which occurred some 70 years ago, on another world. Kyris- the final result, the arcane formula for a lich (detailed in the
tan was known as a planar traveler; his sigil is said to resemble ENCYCLOPEDIA MAGICA, Volume I). The tome also includes
the symbol of the Doomguard, a political faction of the outer a trio of other unusual necromantic spells: undead familiar,
planes. He may have lost the book while on Toril, or the book evolve, and lifeblend. Some of these spells are unusual in the
might have been brought to that world by Dar Malson, or it extreme and give their wielder great potential power over life
could have reached the Realms by some other means. and death.
In any case, Kyristans Mysteries was seen in Suzail some 30 In addition, the book holds descriptions of a trio of magical
years ago, where it was examined by the Lark, a mage of that items, the ring of cantrips, the odd wizard wands, and the pow-
city. The existing information on the book comes from the erful censer of pestilence.
Lark. The book is apparently no longer in her possession, hav-
ing been stolen less than five years ago. The Lark was able to
track the thief through arcane means, but he died before she
Kyristan the Dead King
could catch him. Questioned after death, he declared that he Kyristan has the abilities standard to all liches and is lawful
had stolen the book for a wealthy and handsome man. The evil. His exact statistics and abilities are left to the DM, so
Lark suspects that the wealthy man was Kyristan in disguise, they can be created to match the party against which Kyris-
and that the book has now returned to its owner. Other sages tan is used.
are not so sure, and the current whereabouts of the bookand Kyristan is an arrogant, melodramatic lich who enjoys
of Kyristan, the Dead Kingare unknown. Several people being undead and using his power to manipulate people. He
who know of the book suspect that if Kyristan has not yet re- is thoroughly evil. Kyristan has long been building an army of
claimed his book, he may appear to confront anybody who undead creatures, and PCs might encounter several of his
does possess it. minions before they run into Kyristan himself.

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the spell is cast on an unwilling recipient, the victim is al-


Undead Familiar lowed a saving throw vs. death magic to negate the spell.
(Necromancy) In the process of dying and becoming undead, the spells
recipient is drained of 1d4 levels. Once animated, the spec-
Level: 5 tral wizard is free-willed, but any utterance from its creator
Range: Touch acts as a suggestion spell upon it. Only a wish spell can free a
Components: V, S, M spectral wizard of its undead state. A spectral wizard is re-
Duration: Permanent stored to life has a 50% chance to be restored with his origi-
Casting Time: 1 turn nal levels intact. It is possible that another undiscovered
Area of Effect: 1 corpse or skeleton process may restore the spectral wizard entirely.
Saving Throw: None
Spectral Wizard: AC 0 (8 on the Ethereal Plane); HD
Using this spell, an evil wizard animates a corpse to act as
variable; MV 12, Fl 15 (B); HD 5; THAC0 15; #AT 1;
his familiar. The subject can be in any stage of decay to the
Dmg Nil; SA paralyze (one limb, 2d4 rounds), spellcast-
point of being nothing more than a skeleton. Any human,
ing ability as a wizard of a given level; SD immune to
demihuman, or humanoid
The resulting zombie or corpse
skeletoncan
hasbetheanimated.
same abilities and sleep, charm, hold, cold, fear, polymorph, paralyzation, and
death magic, turned as a spectre.
immunities as a normal undead creature of its type, but has
1d3 points of Intelligence. The wizard has an empathic link
with the familiar and can issue mental commands at a dis-
tance of up to one mile. Empathic responses from the familiar
Evolve
are basic and unemotional, and such a familiar is unlikely to (Necromancy)
be distracted from its task.
If separated from the caster, the familiar loses 1 hit point each Level: 8
day, and is destroyed when reduced to 0 hit points. When the fa- Range: Touch
miliar is in physical contact with the wizard, it gains the wizards Components: V, S, M
saving throw against special attacks; it suffers damage as normal, Duration: Permanent
according to whether or not it makes its saving throw. If the famil- Casting Time: 1 round
iar is destroyed, the caster must immediately make a successful sys- Area of Effect: 1 animal
tem shock check or die. Even if he survives this check, the wizard Saving Throw: Neg.
loses 1 point from his Constitution when the familiar is destroyed.
An undead familiar can be turned normally, but cannot be With this spell, a wizard can cause a normal animal to
destroyed by turning. If within sight of its master, it is turned evolve and change into an intelligent, basically humanoid
as a wight. lifeform. By using evolve on multiple specimens and exerting
A wizard can have only one familiar of any type at any patience, a wizard can potentially create an entire race of ser-
time. An undead familiar accepts more abuse than a normal vant creatures.
familiar would. The creature to be affected must be a normal, nonmagical
The spell requires a corpse or skeleton and a silver ring that animal. Small creatures are usually the target of the spell, but
is placed on one of the familiars fingers. a normal animal of any size can be used. While mammals are
the best subjects, the spell can be successfully performed on
all sorts of creatures, including such diverse animals as rep-
Cr ea te Spectr a l Wi za r d tiles and insects. The spell does not work on plants. The ani-
(Necromancy) mal
avoidreceives a normal
the effects of thesaving throw
spell; the based
saving on its
throw Hit Dice ac-
is adjusted to
Level: 8 cording to the creatures life order, as follows.
Range: Touch
Components: V, S, M Life Order Adjustment
Duration: Permanent Mammal 0
Casting Time: 1 turn Bird +1
Area of Effect: 1 wizard Reptile +2
Saving Throw: Special Amphibian +3
Fish +4
This spell allows the caster to cause a human or elf wizard Arthropod +5
or a gnome illusionist to die and become a spectral wizard. If Other +6

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If the animal makes its saving throw, nothing happens, but The creatures overall personality is affected greatly by this
there is also nothing to prevent the wizard from trying again. formative period, and while there are no guarantees as to its
If the creature fails its saving throw, the animal begins to disposition, it is more likely to appreciate or admire an indi-
change; the exact change is left largely to the DM to deter- vidual who at least appears to be caring and nurturing.
mine, with the input of the player of the spellcaster. When the day of evolution is over, the creature is fully
First, the creature grows or shrinks, approaching human functional, able to survive and learn. An evolved creature
size. can likely breed with others of its kind, allowing the new
Second, the creature approaches a human appearance. An species to proliferate. The change cannot be reversed once
animal with four limbs becomes one with two arms and two completed by any magic short of a full wish.
legs; one with a different number of limbs might have more Besides the subject animal, certain material components
arms, or in certain cases, more legs. A legless animal sub- are needed: a bit of organic material from the caster (such as
jected to the spell might grow limbs, but instead might simply hair or blood), a pearl worth at least 500 gp, and a miniature
acquire a more upright appearance. If the resulting creature tool of any kind. The animal changes radically and the com-
has hands, these are basically human in appearance; the crea- ponents are consumed during casting.
tures face might also approach a human countenance, to
some extent. A creature without hands develops some way to
manipulate objects. Lifeblend
Third, the creature acquires an average Intelligence (8-10) (Necromancy)
and the ability to generate language. The being does not nec-
essarily know anything, but has the ability to learn (some Level: 9
have the ability to communicate in the language of their cre- Range: Touch
ator; this seems to happen randomly). Components: V, S, M
Fourth, the creature becomes a being with 1d3 Hit Dice Duration: Permanent
(depending mostly on its size and disposition). As with the Casting Time: 1 turn
change in size, the creature approaches human norm: a crea- Area of Effect: 2d4 creatures
ture less than 1 HD becomes a 1 HD creature, while one with Saving Throw: Neg.
more than 1 HD is reduced to 2 or 3 HD. A creature that
starts with 1 HD might remain at that level, or might in- Using this macabre spell, a wizard can cause two (or more)
crease to 2 HD. lifeforms to join together to form a new one. The subjects can
The creatures other statisticssuch as Armor Class, be of any type, plant or animal, but must be alive. After cast-
movement rate, number of attacks, and damageare depen- ing this spell, a wizard can cast no other spells for 24 hours.
dent on the exact type of creature in question, its final size, The subjects are placed in cages made with precious met-
and any other factors the DM includes. In general, these sta- als, each cage worth no less than 2,500 gp. To cast the spell,
tistics gravitate toward human norm, though natural attacks the caster must touch each subject through the casting time
should carry through. For example, a spider subjected to of the spell. If two creatures are involved, they can be
evolve might have a poison bite attack and the ability to make touched with the hands; if a third or even fourth creature is
and move through webs; a dog used for the spell might have a involved, touching them with the feet is possible. No more
bite attack and highly developed senses of hearing and smell; than four creatures can be affected by a single application of
an evolved frog could hop, but must stay moist. this spell. During casting, the wizard must concentrate on the
The evolved creature should not have magical abilities of desired final form of the combination creature (if the caster
any kind, nor should it typically advance in any character does not have a specific form in mind, the spell fails).
classes. As a general guideline, refer to the numerous At the end of the casting, each subject involved makes a

humanoid
the Monstrousor near-humanoid
Manual accessorymonsters that can bebullywug,
(see: aarakocra, found in savingfails,
spell throw
thevs. spell;must
caster if any is successful,
make thesaving
a successful spell fails.
throw If the
vs.
crabman, ettercap, gnoll, grippli, kenku, kuo-toa, lizard man, spell, or suffer a magical backlash, taking on characteristics of
locathah, manscorpion, sahuagin, tabaxi, tako, and thri- the subjects for the next 2d4 days; the exact nature of the
kreen). An evolved creature might develop unusual powers change is left to the DM but should not be beneficial to the
or abilities, but the DM should adjudicate the situations caster.
carefully. If all subjects fail their saving throws, the spell is at least
The evolution of the subject takes place over a full day, be- partially successful. Roll percentile dice and consult the table
ginning when the wizard is done casting the spell. During this for the result.
time, it is wise to keep the creature in a secluded place, where If the spell succeeds in any way except death, the DM
it cannot harm itself, and where it can be observed, or pos- creates a new monster, with input from the player of the
sibly even comforted as it goes through such great changes. spellcaster who performed the lifeblend spell. Guidelines for

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creating monsters are found in the Monstrous Manual acces- Censer of Pestilence
sory. In general terms, the monster should have a mixture of XP Value: 8,000 GP Value: 40,000
characteristics of its component beings. Possible examples
of this spell include owlbears, bulettes, perytons, and manti- This small incense burner is imbued with a powerful
cores. The creature created has a 25% chance of being in- dweomer. It is composed of copper, gold, and silver, and ap-
fertile. pears shabby and tarnished. It can be suspended using the
Besides the cages needed, the material components for this three iron chains attached to it.
spell include one candle for each component creature; these The censer of pestilence is activated by suspending it from
are placed together and lit at the beginning of the casting, so the ceiling of an unholy temple area, speaking a series of six
their waxes can blend together as they melt. A ruby worth at arcane command words, and lighting a mixture of incense
least 5,000 gp must be placed between the candles, so the and dung inside it. The burning materials need not be replen-
blended wax can cover it; it represents the heart of the com- ished for the device to continue operation. Once activated,
posite beast. The ruby, candles, and cages are all consumed the censer spreads disease throughout the surrounding area.
during casting. The area affected increases with time, as does the chance of
contracting a disease.
Roll Result alsDuring
within the firstmile
a one week of thehave
radius items operation,
a 10% chanceall
ofindividu-
contract-
01-50 Success: The resulting creature looks like the caster
wants it to look, and has more-or-less the abilities ing a terminal blood disease. During the second week of oper-
desired. ation, all individuals within one mile have a 20% chance of
51-60 Bonding: The target creatures are not melded to- contracting the disease, while those between one and two
gether, but are bonded at some point on their bodies miles away have a 10% chance of contracting the malady.
(for example, a dog and a cat bonded might appear The area and percentage affected continues to grow in a like
to be a dog and a cat that share one set of legs). manner for ten weeks, or until the device is de-activated.
61-70 Imperfect melding: The creatures are melded to- Thus, in the tenth week, everyone within one mile of the
gether, but not in the desired fashion; they might be censer of pestilence will contract the disease, those between
melded in a centaur-like fashion, or in any other one and two miles away have a 90% chance of contracting
way. the disease, those between two and three miles away have an
71-80 Pseudo-lycanthropy: The creatures are blended to- 80% chance, and so forth, so that those individuals between
gether, but only one is dominant at any given time. nine and ten miles away have a 10% chance of catching the
Periodically, the creature changes completely from malady. As long as the censer is allowed to operate, all indi-
the form of one subject creature to the form of an- viduals in affected areas should be checked once per week to
other. see if they have contracted the disease. Characters entering
81-90 Dominance: One creature is clearly dominant in the 100% area contract the disease immediately.
the mix, but has a few characteristics of the other For every week a diseased individual loses one point each
creature(s) involved in the spell. of Strength and Constitution. When either score reaches
91-95 Death: The creature looks exactly as desired, but zero, the individual dies. Those with the disease can be cured
has something wrong internally and cannot live. only through magical means or by normal means if the censer
96-99 Vengeful: The, creature is exactly as desired, but has is deactivated. After the disease is cured, Strength and Con-
a hatred for its creator. stitution are restored slowly, at the rate of one point of each
00 Disaster! At the last moment, one of the subjects per month, unless a heal or a restoration is cast on the affected
pulled away, and the caster is pulled into the spell character (in which case the scores are immediately restored
instead, becoming a part of the composite creature to their normal level). After being cured, an individual who
(no saving throw). Roll again on this table to find remains in the area affected by the pestilence might contract
the results. the disease again.
To halt the operation of the censer of pestilence, it must be
found, holy water must be poured over the burning materials,
New Magical Items and a bless or cure disease cast on the censer. Finding the
Kyristans ledger discusses the creation of three magical items. censer should be an adventure in itself, because whoever sets
Of these, he is known to have created at least two, the wizard it up presumably posts guards around it.
wands and the ring of cantrips are the most well known. It is
unknown if he ever created a censer of pestilence, or if he was
simply offering comment on an item he had studied, or if he
was speculating about an item he wanted to create.

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Ring of Cantrips All but Rolf were wizards in Kyristans guild; Rolf is said to
XP Value: 500 GP Value: 2,500 have been a Halruan, indicating that Dar Malson also had
the means to create the wands. If this is true, there might be
Similar rings of cantrips are known to exist and are usually other wizard wands in existence as well, or other documents
made of brass engraved with symbols inside and out. While detailing their creation.
wearing one, a wizard or bard can cast any cantrip-type Each wizard wand is 17 inches long and made primarily of a
magic, as described in the 1st-level wizard spell, cantrip. The tapered length of red-stained walnut. Carved all along the
ring can create 1d4+4 effects per day, and each effect lasts as length of each wand are runes, each inlaid in gold, platinum,
long as the wizard concentrates on it. or silver. Several slivers of human bone are also embedded in
Kyristan found occasional need for the small magics, as each wand. On the thicker end of each wand is a carved ivory
he called them, yet needed to memorize other spells most of skull, the base of which is held to its wand by a golden cap.
the time, and he generally kept his apprentices too busy to At the other end of each wand is a platinum cap. Rolf appears
perform menial chores. He created the first ring of cantrips so relatively new, while the other three bear signs of use.
he might always have cantrip magic available without reduc- Each wand is activated by pronunciation of its name and
ing his normal number of spells. the name of a spell stored inside it. Each spell requires the
normal casting time and has normal effects and duration.
Wizard Wand After pronunciation of the commands, no further concentra-
XP Value: GP Value: tion by the wands wielder is necessary, so an attack on the
Rolf: 3,000 6,000 wielder does not spoil the spell.
Thord: 6,000 15,000 When found, a wizard wand contains randomly selected
Hillard: 9,000 27,000 spells. Fazul should have 2d8 spells of levels 1-6, with no
Fazul: 12,000 42,000 more spells of any given level than a 12th-level mage could
memorize. Hillard has 2d6 spells of levels 1-5, with no more
A wizard wand is a magical wand capable of casting spells. spells of any level than a 9th-level enchanter could memo-
While this is not unusual, the wands other major property rize. Thord contain 1d6 spells of levels 1-3, with limits as a
iseach wizard wand stores spells as if it were a wizard of a 6th-level mage. Rolf carries 1d4 spells of levels 1 or 2, with no
certain level, and can rememorize spells to replenish those more spells of either level than a 3rd-level evoker could
that are cast. Any character can use a wizard wand. memorize.
Four wizard wands are known to exist: Fazul, Thord, If all the spells are cast from any wand, it has a 50% chance
Hillard, and Rolf. All but Rolf were created by Kyristan. The of becoming permanently nonmagical. If a wand is allowed at
process used to create a wizard wand requires that the essence least eight hours of rest, it can memorize new spells of appro-
of a wizard be trapped within the wand; the wand can cast as priate levels if the user runs it across spell descriptions in spell
the wizard imprisoned within in regards to number, level, and books or on scrolls. A wizard wand has a non-cumulative
type of spells memorized and castable. Fazul can memorize chance of erasing a spell memorized in such a way, 2% for
and cast spells as a 12th-level mage, Hillard as a 9th-level en- spell book spells, and 95% for a scroll spell.
chanter, Thord as a 6th-level mage, Rolf as a 3rd-level evoker. Since these wands give their wielder a wizard in a pocket,
The wands have no other properties of living or undead spell- they are considered extremely dangerous.
casters, such as alignment or hit points.

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point of impact damage and is thrown off-balance; a running


Laerals Libram or charging creature, or one on a narrow bridge or high place,
must make
savinga throw
Dexterity checktheoncreature
1d20 tosuffers
avoid 1d4+1
falling.hit
A
T hepolished,
covers of Laerals Libram are two circular plates of
blue sheen electrum, joined at one edge by a
failed means
points impact damage, is repulsed (forced away from the
ring that also binds seven parchment pages to the plates. The caster) 10 feet, and has any ongoing spellcasting ruined. Only
plates have a clasp opposite the ring to hold them closed, missile attacks are permitted on the round during which it is
worked in the shape of a moon with an arc of stars around it. struck. A Dexterity check must be made to avoid falling (at -1
The parchment pages are circular and edged with silvergilt. if the target creature is small, weak, surprised, or precariously
Laeral is a famous adventuress of the Sword Coast North, situated). Noncorporeal beings cannot be affected by a force-
who was apprenticed to Khelben Blackstaff Arunsun of wave, but a being employing a displacement or blink effect, or
Waterdeep and who still aids him in Blackstaff Tower as his that shifts rapidly from one plane to another, can be affected
companion and lover. Once leader of the adventuring group by this spell. The material components of this spell are a small
known as The Nine, Laeral fell under the influence of The piece of rope or string and a drop of water, spittle, or a tear.
Crown of Horns for a time. Rescued by Khelben and the High
Lady Alustriel of Silverymoon, she created a simulacrum of
herself that she placed in the Stronghold of the Nine to de-
ceive treasure-seekers. Freed from her reputation and her re-
Laerals Aqueous Column
(Alteration, Evocation)
sponsibilities, Laeral again became the gentle, merry girl she
used to be 20 winters ago. Level: 4
Lost in her recent madness, however, was her libram, a Range: 10 yards/level
small traveling handybook of her favorite spells. It has only Components: V, S, M
seven pages, each bearing a single spell. Their contents are as Duration: 10 rounds/level
follows: feather fall, magic missile, spider climb, forcewave, Casting Time: 2 rounds
Laera ls aqueous column, Jhanifers deliquescence, and Area of Effect: 10-foot diameter cylinder,
blackstaff. The last four are rare. The aqueous column was cre- 10 feet/level high
ated by Laeral herself as part of her training under Khelben, Save: None
and blackstaff is one of the more powerful spells devised by
Khelben himself. Jhanifer was a sorceress of the long-ago By means of this spell, a mage transmutes the air in a par-
North, a friend (some say lover) of Ahghairon, the Founder ticular area into water, creating a free-standing cylindrical
of Waterdeep. No one knows what became of her. column 10 feet in diameter. The water is pure, either fresh or
salty as the caster decrees in casting, and circulates freely
within itself, drawing in oxygen to support any marine life in-
Forcewave side it. The water is held in a cylindrical shape by the spells
(Abjuration, Evocation) dweomer, the cylinders height extending 10 feet per level of
the caster. Multiple castings of this spell can extend the
Level: 2 cylinder even further.
Range: 10 yards/level The column can run horizontally, vertically, at an angle, or
Components: V, S, M even make turns as desired, but once established its location
Duration: 1 round cannot change. At the spells expiration, the water simply
Casting Time: 2 vanishes; marine creatures within the column can thus be
Area of Effect: 1 creature stranded.
Saving Throw: Special Creatures and objects can pass freely through the cylinder
of water without spilling water or disturbing the stability of
This spell hampers a single creature for one round. A wave the column, but creatures not able to breathe in water are not
of translucent, silent, colorless force, visually resembling an empowered to do so by the spell. This spell is often used to in-
ocean wave breaking on a beach, comes into being in front of troduce marine creatures into an otherwise dry environ-
the caster. The caster must point to, name, or concentrate ment for purposes of imprisonment or conference.
upon the creature during the casting. The wave rushes toward The cylinder may be connected with other bodies of water,
the creature a rate of 30 yards per round. It affects only the in- such as sewers beneath buildings or the sea beneath a ship. It
tended target. equalizes varying water pressures so as to harm neither crea-
If the target creature is within range, the forcewave strikes it. tures in the column nor structures entered by the column (a
The target receives a saving throw vs. spell to determine the column connected to the sea from a cellar does not allow the
forcewaves effects. If successful, the creature suffers one hit sea to flood the cellar).

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The material components of this spell are a hair from any held by the caster to shimmer with a black, crawling radi-
sort of creature and a drop of water, spittle, dew, juice, sap, or ance. A blackstaff weapon has the following properties:
a tear.
6 It cannot harm the caster or any other beings touching the
staff during the casting of the spell.
Jhanifers Deliquescence 6 It strikes as a +4 magical weapon to hit (no damage bonus).

(Alteration) 6 It inflicts 1d8 hit points damage, regardless of the weapons


size and shape.
Level: 5 6 It absorbs magic cast upon it, without consequence, and is
Range: Touch apparently unaffected by any magic except a wish or anti-
Components: V, S, M magic shell, which can negate it.
Duration: Permanent
Casting Time: 1 round In addition, the wielder can choose one of the following abil-
Area of Effect: 10 cubic feet/level ities at the beginning of each round to use as a special attack:
Saving Throw: Special
6 Touch drains one hit point automatically (the target gets a
This spell enables a wizard to instantly melt ice, frozen liq- saving throw vs. death magic to avoid losing the point per-
uids, and other substances that freeze within 10 degrees of manentlyfailure means the hit point is unrecoverable
waters freezing point (32° F.). Such melting does not involve except by use of a wish),
heat, steam, or the consumption of fuel. A wall of ice, for in- 6 Touch acts as a dispel magic spell (at 8th level) on all magi-
stance, could be turned into water that falls to the ground, a cal barriers, weapons, or effects; failure means the staff
frozen lock or sleigh runner could be freed. cant succeed against the effect at 8th level; caster can
Repeated applications of this spell can turn solids into liq- choose to use his own level, but this dispels the blackstaff
uid form, and 10 deliquescence spells equal the effects of a regardless of the outcome.
transmute rock to mud spell. (The details of this use of the spell 6 Touch may cause mental damage (random roll), as follows:
are little known and poorly understood. The DM should
sharply limit the combat effectiveness of dissolving solids, al- Roll Effect
though a mage might use the spell repeatedly to make digging 01-45 Target unaffected
a tunnel easier.) 46-65 Target confused (as the 4th-level wizard spell confu-
Animated or enchanted creatures of stone receive a sav- sion) for 1d4 rounds
ing throw vs. spell based on their Hit Dice and a stone 66-75 Target stunned (as the 9th-level wizard spell symbol)
golem practically shrugs off the effects. Other objects have a for 1d3 rounds
saving throw equal to the saving throw (at the time) of the 76-85 Target affected by fear (as the 4th-level wizard spell)
being who enchanted them. Success negates the spell. Liv- for 1d2 rounds
ing creatures, even if stony, are unaffected by Jhanifers deli- 86-95 Target affected by repulsion for 1 round
quescence. 96-00 Target affected by feeblemind for 1 turn
The material components of this spell are a tiny piece of
amber and a piece of ice. 6 Touch causes any spellcaster to save vs. paralyzation or ei-
ther forget one memorized spell or be unable to use one
natural spell-like power for two rounds (if a choice exists,
Blackstaff determine the spell or ability at random).
(Alteration, Evocation) 6 Touch causes a being possessing psionic skills or wild tal-
ents to be psionically scrambled (unable to use any pow-
Level: 8 ers except defenses) for 1d4 rounds.
Range: 0
Components: V, S, M A blackstaff also can be wielded by any creature able to use
Duration: 1 round/level a polearm who can withstand (or is immune to) its effects. A
Casting Time: 1 round blackstaff prevents spellcasting by any being who is contact
Area of Effect: 1 staff with it during a given round. It can therefore be used to ruin
Saving Throw: Special enemy spellcasting with a successful attack. (It cannot be eas-
ily thrown and resists telekinesis and similar movements as it
This is the famous spell that gave its creator, the archmage does almost all other magic.) At the spells expiration, the
Khelben Arunsun of Waterdeep, his nickname. The magic material component (the staff) is instantly and completely
causes any nonmagical staff, club, piece of wood, or pole arm consumed.

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The Libram of
Lathintel
T his is a square, thick, maroon-colored volume with
maple boards covered in tanned leather and bound with
wire in six circlets to which have been sewn sixteen parch-
ment pages. The book looks well-used but not dilapidated. It
has no known traps or defenses.
Lathintel was a dignified mage of Athkatla who perished
some seventy winters ago of a winter fever. His effects were
sold by a merchant of Amn
named Oristelalmost cer-
tainly after several mages had
been allowed to copy individ-
ual spells from the Libram upon
payment of stiff fees. The pur- The link itself has unlimited range as long as the spell dura-
chaser of the Libram, and its tion lastsdepending, of course, upon how far the spider
present whereabouts, are un- travels. The link cannot be maintained if either arachnid or
known. caster move to another plane of existence, including the As-
From Oristels notes and the tral or Ethereal Planes.
spells copied by the mage Narl- Often this spell is used to try to spy out a cavern, hall, or
bar, the Librams contents are known to be as follows (one other guarded area before the caster or companions enter or
spell to a page, all standard spells except as otherwise noted): attack itbut often, frustratingly, the chosen spider refuses to
enlarge, feather fall, light, read magic, sleep, spidereyes cooperate and look where the caster wants it to, unless con-
(unique), unseen servant, audible glamer, invisibility, locate ob- trolled or influenced by additional spells. Certain magical
ject, wizard lock, dispel magic, fly, ghost pipes (unique), hover barriers (such as protection from evil) might block the link be-
(unique), and tongues. tween spellcaster and spider.

Spidereyes Ghost Pipes


(Alteration) (Alteration, Illusion/Phantasm)
Level: 1 Level: 3
Range: 0 Range: Touch
Components: V, S, M Components: V, S
Duration: 1 round/level Duration: Permanent
Casting Time: 1 Casting Time: 1 round
Area of Effect: The caster Area of Effect: One instrument
Saving Throw: None Saving Throw: None

By means of this spell, a wizard can see through the eyes of When this spell is cast, the mage can cause any one non-
any normal or giant arachnid within 60 yards. Small, harm- magical musical instrument to play itself. The instrument
less living spiders are usually employed, the caster using them must be whole and in playing condition. It need not be an in-
as spies to see things where the caster dare not go. It does not strument that the mage himself can play, but he must be able
function on intelligent spider-like creatures. to softly whistle or hum the desired tune. This tune can be no
This spell does not give the caster any control over the more than one minute long.
arachnid nor even direct mental contact with it, merely a Upon releasing the instrument, it glows as if limned with
mystical linkage with its eyes. faerie fire and levitates at the level it was released. The various
Most spiders have eight eyessimple eyes whose vision is parts of the instrument (keys, valves, strings, etc.) move
readily understandable to most intelligent races (they do not under the control of the magic. Upon reaching the end of the
have compound eyes). The sight afforded by the spell has the song, the instrument repeats the tune over and over until
effectivenessrange and possible infravisionof the spider. stopped.

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The ghost pipes stop playing when any living creature


touches the instrument. The radiance fades and the instru-

ment
Thisslowly settles
spell was to the ground.
originally created by Vangerdahast of Suzail,
currently royal magician to King Azoun IV It was made avail-
able through the Council of Mages. Royal scuttlebutt claims
firmly that the august and puissant Vangerdahast is deeply
embarrassed by this early attempt at spell research and would
have banned it completely except that His Majesty enjoys
the spell as a novelty. The throne room is often filled with an
orchestra of levitating, glowing instruments.

Hover
(Conjuration)

Level: 3
Range: 10 yards/level
Components: V, S
Duration: Special (4 rounds maximum)
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special

By means of this spell, a mage can instantly arrest the


movement of a falling, jumping, or flying creature within
spell range (including the caster), stopping its aerial move-
ment and fixing its position for a short (and variable) time.
The creature chosen by the caster is affected for one round.
An aerial creature of Huge size or larger is affected for one
round only, any other creature is affected for one round and
receives a saving throw vs. spell. An aerial creature that suc-
ceeds can fly at half normal speed in the second round; a
jumping or falling creature descends at feather fall rate (2 feet
per second, 120 feet per round). In the third round all move-
ment is normal.
If the save fails, creature hovers, up to a maximum of 4
rounds. The creature must make a saving throw every round
to see if the effect endswhether this is desirable not. If suc-
cessful, the creature can move as described above. If the spell
hasnt ended before the fifth round, it does so then.
This spell cannot be dispelled, nor can the hovering crea-
ture move aerially. A creature able to plane shift or become as-
tral or ethereal can escape the spell in this way. A ring of free
action provides complete immunity.
A hovering creature can launch missile weapons, cast
spells, read scrolls, open locks, shout instructions, catch ropes
or thrown items, turn around, and the like as if standing on
firm and solid earth.

4
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The Magister
his tome bears no title, and consists of sixteen sheets of
parchment bound with gilded cord to two polished
plates of ivory. The plates measure four hands across by seven
hands in length, and are only a little less than a finger thick.
The back ivory plate is scarred and scratched, and marked
with burns and bloodstains, but both plates are by all ac-
counts solid and of surprising strength. The book has report-
edly been dropped at least four times, and hurled at a person
once, and yet the ivory shows no signs of chipping or shatter-
ing. It has been reported that these ivory bindings glowed
with an eerie dead-white or pearly radiance while a spell three spells, two of which are clearly rope trick and summon
was being read aloud (being cast) from the tome. shadow, the third being a shades spell or similar magic (such as
This tome is commonly called The Magister after the title of shadow monsters or demishadow monsters). Details and formu-
the mage who is believed to have written it. (The Magisters lae are not given, but enough of the somatic and material
tale is too long to be recorded here; suffice it to say that he was components are described to allow a nonillusionist to recog-
regarded as an unmatchable mage and a neutral force of what nize these spells as an illusionist begins to cast them.
he saw as justice and reason and is remembered with awe and The book closes with what is clearly a clone spell, followed
respect for his deeds. He disappeared some ninety years ago; by a last page whose contents are given differently by each
some say he now dwells on another plane. Since the bulk of source. Some mention a curse, others an illusion that appears
the volume under discussion lies clearly in the province of the in the air each time the page is exposed, and others state that
illusionist, the Magister may well not be the author of it.) it presents this or that spell in fullall giving a different
Reports vary concerning its contents (some clearly do so in spell. Several of the sources are known to be absolutely accu-
a deliberate attempt to deceive and conceal), but a significant rate in other accounts, and yet all conflict on this point.
number of observers quite independent of one another state Elminster says emphatically that it is not possible that several
that The Magister opens with a brief and general discussion of tomes exist that are identical, save for the contents of this last

the uses illusions


magical of illusion
(inand
thethe extent of
Common knowledge
tongue, concerning
and surprisingly pageand so may
this last page the only explanation
change from timeleft is thateither
to time, the contents of
at random
current, suggesting that the art of the illusionist has advanced or in a set sequence or cycle. This is by no means certain, and
but little in the last hundred years), and then lays down (in it is hoped that the present owner of The Magister, if it still
the Ruathlek or secret language) the spells change self, color exists, or anyone coming into possession of it in the future,
spray, phantasmal force, detect magic, mirror image, dispel magic, will (in confidence as to the identity and whereabouts of him-
nondetection, massmorph, shadow door, programmed illusion, self or herself) reveal to this scribe the true nature of this Last
and true seeing in full, none varying from the accepted form. Page. It should also be noted here that Suljack of the High
These are followed (here the text again reverts to the Captains of Luskan has made a standing offer of 55,000 pieces
Common tongue) by a brief description of the casting of of gold for delivery to him of the complete Magister.

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The first four leaves of the book contain a detailed, exact-


Mhzentuls Runes ing, and correct descriptionas attested to by the sage Lhe-
grand, an expert on the storage of spells within physical ob-
his tome is thin but heavy, comprising twelve sheets of jects and substancesof the process of creating a ring of spell
vellum sewn to a binding of silk and preserved with storing. It is known that at least four of the seven lost rings
wax. It is said that the reddish hue of the wax is due to were of this type.
dragons blood, and that this preserves the binding. The The five leaves that follow describe the process involved in
truth of this rumor and the effectiveness of the ingredient creating rings that would, upon command, become creatures
are unknown. The binding is secured by silken cords to two under the control of the creator. Lhegrand believes that some
pieces of oiled wood that have been covered entirely with portions of this process have been (deliberately?) omitted. I
stretched wyvern hide and held in place by small triangular have not the skill nor the necessary components to enact the
wedges of silver. Thus far, the wood has not warped or bro- process, Lhegrand writes, but here I see no manner nor
ken, although curious finger-shaped scorch marks on the means for imbuing the creature with any animation, nor can
hide attest to the heat the volume has endured. The book is I find any dweomercraft written for controlling the creature.
not locked or bound, and has no known traps. It is signed Even if this section of the work is indeed incomplete, it is still
with the sigil of Mhzentul. of immeasurable value and would bring a high price from
Mhzentul was a powerful, re- most mages.
spected mage. His end, men The third and final section of the work is more informal
say, came at the battle of River than the other two, consisting of Mhzentuls notes on his re-
Rising, where he became a pil- searches in fire magics. Lhegrand reports that many runes,
lar of living flame and burned glyphs, and symbols are written in special inks upon these
his way across the field, doing pages, and a mage of sufficient experience couldwith dili-
great harm to the hosts of his genceglean the complete spells fireball, fire shield, fire trap,
army, and blazed straight away and delayed blast fireball from Mhzentuls notes. The scope and
out to sea, where his flame was thoroughness of Mhzentuls understanding of fire magic, how-
lost to view far out on the ever, is such that careful study of the book may decrease the
waves. Mhzentul is remem- time needed to research any fire-related spells by as much as
bered among mages for his works, the Seven Lost Rings of two weeks, Lhegrand estimates.
Mhzentul and a book that has come to be known as Mhzentuls
Runes.
After Mzhentuls death, a party of treasure seekers, with ut-
most care and at great risk to themselves, overcame the traps
and magics of Mhzentuls mountain abode and penetrated its
innermost rooms, but found neither the rings nor the book.
Rumors of the location of these treasures surfaced, citing such
a profusion of sources and alleged whereabouts that the items
became legendary. Their true resting place remains a mystery.
Some six winters after the battle of the River Rising, the
book is known to have come into the grasp of the adventurer
Uthmang, a half-orc thief. He was immediately slain by the
Red Wizard of Alail Thang, who in turn was defeated at
Greenstone Keep by the priests of that place. It is not known

what happened
it is said to havetopassed
the book
intothen, but some
the hands two winters
of Lhegrand later
the Sage,
and it is from his catalogue we obtain the detailed description
aforementioned.
Lhegrand held the book only briefly before he was waylaid
and enslaved by orcs out of Darkhold, and here we lose track
of both book and rings for some seven winters, throughout
which the treasures presumably remained in evil hands. The
evil mage Whisper is known to have found the rings and is
suspected to have had the book also, or at least access to it,
but the whereabouts of both since his rumored death are not
known.

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trained there. However, wizards are known not only for their
powers over the arcane energies of magic, but also for their

Myrls Text
his thick book is a foot on each side and is about four
inches thick. Several magical items are described in the
egos. The wizards trained at the school began to squabble,
and at one of the schools annual reunions, a magical contest
turned ugly when Varitan the Ill-Tempered launched a fireball
tome. It has more than 120 papyrus pages; most are covered at Diedre of Gwynneth, a sorceress who had spurned his ad-
with a crabbed handwriting, that of the books author, Myrl, a vances while in school. Unfortunately for Varitan, Diedre
well-known crafter of magical items. Many of the pages also had passed all her abjuration classes with ease, and had forged
have paintings of many of the items as well as sketches of the several protective magical itemsincluding the ring of fire re-
raw materials used to make them. sistance she was wearing at the time. Several other wizards
The cover of Myrls Text is caught in the spell were not so fortunate, and those who sur-
the subject of much debate. It vived were quite displeased with Varitan. In the resulting
is composed either of gold with spell battle, Diedre and several of her friends were victorious
the suppleness of leather, or of over Varitan and his cohortsbut the school was utterly de-
leather with the appearance of stroyed. Myrl disappeared in the conflagration, as did most of
gold. Of the three prominent his texts.
mages known to have studied The book described here surfaced almost 20 years later in
the book, one, Darsson Spell- Suzail, where it was purchased by the Lark. She was able to
maker, insists the cover is of hold onto it for a few years, but never cared much for making
gold that has been magically al- magical items, and eventually sold the book to an unknown
tered to have the flexibility of agent. Myrls Text later showed up in Waterdeep, where Khel-
leather; a second, the Lark of Suzail, declares that it is leather ben examined it briefly and copied most of its contents. How
made to resemble gold; and the third, Khelben Blackstaff the book left Khelbens possession is unknown, but the tome
Arunson, has no comment. appeared in Ravens Bluff less than a decade ago in the hands
Myrls Text also has several other magical properties, mak- of Darsson Spellmaker. Darsson has never made use of the
ing the book a magical item in its own right. The papyrus be- book to create magical items and may no longer have the
tween the covers stays in fine condition, never becoming book (he is not saying).
brittle or discolored; the ink does not smear or fade, and the Myrl himself is rumored to have survived the battle that de-
paintings remain vibrant. Further, while to a casual glance stroyed his school, though he has never resurfaced under that
the writing appears tight and difficult to read, a reader who name. There is some speculation that he is still alive, and may
concentrates on it finds it clear and easy to read, suffering be in Ravens Bluff himself, possibly operating under an alias
from no strain (apparently, the author understood that others (or two) and selling magical items to the many adventurers
had difficulty reading his handwriting and took steps to ease found in that city. He might wish to retrieve his book, or may
the burden on the reader). Finally, if a fine piece of papyrus of be in the city by coincidenceor he could be dead.
appropriate size is placed between the tomes final page and Myrls Text contains descriptions of several magical items
its back cover, that piece of papyrus becomes attached to the and also discusses methods for manufacturing those items. It
books binding. could serve as a textbook for making several of those items. Of
The book was created more than two centuries ago by the items described within, some have been seen in various
Myrl, an enchanter who lived on the southern shore the Vil- parts of the Realms, while others are completely unknown.
hon Reach. At one time, the wizard started a school for other Darsson Spellmaker has speculated that Myrl was primarily a
mages, a school that concentrated on the fabrication of mag- researcher who was so brilliant that he knew his methods
ical items. Several modern sages claim that Myrls school cre- would work, so did not feel compelled to build every item. Sev-

ated several
found hundred
their ways into magical
treasureitems,
hoardsitems thatFaerun.
across have since
The eral more
(their common magical
descriptions items in
are found arethe
described withinMthe
DUNGEON text
ASTER ®
school sponsored dozens of groups of adventurers as well, hir- Guide; the exact items found in the book are left to the DM).
ing daring individuals to search for the many components Several more exotic items are also described in Myrls Text.
needed to make the items. The books first chapter discusses magical arms and armor.
As each item was created, Myrl recorded the steps neces- Another chapter describes several unusual rings, and the
sary for its creation, creating several textbooks for use in the books third chapter discusses several items that can be used
school. Presumably, there were once several texts, but only to improve life within a castle. The books final chapter de-
the one described here is known to have survived into the scribes a few miscellaneous items, as well as a few spells: color,
present day. flash, paralyze, and skywrite. This last chapter seems to
Myrls school stayed in operation for more than five have been created in a haphazard manner and shows evi-
decades, and several dozen young and hopeful wizards were dence of handwriting other than Myrls.

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Dweomer darts were a class project at Myrls school. Each


New Magical Items dart that received a passing grade is listed below, along with
Arms and Armor the name of the apprentice or journeyman who created the
item. The darts are normal throwing darts in regard to dam-
Armor of Strength age and range, except for their magical properties as noted
XP Value GP Value in the following descriptions. Each must be thrown to be ef-
Strength 17 +500 +2,500 fective; except for LaMulles unerring dart, all use the
Strength 18 +750 +3,750 throwers normal THAC0. All spell effects are as if the spell
Strength 18/50 +1,000 +5,000 were cast by a 10th-level wizard. Dweomer darts are typically
Strength 18/00 +2,000 +10,000 found in small bundles of 1d4 darts.

This plate mail provides its wearer with increased Strength. Myrls amusing dart was the model for the class project.
When such a such a suit of armor is found, roll for the The dart loses its enchantment when it hits a living creature; if
Strength it provides. it misses, the spell effect is not activated and remains within
the dart for a subsequent (successful) use. A creature struck by
Percentile this dart must make a saving throw vs. spell; if the saving throw
Roll Strength succeeds, the darts magic is expended without effect. If the
01-50 17 saving throw fails, the creature suffers the effects of the 2nd-
51-75 18 level wizard spell Tashas uncontrollable hideous laughter.
76-90 18/50
91-00 18/00 Leins fiery dart has red fletching and is warm to the
touch. When it strikes a target, it explodes, surrounding that
Armor, Self-repairing target with flame. The target takes 4d4 points of damage (no
XP Value: 3,000 GP Value: 15,000 saving throw). Anyone touching the target takes 4d4 points
of damage, or half damage if he makes a successful saving
This set of full plate armor is decorated with gold and silver throw vs. spell. The fire can engulf a human-sized creature or
and etched with a large number of runes. Though it provides one smaller, but covers only part of a larger creature; the dam-
no magical bonus to Armor Class, it is imbued with a power- age does not change. If the dart hits an inanimate object, the
ful magic. Each night, the armor automatically repairs any flame bursts around the object, in a radius of 5 feet from the
damage done to it during the previous day. Dents, breaks, point of impact, setting aflame any flammable object it
rust, and corrosion are healed, unless some attack (such as touches; any creature within the radius takes 4d4 points of
black dragon breath) utterly destroys the armor. The armor damage, or 2d4 points of damage with a successful saving
expands or shrinks as necessary to fit any human character. throw vs. spell.
Members of other races find the armor ill-fitting and uncom-
fortable, and suffer a -1 penalty to all attack rolls and saving Wyns force dart is activated when it strikes a living target;
throws while they wear the armor. if it misses, the magic remains stored in the dart for a subse-
In addition, any weapon wielded by the wearer remains in quent, successful use. When the dart strikes, the target crea-
good condition; never becoming damaged in any way short of ture is surrounded by Otilukes resilient sphere, as per the 4th-
complete destruction while the wielder wears the self-repair- level wizard spell (no saving throw).
ing armor.
Varituns frightening dart activates when it strikes a living
Dweomer Darts target; if it misses, the magic remains stored, waiting for a

Amusing: XP Value
200 (each) GP Value
1,000(each) later, asuccessful
make successfuluse. Thethrow
saving creature struck
vs. spell by affected
or be this dartbymust
fear,
Fiery: 300 1,500 as the 4th-level wizard spell. The darts magic is expended
Force: 400 2,000 when it hits a living target, whether the target makes a suc-
Frightening: 400 2,000 cessful saving throw or not.
Holding: 600 3,000
Icy: 200 1,000 Diedres holding dart is also activated when it hits a living
Levitating: 500 2,500 target. Any person, monster, or undead is affected as if hit by
Unerring: 100 500 a wizards hold spell of the appropriate type (no saving throw).

Chandlers icy dart bursts on impact with a living target,


but is not activated or expended if it misses. When the dart

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hits a living target, that target is surrounded by an aura of If a wearer speaks into the ear on his ring, his voice is trans-
chilling cold and icy particles. The target takes 1d6 points of mitted to the other ring. The wearer of that ring hears only
damage, plus an additional point of damage for each level of an incomprehensible buzz, unless she holds the ring to her
the darts thrower. ear. Then the voice can be heard clearly. Each ring can be
used to transmit and receive. If a larger set is found, sound is
Ariels levituting dart is activated and expended only if it transmitted to all rings in the set.
hits a living target. The target hit by the dart is affected by a Unfortunately, a certain amount of background noise is
version of the levitate spell. A target of Large size or smaller transmitted through the rings. Loud noises in the presence of
begins to levitate, moving slowly upward at a rate of 10 feet one wearer are transmitted to the other, as tinny buzzes. If
per round for 10 rounds, or until stopped (as by a ceiling, a one wearer is attacked sonically while another wearer has his
rope tied to a stationary object, etc.). At the end of 10 ring to his ear, the other wearer is also subject to the attack.
rounds, the levitation effect wears off, and the darts target The rings can also be used to spy in a limited way, because
falls. a listener can hear all noise in the vicinity of the other
wearer, though it is somewhat muffled unless the transmitting
LaMulles unerring dart automatically strikes any target ring is close to the source of the sound.
the viewer can see. The target can be living or unliving, and The rings function only if worn. If both are worn by the
takes normal dart damage. The darts user can also use the same person, a feedback circuit builds in 2d4 rounds, until a
dart to set off other effects that could be triggered by a small blast of noise emanates from the wearer. The build-up can be
object. heard beginning one round before the blast, and can thus be
avoided by removal of at least one ring. Such noise has effects
Proficient Weapon similar to those of a dragonnes roar: all creatures within 60
XP Value: 100 x gp cost* GP Value: 500 x gp cost* feet must make a successful saving throw vs. paralyzation or
(minimum: 500) (minimum: 1,000) suffer from weakness, losing 50% of their strength for 1d6
rounds. Those within 120 feet are deafened for 1d6 rounds
A proficient weapon is a magical melee weapon. While it and fight with a -1 penalty to attack rolls. The noise is re-
grants no bonuses to attack or damage rolls, the user can peated every 2d4, rounds until the wearer removes at least one
wield it without penalty even if not proficient in the use of of the rings.
that type of weapon. The proficient weapon is also effective Sounds can be transmitted any distance by the rings, with
against creatures hit only by magical weapons. limitations. If the wearers are on different planes, or in differ-
A proficient weapon is a beautiful specimen of its type; for ent crystal spheres, sounds are not transmitted. Instead, each
example, a proficient staff is made of hardwood and is beauti- ring issues a constant, quiet buzz that sounds something like
fully carved with designs and magical symbols. A proficient the noise one hears when holding a seashell to an ear.
long sword is made of bright steel, with golden runes worked
into the blade, and an intricately swept hilt. Ring of Protection from Silence
Note that a proficient weapon allows a character to ignore XP Value: 2,000 GP Value: 9,000
normal weapon restrictions based on character class. For in-
stance, a wizard could use a proficient long sword without The value of such a ring is obvious to any wizard who has
penalty or other difficulty. (*of weapon) been the victim of one too many silence spells. The name of
the inventor of these rings is not recorded, but he or she is
Rings hailed as either a great hero or a great villain, depending on
who has the ring.
While many rings were presumably created at Myrls school, A ring of this type radiates a strong aura of abjuration
the details of only a handful are recorded. magic. Mithral, platinum, and gold are braided together to
form the ring, which is then studded with diamonds.
Ear Ring The rings magic comes into effect whenever the wearer
XP Value: 750/ring* GP Value: 2,000/ring* comes in contact with a silence, 15 radius spell, or a similar
effect. Such spells cast directly on the wearer are dispelled by
Legend has it that the original ear rings were created by the ring. Otherwise, the wearer is surrounded by a small aura
Myrl for two young lovers. These rings are usually enchanted (radiating 1 foot from his or her body) in which sounds can
in linked pairs, but there is a slight chance (5%) of finding a be produced and heard.
linked set of 2d3. They are worn on fingers; their name comes A ring of protection from silence will have 2d20 diamonds set
from the design on them. The smooth gold bands have a into it when found. Each time the ring dispels a silence spell,
small, raised ear on one side. They allow two-way communi- one of the diamonds disappears. When all diamonds are gone,
cation between wearers. so is the magic of the ring. The charges can be replaced by

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a jeweler aided by an enchant an item spell, if the ring has not Magical Bathtub
been completely burned out. XP Value: 1,000 GP Value: 5,000
The
such asring
that can
frombeaneffective against
artifact or a more
a power word:powerful effect,
silence spell (see This large oval tub is made of fine wood trimmed with brass.
page 95). If the rings wearer is subjected to such powerful At the pronunciation of the command words bath time, the
magic, the ring is allowed a saving throw vs. spell as if it were tub fills with warm water. When the user says bath over, the
a 12th-level wizard. If the ring fails to save, the wearer is sub- water drains away. It can be used three times per day.
ject to the silencing effect. If the ring saves, its wearer is pro-
tected for a number of rounds equal to the number of charges Picture Window
remaining in the ring. If all charges are used before the wearer XP Value: 1,000 GP Value: 5,000
leaves the effect, or it is otherwise dispelled, the ring burns
out permanently. A magical picture window is large, enchanted pane of glass
that is placed against a wall. Once mounted, it acts as a nor-
Ring of Restraint mal window of clear glass, looking on a predetermined real
XP Value: 1,500/pair GP Value: 3,000/pair location. Picture windows usually look upon mountains,
oceans, or other fantastic natural vistas normally blocked
These rings, which operate in pairs, were originally created from sight. Creatures outside cannot look in through the win-
for a local baron with notoriously unruly children. By wearing dow, though those entering the viewing range of the window
one ring, a nurse or tutor could keep a child with a matching have normal chances to detect scrying.
ring from roaming too far. The window cannot be opened, and living things cannot
The rings are nearly always found in pairs. Silver and gold pass through one. However, 10% of picture windows also allow
make up one ring, the controller, while gold and platinum the smells and sounds of the scene to be transmitted (these
compose the other, controlled, ring. The wearer of the con- have 150% of normal value).
troller ring can remove it at will and it can be separated from
the wearer only voluntarily or by violence, never by accident. Repeating Ballista
The platinum controlled ring cannot be removed from its XP Value: 800 GP Value: 4,000
wearer except by violence, or by the wearer of the silver con-
troller ring. Note that violence sufficient to remove one of This small ballista is used for the defense of an area. It is
these rings also severely damages the finger on which it rests. typically set up so it fires a bolt down a long hallway. When
Someone wearing a controlled ring cannot travel farther the bolt hits an intruder or reaches the end of the hallway, it
than 30 feet from the other ring. The wearer of the control- teleports back to the ballista, which reloads and resets itself
ling ring is also so limited, but can always remove the ring. If in the same round. The ballista attacks with a THAC0 of 10.
an individual puts on one of the rings, and the other is not The bolt causes 2d6 points of damage, 3d6 to Large creatures.
within 30 feet, he or she must roll a saving throw vs. spell. If
the roll fails, the wearer acts as if under the influence of a sug- Warm Brick
gestion that tells the individual to travel to the other ring. If XP Value: 200 GP Value: 1,000
the wearer successfully saves, the suggestion attempt is re-
peated hourly until it succeeds or until the wearer moves to Because her castle was dank and cold, a clever young en-
within 30 feet of the other ring. Of course, if the ring worn is chantress created an item to keep the chill from her bones.
the controller, it can be removed, breaking the suggestion. Warm bricks are simply thatbricks that radiate heat. They
The wearer of the platinum (controlled) ring can place the are generally about 1'x1'x2' and weigh almost 50 pounds. A
silver (controller) ring on his or her other hand, and then can single brick radiates enough heat to warm everything within a
remove both rings (platinum ring first). 10-foot radius, maintaining a temperature of 65 to 70 degrees,
depending on weather conditions (the colder the day, the
Castle Amenities warmer the brick). Warm bricks are activated only by cold, so
they remain inert when the natural air temperature is above
Some of these items are completely immobile and must be 60 degrees. A number of these magical bricks placed strategi-
created when their housing structure is built. This demands cally throughout a castle keeps it quite cozy.
that a mage be kept on retainer during the building, and that
only the finest materials are used in building. Miscellaneous Items
In addition to the more organized chapters, Myrl's Text has a
chapter with haphazard organization. The following miscella-
neous magical items are described within those pages.

0
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Gauntlets of Healing Magical Deodorizer


XP Value: 2,000 GP Value: 10,000 XP Value: 1,000 GP Value: 5,000

These gauntlets, composed of leather and steel with silver A small disk approximately three inches in diameter, this
inlay, imbue the user with the ability to lay on hands as a 5th- item adheres to armor, clothing, or other non-living material.
level paladin, healing up to 10 hit points once per day. The The items power is activated when it comes in contact with
gauntlets are activated by the mental command of the person a noxious odor, such as the smell of a stinking cloud spell, or of
wearing them, and must be worn for at least four uninter- a wight, troglodyte, or ghast. The offending odor is neutral-
rupted hours before they function for the wearer. The ized in a sphere 10 feet in diameter, centered on the item, and
gauntlets are normally found sized for a human, but grow or replaced by a pleasant odor, such as that of roses, spices, pine,
shrink to fit any five-fingered individual from halfling to ogre or mountain air. All potential ill effects of the noxious odors
size. are negated within the sphere.
Breath weapons such as those of gorgons or green dragons
Helm of Vision and poison gas are not considered bad odors, and are not af-
XP Value: 2,200 GP Value: 11,000 fected by this item.

This item appears to be a fairly normal helmet, except it Personal Portable Hole
has no eye holes. The helm of vision completely protects the XP Value: 5,000 GP Value: 50,000
head of the person wearing it, while allowing normal, unob-
structed vision and hearing. Through magical means, the Much like a regular portable hole, this item is a circle of
wearer can breathe the atmosphere outside the helmet; the magical cloth spun from the webs of a phase spider interwo-
wearers sense of smell is unaffected. ven with strands of ether and beams of Astral Plane luminar-
The helm also completely protects its wearer from gaze at- ies. When opened, a personal portable hole is about 6 inches in
tacks. In addition, the individual who wears the helmet has diameter, but it can be folded to a much smaller size.
infravision with a range of 120 feet. Once per day, the wearer To activate this item, it must be spread upon the flesh of a
can pronounce a command word to activate the helms clair- living being; when this is done, an extra-dimensional hole 3
voyance power, allowing the user to see anything within 60 feet deep comes into existence. The interior of the hole is
feet, despite intervening obstacles. This clairvoyance lasts for solid rock. The hole can be picked up by simply taking hold
up to 10 minutes. of the edges of the magical cloth and folding it up; the en-
Any basically humanoid individual, from pixie-size to trance disappears, but anything within the hole remains.
giant-size, can wear the helm comfortably; it adjusts to fit any The only oxygen in the hole is that allowed by the creation
humanoid that attempts to wear it. When the helm of vision is of the space, so creatures requiring that gas cannot remain in-
not being worn, it appears to be about 6 inches tall; its size side for more than a turn or so without having the space
adjusts instantly when it is grasped. opened again. The cloth does not accumulate weight even if
its hole is filled. Each personal portable hole opens on its own
Lenses of Subtitles particular non-dimensional space. If a bag of holding is placed
XP Value: 2,800 GP Value: 14,000 within a personal portable hole, a rift to the Astral Plane is torn
in the space, and the bag and the cloth are sucked into the
These two glass lenses, held together by woven gold and void and forever lost. If a personal portable hole is placed
silver wires, act as a translation device. A pair of the lenses is within a bag of holding, it opens a gate to another plane, and
usually set to translate 1d4 specific languages. For example, the hole, bag, and any creatures within a 10-foot radius are
one pair might translate elvish, dwarvish, and orcish into drawn to the plane, the personal portable hole and the bag of
common, while another might translate dwarvish and holding being destroyed in the process.
gnomish into elvish. The translation is in writing, with the A personal portable hole can be placed anywhere on the
words running across the inside of the lenses. The words are users body, so long as there is enough flesh for the hole to be
invisible to all but the wearer, and as long as the wearer can completely unfolded. The hole can be used as an extra
read the language, he can take advantage of the lenses power. pocket, or to amaze the uninformed, or even as a special de-
While the words move across the lenses, they obscure the vi- fense. For example, the hole can be unfolded on the hip, and
sion of the wearer. In a combat situation, this imparts a -4 used as an extradimensional pocket, to store items. It can
penalty to all attack rolls and saving throws made by the allow a compatriot of the user to appear to reach deep inside
wearer. A character must disengage from combat for an entire the user and pull something out; this might demoralize or
round to take off the lenses. The lenses are enchanted to stay frighten certain individuals. The personal portable hole can
on the wearers face until he removes them. Therefore, the also be worn on the chest, to take blows aimed at the heart; if
lenses cannot fall off during combat or falls. this is done, the exact effects are left to the DM, depending

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on the situation, but as a general rule, wearing the personal This spell allows a wizard to effect a permanent color change
portable hole hidden under a shirt gives the character an in cloth, leather, or similar substances. The speed at which
Armor Class bonus of -1. the change takes place is variable. With a gesture, the caster
While the hole is worn, nothing spills out of it. can instantaneously make an entire piece change to a single
hue. If several colors are desired, the caster must trace with
Wand of Color his fingers the areas he intends to color and picture the de-
XP Value: 1,400 GP Value: 7,000 sired hue for the area outlined; the color changes accordingly.
Any color or shade may be created, including metallic tints,
This item, usable by all classes and races, allows the user to though the latter cannot actually consist of precious metals.
change the color of cloth as the color spell (described later in Any color changes must be done within two hours, the spells
this section). Shaped like a fine painters brush, the wand al- maximum duration. The effect is permanent until dispelled.
lows greater precision than a normal casting of the spell. The
wand was created to be easily recharged, and a simple casting
of the color spell adds another charge, up to the maximum of
FLash
100 charges. (Alteration)

Wand of Projectiles Level: 2


XP Value: 4,000 GP Value: 30,000 Range: 0
Components: V, S
A wand of projectiles is a short rod of weirwood, approxi- Duration: Special
mately a foot long and a half inch thick. Upon pronunciation Casting Time: 1
of a command word, a light bluish radiance dances along the Area of Effect: Thin beams, 90 feet long
length of the wand, and a projectile about the size and shape Saving Throw: Special
of a sling bullet materializes and moves with great speed to-
ward a target chosen by the user of the wand. By means of this spell, the caster can release a series of
The wands user must make a successful attack roll to hit flashing, multi-colored beams of light from his fingertips in a
the target. While the projectile grants no bonus to attack or dazzling display.
damage rolls, it can strike creatures only struck by weapons of The caster generates two light beams for each level of ex-
+2 or lesser enchantment. A projectile from the wand inflicts perience. These can be released as rapidly as three per round
1d10 damage on a successful hit. One or two projectiles can or as slowly as one per round. The beams can be of any color;
be used each round, each costing one charge. The wand can- they are 90 feet long. They are stopped by physical objects,
not be recharged. A character of any class can use the wand. visual illusions, and any magical force spell of 4th level or
greater, such as minor globe of invulnerability, wall of force, and
similar spells.
Spells A creature is struck by a ray and dazzled unless the caster
deliberately avoids the eyes, or unless the creature makes a
successful saving throw vs. paralyzation. Dazzled creatures re-
Color ceive a penalty of -1 to attack rolls made during the next
(Alteration) round. Only one creature can be dazzled by a single ray. The
dazzling effect is not cumulative for multiple beams (multiple
Level: 1 saving throws can be forced), but can be extended by hits in
Range: Touch later rounds. Blind or eyeless creatures cannot be dazzled.
Components: V, S, M Multiple creatures can be dazzled, provided they are within
Duration: Permanent 10 feet of each other.
Casting Time: Special The caster can take actions other than spellcasting during
Area of Effect: 8 square yards the round in addition to the dazzling effect, and can end this
Saving Throw: None spell at will.

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Paralyze
(Necromancy)
Level: 3
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: Neg.
Upon casting this spell, a wizard gains the ability to para-
lyze those he touches for 2d4 rounds. Those touched must
make a saving throw vs. spell to avoid the effect. If the saving
throw is made, they suffer no ill effects from the paralyze spell.
Creatures that are immune to paralysis, as well as undead
and unliving creatures such as golems, cannot be affected by
this spell. The caster must roll a successful attack roll in order
to strike an opponent with the paralysis.
The material component of this spell is a piece of ghoul flesh.

Skywrite
(Alteration)
Level: 3
Range: Sight
Components: V, S, M
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
A less subtle version of the message spell, skywrite creates
words in thin cloud formations above a point chosen by the
caster. One word per caster level can be created; the words are
spelled out one letter at a time at the rate of ten letters per
round. The spell must be cast in daylight so that the white
cloud letters can be seen; it does not work against a cloudy sky.
The letters appear about 100 feet above the ground and are
each 10 feet tall. Everyone below the skywritten message can
see what it says; this could be an entire city. Of course, the
caster has no control over the actions of those seeing the
message, so judicious choice of words is recommended. At-
tack enemys right flank probably is not a wise message, nor
is Treasure below statue in town squareunless the caster
wants to mislead an enemy or wreak havoc.
While the spell is active, the clouds remain in place, despite
strong or even magical winds. They are harmless and insub-
stantial. When the spells duration expires, the clouds begin to
filter away on the wind, slowly dissipating to nothing.
The spell requires chalk and a slate, upon which the mes-
sage is written. If the caster is interrupted in his writing,
whatever portion of the message was written appears in the
sky. Attack us at your peril would be an entirely different
message if interrupted after the second word.

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The Nathlum
nondescript volume of brown, curling parchment
leaves sewn to a gray canvas cover, The Nathlum is
powerful and wholly evil. Its protective magic cannot be dis-
pelled (at least, not by the dispel magic spell), and these pro-
tections cause all creatures of good alignment and instinct
to suffer blinding, burning pain in the eyes and head.
(Elminster offers a confusing description of the symptoms
that need not be detailed here but can be interpreted thus:
Anyone of good alignment suffers 1d4 points of damage per
round that the book is in his or her hands.) Its origin and
the reason for its name are unknown; its first definite identi-
fication is in the catalog of Tymor Threeshields, an inven-
tory of the booty he brought back from the Orcfastings War.
Hints of it can be traced through the scanty records of the
orcs under the leadership of Wund. Orfidel writes almost
400 years ago of his meeting with the evil mage
Lethchauntos the Black, who went to dwell among the orcs,
and describes what could well be The Nathlum in
Lethchauntoss possession. From Tymors hall, the volume
went to Neverwinter as part of the dowry of Tymors daugh-
ter Nulauznee (Elminster suspects that Tymor wished to be
rid of it). Nothing more is heard of the book until it passes
unexpectedly into the hands of Phrandjas of Port Llast (a
northern town), a thaumaturge whose careful and exacting
studies enabled him to subsequently rise quickly in the ranks
of the Art. Phrandjas takes characteristic pains over his
notes regarding The Nathlum; we learn that it appeared to be rounds) nausea, convulsions, and terrific internal cramps
complete when he received it, and held 16 recipes for poi- and burning pain, doing 1d6 points of damage in its first ef-
sons, four glyphs of warding set down nowhere else, and the fective round, 2d6 in the second, and 1d4 in the third.
formula of the spell maze. Phrandjas, despite the pain caused Thereafter it inflicts no more damage, regardless of dose,
him by perusing the book (because he was good), copied cer- and further exposure to lhurdas causes discomfort and in-
tain of the recipes for later sale to the alchemists of the hibits healing, but causes no greater damage to the body for
town, and all of the glyphs, and Elminster has passed on a period of 3d8 days. It is ineffective if applied externally.
some of this information. (Save for half damage.)

Varrakas
Poisons Varrakas is a black, thick syrup. To avoid detection, single
The poison recipes have not been made known by Elmin- drops are usually added to gravies or dark sauces, but the ef-
ster; in his words, They are largely simple to make, and fects increase with the dose ingested. Varrakas has a slightly
recipes will undoubtedly fall into the wrong hands, given oily taste, but no strong flavor. Every drop of varrakas does
your sometimes too efficient communications. For adven- 1d4 points of damage when it enters the bloodstream (it
turers, however, he has provided the means of identifying passes the digestive system masquerading as a nutrient), and
the substances. does not act for a period of 1d6+18 turns after ingestion.
Varrakas is harmless if applied externally. It is effective on
Lhurdas all mammals (save for half damage).
Lhurdas (also known as the yellow death and Beltyns
Last Drink) is a wine-based poison. It has a sharp, dry Prespra
white-grape flavor, and readily mixes with white wine. It re- Prespra (also known as Mothers Bane) is an odorless,
acts with the digestive acids in the stomach (and is effectual colorless liquid that mixes readily with all drinkable liquids
in human, orcish, and elven body chemistries) to eat away except milk and dairy products, from which it separates. Ef-
internal organ tissues. Ingestion produces rapid (within 2 fective only in humans and only when ingested, it causes sud-

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den dizzy spells and visual distortion, beginning 1d3 rounds age.) Huld causes severe muscle spasms involving nausea
after contact and lasting for 1d12 rounds. During this time, and the loss of motor control, balance, and speech, lasting

the victim
penalty moves
on AC unsteadily
if only and fightsvision
normal (distorted) at -2is to hit, +2
owned, or for 1d6 rounds.
no means During
an easy targetthis
for time, a victim
physical is since
attack, helpless but
he is by
usu-
-1 to hit and +2 on AC if endowed with infravision or height- ally thrashing and moving about rapidly and wildly. Mental
ened visual senses. At the same time, the victim endures 1d2 processes are entirely unaffected (psionic or other communi-
points of damage per round as surface blood vessels burst all cation can be initiated or continue, and in some cases can
over the body (giving a blotched, reddened appearance to the be used by the victim, as well as others, to control the poi-
skin). Each round, a successful saving throw avoids such dam- sons effects). A particular individual will be 95% resistant
age, but if the victim suffers an injury through combat or mis- to huld for a period of 1d10+10 days after an exposure to it,
adventure during the round, no saving throw is allowed (the and thus repeated dosages in a single encounter will almost
cause and shock of the injury aggravates the sudden fluctua- always not be effective. Huld is generally thought to affect
tions in blood flow and pressure prespra causes; it works by al- all nonhumanoids, but some apparent immunities are re-
ternately and erratically constricting and expanding blood ported and conjectured.
vessels throughout the victims body).
Jeteye
Belpren Jeteye is a glossy (reflective) black liquid that affects all
Belpren is a luminescent blue, acidic substance that does mammals upon ingestion. (Ineffective if insinuative contact
1d12 points of damage instantly upon contact with skin or only; save for half damage.) It causes the pupils of the eyes to
internal tissues (no save). Further applications of belpren to go black (although this does not affect vision) and causes
affected areas do not cause any additional harm, but the 1d8 points of neural damage immediately. No pain is felt by
damage given above is for a roughly hand-sized area of body the victim, however, for jeteye kills all pain and tactile sen-
exposure; for each additional such area of skin affected, an sation for a period of 1d8+8 rounds (the black eyes sign is
additional 1d12 points of damage is suffered. However, no of the same duration as this anesthetic effect). Jeteye is
additional damage from ingestion is possible; immediate and sometimes voluntarily used before torture or immediately
involuntary vomiting is induced by any added belpren ap- after battle injuries (preventing a system shock survival
plied to affected internal areas. Belpren does not corrode roll). It has a bitter, black walnut flavor and is hard to con-
metal, nor does it harm cloth or cured leather. It dries and be- ceal in food or drink.
comes ineffective in just over one round if exposed to air, and
so cannot be used on weapons. Belpren can be neutralized by Ulcrun
the application of lamp oil. It is effective on all creatures. Ulcrun is a milky-white, viscous liquid that is effective on
all warm-blooded creatures by insinuation only (no saving
Orvas throw). Two rounds after contact, it causes 1d4 points of
Orvas is a translucent liquid with a green cast and a bit- muscular damage, weakening and softening tendons, liga-
tersweet taste. It does 1d6 points of damage upon entering ments, bones, and cartilage. On the following round it
the bloodstream (immediately if by insinuation, which must causes 1d12 points of damage, and 1d4 points on the round
be through a scrape or wound, or in 1d6+18 turns if by in- thereafter, whereupon its effects pass. Until healing
gestion), and 1d4 points of damage each round for the fol- processes (natural or magical) counter its effects, the crea-
lowing two rounds. A successful saving throw means that ture affected loses 1d4 points of Strength and one point of
orvas is ineffective against the target creature. Orvas is an Dexterity.
antidote to varrakas (see above) if it is introduced into the
bloodstream before varrakas has run its course. Orvas works Dwarfbane
on all mammals. Dwarfbane is a rare, gummy oil that is poisonous only to
dwarves. Insinuative, it is commonly smeared on weapons. It
Huld does not dry out, but prolonged exposure to air lessens its
Huld (also called Leap or Deathdance) is an odorless potency; it is effective only for 1d6+25 days. Upon contact,
oil that is effective on nonhumanoid creatures (it is not ef- dwarfbane does 1d8 points of damage with a pain like blaz-
fective on demihumans and humans) and works only by in- ing skewers, and a further 1d6 points on each of the follow-
sinuation. Its effects are the same regardless of dosage, and ing three rounds. (A successful saving throw reduces all
appear 1d4 rounds after the application. (Save for no dam- damage by half.)

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The Glyphs of the Nathlum


he glyphs of warding found in The Nathlum reflect its evil nature. All may be used only by mages of evil alignments, and
can only harm beings of good alignments. Anyone of good alignment may pass a glyph’s location unharmed by speaking
its name or by destroying the glyph. The passage of neutral or evil characters will not trigger any of these glyphs. They are:

Zuth Hlack
Zut h can be cast only by a Hlack can be cast only by a
priest of 6th or higher level. priest of at least 9th level.
It is cast upon a door or the This glyph functions as a
frame of an opening. Anyone magical barrier preventing
of good alignment passing those of good alignment from
through or under the portal passing. This barrier of force
suffers 2d6 points of electri- stands until the actual area on
cal damage. The electricity which the glyph was cast is
arcs from side to side across destroyed, thus breaking the
the frame at many points. glyph, or until a knock, erase,
or similar spell is employed.
Anyone of good alignment attempting to pass the glyph
strikes an invisible wall and suffer 1d6 points of electrical
damage. Further contact with the barrier causes 1d6 points
of electrical damage per round (no save).

Yammas Yammas can be cast only by a Curtal Curtal can be cast only by a
priest of 8th or higher level. priest of 10th or higher level.
When activated, 1d8+10 Attempts to pass this glyph
screaming, chittering mouths cause arms of fire to burst
appear all about the glyph from its three pointed ends
and shoot forth on long (up and strike the creature or
to 20 feet long) snakelike creatures attempting to pass.
necks to bite at the creature Each arm inflicts 4d4 points
activating the glyph. The vic- of damage. Each arm of fire
tim must save against each strikes a different target if
manifestation or be struck by there are three or more tar-
it, suffering 1d4 points of damage. The fangs dig in, much gets available; otherwise, two strike the nearest target and
like a lamprey attacks, and the mouths drain 1 hit point of one other, or all three strike at a solitary target. (Save for
blood each per round thereafter until they or the victim are half damage.) Activation of this glyph always alerts a
destroyed. Each neck/mouth is AC 7 and can be severed by guardian, sometimes summoning a fiend or tanar’ri to the
inflicting 7 points of damage to it (as long as at least the spot instantly but more often warning spellcasters or beast-
seventh point is caused by an edged weapon). Any charac- keepers to ready their charges. The glyph remains until
ter with a Strength of 16 or more is allowed to attempt sav- erased, striking out with arms of flame every time it is acti-
ing throws against three of the mouths each round. If a par- vated. Dispel magic causes one of the arms of fire to shrink
ticular save is successful, the mouth’s grip breaks, it does not back and not strike for that activation. In each round that
drain blood on that round, and it shrinks back into the wall creatures stand before the glyph but do not speak its name
or hangs lifelessly. This glyph does not vanish after one ac- (not having passed it, but within 15 feet), curtal activates,
tivation; it retracts its surviving mouths and waits for the so slow-moving creatures could be struck several times.
next victim until all the mouths have been destroyed.

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Nchaser's Glowing Globe


(Alteration)
Nchasers
Eiyromancia Level: 3
Range: Touch
his tome is thin, bound in black leather, and bears the
Components: V, S, M
title Eiyromancia on the cover, stamped and inlaid with
Duration: Permanent
mother-of-pearl. The edges of the tome are protected by
Casting Time: 3
beaten copper strips, and these are fitted with two clasps.
Area of Effect: 1 glass globe
The clasps are unlatched by twisting a silver knob on each. If
Saving Throw: None
the bottom knob is twisted without first removing the top
one, a poisoned needle springs up the side of the bottom This spell requires a globe of blown glass of the finest qual-
knob. The assassin Nathode says it is coated with Type D (or ity and a small spark as its material components. The spell
equivalent) insinuative poison, apparently renewed from a places a continual light within the globe, but the wizard can
reservoir under the binding. Nathode did not handle the control the brightness of the globe mentally.
The light within the globe functions as a continual light, il-
tome
monyhimself,
verifiesbut observed
a folk legenditsthat
effect upon
says all another.
who tryHis
to testi-
open luminating an area of up to 60 feet in radius. By mental con-
Nchasers Eiyromancia die. trol, the caster can reduce this illumination to a dull, lumi-
Nathodes recollection dates back seven winters, when nous glow similar to faerie fire. The caster does not need to
the book was brought to the court of Lord Nasher by a mer- concentrate on the spell to maintain it, only to change the
chant, one Furjur the Flippant, who told the lord that the level of illumination. The wizard can control this illumina-
tome was sold to him by a band of adventuring dwarves he tion at a distance of 10 yards per level of the caster.
encountered in a clearing deep in the northern forests. One The caster can maintain any number of globes simultane-
of the members of Nashers court attempted to open the ously and may change their illuminations independently or
book with fatal results (this is what Nathode observed), and simultaneously. The globes can be moved or carried, but if de-
it was placed unopened in the lords library. (Furjur had stroyed, their magic is lost (they save as glass objects). If the
gifted it to the lord in return for a charter.) It was subse- caster dies, the globes continue to function, but control of
quently stolen during the riots of the Five Fires Rising, and their illumination level can be switched to a new owner who
its present whereabouts are unknown. can cast 4th-level wizard spells and touches the globes.
The mage Nchaser has not been seen for nearly 20 winters.
Before his disappearance Nchaser wandered the Realms,
NuLathoe's Ninemen
working and seeking after magic, and upon two occasions (Necromancy)
served as an advisor to a local ruler. On the second of these
Level: 5
occasions, while serving the high captains of the city of
Range: Touch
Luskan, Nchaser wrote the Eiyromancia and gave it to High
Components: V, S, M
Captain Taerl. Some time after Nchasers departure, the tome
Duration: Permanent
was stolen, and like its author, it has wandered the Realms
Casting Time: 5
ever since. Alustriel, the High Lady of Silverymoon, had it
Area of Effect: 1 corpse of size L or smaller
briefly, gifting it to a dwarf of the Citadel Adbar. The dwarf
Saving Throw: None
never returned home, and the book was lost againand so it
has gone through the years. This spell protects a dead body against normal decay, mag-
The wizard Arbane, who saw the book briefly while it was ically strengthening the joints and repelling disease and rot.
The spell does not heal wounds or reverse damage inflicted
at Luskan
that (he was
it contains fourfriend
magetospells:
High Nulathoes
Captain Suljack),
ninemen reports
(pro- on the body in its living or dead state.
nounced Nin-em-en), a unique spell to protect and preserve a If the body is later brought back from the dead (with raise
dead body; Nchasers glowing globe, a unique spell used in dead, resurrection, or a similar spell), only the time elapsed be-
the creation of luminous globes, and the rare spells part water tween the death and casting of the ninemen (pronounced nin-
and statue. The first of the unique spells was devised by EM-en) counts for determining success.
Nchasers tutor Nulathoe, and the second is of Nchasers in- This spell can only be cast on bodies that were once alive
vention. By the kindness of Arbane the Mighty, both are re- and now are dead. It has no effect on undead. Also, while
produced below. under the effects of the ninemen, the body cannot become
undead or be animated using the animate dead spell.
The material components of this spell are a small amount
of blood and a moonstone worth at least 50 gp. The moon-
stone is crushed and sprinkled over the body.

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most fascinating upon our lands and times) by a letter he


Orjaluns Arbatel penned to the monarch, King Elfrin, wherein the sorcerer-

his volume consists of nine plates of beaten and pol- sage described
within a number
Elfrins realm. In theofletter,
itemsMaerlus
of power knownseveral
describes to be
ished mithral, stamped by the elven smiths of Silvery- works and speculates on their locations. The Arbatel, he says,
moon with letters of the High Tongue that were engraved on is in the hands of the reclusive wizard Liosunless Marune
small dies positioned on the page and then struck sharply has overcome him and regained it.
with a hammer so as to leave a distinct impression. The plates Elminster believes that Marune did slay Lios, but says that
are pierced at the top and bottom on the left side and fas- the activities of Marune from that time to the present reveal
tened together with bronze rings. The work once had an or- that he has not recovered the Arbatel despite his repeated at-
nate case of stained wood with a wrapping of embroidered tempts to do so. Its recent and present whereabouts are un-
canvas, but these may well have perished. known.
Orjalun, the white-haired High Mage of Silverymoon in Orjalun was tutored by the Masked, most mysterious of the
the early days of the North (now believed dead), oversaw the Seven Wizards of Myth Drannor, and two of the spells in the
construction of this work. It was designed to be a permanent book are believed to be of his tutors personal crafting: encrypt
repository for the most useful defensive spells he could pro- and secure (an improved version of wizard lock).
vide for the continued safety and security of his beloved city The first and last plates of the Arbatel are featureless so as
in the years to come. But it never served so, for when Orjalun to reveal nothing of the contents within, but the seven inte-
gave his staff of office to his chosen successor, Sepur, and left rior plates bear one spell each. (The method of scripting al-
the city, Sepur revealed his true nature. Taking the Arbatel lows only one side of a plate to be used.) These are, in order
and staff as his own, he also left that fair city. of appearance, mending, charm person, encrypt (unique), dis-
pel magic, identify, guards and wards, and secure (unique). All
of the commonly known spells in the Arbatel appear in the
standard form, and the two unique spells therein are repro-
duced below. They were obtained from the books of Vauth,
another apprentice of the Masked.

Encrypt
(Illusion/Phantasm)
Level: 4
Range: 10 feet + 10 feet/level
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell the wizard causes a message of no


Sepurs fate is unknown, although the sage Alphontras re- more than 66 characters or letters in length to be made un-
counts finding a broken staff atop a lonely, scorched tor in the readable by anyone save the spellcaster, one other specific in-
Trollmoors. The Arbatel is first identified as surfacing again in dividual named by the spellcaster, and those entities referred
the village of Longsaddle by Alphontrass colleague Eelombur to specifically by name in that message. To all others, the
the Learned, who observed it in the possession of the sorcerer message appears as an illegible, smudged scrawl.
Arathur Harpell. Arathur was later slain in a magical duel by The magic of the spell defeats spells such as comprehend
the necromancer Marune, who held the Arbatel but briefly. languages and read magic, but not true seeing. The message can
Marune lost it somewhere in the winter snows, fleeing from be on any medium (paper, stone, wood, or even soot or
the Lords of Waterdeep, and it must have changed hands sev- snow), but if the medium is destroyed, the encrypted message
eral times in the following decade for many hints of it are is destroyed as well. Otherwise, the encrypted message can
found in various records of the North. only be fully destroyed by a dispel magic or erase spell or by the
It is mentioned once in this period by the sage Maerlus, will of the original caster.
who is represented in the Letters to the Court of Elfrin (Col- The encrypted region radiates an aura of magic but other-
lected by the Kings Own Hand, being a record and discourse wise does not call attention to its presence. Magical spells

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cannot be encrypted but any nonmagical language can be. In- means short of physical destruction of the door or chest. The
dividuals mentioned in the encrypted message see the mes- portal, door, or chest cannot be opened by anyone, including
sage normally. If unable to understand the writing, they still the caster himself. A dispel magic spell brings the secure spell
do not know what it says. to an end and a limited wish ends it, but otherwise the door or
Within the limitations of the spell, encrypt can be used to chest cannot be opened normally again.
conceal the messages of the caster or of others. Longer mes- The door or chest is protected from all physical attack for a
sages can be encrypted by multiple castings of the spell. number of rounds equal to the casters experience level. After
The material components of this spell are a pinch of dust that, the door or chest can be broken physically but retains a
or fluff and a feather. number of other protections: It cannot be damaged by fire,
cold, or electricity, nor can its object be affected by spells that
would change the nature of the area of the spell effect: vanish,
Secure reduce, dig, or transmute rock to mud. Such spells do not have
(Alteration) any effect on the door or chest.
A knock spell does not open a secured area, though chimes
Level: 5 of opening do. Glyphs, explosive runes, and symbols cannot be
cast upon an area protected by a secure spell. They will imme-
Range: Touch V, S, M
Components: diately detonate or take effect if the attempt is made. A por-
Duration: Permanent tal protected by this spell can be bypassed by dimension-
Casting Time: 5 breaching magic such as dimension door or by entering the
Area of Effect: 10 square feet/level Ethereal Plane. Such movement does not alter the security of
Saving Throw: None the portal. The area protected by this spell radiates a strong
aura of alteration magic.
By casting this spell, the caster makes a door, chest, or por- The material components of this spell are a small piece of
tal proof against being opened or passed through by any iron and a semiprecious gemstone of any type.

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Bladethirst
Sabirines
(Alteration)
Specular Level: 2
abirines Specular is a large, heavy tome (five handwidths Range: Touch
across by ten handwidths high and two fingers thick) of Components: V, S, M
28 fine vellum pages with stamped brass corner pieces, and Duration: 1 round
covers of thin black marble affixed to the thinnest of suth- Casting Time: 1
wood sheets by large brass corner caps. Area of Effect: 1 blade
Sabirine was a mage of long ago, instrumental in the ex- Saving Throw: None
ploration of the North. Her adventures are a part of the fire-
side lore of traders and travelers there yet. She compiled and For the round following the casting of this spell, any single-
concealed spellbooks in various caches and favorite haunts edged, slashing weapon is granted a +3 bonus to hit (but not
about the wilderness. The one known as Sabirines Specular to damage). The blade ignites with a fiery blue-white glow
has survived until modern times, for it is known to have been visible to all, that fades once the weapon has struck an oppo-
in the library of the sage Eiron the Old in Neverwinter until nent or at the end of the next round, whichever comes first.
his deathand the subsequent pillaging of his house by This bonus is in addition to any Strength bonus of the
thieves of the Red Hand guildonly four winters ago. weapons user or inherent magical bonus of the item. A sword
Sabirine learned the secrets of lichdom but chose to die a nat- +1 provided with this spell will strike with a +4 bonus the
ural death instead. She was a mage with a special interest in next round, then return to being a +1 blade.
cantrips and was an enthusiastic advocate of the continued use The material component of bladethirst is a drop of blood
and refinement of cantrips by mages of long career and high level. and a pinch of powdered silver. Only one bladethirst spell can
Each spell in the Specular is set forth alone on a page. Five be placed on an item at one time. This spell cannot be made
pages discuss the cantrip spell, and there are two additional permanent.
pages, one at either end of the book. The beginning page
contains an inscription identifying the tome as belonging to
Sabirine with her rune (an S depicted as a swan), and the
Merald's Murderous Mist
one at the end bears a curious piece of black felt in the shape (Evocation)
of a vial.
engine The frontispiece
(detailed here), ofpage is actually
unknown a uniquewhich
authorship, spell, spell
has Level: 4
been concealed by use of a secret page spell. The command Range: 0
word of the secret page is not known. The last page is thought Components: V, S, M
to be an unused magical useful item. (See robe of useful items in Duration: 2 rounds
the DMG. It is a potion of extra-healing, Elminster believes.) Casting Time: 4
On the pages discussing the cantrip spell are detailed a most Area of Effect: 20-foot radius
effective way to clean a dirty object, to freshen foods (restor- Saving Throw: Neg.
ing minor wilting and up to one hour of spoilage in temperate
conditions), to unlock a simple bolt or pin lock, to create siz- A billowing cloud of misty vapors is created by the use of
zling sparks (possibly startling, but harmlessup to 1d4+1 in this spell. It radiates outward from the caster to fill a 20-foot
number), to snatch away small objects such as gems, coins, or radius spherical area above and below the casters ground
keysthe holder must save vs. spell or drop them to the level, penetrating all obstructions that are not airtight. At
groundand to land like a cat on ones feet and have a cats the end of the round of casting, the magic takes effect, and
balance as long as the caster concentrates on the cantrip. the mist changes in hue from blue-gray to green, becoming
Each application can be learned in a week of study by a wiz- poisonous. All breathing creatures within the area of effect
ard familiar with the cantrip spell. not possessing a (magical) separate air supplyexcept the
The book contains spells as follows: cantrip, comprehend caster, who is immune to the effects of his or her own murder-
languages, enlarge, light, Nystuls magic aura, sleep, bladethirst ous mist must immediately save vs. spell. Those who suc-
(unique), detect evil, ESP, clairaudience, gust of wind, tongues, cessfully save are unharmed. Those who do not suffer 2d4
charm monster, dig, fire charm, Meralds murderous mist (a points of damage from the vapor, which is corrosive to flesh
unique spell taught to Sabirine by her tutor, the mighty arch- but does not affect clothing or items. Creatures that cant
mage Merald), polymorph other, Bigbys interposing hand, disin- move out of the area of effect within the round take a further
tegrate, geas, phase door; and the secret page containing the 1d4 points of damage on the following round as the vapors
unique spell spell engine. begin to combine with the air and disappear. Tiny creatures,

0
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such as those making up an insect swarm or creeping doom are ration magics already in place at the time the spell engine is
killed by the mist on contact. activated are not absorbed, though new spells of that variety

ary,The
precise of murderous
globearea unaffectedmist
by is a magically
natural bound,
or magical station-
winds. Dis- cast in the
explode area
as if are. A disintegrate
it contacted a magicalspell
item.causes the engine to
pel magic or part water will cause it to disappear before expira- A detect magic spell reveals the presence of an unactivated
tion of the spell, and various magic or items (such as rope trick spell engine, as does the ability to detect invisibility, though
or a portable hole) will protect an individual by providing es- neither activates the engine if cast before entering its area of
cape from the mist, but it is otherwise unaffected by natural or effect or if they are natural abilities.
magical forces. An operating spell engine has one beneficial sidelightif a
spellcaster studies or prays in its light, the amount of time re-
quired to learn or receive spells is halved. The required
Spell Engine amount of rest is not reduced, only the time needed to mem-
(Abjuration, Alteration) orize spells.
Other than the powers listed above, the spell engine does
Level: 8 not affect living beings. Individuals with magical items do
Range: 0 not affect an unactivated spell engine. Only the casting of a
Components: V, S, M spell in the area of effect calls an existing spell engine into
Duration: Special being.
Casting Time: 1 turn The material components of this spell are a disc of polished
Area of Effect: 10-foot radius/level marble, shell, or bone, a tear from the caster, and a gem worth
Saving Throw: None at least 1,000 gp.

In casting this spell, the wizard calls into being the spell en-
gine, a great wheel that absorbs magical energyin particu-
lar, cast spells. When initially cast, the engine is unactivated
and remains invisible in the location where the wizard cast it.
Once a spell is cast in the area of effect around the engine,
the spell engine activates. A great intangible wheel 12 feet in
diameter and 2 feet thick shimmers into existence. Magical
energies used in the area of effect causes the great wheel to
turn, shining with a glowing white light from the energy pre-
sent. Once activated, the spell engine will not deactivate;
rather, it eventually slows down from lack of spell energy and
becomes ghostly and translucent.
When activated, the spell engine absorbs all spell energy cast
in the area of effect, reaching through solid objects to do so.
Wizard and priest spells, spell-like abilities of monsters and
individuals, and magical items with castable charges will not
function in this area. Their energy is sucked into the wheel,
which glows brighter and spins faster with every addition.
Unlike spelltrap, the spell engine cannot be overloaded.
An engine can be destroyed by direct contact with a magi-
cal item (excluding potions and scrolls but including artifacts
and unique magical items). The engine explodes on contact
with such an item, inflicting 1d20 points of damage to every-
one within 10 feet and 1d8 points to everyone between 10
and 20 feet away from the wheel itself. The magical item is
destroyed along with the spell engine in the explosion. Arti-
facts and unique items (such as special purpose swords) are
not destroyed, but they (and their wielders) are bodily moved
to another plane or dimension. Getting home from there is
the wielders problem.
A dispel magic spell does not destroy a spell engine, as its
energy is sucked up by the engine. Symbols, glyphs, and abju-

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The
Scalamagdrion
his is a large volume fashioned of parchment, bound be-
tween slabs of wood, and sewn to the black hide of an
unknown creature, that has been stretched over the boards to
form a cover. It bears no external markings of any kind. Its
covers are edged with beaten copper, now discolored to a
vivid green by the elements. There are 26 yellowed and curl-
ing pages within, and some owners report a binding strip of
black hide that the book now apparently lacks. The size and
weight of the tome precludes its easy transportation by hand,
under arm, or in a satchel, and indeed it does not show the
wear (scratched cover or corners, blotched or warped parch-
ment due to wetness) typical of books that have seen much
traveling.
The true origin of the Scalamagdrion is unknown. It is
first mentioned in the writings of the mage Hethcanter, The Scalamagdrions first and last pages are blank. The re-
who owned the book in his youth. He does not mention mainder bear 23 spells, one to a page and with each page hav-
how he acquired it but does record that he gave the book to ing a blank (rear) face. The remaining page contains only a
Hym Kraaven (one of the Seven Wizards of Myth Drannor) curious illustration. The contents of the pages are as follows,
in payment for magical training. Shortly thereafter his writ- in order of appearance from the front of the book: (blank),
ings end. Hethcanter is remembered today chiefly for his write, erase, tongues, message, unseen servant, wizard lock, iden-
spectacular suicide, hurling himself to his death from the tify, enchant an item, permanency, blink, disintegration, (illustra-
highest pinnacle of the crag now known as Hethcanters tion), feeblemind, fly, death spell, flame arrow, delayed blast fire-
Leap. He did this when chased by almost a score of illithids, ball, invisibility, levitate, conjure elemental, minor globe of invul-
and the sage Orfidel believes that these hated creatures nerability, wall of force, remove curse, dispel magic, and (blank).
sought the Scalamagdrion itselfan opinion shared by All spells appear in standard form. The irregular order of the
Elminster. spells suggests that the book was created with its spells
Hym Kraaven never revealed nor did he use the work in arranged according to its creators wishes, and it thus was not
his teachings at the school in Myth Drannor (see The Wiz- the workbook of a mage progressing slowly in magical ability
ards Workbook), possibly because of the contents of one of its under tutelage.
pages. Of Hym Kraavens fate or the means by which the The unique feature of the work is the illustration found on
book passed into the hands of its next known owner, nothing the page between disintegration and feeblemind. It is of a
is recorded, but the sages Orfidel and Maerlus of the North warm, velvety texture according to Hethcanters notes, and
were both present on Watchers Tor when a hitherto un- is a strikingly realistic painting of some unknown, seemingly
known mage named Valathond used its spells to destroy the endless caverns (perhaps on some other plane) in which
mage Gaerlammon in a formal duel. crouches a dimly visible, winged, reptilian monster on a bed
Valathond was later slain by the Company of the Raven, of human bones. A word or name has been spelled out clearly
but his killers did not discover the book in the treasure in his in Common, by the arrangement of bones across the bottom
keep, nor does an examination of their tales of encounters of the page: Ningulfim. Hethcanter notes that if this word
and skirmishes with the mage over an entire season before his is spoken over the open page or if one stares too long at the il-
fall suggest that he still possessed it. Auvidarus, sage of Hills- lustration, the monster begins to move.
far, and Laeral, wizardess and former leader of the adventurers From other sources not divulged, Elminster states with cer-
known as the Ninetwo observers almost a world apart tainty that the page is a gate or portal to some unidentified
have both recorded rumors ascribing ownership of the book plane or extradimensional space of endless caverns and that
to this or that mage. One of Laerals collected rumors, inter- passage through the gate is two-way. Once the gate is acti-
estingly, again mentions a group of illithids, but the veracity vated, the monster emerges from the page into the Prime Ma-
of these rumors is untested. The present whereabouts of the terial Plane and attacks all creatures nearby, seeking to slay
work are a matter of conjecture. and carry the prey back into the caverns to devour. Its true
Elminster described the tomes contents, drawing upon his nature is a mystery, but what is known of it can be summa-
study of Hethcanters careful notes, as follows: rized as follows:

2
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Scalamagdrion Pages From the Mages 9491


®,  & © 1995 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Subarctic caverns


FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: (S, Q, Vx3)
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 15, Fl 9(C)
HIT DICE: 6+ 6
THAC0: 13
NO. OF ATTACKS: 4 or 6
DAMAGE/ATTACK: 1d6/1d6/2d6/3d4 or
1d6/1d6/1d6/1d6/2d6/3d4
SPECIAL ATTACKS: Pin
SPECIAL DEFENSES: Spell turning, silence

MAGIC
SIZE: RESISTANCE: Nil
H (20 long)
MORALE: Fearless (19-20)
XP VALUE: 5,000

The scalamagdrion resembles a gray-scaled, green-eyed dragon with


stubby wings and a long, bone-spiked prehensile tail. The creatures
overall build is like that of a silver dragon.
While many people believe this creature to be unique, it is actually
part of a race of like beasts. The most famous of the scalamagdrions is
Ningulfim, the one usually pictured in the book known as The Scala-
magdrion (the book was named for the creature). A scalamagdrion is
sometimes called a Guardian of the Tome by those unaware of its
actual name or the name of the book in which it is found. and tail. The creatures tail is quite flexible and can be used to attack
Certain sages have suggested that scalamagdrions have a language of opponents to the side or front of the beast.
their own, a silent language conveyed by movements of mouth, claws, The creature is immune to all gasses and to extremes of heat and
and wings. Scalamagdrions have been reported to make motions not cold. In addition, the scalamagdrion radiates silence 15 radius about
unlike those associated with speech and sign language. However, be- itself (to 15 from any part of its body) and has a natural spell turning
cause such creatures are very aggressive and completely silent, there has ability (as a ring of spell turning, including gaining a saving throw for
been little opportunity to study their means of communication. spells for which there is normally none). This makes it a deadly foe
for mages. Indeed, none have yet prevailed against the scala-
Combat: If possible, a scalamagdrion attacks by pouncing from a magdrion known as Ningulfim, a creature of great cunning, with
height or by briefly hovering and then pouncing. In this case, the maximum hit points and other, undisclosed magical powers. Some
creature uses its four claws, its bite, and its tail. Each claw rake causes mages claim to have defeated other scalamagdrions, with the help of
1d6 points of damage, while the bite inflicts 2d6 points, and the tail several companions. A few sages suggest that a scalamagdrion can
causes 3d4 points of damage. If hovering, the scalamagdrion can absorb power from any mages it consumes, so any individual might
make only one pouncing attack before either landing or flying off. Its have other spell-like powers.
wings are not well constructed for hovering and cannot support such The scalamagdrion is fearless and enjoys the taste of human flesh.
a maneuver for long. Still, it is cunning enough to take a victims body, items and all, back
If possible, the scalamagdrion tries to pin a single opponent by to its lair to avoid being caught while eating.
landing upon it. This requires a normal attack roll, but the victim is
considered AC 10 (adjusted by Dexterity and magical bonuses). This Habitat/Society: As shown in the illustration within The Scala-
maneuver can be used on any size creature and causes 2d6 points of rnagdrion, the creature inhabits an extensive network of caverns. Ad-
damage to the victim. Only creatures of size S or M can be pinned ef- venturers have claimed to encounter multiple scalamagdrions be-
fectively; larger beings cannot be held by the scalamagdrions body neath the Great Glacier, in a cavern network accessible from Vaasa
weight, and smaller creatures cannot be attacked while pinned and Sossal. The monster and the gate to and from its abode cannot be
(though they can be held). destroyed or harmed by tearing out or destroying the page on which it
A pinned creature can try to get free each round after becoming appears, although any attempt at such activities certainly causes it to
pinned, and a successful bend bars roll indicates that the creature issue forth. The scalamagdrion can choose when to activate its gate;
struggles free. A pinned creature receives no Dexterity bonus to AC no other living creature has successfully traveled through it.
and suffers a -4 penalty to attack rolls. The creature cannot use a
weapon that requires two hands. Drawing a weapon might require a Ecology: Several wands and rings can be seen amid the bones upon
successful Dexterity check (DMs discretion). which the scalamagdrion crouches. If a scalamagdrion absorbs magi-
While the scalamagdrion has a pinned victim, or if it is fighting cal energy from its kills, a specimen could prove very useful in the
while on the ground, it attacks normally with its front claws, bite, manufacture of magical items.
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Blacklight
(Alteration)
Conjurations,
Selvar' s Ineffable Level: 3
Magic, and Components: V, S, M
Range: 10 yards/level
Phantasms Casting Time: 3
Duration: 1 round/level
medium-sized tome (three handwidths broad by four Area of Effect: 20-foot radius globe
handwidths tall) is constructed of ash boards covered Saving Throws: Neg.
with white, stretched, tanned cowhide. The covers have brass
corner caps, and a binding of Upon casting this spell, the wizard creates a stationary,
b ra ss r ing s. T h e v o l u m e temporary area of total darkness. The darkness is impenetra-
holds 33 parchment pages, ble to normal vision and infravision, but the caster can see
each containing a spell, one to and move normally within the blacklit area. The caster can
a page, except for the first page. attack and cast spells normally within the limits of his black-
It is a title page, and bears Sel- light. Each round, those within the blacklit area are allowed a
vars personal rune. saving throws vs. spell at -3. Those who succeed can see as the
Selvar was a mage of wizard does for that round, while those who fail are wrapped
Taruin, in the southern realm in total darkness. Characters outside the sphere cannot see
of Samarach, who in his latter into it.
days became involved in a Normal and magical lights are doused by the blacklight.
feud with another local mage, Phelpar of Rassatan. For some The casting of light, continual light, or dispel magic spell to
years Selvar hopped about as a frog thanks to Phelpars counter this spell destroys the blacklit area.
spells, and during that time Phelpar stole all of Selvars spells Creatures within the blacklit area have a -4 penalty to at-
and magical treasures. Selvar hopped for many miles across tack rolls and saving throws and have their Armor Class re-
Samarach to a cave in the mountains north of Sorlmar Pass duced by 4. Characters with blindfighting proficiency are
where he had hidden a cache of magic and by means of the only penalized by -2 to their attack rolls and saving throws
powers there regained his own form. He then set about trap- and have no penalty to Armor Class.
ping Phelpar, whom he eventually enspelled into the form of The caster of a blacklight spell can end it at will, though
a horse and rode to death. Employing magic to speak with continual concentration is not necessary to maintain it. Note
Phelpars corpse, Selvar learned the location of Phelpars that spells that depend on visual effects (such as illusions) do
cache, wherein his own stolen magic was hidden, and went not function if the victim cannot see them.
there. The cache was in a tomb in the Rathgaunt Hills on The material components of this spell are a piece of coal
the southern edge of the great plains of the Shaar. There the and the dried eyeball of any creature.
elderly mage set about collecting and refining his spells, and
setting them down in booksone of which, the Ineffable
Conjurations, Magic, and Phantasms, he gave to the young
Mailed Might
maid Ilistar, who later became an apprentice of Khelben (Illusion/Phantasm)
Blackstaff Arunsun. Ilistar set down Khelbens warding whip
on the hitherto blank last page of the book. Level: 3

The book
sionist spellsiswritten
unusualininthe
thatmagical
it begins withlanguage
secret a section of
of illu-
illu- Range: Touch V, S, M
Components:
sionists, Ruathlek, and concludes with a section of mage Duration: 1 round/level
spells. These spells are listed hereafter: color spray, detect invis- Casting Time: 3
ibility, gaze reflection, phantasmal force, blacklight (unique), Area of Effect: 1 creature
hypnotic pattern, invisibility, magic mouth, mirror image, dispel Saving Throw: None
magic, fear, mailed might (unique), spectral force, plague
(unique), phantasmal killer, maze, shadow door, demishadow By means of this spell, a wizard protects himself or herself
magic, turnshadow (unique), web, haste, paralyze, water or another touched creature with temporary, illusory armor.
breathing, ice storm, remove curse, hold monster, wall of force, The armor has no weight, nor does it encumber its wearer or
globe of invulnerability, power word silence (unique), Khel- in any way affect movement or spellcasting. To the wearer, it
bens warding whip (unique). is invisible and undetectable, making no metallic sounds

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when struck or moving, and so on. To others, it appears as bia to accept money or reward to remove the effect of a spell
translucent, ghostly armor, visible in outline but nonreflec- that has cast oneself.
tive and soundless. The material component of this spell is a pinch of soot or
It protects the wearer as if it were chain mail (AC 5). fungus.
Minor illusory displacement makes enemy melee attacks less
effective, reducing the actual damage from each melee attack
striking the caster by 3 points. The phantom armor also con-
Power Ward, Silence
fers a +1 saving throw bonus against all attacks protected (Conjuration)
against by magical armor.
Furthermore, the armored creature looks as if it were shad- Level: 6
owed by far larger, more powerful armored creatures who Range: 120 yards
stand behind it and move with it. Creatures of 2-7 Intelli- Components: V
gence (Semi- and Low) who observe this effect may flee Duration: Special
in fear of the strange and powerful armored creature they Casting Time: 1
face. More intelligent creatures are often disconcerted and Area of Effect: 1 creature
may respect the potential powers of the protected being more Saving Throw: None
than they otherwise would.
While the armor itself cannot be successfully disbelieved, In using this spell, the caster points at an individual and
any ability or magic that counters illusions (such as true see- utters the power word. For the rest of that round and the full
ing) allows its user to ignore the effects of this spell. next round that creature and everything within 1 foot of the
The material component of this spell is a small fragment of creature cannot make any sound.
real armor: plate or metal mail-weave. The silence foils spellcasting as well as voice activation of
magical items and normal speech. The silence also negates
sound-based attacks both by the target and on the target (a si-
Plague lenced individual could not hear a power word, kill that fol-
(Illusion/Phantasm) lowed, for example, but by the same token could not use a
chime of opening or horn of blasting.)
Level: 4 The power word, silence can only be dispelled by a limited
Range: Touch wish or more powerful magic. A vocalize spell functions under
Components: V, S, M the limits of a power word, silence, but must be cast before the
Duration: 7 days/level power word is used.
Casting Time: 2
Area of Effect: 1 creature
Saving Throws: Neg.
Turnshadow
(Abjuration)
When cast, this spell causes the recipient to suffer from a
powerful illusion spell that causes him to appear to be suffer- Level: 6
ing from some loathsome (and likely contagious) disease. The Range: 60 yards
illusion is very good, covering appearance, smell, and tactile Components: V, S
manifestations of the disease. The recipient is unaware of his Duration: 1 round/level
own illusory appearance, but others react as if the individual Casting Time: 1
is a plague carrier. Area of Effect: 40-foot cube
or 1 creature
For is
caster maximum effect,
familiar with the disease
(mummy rot isshould
an old be one that
favorite). the
If the Saving Throw: None or Neg.
disease is well known to the caster, then the chance of de-
tecting it as an illusion on reasonable examination is 6%. If This spell empowers the wizard to turn creatures created by
the caster is creating a new disease or trying to duplicate a the shadow monsters, demi-shadow monsters, or shades spells,
disease he has heard of (say, for example, the copper rot of causing them to flee in panic for the duration of the spell.
Shar), the chance of detection is raised to 30%. (They can return later if they are able.) The affected crea-
Cure disease has no effect on this illusory plague, but a dis- tures receive no saving throw and flee at maximum possible
pel magic eliminates its manifestation with the standard speed. The spell has no effect on truly undead creatures, in-
chances. The caster can also lift the plague at will, though he cluding the type of monsters known as shadows.
might also make some other demand of service or item for his Alternately, this spell can be targeted at a single shadow
healing. Note that it is against the law in Cormyr and Sem- monster created by one of the above spells to wrest control of

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it from its original caster and cause it to attack a creature of Forceful hand 90% chance destroyed per attack; 30%
the controllers choice. The original caster receives a saving chance the whip is destroyed per attack.
throw vs. spell to negate this attempt. If control is gained, the Grasping hand 80% chance destroyed per attack; 40%
shadow monsters attack continues until the spells duration chance the whip is destroyed per attack.
has elapsed, at which point the shadow monster returns to its Clenched fist 70% chance destroyed per attack; 50%
plane of origin. chance the whip is destroyed per attack.
The turnshadow spell was developed by specialist abjura- Crushing hand 65% chance destroyed per attack; 60%
tion wizards (abjurers) to deal with shadow creatures brought chance of the whip destroyed per attack.
about by illusionist spells, which abjurers cannot use. Lesser Bigby spells (strangling grip, battering gauntlet, fantas-
tic fencers, etc.) are destroyed upon contact with the
whip, as a shield spell would be.
Khelbens Warding Whip
(Abjuration, Evocation) C The whip has no effect on nonmoving magical barriers
such as a wall of force or prismatic sphere.
Level: 7 C The whip has no effect on spells that do not use magical
Range: Within 10 yards of the caster force as a solid entity holds, slow, reverse gravity, etc.
Components: V, S, M C The whip cannot harm living objects and so cannot be
Duration: 1 round/level used as a weapon.
Casting Time: 7 C The whip can be used to parry physical attacks, including
Area of Effect: Creates 1 force lash those from magical weapons and weapons made of magical
Saving Throw: None force (decastave, spiritual hammer, etc.).

This specialized and rare spell creates a whiplike lash of This parrying has a base 60% chance of success plus 2%
mystical force controlled by the caster. This magical whip is per level of the whips caster. An attack parried this way
particularly effective against those spells that take the form of inflicts no damage, but the mage using the whip must have
pushing, striking, or crushing forcesin particular, the popu- initiative over his attacker in order to parry.
lar spells created by Bigby. As noted, this spell was developed by Khelben Arunsun,
The mage need not concentrate to maintain the warding the Blackstaff of Waterdeep, as a specific counter to the
whip, but cannot cast other spells or wield other weapons various Bigby spells that have appeared in the Realms.
while using it. When used, the whip strikes or parries auto- Whether the mythical Bigby of Greyhawk visited the
matically under the direction of its wielder. The effects of the Realms or Khelben or some other Realms mage visited
whip are as follows: Oerth to bring these spells from one world to another is
not known. The Blackstaff has apparently met the great
C The whip confers upon the user immunity to the push Bigby at some time in the past, though the meeting was
spell. apparently on the best of terms. As the wizard of Water-
C The whip immediately dissipates a shield spell without ef- deep once noted to his apprentice Ilistar, The old goat
fect to itself. comes up with one good gimmick and beats it to death
C The whip has a 40% chance of destroying a Tensers floating with a rock. Bigbys response, if any, has never been
disk per attack. The whip is not affected. recorded.
C The whip affects any of the Bigbys hand spells as follows: The material component of this spell is a piece of wire
Interposing hand-destroyed; 20% chance the whip is de- and a pinch of powdered electrum.
stroyed as well.

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The Shadowtome
his book is an octagonal volume of two wooden board
covers over which are stretched sections of black-and-
silver crocodile skin enclosing nine sheets of beaten elec-
trum, each bearing, stamped and etched, a single spell. The
book is fastened with a clasp opposite the electrum hinges in
the form of a black left human hand that swivels at its wrist to
grasp a black bestial hooked tail. The book bears no title.
This book was compiled by the mage known only as Shad-
owhands, lieutenant to Nelazra, the Old Mother (though she
was never called that to her face twice), guildmaster of the
Nighteyes, the guilded thieves of Calimport. Shadowhands,
whose real name has never been known, is believed to have
been Nelazras lover and confidant and is believed to have
been slain in a battle with the Brothers Six, a group of mages
who sought to control much merchant trade in Calimshan
and saw elimination of the Nighteyes as necessary to the suc-
cess of their ventures. The Brothers Six had been reduced to
just two in number by the time they finally slew Nelazra and
broke the power of the Nighteyes in Calimport. They were in
turn slain by Khelben Blackstaff Arunsun when they at-
tempted to control trade entering and leaving the harbors of
Baldurs Gate and Waterdeep. This spell allows the caster to place a magical mark upon
The Shadowtome was found in a concealed room in the another object or individual. The mark can be seen only by
back wall of the temple of Mystra in Calimport by the mage the caster and up to seven other chosen individuals. It re-
Azkhazan, who was slain by hobgoblins when adventuring in mains for the duration of the spell regardless of the marked
the mountains north of Iriaebor. The tome was traded by the individual or object changing its shape, using illusion to mask
goblins to the evil mage Maerglor of Elturel in return for
weapons, food, and fine armor. Maerglor sold it to Elminster, its presence,
form (or doesornot
becoming invisible.individual,
see the invisible The caster sees thecase),
in this new
who after copying what of its contents he needed, sold it to but still sees the mark.
Evinther the Blue of Neverwinter, who was blasted to noth- The mark can be placed from a distance on any visible sur-
ingness two winters later by an unknown magical assailant face of the flesh or the object. It emits a glow visible to the
who presumably has the book now unless she or he has met caster (and his servants) in the dark. The recipient can be
with subsequent misfortune. unaware that the caster has placed the mark but is allowed a
The Shadowtomes pages bear the following spells (unless saving throw. A successful saving throw vs. spell indicates
otherwise noted, they are all standard spells): dispel magic, that the individual is not marked by the nightscar.
night scar (unique), backlash (unique), missile mastery In addition to the caster, up to seven others can see the
(unique), polymorph other, animate dead, cloudkill, ironguard nightscar on its target. These individuals are usually in con-
(unique), death spell. tact with the caster at the time of the casting. Alternately,
the caster can hold up to seven gems, stones, or seeds in his
hand. Each of these seeds, given to an individual, allows that

Nightscar
(Illusion/Phantasm)
individual to see the nightscar on the target.
Once placed, the scar cannot be detected by magic but it
can be seen by a detect invisibility spell. A true seeing or similar
Level: 3 magic would miss the scar, as it is not really there. The mark
Range: 30 yards fades upon the duration of the spell elapsing, and a dispel
Components: S, M magic or remove curse destroys the nightscar as well.
Duration: 1 day/level This spell is often used in cities to keep track of thieves and
Casting Time: 3 other individuals for later contact and/or arrest. It is particu-
Area of Effect: 1 creature or object larly useful in trailing individuals who can change their shape
Saving Throw: Neg. or appearance. Nightscar is believed to have been originally
developed to track lycanthropes in their human form.

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ard can affect only a single missile per round. The missile can
Backlash weigh no more than the wizards experience level in pounds.
Enchanted items (such as an arrow +1) are granted a sav-
(Enchantment/Charm) ing throw vs. spell to overcome the missile mastery. The sav-
Level: 4 ing throw for these items is equal to that of the person who
Range: Touch launched them, plus any bonuses of the weapon (+1, +2,
Components: V, S etc.). Magic missiles are negated entirely, but only one partic-
Duration: Special ular missile of a spread is dispelled in a single round.
Casting Time: 4 The mage does not need to concentrate to maintain the
Area of Effect: 1 spellcaster missile mastery and can move and fight when it is in opera-
Saving Throw: Neg. tion. Casting any other spell negates the remainder of the
missile mastery spell.
By means of this special curse, a wizard can make another
spellcasters magic backfire. The victim can avoid the back-
lash effect when it is initially cast by making a successful sav-
Ironguard
ing throw vs. spell. If the saving throw is failed, there is no (Abjuration, Alteration)
immediate result, except that a faint magical trace of the
casting can be detected. Level: 5
The backlash is triggered by one of three events, regardless Range: Touch
of the distance or time from the placement of the backlash Components: V, S, M
spell: Duration: 1 round/level
C The victim employs an offensive spell that fails because Casting Time: 5
the target creature made its saving throw; Area of Effect: 1 creature
C The victim casts an offensive spell that is somehow inter- Saving Throw: None
rupted or ruined; or
C The victim uses an offensive spell against a creature that is By means of this spell, the caster confers upon himself or an-
immune to it. other creature immunity to metal, including normal metal
The backlash causes the offensive spell to work with full ef- weapons. Such weapons passes harmlessly through the indi-
fect upon the caster, disregarding all saving throws or immu- vidual as if he were a phantasm, not solid flesh. The individ-

nities
casterthe caster might
is subject have.
to more A backlash
than works spell,
one backlash only once. If a
only one ual
jects.can pass through
Nonmetallic iron bars,
objects gates,the
still affect andindividual
other metallic
and ob-
can
takes effect at a time. harm him.
The spell has no effect upon nonspellcasters, on natural Ironguard affects only the individuals body, not anything
spell-like powers, or on magical devices. It can be removed that he is carrying or is attached to him.
only by a remove curse or stronger spell; the dispel magic spell The ironguarded individual is still subject to other attacks,
or its equivalent is ineffective. such as heat, cold, and poison, even if these are delivered by
weapons that would normally pass through him. The individ-
ual retains his Armor Class. Magical weapons can strike him,
Missile Mastery inflicting damage equal to their magical bonus (a long sword
(Alteration) +2 inflicts 2 points of damage per strike). Enchanted metal is
an impassible barrier to an ironguarded individual. Spells
Level: 4 using metal in their effects (such as blade barrier) affect the in-
Range: 10 yards/level dividual normally.
Components: V, S The ironguarded individual can attack armored opponents
Duration: 4 rounds as if they were unarmored, but only with bare-handed or nat-
Casting Time: 4 ural weapons. Such opponents would be AC 10 if they were
Area of Effect: 1 missile wearing all-metal armor (plus any Dexterity bonuses).
Saving Throws: Special If, for some reason, an ironguarded individual has his body
in the same place as metal when the spell duration elapses (if
While this spell is in effect, the wizard can alter the flight he collapses while passing through an iron gate, for example),
of a single missile that passes within the range of the spell, he is immediately killed.
stopping it or causing it to be hurled back toward its original The ironguard spell has a unique property; it cannot be used
sender. Missiles returned to sender strike with the senders by either transmuters or abjurers, as it uses enchantments
THAC0 with a +4 to hit and inflict normal damage. The wiz- that are in opposition to both of those schools.

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Shandaril's (all are in standard form unless otherwise noted): burning


hands, dancing lights, detect magic, hold portal, shocking grasp,

Workbook sleep (incorrectly


and its range fluctuates its sleep
written;from effect
casting to lasts only
casting one10
from
yards at random), spider climb, audible glamer, circle dance
round,
to 30

handarils Workbook is a crescent-shaped tome five hand- (unique), detect evil (also botched; all creatures receive a sav-
widths in height by three handwidths across of two ing throw; if made, the truly evil do not detect as evil, and the
glossy, polished black covers of ebony. The covers are hinged good or neutral may falsely detect as evil), fools gold, rope trick,
with copper at the center of their curve and enclose 26 pages shatter, skyhook (unique), dispel magic, gust of wind, Leomunds
of thin, burnished copper sheets. tiny hut, suggestion, tongues, confusion, dimension door, fire-
Shandaril is a mage of great brand (unique), fumble, polymorph self, and wall of ice.
power, who is now coldly evil
and selfish. She uses this Work-
book as a means of ensnaring
Circle Dance
other mages so that she may (Divination) Reversible
lessen potential competition
by slaying them after first Level: 2
strengthening herself by learn- Range: 0
ing what she can of their Components: V, S, M
unique magic. Duration: 1 round
Born in Telflamm, Shan- Casting Time: 2 rounds
daril was brought to Sembia by her merchant parents when Area of Effect: The caster
young and is known to have studied under the mages Halak- Saving Throw: None
oun (good) and later Mairgaer (neutral) in Selgaunt. She
was of great beauty from childhood and soon learned to ma- This spell enables the caster to learn something of another
nipulate men masterfully. While still a youth, she became creature. A gem or gems of not less than 1,000 gp total value
apprenticed to the adventurer-mage Thalaver of the Com- are powdered prior to spellcasting. The caster sprinkles this
pany in Crimson and accompanied the band on a perilous powder in a circle of at least 10 feet in diameter on any solid
adventure into the ruins of the Stonelands. There she slew surface (even if the surface is temporary), and dances an intri-
Thalaver and all his companions at some point and acquired cate, weaving pattern within it while concentrating on the
their magic, in particular Thalavers staff of power and spell- target creature and singing a repetitive rhyme (for example,
books. Returning to Suzail to ransack Thalavers Tower, she Reveal to me/For I would see, etc.) that names the individ-
was confronted by Vangerdahast and other mages of note in ual creature concentrated upon.
the city who demanded to know the whereabouts of the This naming need not be accurate; it is only a focusing aid
Company. She barely escaped alive by means of a teleporta- to the caster, and nicknames and descriptions can be used. If
tion device. Before doing so, she triumphantly admitted her the spell is successful, at the end of the dance the caster re-
deeds. There is still a royal warrant for her arrest outstanding ceives mental images and impressions of the target creatures
in Cormyr. general direction from the caster. If the target is on another
Shandarils present lair is plane, that is clear, but which plane and any details of the
unknown, but she is thought to current surroundings and state of the target, remains entirely
dwell somewhere to the south a mystery. If the target creature is on the same plane as the
and is known to have grown caster, a confused impression of how distant the target is and
greatly in power. She has re- something of the targets current surroundings, mental state
leased her Workbook into circu- (for example, dead, asleep, unconscious, spellcasting, alert,
lation amongst mages as a trap happy, sad, etc.) and physical state may be apparent. The base
to gain her yet more magic. chance of success for the spell is 4% per level of caster, plus:
Few know or even suspect its +25% if the target is fairly well known to the caster, +40% if
true nature. the target is intimately known to the caster, +10% if the tar-
The first page of the crescen- get is upset or excited, +15% if the target is currently using
tiform tome bears Shandarils sigil. It also bears the invisible magical items or is spellcasting, and +5% if the target is close
activation rune of a tracer spell Shandaril has cast upon the to the caster (in other words, within a radius of one mile per
tome, which if revealed by detect magic (note that the rune it- level of the caster).
self is not a trap), looks like the illustration. DMs must determine how much a circle dance reveals by
The pages thereafter bear the following spells, one to a page the percentile total of the caster; 100% should give a clear

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mental picture of the targets surroundings and precise dis-


tance and direction of such whereabouts. Note that this spell
Firebrand
is not an ESP spell, nor does it allow the caster to hear or cast (Evocation) Reversible
spells at a target. The spell does not allow the caster to see the
target for the purposes of casting a magic missile spell, but it Level: 4
may well aid in teleportation. Range: Touch
The reverse of the spell, circle charm, involves the same ma- Components: V, S, M
terial components but a reversed dance. It has the effect of Duration: 2 rounds + 1 round/level
hiding the caster (only) and objects on his or her person from Casting Time: 4
all locate object, ESP, know alignment, and other spells that lo- Area of Effect: Special
cate and divine the thoughts of other creatures, including cir- Saving Throw: None
cle dance, for 24 hours. Wizard eye, sending, and the like are
not affected by a circle charm. By means of this spell, which involves a pinch of sulfur and
a spark of normal flame, the caster creates everburning flame
that blazes until the spell duration expires without consum-
Skyhook ing the object or location it is cast upon. Instead, the confla-
(Evocation) gration sucks air into itself and somehow feeds upon the ether
and spell energy for its burning.
Level: 2 The spell must be cast on an object or particular physical
Range: 60 yards spot and cannot be subsequently transferred to another. It
Components: V, S, M can be ended at any time by the deliberate will of the caster,
Duration: 3 turns + 1 turn/level but does not require continued concentration on the casters
Casting Time: 2 part for its existence. The maximum spread of flames created
Area of Effect: Creates 1 hook by means of a firebrand spell is a volume the size of the casters
Saving Throw: None fist times the casters level.
This spell is usually used to make a sword into a flaming-
With this spell, the mage creates a solid hook of force in- bladed weapon. The spell adds 1d4+1 points of fiery damage
visible to all but the caster at a desired location. The hook to that of the weapon and chances of causing further combus-
need not be attached to anything, and indeed is usually cre- tion, but does not make any weapon a flametongue or give it
ated in midair over a pit or chasm, but it remains absolutely any magical pluses. When cast upon a stick or pole, it can
immobile. Creatures can hang on to it, ropes be tied to or also be used to create a torch that remains alight underwater
hooked over it, and so on. It supports up to 30 tons of weight. and despite gust of wind spells and the like.
If the weight limit is exceeded, the skyhook instantly van- The spell can also give a caster or fellow creature touched
ishes. Otherwise, it lasts until the spell expires, fading out of by the caster a nonpainful, noninjurious flaming hand or limb
the casters view as a warning of its impending expiration in equal in effect to a normal torch or lamp. This torch is able to
the final two rounds of its existence. It is too small to be stood readily burn hair, paper, cobwebs, cloth, and other flamma-
upon (for example, to climb further, or cast spells or fire mis- bles and to deal to others not protected by the spell 1d6+1
sile weapons from), but its hook is large enough to permit points of damage per extended contact (1d4+1 for a blow,
thick cables and many grasping hands to find purchase. A 1d4+3 for a firm grip upon an unarmored area).
skyhook, once created, cannot move. Ropes and other things Note that although this latter application of the spell can
secured to it appear to creatures other than the caster to be be visually impressive, care must be taken or damage results
tied to nothing. The skyhook is solid enough to harm crea- due to the flamehand thus created touching its owners own

tures flying
harmed, and,into it or
aside striking
from limitedit wish
but cannot itself
and more be physically
powerful magic hair, clothing,
ignited by theorflamehand
flammablecause
oil. Items
himon
orthe
hercasters
normalperson
burn
of the same sort, it can only be affected by a disintegrate spell. damage.
The caster of a skyhook can will it out of existence in- More than one hand or foot can be affected by a single fire-
stantly. The material component of this spell is a miniature brand spell if the caster is of high enough level. When the
metal fishhook. spell is cast upon them, a surface area of 6 square inches per
level can be affected if the appendages are placed together
(for example, clasped hands). Nonliving matter used as a
spell focus and then separated into smaller pieces (for in-
stance, a flaming stick broken or a flaming blade shattered)
does not become many smaller fires; only one fragment re-
tains the magical effect, and the others do not. Note also that

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the bearer of such everlasting flame is in no way immune to object it guards is destroyed (both occurrences its caster is
the effects (heat, flame, smoke) of other fires. immediately aware of), it is permanent. Whenever the pro-
The reverse, quenchtouch, requires a drop of water as an ad- tected object is concentrated upon, the spell provides the
ditional material component and is cast upon a limb or object caster with an awareness of the direction and distance be-
in an identical manner to firebrand, having identical dura- tween caster and objecteven if on another planeand
tion and area of effect properties. The effect created is pain- whether the object is being handled or used by another crea-
less, shimmering black flames that give off no heat nor cold ture or creatures.
and do no damage. Whenever they come into contact with Creatures coming into contact with the object are only
flame of any sort, however, that flame is instantly and utterly hazily revealed to the caster of the tracer, who can learn of
quenched. Any heat in excess of the surrounding ambient each its alignment, race, and the presence or absence or mag-
temperature is drained as well. ical abilitybut not a creatures name, description, or level.
Normal fires can be extinguished in this way. Permanent or This precise fix on the location of the object provides the
longlasting magical (flametongue sword, fire trap, wall of fire) or caster with a focus for teleportation or sending other crea-
natural (campfire, flaming oil) sources of fire are instantly tures to the traced object. Various magical means can reveal
quenched and prevented from reigniting or being set off for the presence of a tracer, but the caster of the tracer is always
1d4 rounds, determined randomly for each instance. Fires of aware of their being used and can act accordingly to prevent
great extent are quenched in a 40-foot-radius globe per touch himself or herself from being traced in turn, if desired.
of black antiflame and real flame. Fiery explosions within 40
feet of quenchtouch darkflames neutralize and destroy the dark-
flames, but themselves dwindle into nothingness in a scatter-
Shandaril
ing of sparks, inflicting only 1d4 points of damage to creatures
within 40 feet of them (successful saving throws against the Shandaril is thought to be a 19th-level chaotic evil arch-
explosions, such as fireball, reduce injury to half damage). mage, and the possessor of many magical items. She is known
to wear two magical rings and bear a wand and a staff at all
Shandaril's Tracer times. She always promptly sends two invisible stalkers off
after anyone with magical ability who handles the tome with
(Divination) instructions to disable, disarm, strip, and render unconscious
(without slaying or mentally damaging) the being. The stalk-
Level: 5 ers then bring the tome, the beings belongings, and the being
Range: 0 to her. She then sends the tome elsewhere by means of magic
Components: V, S, M or servant creatures to where another may find it and sets to
Duration: Permanent work to wrest what magical knowledge she can out of the un-
Casting Time: 1 round fortunate being brought to her before slaying it.
Area of Effect: 1 object up to 1 cubic foot If the two stalkers are defeated, Shandaril sends more pow-
Saving Throw: None erful creatures. She takes great interest in who has her Work-
book, but she also takes care to conceal herself from magical
By means of this spell, the caster places an invisible rune tracing and does not herself come after the book and risk an
on a single, nonliving, solid object (typically a chest, book, ambush or facing a much-superior foe on its own home
wand, or gem). Unless dispelled or destroyed when the ground.

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The Spellbook of
Daimos
his tome bears neither title nor inscription. It is fash-
ioned of fine, heavy parchment pages sewn to a waxed
cord binding. These pages are stretched and nailed to an
oaken spine to which in turn are bolted covers of fine bronze,
and the whole is covered with stretched silver dragonscale.
The Spellbook is heavy and three handlengths broad by four in
height. It is as thick as two fingers, bearing within 36 pages. A
permanent magic mouth has been cast upon it. Whenever the
tome is first touched by any (and every) creature, the mouth
appears on the front cover, and a cold, level male voice
speaks in Common: Put me down, or die. There are
presently no magical safeguards on the volume to back up this
threat, however. The book shows no signs of age or ill use.
This volume first came to light in Realmslore some 300 Waterdeep and thus must have learned it since. Perhaps she
winters ago when the caravan master Muirhar Duskbrow, gleaned it from another source, but Thantos, the aged Ren-
an easterner, crossed Anauroch at the head of a caravan 67 dergallis, and Elminster all agree that the Spellbook of Daimos
wagons long. The perilous crossing was made safely, but gnoll is the only known source. Who or what Daimos is and the
bands raided the caravan in Bleached Bones Pass. Many were present location, aims, and powers (or even existence) of
slain before Muirhars guards could overcome the attackers. such a being are presently unknown.
The gnoll corpses were stripped of weapons and goods before The last two of the Spellbooks 36 pages are blank, but all
the caravan continued. Strapped to one such corpse was others bear wizard spells, as follows (in order of appearance):
found a battered leather satchel, obviously looted from an identify, magic missile, invisibility, levitate, web, fireball, monster
earlier victim. Within it was a note written in Common that summoning I (improved), slow, suggestion, confusion, fear, fire
said simply, I have no further use for this or other things of trap, polymorph self, watchware (unique), animate dead, cloud-
this world. You are my most able apprentice, so it is yours. kill, feeblemind, shroud of flame (unique), anti-magic shell, dis-
Use the shout only in last resort. Daimos. integrate, geas, globe of invulnerability, reincarnation, repulsion,
Muirhar took book and notes to the mage Ulthorn of Wa- Bigbys grasping hand, duo-dimension, power word stun, vanish,
terdeep, who kept the tome secret for many years and appar- great shout (unique), incendiary cloud, mind blank, astral spell,
ently never used its powers until the night of his death. His gate, and imprisonment. All commonly known spells are in the
apprentice, Rendergallis, who studied the tome under standard form save for monster summoning I, which Daimos
Ulthorns tutelage, reports that Ulthorn died in a sorcerous (or another being) developed so the caster can, by effort of
duel with a vastly more powerful foe, the Archmage Ahra- will, determine the type of monsters summoned (75% chance
bose, but, in defeat, slew his enemy by bringing the Tower of of success). Casting time is increased to a full round and the
Yintros down upon them both with a great shout. Rendergallis number of creatures that appear is still random (2d4). The
and many other young apprentices and prestidigitators of desired creatures must be mentally pictured and concentra-
Waterdeep searched the wreckage of the Tower that night, tion must be focused on that image. The three unique spells
seeking items of power and written spells. The blasted corpse in The Spellbook of Daimos are as follows:
of Ulthorn was found with his shattered staff and emerald
sigil ring but the Spellbook was gone. In the ashes that had
been Ulthorn, some being had scratched in Common:
Watchware
Daimos reclaims his own. (Evocation)
The whereabouts of the tome thereafter are uncertain, but
confused tales have come to the northern Realms of two sep- Level: 4
arate skirmishes in which mages have employed great shouts; Range: Touch
from Ankhapur far to the south, and from Twostars, a trail- Components: V, S, M
moot and well stop on the Golden Way trade road east of the Duration: Special
Inner Sea. One of these two users is known to a sage, Thantos Casting Time: 1 round
of Selgaunt, who states that she is too young to have known Area of Effect: 1 item
the spell before or immediately after the death of Ulthorn in Saving Throw: None

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The wizard can place a watchware on any single nonliving, spells such as the priests protection from fire protect both the
inanimate object usually a book, staff, door, or item of trea- target and those around it from the fire damage of the shroud
sure. If that item is disturbed or moved at any later time, the of flame. They do not negate the immolation and possible
caster is alerted. This alert occurs even if the caster is asleep burning of flammable items, however.
or unconscious, but not if the caster is turned to stone or oth- The material component of this spell is a pinch of salt-
erwise unable to think. peter, a small piece of phosphorus, and a small scrap of lace
The original caster receives a mental image when the cloth or spider web.
watchware is activated. This mental image is of the item
and all items and creatures within 10 feet of it at the time
of activation. The mental image generated by the watch-
Great Shout
ware lasts only a single round and does not include any (Evocation)
sound. The image interrupts concentration and disrupts
spellcasting in progress, but does not disturb the caster in Level: 8
any other way. Range: 0
The watchware is activated when the item is disturbed for Components: V, M

any
a catreason,
walks whether
on it, or someone touchesknocks
an earthquake it, pokes it with
it over. Thea item
pole, Duration:
Casting Instantaneous
Time: 1
protected by the watchware spell radiates a faint aura of Area of Effect: cone, 90 feet long x 20 feet wide
magic. If a dispel magic is cast upon the watchware, it acti- Saving Throw: Special
vates. The watchware functions only once, then the spell is
spent. A wizard can have as many active watchwares as he has Upon uttering a great shout, the caster releases a stunning
levels, but in practice most mages keep only one or two to force akin to a horn of blasting from his mouth in a cone 90
avoid the hassles of accidental activation. feet long and 20 feet in diameter at the far end. Additional
The material components of this spell are a spiderweb, a damage is inflicted along a narrow path in the center of the
small brass or silver bell, and a shard of glass. cone 1 foot wide by 8 feet long.
The great shout is extremely taxing and dangerous to the
user. The shout inflicts 2d4 hit points from the caster, and the
Shroud of Flame caster must make a system shock roll or die from the exertion.
(Evocation) All creatures within the general area of effect must save vs.
spell. Those that do not successfully save are stunned for two
Level: 5 rounds, deafened for four rounds, and suffer 1d10 points of
Range: 10 yards damage. Those that do save are stunned for only a single
Components: V,S,M round and deafened for two rounds.
Duration: 1 round/level Damage is much greater along the narrow path at the heart
Casting Time: 5 of the great shout. Boulders can be split, cottages leveled, and
Area of Effect: 1 creature, size L or smaller powerful gates breached by this part of the shout. It inflicts
Saving Throw: Neg. structural damage as if the shout were a missile flung by a
large catapult (see Siege Damage rules in the Dungeon Mas-
This dweomer is also called the trollkiller spell. Cast- ter® Guide) with a -2 modifier to the saving throw. All items,
ing this spell causes a single creature to burst into flames. A magical and nonmagical, within the narrow path of the shout
successful saving throw vs. spell negates the spells effect must make a successful saving throw vs. crushing blow or be
entirely. If the initial saving throw is missed, however, the destroyed. Creatures within the narrow path take 2d10 points
targetround
Each takes 2d6 points the
thereafter of damage permake
target can roundanother
from the fire.
saving of damage
damage if they
if they fail their
succeed. savingand
Deafness throw and 1d10
stunning points
effects of
apply
throw vs. spell. As soon as one of these saves succeeds, the as described above.
flames die out. The material component of this spell is any item that radi-
While immolated, all flammable objects on the target are ates a magical aura, including one temporarily invested with
burned (magical items are granted saving throws vs. fire). If Nystuls magic aura, as well as standard magical items. Power-
flammable oil is on the character, that is ignited by the flames ful items such as artifacts and unique weapons cannot be used
and inflicts additional damage. to power the great shout. The material component is de-
The shroud of flame shoots off gouts of fire as it burns. All stroyed in the casting of the spell.
those within 10 feet of the burning target take 1d4 points of
damage from the flame. Flammable objects near the flame ig-
nite and burn as well. Items such as rings of fire resistance and

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priest can detect them, as above, he may turn them in the


Studies in Death normal fashion. Cloaked undead cannot enter areas nor-
mally protected from undead, nor do they gain any other ad-
enned by the lich Kyristan, author of Kyristans Myster- vantages.
ies, this book demonstrates more of that individuals
macabre tastes. Sometimes called The Bloodtome, the book is
a foot tall, a foot wide, and perhaps a handspan thick. Its
Revenance
covers appear to be made of rough skin stretched over a rigid (Necromancy)
surface and are warm to the touch. A thin piece of bone lines
the edges of each interior page; within this boundary appears Level: 3
to be the surface of a pool of blood. The surface is warm, and Range: 0
feels solid, but appears to ripple when touched. Components: V, S, M
If the book is left open to a Duration: Special
page for more than a few sec- Casting Time: 1 turn
onds, bone chips seem to float Area of Effect: 15-foot radius
to the surface of the blood pool Saving Throw: None
to form letters. The words
formed tell of Kyristans efforts By means of this spell the caster makes undead creatures
to achieve lichdom and to immune to one turning or disruption attempt by priests, pal-
build an army of undead. Sev- adins, or others capable of turning undead. The spell does
eral rare spells are within, in- not provide immunity to magical items such as the mace of
cluding cloak undead, reve- disruption nor to magical spells such as protection from evil.
n an ce , d is gu is e u nd ea d, Any undead with Hit Dice equal to or less than the
imbue undead with spell ability, lich touch, and master un- casters level can be affected up to one undead creature per
dead. level of the caster. Affected undead creatures radiate a faint
The book was in the possession of the necromancer Mur- aura of magic. The effect lasts until a turning attempt is
fice who was defeated in a wizards duel by the Lark of Suzail made that would otherwise turn or destroy the undead crea-
about a dozen years ago. The Lark refused to have anything ture. Once a successful turning attempt is blunted by this
to do with the book and hired a group of adventurers to take spell, the spell is no longer in effect for that particular un-
it to a volcano and throw it in. The adventurers were never dead being, and it can be turned normally. The spell other-
seen again, and rumors say the book fell into the hands of wise lasts a maximum of 24 hours. An undead cannot receive
one of the Red Wizards of Thay. another revenance spell if one is currently operating.
The material components of this spell are a flake of ash, a
pinch of dust, and a drop of blood.
Cloak Undead
(Necromancy) Disguise Undead
Level: 2 (Illusion/Phantasm, Necromancy)
Range: 10 yards/level
Components: V, S Level: 5
Duration: 1 round/level Range: 0
Casting Time: 2 Components: V, S, M

Area
Savingof Throw:
Effect: 15-foot
Neg. radius Duration:Time:
Casting 1 turn/level
1 turn
Area of Effect: 1 undead/level within 10 yards/level
This spell renders undead creatures within its radius invis- Saving Throw: None
ible both to the naked eye and to the detect undead spell. The
undead remain invisible as long as they remain within 15 By means of this spell the caster can alter the appearance
feet of the spells center. If they move beyond that radius or of undead creatures so that they appear as they did in life.
attack in any fashion, they immediately become visible. The They appear to be healthy and normal (unless thats not how
detect invisibility spell reveals their presence, as does true see- they were in life) and have no charnel odor or other telltale
ing and similar magics. The spell can be centered on the clue that they are actually dead.
caster, on an object, or on a willing subject. The disguised undead creatures are still undead in all
Cloaked undead cannot normally be turned, though if a other ways and forms. They are revealed by the detect undead

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Imbue Undead with Spell Ability


(Necromancy)

Level: 6
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 undead
Saving Throw: None

The wizard using this spell grants an undead creature the use
of a particular spell the wizard has learned. That spell is left
with the creature and can be used by the creature. A ghoul can
be invested with a lightning bolt or a skeleton guard with a di-
mension door and the location of its masters throne room.
Once this spell has been given to a creature, it remains
with that creature until it discharges the spell or is destroyed.
The wizard who provides the spell loses the use of one spell
of that particular level until the spell is discharged or the un-
dead creature is destroyed. (If a fireball is imbued into a skele-
ton, for example, the wizard has one less 3rd-level spell
available to him.) A wizard can imbue as many different un-
dead as he has imbue spells or spells to give away. No spells
above 5th level can be imbued upon an undead creature. No
more than a single spell can be imbued to a single undead
creature at any time.
Once discharged, the spell takes effect as if it were cast by
spell or similar divinations. Undead abilities that depend on the wizard for purposes of range, duration, area of effect, and
the appearance of an undead being (a rotting visage that in- damage. No material, verbal, or somatic materials are re-
spires fear, for example) do not function while the creature is quired, and the casting time of the released spell is 1.
disguised. This spell does not allow undead beings to perform The material component of imbue is a small scroll of paper
tasks beyond their normal limitations or allow them to speak upon which is written the name of the imbued spell in squid
if they lack that ability in their undead state. Disguised un- ink.
dead retain their alignment. Disguised undead can be turned
if recognized as undead, and their disguised forms can be af-
fected by all things in the normal fashion.
Lich Touch
This spell combines illusion/phantasm and necromantic (Necromancy)
magic. It cannot be used by necromancers or illusionist spe-
cialists, unlike most spells of this nature. It is most often used Level: 6
by mages to hide skeleton and zombie servitors in social situ- Range: Touch
ations. The material component of this spell is the cocoon of
the deaths head moth. Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

By means of this spell the necromancer gains both the chill-


ing touch of the lich and invulnerability to several lichlike at-
tacks and effects. The caster is immune to all forms of paraly-
sis and fear, including those generated by liches, for the dura-
tion of the spell. When the lich touch is in operation, the hands
of the caster glow with an unearthly greenish brilliance.

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The caster can touch individuals and affect them as a lich This powerful spell allows the caster to control the actions
would, inflicting both 1d10 points of damage and paralysis. A of any type of undead creatures as if they were intelligent
saving throw vs. paralysis is allowed, but the individual takes creatures under the effect of a charm person spell. Undead so
the damage even if not paralyzed. Undead beings and crea- controlled can perform precise tasks for the caster.
tures not affected by paralysis are not affected by the touch The caster can affect one undead that is within the area of
and do not take damage. Those paralyzed by this spell remain effect for each of his experience levels. In cases of mixed types
so for 2d4 hours or until the paralysis is countered by a dispel of undead creatures, the weakest are affected first, then those
magic, remove paralysis, or similar magic. The spell cannot be with more Hit Dice. All undead affected must be within a
ended before its duration expires. The caster affects everyone cubic area 50 feet on a side.
he touches with the lich touch. Undead are permitted a saving throw vs. spell to avoid this
The material components of this spell are a drop of the spell. Liches and undead with 10 or more Hit Dice have a
casters blood and a scrap of rotting meat or fish. bonus of +4 to the saving throw to avoid the effects of this
spell.
Undead creatures controlled by this spell are treated differ-
Master Undead ently than creatures under the effect of enchantment/charm
magic. This special state of mastery lasts until the spell dura-
(Necromancy) tion ceases, when the undead are restored to their own (often
Level: 9 nominal) control. The caster does not need to know any
Range: 10 yards/level common language with the undead to effect the control. The
Components: V, S, M undead beings can be ordered to perform self-destructive ac-
Duration: 2 rounds/level tionsand the caster can even attack themwithout the
Casting Time: 5 spell being broken.
Area of Effect: 50-foot cube The material component of this spell is a crushed diamond
Saving Throw: Neg. worth at least 500 gp, which is consumed in casting.

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Tassos Shriek
Tassos
Arcanabula (Illusion/Phantasm)

Level: 1
his volume is a tall, thin tome (two handwidths across Components: V
by six high) of black-edged parchment pages bound be- Range: 10 yards/level
tween thin boards of duskwood, covered with mauve-dyed Casting Time: 1
pseudodragon hide. The tome has 16 pages. Duration: 1 round/level
Tasso is an infamous illusionist active in the Inner Sea Saving Throw: Special
lands of Toril. The leader of a band of thieves and adventur- Area of Effect: Hearing range
ers, the All-Seeing Eye, Tasso robbed many a royal treasury
and temple vault in Chessenta, Mulhorand, and the indepen- This specialized form of an audible glamer spell is released by
dent cities of the Vilhon Reach and the Near South. He be- the caster with only minimal utterance. Its casting is all but
came the target of many hired bounty hunters and assassins, silent and untraceable, requiring a minimum of concentration
and
ambushhe survived many spectacular
after another. About four battles
wintersasago,
he escaped one
Tasso van- (thus enabling
in pain, it to be cast
constrained, during
or the melee
like). Theormagic
when the caster isa
produces
ished, either fleeing to another plane or being slain by a killer shrieking, crying, shouting, or other verbal utterance. Once
who was luckier or more persistent than the rest. An early ca- cast, the sounds cannot be ended before the spell expiration.
sualty of raiding bounty-hunters, Tassos Arcanabula (spell The sounds carried by this magic are limited to those pro-
workbook) was seized from his cave abode near Starmantle duced by the casters voice (although mimicry is possible),
and presented to the patron of the bounty hunters, the Mar- and are typically used to produce shouted warnings or cries to
crowne of Turmish. It was soon stolen from the Marcrownes suggest a fight or attack offstage, or the presence of unseen
palace vaults, and its present whereabouts are unknown. intruders, so as to distract opponents of the caster. The spell-
From the accounts of Sleem, Court Wizard to the Mar- caster must emit all of these sounds while memorizing the
crowne, we have the following record of the volumes con- spell, and cannot later alter them.
tents, one spell to a page: audible glamer, change self, dancing
lights, phantasmal force, Tassos shriek (a unique spell), detect
magic, invisibility, magic mouth, misdirection, dimension door,
Shadow Bolt
fear, illusionary wall, shadow bolt (rare), shadow skeleton (Illusion/Phantasm)
(unique), permanent illusion, and chromatic blade (rare).
Level: 3
Range: 10 yards/level
Components: V, S
Duration: 2 rounds maximum
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

By means of this spell, the caster brings into being a semi-real


phantasm of an onrushing missile. The large, gray, teardrop-
shaped illusory projectile can be made to glow with a faerie fire
radiance of any hue the caster desires; it appears behind the
caster and rushes at any one creature the caster chooses. The
caster must be able to see the target as the spell is cast.
The projectile begins as a tiny, silent mote that rapidly grows
in size with a frightening, increasing moan of rushing air, so
that it appears to have come from a great distance at great
speed (the bolt actually travels at a movement rate of 27).
A shadow bolt strikes in the round following casting. It will
swerve to follow the target creature, even if the creature es-
capes the casters view. The bolt can be stopped only by a
magical barrier, though it can be dodged by shifting to an-
other plane of existence. If this occurs, the bolt pauses at the

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creatures last location and flashes back during the next round
to strike at its caster.
Chromatic Blade
The bolt inflicts 1d8 damage +1 hp/level of the caster. If (Alteration)
disbelieved (contingent on a successful save vs. spell) a bolt Level: 5
inflicts half damage. A being unfamiliar with the details of Range: 0
magical illusions who encounters a shadow bolt for the first Components: V, S, M
time will have little reason to disbelieve such an attack. Duration: 1 round/level
The strike of a shadow bolt is a considerable blow; the crea- Casting Time: 1 round
ture struck must make a Strength check to avoid being Area of Effect: Creates 1 blade
knocked prone, and fragile items might be damaged by the Save: None
characters fall.
This spell creates a shimmering blade of constantly chang-
ing hue, of needle-width and magical sharpness. The blade
Shadow Skeleton glows at all times with a gleaming shimmering radiance, which
(Illusion/Phantasm) flickers between colors continually and uncontrollably. It is
safe to touch a chromatic blade only at its hilt or guard; the blade
Level: 4 itself is all edges, and even its lightest touch will cause harm.
Range: 30 yards While the blade can be wielded by any creature, the caster
Components: V, S, M can will it out of existence when he chooses. The blade is
Duration: 1 round +1 round/level considered a +1 magical weapon for attack purposes (no dam-
Casting Time: 4 age bonus). It weighs nothing, and makes no sound upon im-
Area of Effect: Special pact. Its merest touch inflicts 2d4 hit points of damage and it
Saving Throw: None can sever extremeties like a sword of sharpness (see table). If a
sever result is achieved against an individual in +3 or better
This spell allows the caster to create semi-real phantasms of magical armor, the chromatic blade shatters into shards of col-
human, demihuman, or humanoid skeletons. All the skeletons ored light without inflicting any harm at all.
created by a single shadow skeleton spell must be of the same Opponent Score to Sever*
type. One skeletal image per level of the caster can be created; Normal/armored 19-21
the caster can choose to create fewer images if desired. Larger than man-size 20-21
Shadow skeletons cannot grasp, carry, or wield solid ob- Solid metal or stone 21
jects such as weapons. They appear smoky and vague in out-
line, of ivory or bloody hue, and may have any appearance *Natural roll, considering only the blades +1 attack bonus
the caster wishes (split skulls, missing limbs, etc.). They can
be created with illusory clothes and weapons, so as to appear The bearer of a chromatic blade is protected from color spray
from a distance as living guards or servants. The spell cannot, attacks, which will shatter upon the blade as soon as they
however, be worked to give the illusion of life or flesh. The come into contact it. A prismatic spray can be likewise scat-
skeletons materialize in an area of 15-foot radius, and can tered, but the blade loses 2d6 rounds of duration. The blade
move about freely thereafter. can destroy one color of a prismatic sphere or one layer of a
The skeletal images are silent and cannot be turned, dis- prismatic wall upon contact, but the blade is destroyed. An in-
pelled, or affected by heat, fire, or cold; they are under the dividual of exceptional determination can strike with the
control of the caster just as a priest controls skeletons ani- blade so as to shatter the entire sphere or wall, but has a 50%
mated by use of animate dead. The shadow skeletons have these chance to suffer the effects of all of the colors simultaneously
(any saves are allowed), while leaving the barrier intact.
statistics:
Shadow AC 6; MVvanish
skeletons 12; 2 hp
at each; #AT 1;expiration
the spells Dmg 1d4.or upon A chromatic blade can be destroyed by a successful dispel
the death or unconsciousness of the caster. Solid matter, in- magic, disintegrate, or properly worded limited wish. It cannot
cluding living creatures, can pass through shadow skeletons be physically damaged in any way by weapons of less than +3
without resistance. Any living creature that comes into direct enchantment, although it can be parried or blocked like a
contact with a shadow skeleton must save vs. spell at +2 or be normal blade. A chromatic blade is not affected by changes in
stunned (reeling and unable to act coherently) for one round. light or darkness or by magnetic effects. The blade cannot be
Such contact does not harm or dispel a shadow skeleton, but it mentally wielded or influenced from a distance, except for
is possible for a living creature to charge through one. the caster willing it out of existence.
The spell requires a piece of bone. This serves as a focal The material component of this spell is a small lightning-
point for the spellcasters concentration and is not consumed forged dagger set with gems of the seven spectrum colors, the
or altered by the magic. total worth no less than 100 gp.

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Tidings OF Conflict
and Woe
his unusual book is a collection of 72 beaten copper
plates, each about half a foot in diameter, bound by a
large ring of bronze. The plates have mostly turned green due
to age and exposure, but about half were cleaned and restored
at some point; these show a bright coppery tone. The books
title appears on one of its pages, etched in silver; the text of
the book is engraved in its pages. None of the pages reveal ground. Creatures that had some special ability while alive do
the books author, nor do they indicate a purpose for the col- not retain that ability in their undead state.
lection of spells presented within; only the books title and The undead mount is unintelligent and cannot fight. It re-
the text of the spells survive (though it may be possible to re- sponds only to simple verbal commands. It cannot be affected
store more of the pages and reveal more spells or perhaps a by enchantment/charm magic. The undead mount has a
history of the books owner). movement rate of 18 and moves silently. It has 1d4 hit points
Tidings of Conflict and Woe is attributed to Cymbre and to plus one additional hit point per level of the caster. Undead
her daughter Amye, both dangerous wizards of the Moon- mounts can be turned as skeletons if they are primarily bones,
shae Isles. Cymbre and her daughter lived in the Moon- or as zombies otherwise. Undead mounts ridden by more
shaes nearly two centuries ago; there, they tried to claim powerful undead cannot be turned separately, but if the rider
and rule a territory through the use of undead and with is turned, so is the mount.
other arcane means. Eventually, they were stopped by the The caster can choose when creating the undead mount to
druids of the islands. Reports from those druids indicate the make it glow very faintly with a yellow, green, or red hue.
use of several spells that are contained in Tidings of Conflict The material components of this spell are a drop of water, a
and Woe. human hair, and a pinch of powdered hoof. The bones or
The book was recently seen in Calimshan, where it was body of the animal that will serve as the mount also are
sold to a cloaked mage for an undisclosed amount. It is needed.
known to contain the following rare spells: undead mount,
mummy touch,
doom and virusskull watch, improved skull watch, blade of
charm. Mummy Touch
(Necromancy)
Undead Mount Level: 3
(Necromancy) Range: 0
Components: V, S, M
Level: 2 Duration: 1 round/level
Range: 10 yards Casting Time: 3
Components: V, S, M Area of Effect: The caster
Duration: 2 hours +1 hour/level Saving Throw: Neg.
Casting Time: 2
Area of Effect: 1 mount Upon casting this spell, the wizard gains two abilities. First,
Saving Throw: None he is immune to the rotting disease carried by mummies for
the duration of the spell. Second, he is empowered with the
By means of this spell, a wizard can animate a dead horse or ability to inflict this rotting disease on others by touch for the
similar creature or assemble a magical mount from the bones duration of the spell.
of such creatures. The mount created by this spell is under Mummy rot causes the flesh of the victim to putrify and
the control of the caster. It can carry up to 300 lbs. of riders decay. This causes a loss of 2 points of Charisma per month
and equipment. Exceeding the 300 lb. limit destroys the spell and is fatal in 1-6 months if untreated. Mummy rot can be
and reduces the mount to its original (dead) form. cured by cure disease and more powerful magics which dupli-
An undead mount is usually a horse (dead horses are easy cate cure disease. While under the effects of mummy rot, the
to come by), but also can be a griffon, camel, hippogriff, or victim cannot be healed using cure wound spells of any type,
other beast of burden. Flying creatures that are turned into and normal healing takes place at 10% of the regular rate.
undead mounts cannot fly, but they can move along the The casters appearance does not change as a result of this

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new ability and no other abilities are altered other than the
two noted above. The mummy touch affects everyone the
caster touches during the duration of the spell. The caster can
choose to end the spell prematurely, but once ended, the abil-
ities are lost.
Undead are immune to the effects of mummy touch, as are
other creatures that would not normally be affected by the at-
tack of a mummy (such as iron golems or xorn). Mummy
touch cannot be granted to another individual. The disease
functions only by direct touchit cannot be used to poison
food or drink. The caster can be damaged normally by mum-
mies, but if slain will not rot. Those slain by the caster using
mummy touch will not rot as well.
The material components of this spell are a pinch of
mummy dust and a drop of blood.

Skull Watch
(Necromancy)

Level: 3
Range: Touch
Components: V, S, M
Duration: 1 turn +1 turn/level
Casting Time: 3
Area of Effect: 20-foot x 90-foot path
Saving Throw: None

This spell requires the complete skull (including jaw) of an

intelligent humanoid creature. Once the spell isThe


cast,skull
the
skull is set in midair facing a particular direction. Improved Skull Watch
will then hang there in midair. The eye sockets of the skull (Necromancy)
define a path 20 feet wide by 90 feet long. Physical bound-
aries such as walls do limit that path. Level: 5
Any living creature that enters the area of this path within Range: Touch
the limitations of the spell activates the skull watch. The skull Components: V, S, M
emits a piercing shriek that can be heard up to a quarter-mile Duration: Until activated
away. In addition, the wizard who cast the skull watch is im- Casting Time: 5
mediately aware that something has tripped the spell. Silence Area of Effect: 20-foot wide x 90-foot long path
spells and similar magics can stop the audible shriek, but the Saving Throw: None
wizard becomes aware of the event regardless of location, as
long as the wizard is alive, conscious, and on the same plane. This spell is an improved version of skull watch used by
The skull can be moved from its position without activat- necromancers with large, permanent bases. Like skull watch,
ing it, as long as the individual does not step within the path. the improved spell sets an enchanted skull either on a surface
The skull also can be destroyed. The skull has 1 hit point per or hanging in midair. Living, intelligent creatures that enter
level of the caster and an AC of 7. The skull makes no other an area 20 feet wide by 90 feet long in front of the skull cause
attacks. The caster is not made aware if the skull is destroyed the improved skull watch to activate.
without the spell being triggered. The activated skull will scream, which can be heard up to a
A wizard who has multiple skull watches operating will be quarter-mile away. The activation also mentally communi-
unable to discern which has been tripped, as the scream cates the presence of intelligent, living creatures to the caster,
and mental awareness are similar for all skulls created by if the caster is on the same plane as the skull. The skull will
this spell. communicate general visible data about those who have acti-
After being triggered, the floating skull sinks slowly to the vated the warning device (race, appearance, visible weapons,
ground and can be reused at a later time. and so forth, but not alignment, level, or magical abilities).

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The wizard can create as many improved skull watches as he


has levels. Each one sounds alike in its scream, but the wizard
Virus Charm
will know the location of the activated skull. Once activated,
the floating skull sinks slowly to the ground and can be reused (Enchantment/Charm)
later. Level: 9
Once the skull is in place it cannot be turned or moved. A Range: Touch/Special
dispel magic will deactivate the skull, as will destroying the Components: V, S, M
skull itself. The skull has AC 5 and 2 hit points for every level Duration: Special
of the caster. Destroying or dispelling the skull will cause the Casting Time: 1 round
caster to be aware of its destruction, but not reveal the at- Area of Effect: Special
tackers nature. Saving Throw: Neg.
The spell requires the complete skull of a humanoid, intel-
ligent creature. Its material component is a bit of earwax. Virus charm is a particularly nasty version of mass charm
Should a caster die before his skull watch areas are activated, that has a specialized means of spreading. The initial virus
they will still be in operation. charm is cast on a single individual, who must make a saving
throw at -2 to avoid being charmed. The charmed individual

Blade Of Doom (monster or person) must have fewer hit points than the wiz-
ard who cast the spell for this spell to operate. If the charmed
(Evocation) individual has greater or equal hit points, the spell functions
as a simple charm person or monster.
Level: 6 Once charmed, the target individual can now charm oth-
Range: 20 yards ers (person or monster) by touch. These latter individuals are
Components: V, S, M considered to be charmed by the original spellcaster. Each
Duration: Special1 year maximum new target individual must make a saving throw vs. spell.
Casting Time: 6 Those with more hit points than the original caster save at
Area of Effect: 1 creature +2 to their die roll. These charmed individuals can then in
Saving Throw: None/Neg. turn charm others in the same manner.
The virus charm can affect up to three times the original
Blade of doom, recorded elsewhere as Shaeroons scimitar, is a casters experience level in individuals, not levels or Hit Dice.

specialized
force appearstypeabove
of curse. When creature.
the target cast, a large
Thisblade
bladeofis magical
visible Individuals
same underwho
as someone the was
effect
charmed virus charm
of the normally, withbehave
all of the
the
only to the caster, those who can see invisible items, and those charm spells limitations and requirements. Each characters
who cast a detect magic spell on the creature. The blade is Intelligence determines how long the charm will last before a
poised to drop on the creatures head when a particular action second saving throw is permitted. If the caster attacks an in-
(specified by the caster) occurs, such as the speaking of a par- dividual under a virus charm, all individuals under the virus
ticular word, beginning to cast a spell, or drawing a weapon. charm are permitted saving throws. Similarly, a dispel magic
If the condition is met, the blade immediately drops upon cast successfully on an individual under the charm affects all
the creature (and the creature only), inflicting one point of individuals under that virus charm.
damage per level of the caster. A successful saving throw vs. Virus charms are commonly used by wizards to rouse a
spell negates this damage. crowd of followers quickly or to send an unknown, charmed
The caster of the spell can dispel it at will as can such agent in to meet with an otherwise reclusive foe. The mater-
magic as a limited wish or wish. A simple dispel magic has no ef- ial component of the spell is a thin web of finely-spun copper
fect on the blade of doom. Only one blade of doom can be cast wire, worth about 100 gp. The components are used only for
on a particular individual at a time. the initial spellafter the initial charm, the spell is passed on
Blade of doom is a very long-lasting spell. Unless dispelled by touch. Creatures that are immune to enchantment/charm
by the caster, it can last up to a year before its energies run spells are unaffected by the virus charm.
out. It is used usually as a method of vouchsafing an individ-
uals good conduct in negotiations and occasionally as a form
of punishment to those who offend a wizard or are seeking his
favors.
The material component of this spell is a small scimitar
carved of rock crystal (value 300 gp), diamond, or clear sap-
phire (value 3,000 gp).

12
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Agannazar's Scorcher
Tome Of the
Covenant (Evocation)

Level: 2
his book is large, square, and (judging from Elminsters Range: 20 yards
description) approximately two feet on a side. It is Components: V, S
fashioned of cured white elk hide stretched over finger- Duration: 2 rounds
thick boards of black wood. Both outside covers bear a rune Casting Time: 3
in the center, depicting four arrows meeting in a circle, as Area of Effect: jet, 2 feet wide x 60 feet long
shown. Saving Throw: Special
Four white vellum pages are
sewn to the hide spine Upon casting this spell, a jet of flame appears at the casters
within. The Tome is the cre- fingertips and bursts out toward one creature or object of the
ation of the four most power- casters choice. That target will be hit by this flame for 3-18

ful (of their


North, wtime)
ho fomages
rm edof th
thee points
lowing of damage
round, if it in the first
remains round
within the and 3-18
spells points
range. Thethe fol-
target
Covenant, an alliance (basi- has no saving throw against this spell, though anti-fire capa-
cally neutral good) founded to bilities such as fire resistance will apply and may reduce or
enforce a peace between war- eliminate the damage.
ring tribal kingdoms, and to Other creatures in the path of the flame jet can make a sav-
build the collective power and ing throw vs. spell to avoid 2-16 points of fire damage. A suc-
prosperity of the Northlands against the coming confronta- cessful saving throw reduces this to 1-8 points of damage.
tion with the orcs and their kin. The Covenant has long The caster cannot perform other actions the during the sec-
been inactive: Grimwald and Presper disappeared on a jour- ond round of the spell or discontinue the spell until it has run
ney of exploration into other worlds than this; Agannazar is its course. If the target moves more than 20 yards away from
believed to have perished in the destruction of the School the caster or takes shelter behind some large, fireproof object in
of Wizardry at Neverwinter by the Red Wizards of Thay; the second round, the flame jet will remain directed toward its
and Ilyykur is known to have sacrificed himself in the original target, even though no further damage can be caused.
Green Tower of Thulnath to destroy the arch-lich Ruelve. Like the burning hands spell, this spell will ignite readily
The Tome was made to commemorate the founding of the flammable material in its path.
Covenant, and as a source of power and a symbol for the ap-
prentices who were intended to follow in the Four
Founders footsteps and become new members of the pact
ILyykur's Mantle
(none did). Each of the Four Founders contributed one (Abjuration)
unique spell to the work, and each of these spells appears
alone on its own page. The spells appear with no names; Level: 4
they have acquired colloquial names through description of Range: 0
the book by various writers in the North, and by use of the Components: V, S, M
spells by the original apprentices of the Four (and subse- Duration: 1 round/level
quently, in turn, by their apprentices). These apprentices, Casting Time: 4
now themselves powerful workers of magic, are not identi- Area of Effect: The caster
fied
eratebyasElminster. The sage
their masters had,does say that
but split they did notone
in dissension, coop-
of Saving Throw: None
them presumably bearing the Tome. Its present owner and When Ilyykurs mantle is called into being, the caster is sur-
whereabouts are uncertain, but Elminster knows the precise rounded by a luminous aura that completely covers him, con-
spells set down on its pages from perusing the workbooks of forming to the contours of his body. The mantle does not af-
the Four and certain of their apprentices, and has con- fect any physical or magical abilities of the caster, but does af-
sented to reproduce them: Agannazars scorcher, Ilyykurs fect spells that are cast against the wearer. These effects are:
mantle, Prespers moonbow, and Grimwalds graymantle. C +3 on all saving throws vs. enchantment/charm spells that
allow a saving throw. The mantle does not give a saving
throw against spells that do not normally allow one;
C +1 on all other saving throws vs. spell, again provided that
one is allowed under the spell description;

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C All damage from electrical attacks, including shocking grasp If a round passes where no moon motes are shot off at tar-
and lightning bolt, is halved (saving throws can negate or gets, all moon motes (in orbit around the caster or in flight)
halve the damage again). wink out, even if they have been created by different spells.
Similarly, if the caster is slain, rendered unconscious, or un-
The mantle protects only the caster and the casters famil- able to mentally direct the moon motes, the moon motes
iar, provided that the creature is relatively small (size S) and wink out of existence.
remains in contact with the caster. The moon motes can be physically attacked. They have an
The material component of this spell is a natural (not cut Armor Class of -6. If struck they immediately discharge and in-
or finished) gem. flict their damage to all targets within 10 feet. If the moon motes
are struck by a lightning bolt they will discharge as well, inflicting
their damage to all within 10 feet. A mage with a herd of moon
Prespers Moonbow motes around him could meet a quick end in this fashion, as un-
(Evocation) used moon motes will always be within 10 feet of the caster.
The material components for this spell are a wisp of cob-
Level: 5 web, an amber rod, and a scrap of fur.

Range: 10 yards/level
Components: V, S, M
Duration: 1-4 rounds
Grimwald's Graymantle
Casting Time: 5 (Necromancy)
Area of Effect: Special
Saving Throw: None Level: 6
Range: 5 yards/level
This spell can be cast only at night when the moon is visi- Components: V, S, M
ble in the sky. Creating the moonbow causes 1-4 small glowing Duration: 1 round/level
motes of light to collect and spin around the caster, resem- Casting Time: 6
bling dancing lights in appearance. The number of moon Area of Effect: 1 creature
motes appearing is random (1d4). Saving Throw: Neg.
On each of the following rounds, the caster can direct any
or all of the motes to attack a specific creature within range. The material component of this spell is a small skull or bone.
The motes pursue the creature at a movement rate of 27 and On the turn of casting, the skull is imbued with a silvery-gray
will follow around corners and obstacles. The motes are not radiance. The skull or bone can then (in the next round) be
confused by illusions or invisibility. They strike as the caster touched to an opponent or thrown to the limit of the spells
with +3 bonus to hit. Should they hit, they discharge an elec- range against a target. In cases of touching the skull to an oppo-
trical bolt. Should they miss, they flicker out without inflict- nent, the attack is +2 to hit. Otherwise the chances of hitting
ing further damage. are normal, according to the mages normal THAC0.
The damage inflicted by a moon mote is determined by the Should the gray-wrapped skull or bone miss the target or the
number of other motes that were created: target make a saving throw vs. spell (at -2 for those adminis-
tered by touch) the graymantle fades and the spell has no effect.
1 Mote4-24 points damage If the skull or bone hits the target, the gray radiance is trans-
2 Motes3-18 points each ferred from the skull to the target, covering him entirely. For the
3 Motes2-12 points each duration of the spell, the target cannot regain hit points by any
4 Motes2-8 points each. means. Natural regeneration (such as that of trolls) is stopped as
are the Spells
curing. effects that ring of lost
of a return regeneration,
hit pointspotion
(cureoflight
healing, or staff
wounds, heal)of
There is no saving throw vs. the electrical damage; a mote
must hit in order to inflict damage. No less than one mote will not work on that individual. Other necromantic spells will
and no more than all motes can attack per round. Any re- function normally, including those that cure other afflictions
maining motes hang spinning around the spellcaster until (disease, blindness) and those that remove hit points (cause light
they are sent off. The spellcaster can move or cast other spells wounds) are unaffected by the spell.
in addition to firing off a moon mote in the same turn. The Upon the expiration of the spell, automatic healing abili-
casting time of all spells and the weapon speeds of any attacks ties and items such as the ring of regeneration or the trolls re-
made by the mage are increased by 2 if any moon motes are generative ability are restored and will regenerate hit points
sent off that round. It is possible for a caster to summon, normally. Any healing attempted during the period is lost.
through several moonbow spells, a constellation of moon The material component of this spell is the skull or bone
motes orbiting about him. used.

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The ray of Ondovir ruins any attacks or spellcasting that


O the target creature begins in the same round that the ray

Tome f Rathdaen
our scorched pages of parchmentthree complete, one
only partially preservedare kept within a folder of
strikes. If the creature struck by the ray had spent the previ-
ous round readying weapons, it spends this round doing so,
too; if it fought with weapons, it duplicates its previous move-
finest parchment sandwiched between two polished ivory ments exactlythus a mobile opponent can avoid the crea-
plates. tures attacks and strike it with relative easethe creatures
Rathdaen was a mage of note some 700 years ago, who ex- Armor Class is worsened by 4 for the round.
plored the Realms extensively, traveling much and making If the affected creature cast a spell on the previous round,
many friends by aiding others with his Art. He was sometimes an attempt to cast the same spell must be made in the current
repaid with magic, and his Tome is said to have contained round. If a second identical spell has not been memorized, no
close to sixty of the most colorful and potent magic known to spell effect occurs (even if a second spell is available, it will be
the spellcasters of five races. When he died he bequeathed cast in the exact location as the first).
the book to his apprentice, the weakling Narsel, a vain and When the round of helpless repetition caused by the ray of
foolish braggart given to insulting others and carelessly harm- Ondovir is complete, the creature is instantly released from all

ing creatures
that is left of and property
it now; withwere
the rest his destroyed
magic. Fourwhen
pagesNarsel,
are all control.
who was carrying it in his pack at the time, was slain in the
sky above Ironmaster by the mage Sapphail, with whom he
Icelance
was dueling. Sapphail slew Narsel with a meteor swarm, and (Alteration)
in the conflagration and subsequent fall of Narsels charred
corpse to earth, the Tome was reduced to ashes, two cracked Level: 3
slates, and these pages, rescued by Sapphail and passed on to Range: 10 yards/level
her apprentices Jorzoon and lliphel. Components: V, S, M
The partial page preserves a fragment of polymorph any ob- Duration: Special
ject (too incomplete to use, but enough to substantially aid Casting Time: 3
spell research and recognition of the spell written down else- Area of Effect: Creates 1 lance
where). The remaining three pages each bear a single unique Saving Throws: None
spell, detailed hereafter; ray of Ondovir, icelance, and Xults
magical doom. This spell will function only if there is sufficient ice pre-
sent, usually no less than 10 lbs., though the remnants of an
Ray of Ondovir ice storm spell will suffice. The spell causes the shards of ice to
reform into a long, magical lance of ice, which then spirits off
(Enchantment/Charm) in the direction dictated by the caster against a particular tar-
get of the casters choice.
Level: 2 The lance strikes with the casters THAC0 a +4 bonus and
Range: 80 yards inflicts 5d6 points of damage. In addition, the target must
Components: V, S save vs. spell or be stunned for 1-4 rounds.
Duration: 1 round The icelance travels in a straight line. It will crumble to its
Casting Time: 2 component shards if it misses its target or if it strikes some
Area of Effect: 1 creature other target before hitting the intended one. The spell cre-
Saving Throw: Neg. ates only a single icelance.

This spell creates a ray of glowing light that leaps from


the casters fingertips to a distance of 80 yards. Only the first
Xults Magical Doom
creature touched by the ray is affected, and it can avoid the (Alteration)
ray by making a successful saving throw vs. spell at a penalty
of -3. Level: 5
An affected creature exactly repeats the actions it took in Range: Touch
the preceding round. Thus, if it took two steps forward and Components: V, S, M
one step left in the previous round, it would take two steps Duration: Special
forward and one step left in the current round. The repeated Casting Time: 5
actions are carried out even if they force the affected creature Area of Effect: 10-foot radius
into an obstacle, over a cliff, or into a chasm. Saving Throw: Neg.

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By means of a caterpillar cocoon and a pinch of dust, and Enraged Mania: This condition strikes suddenly (1 in 6
the tracing of runes during the casting, a wizard seals a certain
object with Xults magical doom. The runes are traced with chance per turn, lasts 2d6 turns, then 1 in 6 chance per
turn to return to normalcy). The character becomes mani-
one fingertip over, for example, the pages of a book or a map. acally enraged, having an effective strength of 18/75 if
They are visible only to a detect magic, and can be harmlessly human or demihuman (nonhumans are adjudicated by the
removed by dispel magic. They prevent unauthorized perusal DM). The character may shriek, rave, and behave in a vi-
of the guarded object. Only the caster or someone who is (by olent manner. Unreasoning when spoken to, the charac-
chance or deliberately) named in or on the material viewed, ter possesses great cunning, and will desire to take or avoid
or who utters the secret word of deactivation that the caster action according to the situation at hand (though not
establishes during casting, can safely examine the object necessarily an appropriate act). When the state passes, the
without suffering the doom. character wont remember his actions, nor believe ac-
The doom affects all creatures within a 10-foot radius counts of them by others.
when it is activated (the activator saves vs. spell at -3; others
within the radius save at -1). The doom is a specialized poly- Melancholy: The individual is given to black moods, fits
morph other spell that works instantly upon any creatures
within its radius who fail their saving throws. Affected beings of
50%brooding,
likely toand feelings
ignore of hopelessness.
any given Thetocharacter
situation due the mani-is
suffer a system shock roll during their transformations. festation of a fit of melancholia.
Transformation is permanent, and is always into the form
of a bat, frog, toad, or snake (determined randomly). The in- Hallucinations: The individual sees, hears, and other-
telligence of affected beings is not altered, so if the trans- wise senses things that do not exist. The more stressful the
formed victims can activate magical items or communicate situation, the more likely the manifestation. Common
with others so as to bring about their release (another system delusions include: ordinary objects that do not exist, peo-
shock survival roll applies), they are free to do so. ple nearby or passing where there are none, voices giving
The doom lasts only for one activation if cast by a mage of information or instructions, abilities or forms the individ-
11th level or less. A mage of 12th to 23rd level can cast the ual does not really have (strength, sex, wings, etc.),
doom to last for up to four activations. Mages of higher levels threatening creatures appearing from nowhere, and so on.
can elect to have their dooms last for one additional activa- Normal behavior is 50% likely until stimulated or under
tion per level above 24th. Note that the passage of time has stress. Hallucinations last 1-20 turns after the initial stress
no effect on a doom unless the object it guards is destroyed. passes.
Transformed creatures affected by this spell typically go in-
sane if of greater than 7 Intelligence (see table). Hebephrenic: The individual wanders aimlessly, talks to
himself, giggles, mutters, and acts childishly; the character
Intelligence Time before Insanity may sometimes attempt to play childish games with oth-
1- 7 No Danger
ers. If sufficiently irritated by someone nearby, the charac-
8-12 After 6 months ter is 75% likely to become maniacally enraged. If this does
13-16 After 8 months
not occur, then he will become catatonic for 1d6 hours,
17 After 12 months then revert to hebephrenic behaviour.
18 After 24 months
19+ 13% chance per year* Homicidal: The individual appears absolutely normal,
* noncumulative except for an occasional unique interest in weapons, poi-
sons, and other lethal devices. At 1- to 4-day intervals,
Such insanity is one of the following forms; roll 1d6 to deter- he will try to kill a member of his own race. If prevented,
mine which, for each creature): the frustrated individual will attack the first intelligent
creature seen, wildly seeking to slay. After this, the char-
Roll Insanity Type acter will fall into melancholy for 1d6 days before turning
1 enraged mania
to a homicidal state once more.
2 melancholy
3 hallucinations Catatonic: The character completely withdraws from re-
4 hebephrenic ality. The individual can be led, moved, fed, and so on, but
5 homicidal will undertake no activity on his own. If continually pro-
6 catatonic
voked and irritated to get a response, the character has a
1% cumulative chance per round of becoming homicidal.
When provocation ceases, catatonia returns.

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Tym's
Monstrous Book
his book is actually a collection of folios of varying
sizes. Each individual folio has a spine at the top, com-
posed of five silver rings linked by a fine golden rod. Several
pieces of parchment are attached to the rings, most added be-
fore the rings are linked by the addition of the golden rod. A
few folios have pages added later; these can be recognized be-
cause the parchment has been cut to go over the rings, then
sewn together again to secure the page in the book. The cov-
ers of the folios, also attached to the rings before they are fas-
tened, are made of golden-yellow laspar wood. The interior
sides of the covers are lined with deep yellow velvet, and the
name of each volume is burned into the front cover. Each
volume is rectangular, about a foot wide and 18 inches tall.
Each page holds sketches and written descriptions of crea- C A Listing of Lycanthropes and Shapeshifters, which dis-
tures of many types; each volume has a special theme, and all cusses werebeasts large and small, as well as shapeshifters
entries relate to that theme. from mimics to swanmays;
The original author, an evoker named Tym, lived and died C Behold the Beholder, which details beholders and be-
more than a century ago. Born in Cormyr, Tym wandered holder-kin of many types;
Faerun with several bands of adventurers. While his compan- C A Discussion on Aquatic Monsters, which covers many
ions specialized in looting monsters, Tym specialized in the water-dwelling beasts;
monsters themselves, and studied each, taking notes on their C Anatomy of Automatons, which discusses golems and
methods, their strengths and weaknesses, and their interac- other constructs; and
tions with the environment and with other creatures. He was C A Miscellany of Magical Monsters, which discusses vari-
fascinated especially by monsters of a magical sort, from ly- ous enchanted beasts.
canthropes to golems. All of these folios are valued by adventurers, because they
Since his death (surprisingly due to natural causes), ap-
prentices and friends have apparently added to various folios, provide valuable insights on the possible adversaries encoun-
and have even created new volumes in the same style, declar- tered by adventurers. Two of the folios are of special interest
ing them parts of the work begun by Tym. It is believed that to wizards.
there are a few adventurers in Faerun still contributing origi- Anatomy of Automatons has a great deal of information
nal folios to Tyms Monstrous Book. Indeed, there is nothing about the construction of golems, including notes on some of
to stop any adventurer from creating an additional folio. the spells required to make each type, as well as some more
Known folios of Tyms Monstrous Book include: general notes on physical manufacture. Though the book
C An Exploration of the Living Dead, which describes all does not completely detail the process of creation for any type
manner of undead; of golem, it can provide a good starting point for an inter-
C Notes on Elementals and Related Creatures, which tells ested mage or priest, or might answer a few last questions.
about creatures from the elemental planes; A Miscellany of Magical Monsters discusses several en-
C An Encyclopedia of Enchanted Equines, which details chanted creatures in detail, including the bulette, catoblepas,
unicorns, pegasi, asperii, ki-rin, and other magical horse- chimera, cockatrice, deepspawn, displacer beast, griffon,
like creatures; harpy, hippogriff, lamia, manscorpion, medusa, owlbear, pery-
C Comments about Giants and Genies, which discusses all ton, and rakshasa. In addition, the volume provides details
manner of genies and giants; about the disenchanter, a beast that devours magic to survive.
C A Feast of Faeries and Forest Creatures, detailing pixies, It seems that Tym was present at the last great Plague of Dis-
sprites, brownies, dryads, nymphs, satyrs, and other sylvan enchanters, when the creatures descended en masse upon
beings; Sarbreen (the city that once existed on the site of what is
C Felines of Faerun, which discusses all manner of cats, now Ravens Bluff). Tym spent his last years studying the dis-
from domestic to wild, winged to aquatic; enchanter in great detail; hunts for the beasts provided him
C The Dragons, which covers all manner of dragons and with much raw material. The results of his study of the crea-
related monsters, such as drakes and dragonets; ture are reproduced here.

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Disenchanter Pages From the Mages 9491


®,  & © 1995 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Magic

INTELLIGENCE:
TREASURE: Average (8-10)
Nil
ALIGNMENT: Neutral

NO. APPEARING: 1- 2
ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1
D AM AG E /AT T AC K: Ni l
SPECIAL ATTACKS: Drains magic
SPECIAL DEFENSES: Can be hit only by magical weapons
MAGIC RESISTANCE: Nil
SIZE: L (5 tall at shoulder)
MORALE: Champion (15-16)
XP VALUE: 650

The disenchanter resembles a spindly camel, with four legs and a


single hump located on the middle of its back. The creatures small
head rests at the end of a long, flexible neck. The beast also has a very
flexible snout, like that of an elephant, that can reach as far as 5 feet
from its head. The creature is a pale electric-blue in color. The beast
is slightly translucent and sometimes appears to shimmer. When a
disenchanter dies, its body shrinks to a small wizened gray lump.
Much about the disenchanter is a mystery. Some of Faeruns more
educated sages speculate that disenchanters were created centuries
ago by the Phaerimm, the sinister creatures that live beneath Anau- drained of its magic. They are intelligent and wary enough not to tap
roch, to combat their enemies, such as the Sharn or the humans of the energies of artifacts and other magics of the highest order.
Netheril. A disenchanter also can disenchant a spell effect. A lasting, sta-
While reasonably intelligent, disenchanters seldom speak to hu- tionary spell effect is instantly dispelled when touched by the disen-
mans or related beings; disenchanters have their own language, and chanters nose; such a spell effect has AC 10 and does not harm the
sages assume that only a few ever bother to learn other tongues, usu- disenchanter. If attacked with a spell, the disenchanter has a chance
ally Common or elvish. to intercept the spell, if the spell has a visible effect. Such a spell,
like a magic missile, has a base AC of 5. An area effect spell cannot be
Combat: The disenchanter is a relatively peaceful creature, but is a intercepted by the disenchanter, unless the spell is targeted directly
ravenous eater. Since the disenchanter feeds on magic, siphoning on the creature.
enchantment from items or from spell effects, it often becomes ag- A disenchanter can be hit only by magical weapons. These weap-
gressive when around those who have magical itemssuch as ad- ons do not lose their enchantment when they strike the beast; only
venturers. the creatures snout drains magic.
The disenchanter can detect magic in a 120-foot radius, and usually
moves toward any enchantment it detects. It can tell the difference Habitat/Society: The disenchanter is typically found east of Anau-
between the relative strength of enchantments, and prefers to con- roch, mostly around the Sea of Fallen Stars. The creature seems to

sume
choosetheto most
attackpowerful item; +4
a long sword for instead
instance,ofaadisenchanter
shield +2. A would
disen- have
breen,some special
the site affinity forRavens
of present-day the areaBluff.
around what was once
Disenchanters returnSar-
to
chanter also is intelligent enough to attack easier targets, for exam- that area in great numbers every 150 years or so; their next mass ap-
ple trying to hit a magical shield held in a hand, rather than a magi- pearance should be relatively soon, and sightings already have in-
cal wand in a backpack. The creatures snout is, however, very dex- creased in that region.
terous, and can hit objects in somewhat difficult positions (such as a The disenchanters breeding habits are unknown, though it is be-
magical dagger in its scabbard, with only the hilt showing). lieved by many that a disenchanter splits into two creatures of full
To hit a magical item, the disenchanter makes a normal attack size after consuming enough magic.
roll. The items Armor Class is 10, adjusted by its magical plus (if
any), and by the Dexterity adjustment of the individual carrying it Ecology: Since the disenchanter has no known predators, its num-
(if any). The DM also should adjust the items AC for cover; for ex- bers are apparently controlled by the amount of magical energy
ample, a partially concealed item might receive an AC bonus be- available in an area. Most of the details of how it interacts with its
tween -2 and -4, while a totally concealed item could not be struck environment are unknown. The creatures essence is purported to be
by the disenchanter. These penalties are left mostly to the DMs dis- useful in ink for scrolls, and might be used for the fabrication of a rod
cretion. An item struck by the disenchanters snout is permanently of cancellation.

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The sand is thick and viscous. While movement is possible


Unique Mageries through the sand (at half speed), all creatures who rely on

his large, thin tome measures four handwidths across by normal the
within sight or infravision
wall, to see they
and in addition are blinded
suffer awhile they are
-3 penalty to
ten in height, and its covers are of carved and polished their Armor Class the round after they leave the wall of sand.
ivory, with black obsidian inlays picking out the letters of the Creatures needing to breathe air suffer one point of damage
title, surrounded by a circle. The book has 21 gilt-edged per round spent in the wall.
parchment pages; each contains one spell. Open flames and fires are extinguished once thrust into the
This boastfully-titled volume is the work of the long-ago wall of sand. Speech and spellcasting are impossible while
mage Nezram Worldwalker, who left it behind some seven within the wall. The wall blocks all sight through the sand to
hundred years past when he ventured to another planeand areas beyond. Magic can pass through the sand normally,
never returned. though spells that require a visible target will not pass
Nezrams tower in the sparsely-settled southwestern through the wall of sand.
reaches of Mulhorand was later destroyed by a young green The caster can create a wall of sand of smaller dimensions
dragon, Chathuuladroth. The dragon tore apart the tower than those listed, but once its dimensions cannot be changed.
and seized the tome along with Nezrams other treasures, fly- The wall of sand maintains itself with no concentration, but
ing off westward into lonely, mountainous areas. Somewhere the caster can dispel it at will.
therein was Chathtuuladroths lair, and the dragon held the
book in its hoard for six centuries, growing vast and terrible
and amassing much treasure.
Ruby Ray of Reversal
The adventuring company known as The Black Gauntlet (Alteration)
finally slew the great dragon, and bore Unique Mageries back
to their stronghold near Starmantle. The company later dis- Level: 7
banded in disarray after the deaths of its leaders, the fighter Range: 10 yards/level
Jhastan and the mage Quarra, at the claws of an improperly- Components: V, S, M
summoned fiend. The book disappeared. In the meantime, in Duration: 1 round/level
need of money, Quarra (a fey lady, Elminster comments) Casting Time: 7
had rented the book to Elminster for a time, and he noted its Area of Effect: Creates 1 ray
contents and copied those spells he needed. Saving Throw: None
The
erto booknowhere
found contains else)
four and
truly17
unique spells
standard (thatall
spells, is, listed
hith- The ruby ray of reversal, sometimes called Nezrams ruby ray,
below. The volume contains: magic missile, stinking cloud, wiz- is a powerful spell developed by the Nezram the Transmuter to
ard lock, dispel magic, feign death, gust of wind, infravision, reverse the effects of other spells and situations. It harnesses
tongues, water breathing, fear, fumble, polymorph self, remove the magical energy naturally occurring within the ruby and
curse, wall of sand (unique), wizard eye, telekinesis, anti-magic creates a beam that lances out in a straight line in the casters
shell, ruby ray of reversal (unique), spelltrap (unique), power chosen direction to the limit of the range. The ruby (which
word blind, and spellstrike (unique). must be worth at least 1,000 gp) is destroyed in the process.
Upon contact with any of the following situations or spells,
the ruby ray will correct the situation as listed, then wink out
Wall Of Sand of existence. The ruby ray can affect only one such item,
(Evocation) character, or situation per casting. Situations and spells af-
fected by the ruby ray include:
Level: 4 C Webs (natural and mystical) and viscous globs will imme-
Range: 5 yards/level diately melt away, one patch of webbing or globs totally
Components: V, S, M vanishing.
Duration: 1 round/level C Mechanical and magical traps will be automatically
Casting Time: 4 sprung. If there are targets these traps can affect, they will
Area of Effect: Special be affected normally.
Saving Throw: None C Knots will be untied by the ruby ray; chains, straps, and
other restrictive devices will fall loose.
This spell creates a wall of swirling, opaque sand 1 foot C Entangling devices and situations brought about by spells
thick per level of the caster, 12 feet high, and 4 feet long per will be negated and the targets will be freed.
level of the caster. The wall must be cast so that it rests upon C Locked and barred doors will be opened upon the ruby ray
a hard surface, and once cast it is immobile. striking them.

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C Wizard locked and held portals will be opened. Casting Time: 7


C A 1-foot-wide hole will be opened in a wall of force or force Area of Effect: Special
cage. Thecan
the hole force structure
allow escapeisfor
notthose
destroyed
withinbyorthe
forspell,
spellsbut
to Saving Throw: None
pass through it. Casting this spell creates a visible silvery oval that hangs
C Any illusion struck by the ruby ray is dispelled immedi- over the head of the caster. This oval can absorb spell attacks
ately. cast directly on the wizard and discharge them randomly at a
C Any transformed individual, whether turned to stone or later time, within the duration of the spell.
polymorphed, is returned to his original state. A system Any spell cast directly on the spellcaster is automatically
shock roll still is required where normally necessary. sucked into the spelltrap. This includes spells that never miss
C The ruby ray reverses the effect of a magic jar spell. (such as magic missiles) and those requiring the casters touch,
but not area effect spells (such as fireball). The mage using the
The ruby ray cannot pass through solid objects, or affect spelltrap does not know what spells have been absorbed by
creatures or items in other dimensions. It cannot pierce an the spelltrap, other than obvious clues (again such as magic
anti-magic shell or prismatic sphere or affect any other magics missiles slicing toward him or an enemy wizard shouting power
and situations than those listed here. wordkill!). Spell-like abilities are absorbed by the spelltrap,
provided that they can be rated against existing wizard or
priest spells. If they cannot be rated against a wizard spell of a
Spelltrap particular level, then the spell-like effect takes effect on the
(Abjuration) mage using the spelltrap as if the spelltrap did not exist. If in
doubt, such spells can be absorbed, but count as 9th-level
Level: 7 spells for purposes of overloading. Spells cast by the wizard on
Range: Special himself are not sucked up by the spelltrap.
Components: V, S, M The spelltrap can absorb a number of spell levels equal to
Duration: 1 round/level twice the casters experience level. A 17th-level wizard can

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have 34 spell levels absorbed by his spelltrap, with a 1st-level


spell counting as one spell level, a 3rd-level spell counting as
Spellstrike
three spell
plodes levels, etc.inflicting
immediately, If the spelltrap is overloaded,
6d4 points of damage itupon
ex- (Alteration)
everyone within 20 feet and stunning the survivors for two Level: 9
rounds (a saving throw vs. spell does not negate the blast Range: 10 yards/level
damage, but does negate the stun). Components: V
As long as a spell is within the spelltrap, the wizard can fire Duration: Instantaneous
off a random spell lodged within it by pointing at a target and Casting Time: 1
summoning the magical energy. The caster cannot know Area of Effect: Special
which spells are within the spelltrap, or if multiple spells are Saving Throw: None
currently trapped, which spell will be fired.
When a spell is released from the trap, roll randomly This extremely powerful spell represents the height of the
among the spells currently trapped to determine which one is transmuters craftit permits the caster to negate the effect
released. The spell then takes effect as if cast by its original of a spell cast in either the previous round or the round that
caster, but against the target selected by the spelltraps caster. the spellstrike is cast.
If the spell is inapplicable or the target is beyond the range of The caster of the spellstrike does not need to know the type
the spell, the spell is wasted. The target must be within 10 of spell or magic cast the previous round, only some part of its
yards per level of the caster in any event for the spelltrapped effect. The spellstrike can be used only against one particular
spell to fire. Spells that require touch to be effective can be spell per casting.
fired up to a range of 10 yards per level in this fashion. Spellstrike does not cause a spell to be reflected, trapped, or
The spelltrap can be fired in this fashion once per round. It sent elsewhere. The spell merely ceases to exist, retroactively,
also can fire if physically attacked (with hand-held weapons) though it is still lost to the original caster. Even spell-like
immediately against the attacker. Finally, the spelltrap will abilities are affected by this spell, though magical items and
fire if a dispel magic is cast upon it. These other firings can take artifacts are not. Permanency is affected by spellstrike, though
place in addition to the one discharge per round permitted to contingency, wish, and limited wish are not.
the caster of the spelltrap, and if attacked from multiple di-
rections, will respond multiple times in the same round. The
spelltrap itself is immune to hand-held and missile weapons.

It will
The not respond
spelltrap willif wink
hit with
outmissile weapons.
of existence (without discharg-
ing remaining spell energies) at the end of the spells dura-
tion. It also will cease to exist if the mage is feebleminded,
slain, or rendered unconscious. The spelltrap remains with
the caster if he should use magic to change location or even
move to another plane.
This spell, it has been suggested, was created by a wizard
who disliked other wizards, since the common tactic for bat-
tling it (once it is recognized) is to overload the spelltrap with
beneficial spells. The material components of this spell are a
diamond fragment worth at least 2,000 gp and a moonstone,
both of which are lost in the casting. Transmuters and abjur-
ers cannot use the spelltrap.

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spell unless the caster attacks or harms the charmed individ-


Vaerendroons ual first. If this happens, the charmed individual will attack

Ineffable only the caster.


If there is no one for the charmed individual to attack, he
acts normally. As soon as someone other than the caster
Enchantments comes within sight (within the duration of the spell, of
course), the dire charm takes hold and the charmed individual
his is a slim volume bound in red-dyed rothe hide, into rushes to the attack.
which have been sewn six vellum sheets, each sheet being The berserk attacks of the charmed individual do not grant
edged all around with electrum edge-channels. The hide of the any additional powers or abilities. If given a choice between
cover is stretched over slabs of slate, and has electrum corner- two different ways to attack, the charmed character always
caps. The tomes title is branded in small, flowing letters in Tho- chooses the most deadly (he will cast a fireball spell before
rass into the cover, and each letter has been picked out in silver. drawing his dagger, for instance). If the charmed character is
Vaerendroon was a sage of magical lore who was known to forced to attack something much more powerful, the DM may
trade much magic for a particular spell he desired, often ap- permit a second saving throw vs. spell to break the charm.
proaching the poor apprentices of great mages to get these
magics. He has not been seen for some twenty winters, and is
presumed to have died or been slain (although Elminster sus-
Vipergout
pects he may have taken up residence on another plane). (Conjuration/Summoning)
Once, when in great need of cash, Vaerendroon assembled
his manual, a collection of only six spells, and sold it in Bal- Level: 7
durs Gate for 90,000 gp. Its purchaser was the mage Haljann, Range: 0
who was murdered by the thief Galmorgh, who in turn was Components: V, S, M
slain by unknown hands in the city of Scornubel. Duration: 5 rounds +1 round/level
Galmorghs belongings were ransacked, and a magical dag- Casting Time: 7
ger, all his gold, and the manual were taken. Its present Area of Effect: The caster
whereabouts are unknown. Saving Throw: None
The manuals six pages bear six spells, one to a page. The
first three are standard magic disintegrate, astral spell, anti- By means of this magic, the casting of which involves a
magic shell, and the last three are unique spells, collected in piece of snakeskin (or a portion of a dead snake) which is
the manual for the first time. They are the spells dire charm, consumed by the magic, the caster instantly teleports snakes
vipergout, and The Simbuls synostodweomer, the latter a to his or her location. These living snakes appear in the
spell devised by the famous ruler of Aglarond. casters mouth, and are vomited forth. They do not choke or
otherwise harm the caster, and never attack him. Until the
spell expires, they serve the caster, fighting to the death. The
Dire Charm snakes are of normal varieties, 2 to 10 feet long, and are 50%
(Enchantment/Charm) likely to be venomous. The first round, 4d6 snakes appear,
and for the next 1-3 rounds another 1d6 snakes appear in
Level: 3 each round. While the spell is in effect, speech, spellcasting,
Range: 120 yards or pronunciation of magical item activation words on the
Components: V, S casters part is impossible. The caster can breathe and swallow
Duration: 1d4 rounds +1 round/level normally, and can freely engage in movement and combat.
Casting Time: 3 Summoned snakes vary in size, coloration, and species, but
Area of Effect: 1 individual the DM should roll secretly for the type of snakes that appear,
Saving Throw: Neg. or make up similar types (see table).
While the spell lasts, the casters control of the snakes can-
By means of this spell, the caster ensorcels one person in not be broken by any means except slaying the caster or the
such a fashion that the person truly enjoys killing and will im- snakes dispel magic and charm magic do not end or overcome
mediately go berserk, attacking to kill friend and foe alike for the casters control of the reptiles. Controlled snakes attack or
the duration of the spell, unless a saving throw vs. spell is not as the caster wills, switch targets if desired, constrict with-
made. The definition of person is the same as for the first level out harming (or biting), use their coils and jaws to gnaw ropes
wizard spell, charm person, and the same restrictions apply, save or turn keys, carry wands to the caster or move other small ob-
that the charmed character has no qualms about slaying others. jects about, and engage in other noncombat activities.
The charmed individual will not attack the caster of this However, a vipergout spell does not empower a snake with

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special powers, with increased Dexterity or Intelligence, and Created by the Simbul, this spell allows the caster to trans-
it cannot force a snake to attack itself. form the energy of another spell memorized by the caster into
1 healing magic. The synostodweomer is cast, and then another
Constrictor, AC
2 Constrictor, AC 7;6; MV
MV 15;
9; HD
HD2+2;
1-1; constrict
constrict for
for 1d4+1.
1d4. spell of the casters choosing. The second spell does not take
3 Constrictor, AC 8; MV 12; HD 1+2; constrict for 1d4+1. effect, although any material components it requires are con-
4 Poisonous, AC 9; MV 15; HD 1-1; bite 1, Type A, B, or C sumed or altered in the usual manner for that particular spell,
poison.* and the spell still vanishes from the casters mind.
5 Poisonous, AC 7; MV 9; HD 1+1; bite 1-2, Type A, B, or Any being touched by the caster regains 2 hit points for every
C poison* level of the transformed (second) spell (a 9th-level spell would give
6 Poisonous Constrictor, AC 8; MV 9; HD 1+2; bite 1-2, an injured being back 18 hit points). This spell does not grant extra
constrict for 1d4+1.* hit points, but excess points conveyed can have special effects.
* Type A: onset 10-30 min., 15/0; Type B: onset 2-12 min., 20/1-3; Type
An excess of 5 points cures any one disease possessed by the injured
C: onset 2-5 min., 30/2-12; the damage is for a failed/successful saving
creature, and an excess of 7 points banishes all effects of poison. If
throw. both afflictions are present, the caster must choose which to cure
unless there is enough of an excess12 pointsto cure both. A
synostodweomer does not affect lycanthropy. If the recipient is nei-

The Simbuls Synostodweomer


(Alteration)
ther diseased nor poisoned, or there are not at least 5 extra points
conveyed, the excess curing is simply lost.
The healing capability endowed by the synostodweomer
Level: 7 must be used within three rounds, or both it and the second,
Range: 0 transferred spell are lost and wasted. Healing can be only
Components: V, S granted by direct flesh-to-flesh contact.
Duration: 1 round Only spells memorized by the caster of the synostodweomer
Casting Time: 7 can be transformed into healing energy by this spell. It can-
Area of Effect: Creature touched not transform spells from scrolls or spell-like magical item
Saving Throws: None functions or abilities.

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Laerals Dancing Dweomer


The Wizards'
Workbook (Alteration, Illusion/Phantasm)
Level: 3
etails of the physical appearance of The Wizards Work- Range: 20 yards + 10 yards/level
book are unknown, but it is said to be a bound volume Components: V, S, M
with no inscriptions on the covers. Once in the elven city of Duration: 1 turn/level
Myth Drannor there was a school of magic. Its teachers were Casting Time: 6
known as the Seven Wizards, and included the one known Area of Effect: sphere, 40-foot diameter
only as Mentor. The schools founding and objectives are Saving Throw: Special
forgotten, for Myth Drannor has long since fallen to ruins,
and the Seven Wizards disappeared even before Myth Dran- This spell is used to confuse spells and abilities that detect
nors destruction. Many of the mages, whose names are now magic by creating a score of false images that flit from one
known throughout the Realms, were tutored at the Wizards item to another within the area of effect, alternately creating
school, and it is common knowledge that Mentor caused the and masking magical auras on the items within.
spells of his pupils devising to be collected in a book, once he A detect magic spell used within the area of the dancing
had tested and approved their dweomercraft. Accounts of dweomer reveals nothing, as all items in the area flicker with
The Workbooks contents vary; it is quite possible that more magical radiance. The flickering is not visible to the naked
than one such book was collected, although only the exis- eye; it is detectable only by those characters who are actively
tence of this one book is certain. detecting magic.
The sage Flamsterd, of the Moonshae Isles, purchased The The material component is a pinch of dust tossed into the
Workbook from a band of adventurers, and carefully copied its air.
contents. He later sold the secrets of several of The Work-
books spells for very great sums of gold, and purchased the en-
tire island that now bears his name. His enjoyment of the isle
Tasirins Haunted Sleep
was short. It is thought that one of his clients guessed what (Enchantment/Charm)
the sage possessed, for one night the sage and his entire
Tower, on the leeward side of the island, simply vanished. Level: 3
Others believe
Still others holdthe sage
that he came to grief
left this planewhile practicing magic.
of existence. Range: Touch V, S
Components:
No sudden rise in power was noted among those of the Art, Duration: 1 turn/level
however, and it is thought that The Workbook may have been Casting Time: 1 round
lost or destroyed. Installments of Flamsterds personal diaries, Area of Effect: 1 creature
the Moonshae Chronicles, were sent regularly from the sages Saving Throw: Neg.
isle to his friend Elminster, and in one was set down the en-
tire text of The Wizards' Workbook. The purchased records of Tasirins haunted sleep puts a sleeping creature into a much
individual spells still exist, of course, scattered throughout deeper sleep, such that early awakening from this state can be
the Realms. It is from Elminsters library that we learn the accomplished only by limited wish, dispel magic, acute physical
spells below, the present contents of The Workbook may well pain (wounding), or at the casters command. The state of
vary slightly. The dismind spell is thought by some to be the deep sleep lasts for one turn per level of the caster.
work of Khelben Blackstaff Arunsun, and by others to be This spell can be cast successfully only upon a sleeping
the work of Mentor himself. The other spells bear the names creaturethose unconscious, entranced, drugged, in a coma
of their creators. The suspected contents include Laerals or similar state of mental injury resulting from concussion,
dancing dweomer, Tasirins haunted sleep, Caligardes potion, or astral or psionic activity are not affected. The tar-
claw, Spendelardes chaser, Tulruns tracer, Archveults get creature is allowed a saving throw vs. spell, which if suc-
skybolt, and dismind. cessful negates the haunted sleep. The caster is never directly
aware of the targets thoughts or mental state, or of the suc-
cess of the spell.
While in such a deep sleep, the creature is open to the in-
fluence of subconscious visions or dreams. The caster can pro-
ject one specific scene or vision into natural mental activity,
and this will come into the victims consciousness soon after
awakening. The visions clarity, detail, and accuracy depend

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upon the casters concentration, for the scene must be held in The claw inflicts 1-4 points of damage per round. It never
mind during the casting. misses once it hits, but it can be foiled by any type of magical
Such visions can masquerade as memories or divine com- barrier, including shield, anti-magic shell, Bigbys interposing
munications, and can be used to influence decisions, goad the hand, and so on. Such spells will not negate its attacks, but
recipient into a certain course of action, trouble the recipi- the attacks will be directed against the spell instead of the
ent, or, conversely, to calm and rest the recipient at a time of target creature. Dispel magic will destroy the claw. Physical at-
mental anguish or troubles. A spellcaster skilled in the use of tacks inflict no damage on the claw. The caster can dispel the
this spell can boost morale, joy, or enthusiasmor crush it. claw at will.
During haunted sleep, the recipient is especially suscep- Once the claw hits, it remains with the target regardless of
tible to any one suggestion spell, which can be cast by the the targets actions or movement, even if it moves beyond the
caster of the haunted sleep or another spellcaster. The sleeping spells original 10-foot radius. The claw does not interfere with
creature saves at -3. The suggestion will be heard as an inner movement or attacks, but its continual damage does prevent
mental voice, and must be in a language that the recipient spellcasting (though not the use of devices or activation words).
understands or it will fail. The material component of this spell is a dried foot or claw.
Should the creature be protected in slumber (as by a protec-
tion from evil spell) the haunted sleep may have no effect at all,
depending on the intentions and motives of the caster-at-
tempts to deceive or manipulate will absolutely fail.
Spendelardes Chaser
(Necromancy)

Level: 4
Caligardes Claw Range: Touch
(Conjuration/Summoning) Components: V, S, M
Duration: Permanent
Level: 4 Casting Time: 8
Range: 60 yards Area of Effect: 1 creature
Components: V, S, M Saving Throw: None
Duration: 1 round/level
Casting Time: 4 This spell was created originally in order to facilitate men-
Area of Effect: Creates 1 claw tal recovery from brewery research expeditions (in other
Saving Throw: Neg. words, as a hangover cure). However, it was discovered to
have a beneficial side effect in regard to protection against in-
By means of this spell, the caster calls into being an invisi- jected, ingested, and contact poisons.
ble claw of force, similar in many ways to the numerous Cast upon an individual, it negates the adverse effect of
Bigbys hand spells. This claw can be set in an area to attack drugs (including alcohol) on the system, restoring the indi-
everyone within 10 feet, or can be sent against one particular vidual to mental coherence and relieving hangovers or other
target creature. ill effects. Real damage (to body or to mind) is not healed by
If sent against a particular creature, that creature must this spellit only aids the body in purging the chemicals
make a saving throw vs. spell or be clawed immediately by within it. The chaser will not affect insanity or magically-in-
the invisible force for that round and every round thereafter duced effects.
for the duration of the spell. If the saving throw is made, the If the individual was poisoned, the spell allows a second
claw lands 10 feet away in a random direction (as determined saving throw vs. poison, even if one was not allowed initially.
by the Grenade-like Missile Scatter Diagram, from the The spell can be cast as a preventive measure, and if so, its
protection lasts for one turn per level of the caster. If the in-
Dungeon Master Guide). It is then treated as if it had been cast
on that location. dividual is poisoned while under the effect of the chaser, the
A claw cast on a location will attack the closest creature individual is permitted a +4 modifier to the saving throw vs.
within 10 feet of its location, attacking with the same poison (or an unadjusted saving throw if one is not normally
THAC0 as the caster. If it strikes any target (friend or foe, or allowed).
even the caster himself) the claw hits automatically every The material component of this spell is a drop of holy
round thereafter. water.

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Tulruns Tracer Archveults Skybolt


(Divination, Alteration) (Alteration)

Level: 4 Level: 6
Range: 0 Range: 0
Components: V, S, M Components: V, S, M
Duration: 4 rounds/level Duration: 2 rounds
Casting Time: 4 Casting Time: 6
Area of Effect: Special Area of Effect: 4-foot diam. bolt, 10 feet/level
Saving Throw: None Saving Throw: ½

When this spell is cast, the a continuous, luminescent The spellcaster creates a luminescent bolt of energy by
pathway comes into being within 10 feet of the caster. It hurling a crystal focus at a target creature or location up to 10
shows the most recent path of any single creature described feet away per caster level. Beginning 10 feet from the caster, a

verbally by thewithin
10-foot radius caster. one
If the creature
day hasnt
per caster been
level, theinspell
the initial
fails. skybolt 4 feetthe
ward along in crystals
diameterpath.
bursts into existence, flashing out-
If two or more identical creatures are indicated, the caster The bolt ends where the crystal stops. A bolt will not form
must focus on one path within a round or the tracer will fol- in water and, if the crystal has struck a barrier, the bolt will
low all paths, with a proportionate decrease in spell duration. stop at the point of impact. If the crystal enters an area of
The tracer shoots a luminous line at a rate of 60 feet per magical protection that would not allow formation of the
round along the route taken by the creature. Once beyond bolt, the bolt will form instantaneously to that point and dis-
the initial 10-foot radius, the tracer only shows the path of sipate immediately. Otherwise, the bolt remains in existence
the creature where the creature remained in physical contact and dangerous through a second round and then fades away.
with the ground, or rode a living mount that remained in Any creature struck directly by the crystal (this requires
contact with the ground. Pass without trace and similar spells the caster to make an attack roll), suffers 1d6 points of dam-
of 4th level or less do not confuse the tracer, and it will follow age for each Hit Die it possesses, saving vs. spell for half dam-
the creatures route through physical barriers and across gaps age (thus, a 5+5 HD monster would take 5d6 points of dam-
of up to 15 feet. It will not otherwise show aerial travel, but it age; a 12th-level fighter takes 9d6).
will trace into and under water. Such a creature might try to catch and return the crystal
The tracer is intangibleit can be passed through or trav- (at success chances determined by the DM). It still takes the
eled within without harm. It does not activate magic upon damage and is allowed a saving throw, but its throw deter-
contact nor does it distort magical or physical phenomena mines the future path of the skybolt. The potential maximum
passing through it. length of the skybolt cannot exceed 10 feet per level of the
The tracer path ends when the target creature is reached, caster.
the spell duration expires, or at any place from which the tar- Any living creature coming into contact with the bolt but
get creature teleported, left the plane of the caster, or em- not struck by the crystal will suffer 1d4 points of shock dam-
barked upon a conveyance such as a cart, ship, or carpet of fly- age per Hit Dice or level it possesses.
ing. In the case of teleportation or plane shifting, the caster, A skybolt lasts for two rounds. Once formed it cannot be
upon reaching the paths end, receives a clear mental picture deflected, grounded, or insulated against, save by anti-magic
of the creatures destination. If the creature took a con- effects or magic resistance. Creatures and objects entering the
veyance, the mental picture is only of that act and not of the skybolt will not affect it.

eventual
fades intodestination.
nothingness;When
if itthe
hasspell expires, the
not reached the target
path slowly
crea- The
is at material
least 1 inchcomponent of thebespell
long. This may is a crystal
a faceted gem, focus that
a piece of
ture, there is no mental picture of the targets destination. quartz, or cut glass. It is hurled as the caster completes the in-
Portions of the revealed path can be destroyed or con- cantation of the spell.
cealed by dispel magic, continual darkness, and the like, but the
pathway cannot be physically disturbed (a gust of wind would
not shift it).
The material component is a pinch of phosphorus or a
glowing life form such as a fungus or glowworm, over which
the caster verbally describes the creature to be traced.

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means. Like the body, the mind cannot be harmed by any


Dismind known process. It cannot control its movement or what it
(Enchantment/Charm) Reversible sees, and its memory is erratic. The DM should feel free to
provide one to six small scenes, phrases, or situations for the
Level: 9 disminded mind to witness in its flight, as seeds for future ad-
Range: Touch ventures. While in its disminded state, the mind cannot
Components: V think, pray, study or research spells, or even choose to observe
Duration: Special any particular person or locale.
Casting Time: 5 Mind and body can be linked together by a limited or full
Area of Effect: 1 creature wish or by the reverse of this spell, restore mind. The restore
Saving Throw: Neg. mind spell must be cast on the body and the mind is immedi-
ately brought back. Mind and body must be on the same
This spell separates an individual’s mind from its body plane in order for this spell to function.
while cloaking the body in invulnerable armor of magical The dismind spell in its original form is often used by high
force. The body does not die, rather it is placed in a state of level wizards in life-or-death situations to preserve them-
suspended animation. It cannot be harmed by magic or by selves for future recovery and restoration.
physical force, or even moved. The body does not age, The reversal, restore mind, has a number of other functions
breathe, or eat and is not subject to disease, rot, infection, or as well: it can cure insanity (both magical and otherwise), it
poison, even if these states existed in it before it was dis- can counter the effects of the feeb lemi nd spell, and it can
minded. break all mental or magical controls, including geas, quests,
The mind itself is cast loose invisibly across the Prime Ma- and charms. The caster must make a saving throw vs. spell in
terial Plane, where it drifts serenely, undetectable by any order for the restore mind spell to work.

Index to Wizard Portraits


Aubayreer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..15 Glanvyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..61
Bowgentle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Jume.........................................12

Daltim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..37 Kyristan (living/lich) . . . . . . . . . . . . . . . . . . . . . . . .66/107


Darsson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..48 Orjalun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Elminster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Phrandjas of Port Last . . . . . . . . . . . . . . . . . . . . . . . . . . .84

Index to Arcane Lore Index to Scroll Links


Alicorns (unicorn horns) . . . . . . . . . . . . . . . . . . . . . . . .26 Burning Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Auril “Frostmaiden” (rites of) . . . . . . . . . . . . . . . . . . . . .3 1 Comprehend Languages . . . . . . . . . . . . . . . . . . . . . . . . .22


Cantrips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9,26,90 Detect Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Fire Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Erase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
10
“Gate Page” (Alcaister) . . . . . . . . . . . . . . . . . . . . . . . . . . Haste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..62
Gyphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..86 Identify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Homunculus Creation . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Lightning Bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Illusionist books . . . . . . . . . . . . . . . . . . . . . .11,75,94,108 Message . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..23
Lich creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Read Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..84 Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23


Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Shocking Grasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Spell variants . . . . . . . . . . . . . . . . . . . .20,30,63,100,103 Write . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..22
Undead, details of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

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Grimwalds Graymantle, 6th (Nec) . . . . . . . .114 Snillocs Snowball Swarm, 2nd (Ev) . . . . . . . . .32
Spell Index Hailcone, 4th (Ev) . . . . . . . . . . . . . . . . . . . . . .14
Hold Vapor, 3rd (Abj) . . . . . . . . . . . . . . . . . . . .16
Spectral Guard, 7th (Ev) . . . . . . . . . . . . . . . . . .34
Spectral Wings, 4th (Ev) . . . . . . . . . . . . . . . . . .33
Hover, 3rd (Con) . . . . . . . . . . . . . . . . . . . . . . . .74 Spell Invulnerability, 9th (Abj) . . . . . . . . . . . .28
Wizard Spells Icelance, 3rd (Alt) . . . . . . . . . . . . . . . . . . . . .115
Ilyykurs Mantle, 4th (Abj) . . . . . . . . . . . . . . .113
Spell Engine, 8th (Abj, Alt) . . . . . . . . . . . . . . .9 1
Spellstrike, 9th (Alt) . . . . . . . . . . . . . . . . . . . .121
Agannazars Scorcher, 2nd (Ev) . . . . . . . . . . .113 Imbue Undead with Spell Ability, Spelltrap, 7th (Abj) . . . . . . . . . . . . . . . . . . . .120
Amplify, 1st (Alt) . . . . . . . . . . . . . . . . . . . . . . .42 6th (Nec) . . . . . . . . . . . . . . . . . . . . . . . . . .106 Spendelarde's Chaser, 4th (Nec) . . . . . . . . . . .125
Archveults Skybolt, 6th (Alt) . . . . . . . . . . . .126 Immunity to Undeath, 9th (Abj, Alt, Nec) . . .60 Spidereyes, 1st (Alt) . . . . . . . . . . . . . . . . . . . . .73
Backlash, 4th (En/Ch) . . . . . . . . . . . . . . . . . . .99 Improved Skull Watch, 5th (Nec) . . . . . . . . .111 Summon Darsson, 5th (Sum) . . . . . . . . . . . . . .45
Beltyns Burning Blood, 4th (Nec) . . . . . . . . . .17 Ironguard, 5th (Abj, Alt) . . . . . . . . . . . . . . . . .99 Sunburst, 8th (Ev) . . . . . . . . . . . . . . . . . . . . . . . .8
Blacklight, 3rd (Alt) . . . . . . . . . . . . . . . . . . . . .94 Jhanifers Deliquescence, 5th (Alt) . . . . . . . . . .72 Suspension, 5th (Alt) . . . . . . . . . . . . . . . . . . . .46
Blackstaff, 8th (Alt, Ev) . . . . . . . . . . . . . . . . . .72 Khelbens Warding Whip, 7th (Abj, Ev) . . . . .96 Tasirins Haunted Sleep, 3rd (En/Ch) . . . . . . .124
Blade of Doom, 6th (Ev) . . . . . . . . . . . . . .17,112 Know School, 1st (Div) . . . . . . . . . . . . . . . . . .42 Tassos Shriek, 1st (Ill/Ph) . . . . . . . . . . . . . . . .108
Bladethirst, 2nd (Alt) . . . . . . . . . . . . . . . . . . . .90 Laerals Aqueous Column, 4th (Alt, Ev) . . . . .7 1 Teleport Dead, 6th (Alt, Nec) . . . . . . . . . . . . . .8
Body Sympathy (see: death link) Laerals Dancing Dweomer, 3rd Thunderlance, 4th (Ev) . . . . . . . . . . . . . . . . . .15
Bone Javelin, 7th (Alt, Ev) . . . . . . . . . . . . . . . .18 (Alt, Ill/Ph) . . . . . . . . . . . . . . . . . . . . . . . . .124 Tulruns Tracer, 4th (Div, Ah) . . . . . . . . . . . .126
Bone Blade, 8th (Alt, Ev, Nec) . . . . . . . . . . . . .19 Lessen Gravity, 3rd (Alt) . . . . . . . . . . . . . . . . .44 Turnshadow, 6th (Abj) . . . . . . . . . . . . . . . . . . .95
Bowgentles Fleeting Journey, 5th (Alt) . . . . . .25 Lich Touch, 6th (Nec) . . . . . . . . . . . . . . . . . .106 Unburn, 4th (Abj, Alt) . . . . . . . . . . . . . . . . . . .36
Caddelyns Catastrophe, 5th (En/Ch) . . . . . . .28 Lifeblend, 9th (Nec) . . . . . . . . . . . . . . . . . . . . .68 Undead Mount, 2nd (Nec) . . . . . . . . . . . . . . .110

Caligardes1st
Catapult, Claw,
(Alt)4th. .(Con/Sum)
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .125
.50 Mailed Undead,
Master Might, 3rd9th(Ill/Ph)
(Nec) .. .. .. .. .. .. .. .. .. .. .. .. .. .. . .107
. 94 Undead Familiar,
Vipergout, 5th (Nec) . .. .. .. .. .. .. .. .. .. .. .. .. .. .. 122
7th (Con/Sum) .67
Chromatic Blade, 5th (Alt) . . . . . . . . . . . . . .109 Melisanders Harp, 5th (Alt) . . . . . . . . . . . . . . .59 Virus Charm, 9th (En/Ch) . . . . . . . . . . . . . . .112
Circle Charm, 2nd (rev. circle dance) . . . . . . .100 Meralds Murderous Mist, 4th (Ev) . . . . . . . . . .90 Vocalize, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . .33
Circle Dance, 2nd (Div) . . . . . . . . . . . . . . . . .100 Missile Mastery, 4th (Alt) . . . . . . . . . . . . . . . . .99 Wall of Sand, 4th (Ev) . . . . . . . . . . . . . . . . . .119
Cloak From Undead, 2nd (Alt) . . . . . . . . . . . . .7 Morgannavers Sting, 5th (Nec) . . . . . . . . . . . .58 Ward Against Undead, 3rd (Abj) . . . . . . . . . . . .8
Cloak Undead, 2nd (Nec) . . . . . . . . . . . . . . .105 Mummy Touch, 3rd (Nec) . . . . . . . . . . . . . . .110 Watchware, 4th (Ev) . . . . . . . . . . . . . . . . . . . .103
Color, 1st (Alt) . . . . . . . . . . . . . . . . . . . . . . . . .82 Nchasers Glowing Globe, 3rd (Alt) . . . . . . . . .87 Waves of Weariness, 3rd (En/Ch) . . . . . . . . . . .63
Corpselight, 1st (Alt, Nec) . . . . . . . . . . . . . . . . .7 Negative Plane Protection, 7th (Abj, Nec) . . .19 Worldwalk, 9th (Alt) . . . . . . . . . . . . . . . . . . . .56
Create Spectral Wizard, 8th (Nec) . . . . . . . . . .67 Nezrams Ruby Ray (see: ruby ray of reversal) Write, 1st (Ev) . . . . . . . . . . . . . . . . . . . . . . . . . .52
Daltims Fiery Protector, 5th Nightscar, 3rd (Ill/Ph) . . . . . . . . . . . . . . . . . . . .98 Xults Magical Doom, 5th (Alt) . . . . . . . . . . .115
(En, Con/Sum) . . . . . . . . . . . . . . . . . . . . . . .37 Nulathoes Ninemen, 5th (Nec) . . . . . . . . . . . .87
Daltims Flaming Fist, 4th (Ev) . . . . . . . . . . . . .35 Paralyze, 3rd (Nec) . . . . . . . . . . . . . . . . . . . . . .83
Daltims Proof Against Fire, 7th (Abj) . . . . . . .38 Phase Trap, 4th (Alt) . . . . . . . . . . . . . . . . . . . .14 Priest Spells
Dark Mirror, 2nd (Abj, Alt) . . . . . . . . . . . . . . .1 1 Phezults Awakening, 9th
(rev. Phezults sleep of ages) . . . . . . . . . . . .55 Censure, 4th (All) . . . . . . . . . . . . . . . . . . . . . . .16
Darssons Cooling Breeze, 2nd (Alt, Ev) . . . . . .42
Phezults Sleep of Ages, 9th (Alt) . . . . . . . . . . .55 Smoke Ghost, 4th (Elemental: Fire) . . . . . . . . .61
Darssons Fiery Cube, 2nd (Ev) . . . . . . . . . . . . .43
Darssons Eye in the Sky, 4th (Alt) . . . . . . . . . .44 Plague, 4th (Ill/Ph) . . . . . . . . . . . . . . . . . . . . . .95
Darssons Music Box, 5th (En) . . . . . . . . . . . . .45 Portrait, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . . .43
Darssons Potion, 4th (En) . . . . . . . . . . . . . . . .45 Power Word Silence, 6th (Con) . . . . . . . . . . . .95 Magical Items
Death Link, 8th (Nec) . . . . . . . . . . . . . . . . . . .10 Prespers Moonbow, 5th (Ev) . . . . . . . . . . . . .114 Armor of Strength . . . . . . . . . . . . . . . . . . . . . . .78
Decastave, 2nd (Ev) . . . . . . . . . . . . . . . . . . . . .50 Prismatic Eye, 6th (Alt, Ev) . . . . . . . . . . . . . . .12 Armor, Self-repairing . . . . . . . . . . . . . . . . . . . .78
Detect Psionics, 2nd (Div) . . . . . . . . . . . . . . . .40 Proof from Teleportation, 3rd (Abj) . . . . . . . . 5 2 Ballista, Repeating . . . . . . . . . . . . . . . . . . . . . . .80
Dethos Delirium, 1st (Nec) . . . . . . . . . . . . . . .50 Quenchtouch, 4th (rev. firebrand) . . . . . . . . .101 Bathtub, Magical . . . . . . . . . . . . . . . . . . . . . . . .80
Dire Charm, 3rd (En/Ch) . . . . . . . . . . . . . . . .122 Quimbys Enchanting Gourmet, Brick, Warm . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Disguise Undead, 5th (Ill/Ph, Nec) . . . . . . . .105 2nd (Con/Sum) . . . . . . . . . . . . . . . . . . . . . . .6 3 Censer of Pestilence . . . . . . . . . . . . . . . . . . . . .69
Dismind, 9th (En/Ch) . . . . . . . . . . . . . . . . . . .127 Ray of Ondovir, 2nd (En/Ch) . . . . . . . . . . . . .115 Darts, Dweomer . . . . . . . . . . . . . . . . . . . . . . . . .78
Dispel Silence, 3rd (Abj, Alt) . . . . . . . . . . . . . .24 Reconstruction, 6th (Alt) . . . . . . . . . . . . . . . . .10 Deodorizer, Magical . . . . . . . . . . . . . . . . . . . . . .8 1
Disruption, 9th (Alt, Nec) . . . . . . . . . . . . . . . .60 Repel Undead, 7th (Abj, Nec) . . . . . . . . . . . . .19 Gauntlets of Healing . . . . . . . . . . . . . . . . . . . . .81
Distort, 1st (Alt) . . . . . . . . . . . . . . . . . . . . . . . .42 Restore Mind, 9th (rev. dismind) . . . . . . . . . .127 Helm of Vision . . . . . . . . . . . . . . . . . . . . . . . . .81
Elminsters Effulgent Epuration, 9th (Abj) . . . .54 Revenance, 3rd (Nec) . . . . . . . . . . . . . . . . . . .105 Lantern, One-Way . . . . . . . . . . . . . . . . . . . . . .39
Elminsters Evasion, 9th (Ev) . . . . . . . . . .. . . .55 Ruby Ray of Reversal, 7th (Alt) . . . . . . . . . . .119 Lenses of Subtitles . . . . . . . . . . . . . . . . . . . . . . .81
Encrypt, 4th (Ill/Ph) . . . . . . . . . . . . . . . . . . . . .88 Safe Fall, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . .43 Magemask . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Everlasting Fire, 4th (Ev) . . . . . . . . . . . . . . . . .36 Scatterspray, 1st (Alt) . . . . . . . . . . . . . . . . . . . .26 Match, Magic . . . . . . . . . . . . . . . . . . . . . . . . . .39
Evolve, 8th (Nec) . . . . . . . . . . . . . . . . . . . . . . .67 Secure, 5th (Alt) . . . . . . . . . . . . . . . . . . . . . . . .89 Net, Safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Fellblade, 6th (Abj, Ev, Nec) . . . . . . . . . . . . . .60 Shadow Skeleton, 4th (Ill/Ph) . . . . .. .. .. .. .. .. .. .. .. .. .. .109
.108 Portable Hole, Personal . . . . . . . . . . . . . . . . . . .8 1
Fire Gate, 4th (Alt) . . . . . . . . . . . . . . . . . . . . . .36 Shadow Bolt, 3rd (Ill/Ph) Ring, Ear . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..79
Firebrand, 4th (Ev) . . . . . . . . . . . . . . . . . . . . .101 Shadow Hand, 5th (Ill/Ph) . . . . . . . . . . . . . . . .1 1 Ring, Glow . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Firestaff, 2nd (Ev) . . . . . . . . . . . . . . . . . . . . . . .57 Shadow Gauntlet, 6th (Ev, Ill/Ph) . . . . . . . . . .13 Ring of Cantrips . . . . . . . . . . . . . . . . . . . . . . . .70
Flameproof, 6th (Ab) . . . . . . . . . . . . . . . . . . . .38 Shaeroons Scimitar (see blade of doom) Ring of Magic Detection . . . . . . . . . . . . . . . . . .47
Flash, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . . . . .82 Shandarils Tracer, 5th (Div) . . . . . . . . . . . . . .102 Ring of Protection from Silence . . . . . . . . . . . .79
Flying Fist, 2nd (Ev) . . . . . . . . . . . . . . . . . . . . .5 1 Shroud of Flame, 5th (Ev) . . . . . . . . . . . .37,104 Ring of Restraint . . . . . . . . . . . . . . . . . . . . . . . .80
Forcewave, 2nd, (Abj, Ev) . . . . . . . . . . . . . . . .71 Simbuls Synostodweomer, The, Tinderbox, Magic . . . . . . . . . . . . . . . . . . . . . . .39
Frost Fingers, 1st (Ev) . . . . . . . . . . . . . . . . . . . .31 7th (Alt) . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Wand of Color . . . . . . . . . . . . . . . . . . . . . . . . . .82
Gateway, 8th (Alt) . . . . . . . . . . . . . . . . . . . . . .53 Skull Watch, 3rd (Nec) . . . . . . . . . . . . . . . . . .111 Wand of Portraiture . . . . . . . . . . . . . . . . . . . . . .47
Geirdorns Grappling Grasp, 4th (Ev) . . . . . . .58 Skyhook, 2nd (Ev) . . . . . . . . . . . . . . . . . . . . .101 Wand of Projectiles . . . . . . . . . . . . . . . . . . . . . .82
Gemjump, 7th (Abj) . . . . . . . . . . . . . . . . . . . . .5 3 Skywrite, 3rd (Alt) . . . . . . . . . . . . . . . . . . . . . .8 3 Wand, Wizard . . . . . . . . . . . . . . . . . . . . . . . . . .70
Ghost Armor, 3rd (Con) . . . . . . . . . . . . . . . . . .33 Slumberward, 2nd (Abj) . . . . . . . . . . . . . . . . . .58 Weapon, Proficient . . . . . . . . . . . . . . . . . . . . . .79
Ghost Pipes, 3rd (Alt, Ill/Ph) . . . . . . . . . . . . . .7 3 Snillocs Major Missile, 5th (Ev) . . . . . . . . . . .33 Window, Picture . . . . . . . . . . . . . . . . . . . . . . . .80
Great Shout, 8th (Ev) . . . . . . . . . . . . . . . . . . .104 Snillocs Snowball, 1st (Ev) . . . . . . . . . . . . . . .32

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