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Dokumen - Tips Advanced Dungeons Dragons Forgotten Realms Pages From The Mages
Dokumen - Tips 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.
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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
Galadasters 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
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Introduction
Any rogue can craft a spell—but it takes a really reck-
less fool to write one down.
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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 Volos 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 illusionists 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 elsesuch 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 bookeither 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 mages or illu-
theRare spellsspells,
named are notsuch
so rare as various
as the their name implies.
Bigbys hands,These are
Tensers sionists
new initial book
spellcasters or books
former is assumed
master, to be borne
so the fledgling by the
spellcaster
floating disk, Leomunds assorted shelter spells, and so on. Ap- will have them at no cost. Books prepared later in a mages
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 similarinlaid 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 wizards sigil. (Accidentally copying a
the book. Vellum pages are sewn together and secured to a dead wizards 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 identicaland 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 checksone 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 anothers sign.
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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.
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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 diarys 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 diarys last entries cover an approach to a vampires 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 monsters 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-
books 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
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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 ladys 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 Alcaisters
pearance gives the impression metal pages are coated with a colorless and transparent
of some age. gummy substance of unknown origina 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 merchants 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 Baldurs 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 Nornagryms exacting catalogue that precise details of turning the pages with a knife or other aid.
The Alcaister come. The Alcaisters 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 masters 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, fools 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
goths searched
ruined fortress. the
Its hidden untouched tunnels
present whereabouts of Or-
are a complete eye, Bigbys
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 spellcasters 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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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 negotiationsif both sides can be hurt by a
as identical to the original objectsmell, touch, and physical single act of treachery, then both sides tend to negotiate in
properties. A detect magic spell will reveal the spells 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 (DMs 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
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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 forceit cannot
requires the casters attention, but continual concentration is push an opponent off-balance, nor can it shatter breakables.
not required to maintain the spellthe 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 casters 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 creatures 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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Aubayreers
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 Aubayreers 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 spells 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.
Aubayreers 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 Aubayreers 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 (Aubayreers 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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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 gpthe 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 targets 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 casters 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 Snillocs major missile and Snillocs 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 books 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 satraps 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 volumes con- Hold Vapor
tents when it was (briefly) in his handshe 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
Khondalls 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, Beltyns 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 spells
Shaeroons 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 subjects 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.
Beltyns Burning Blood
(Necromancy) Blade of doom, recorded elsewhere as Shaeroons 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 creatures 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 victims 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 uals 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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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 reasonsbecause 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 tomes 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 wizards
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 casters
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 casters 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 javelins 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 Shangalars 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 casters 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 spells
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 casters 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 casters ponent of the spell. The bone blade has the following special
blood. properties:
6 It is unbreakable until it crumbles into dust at the spells
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 casters 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 DMs 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 books whereabouts at present are
the cover (the book is untitled and unsigned), which Asmiak unknown. Dunas has been heard to say hes 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 Asmiaks 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. Asmiaks 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 Asmiaks 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 Asmiaks 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 casters 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 deflectedpos-
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 ones
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 Casimurs mastery when he possessed it, contains notes on
raids against his property. It is not known how Alphon fared how to strengthen the spells 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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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 eagles eye. Alternatively: blue quartz equal 2 ounces green plant matter
in size to a mans fist and 2 eyes from a black falcon) 4 ounces animal flesh
1 drop of the writers 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 containerlet 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.
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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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Bowgentles
T Book
his slim, black volume is most expertly bound in glossy,
tooled, black leatherthe best yoxenhide, from the yoke-
done, the book being constructed by elven craftsmen, and the
cover depicting a famous scene of Bowgentles 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 tanarri 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- gentles 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 Bowgentles 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 books 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 spellsand 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 dragons hoard (slaying that monster with the sion, Leomunds 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-Kings tomb, where that legendary mage, now living in ing, Bowgentles 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, Bigbys 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 wetand 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
Bowgentles 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 Bowgentles 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 Bowgentles 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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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
Briels
S hadow Book
s of spells 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 Briels 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 Baldurs 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, Bigbys hands, and protection from normal missiles will
The books 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 hornsnor 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 poisonliquid, solid, or vapora
Area of Effect: 10-foot radius unicorns 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 necessarythey 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 wholealthough 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 spellcasterdo
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.
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Workbook
Caddelyns
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. Caddelyns
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 Baldurs Gate. Dabrons 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 againand 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 tomes three written (Abjuration)
pages (the book was obviously
incomplete at the mages 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
delyns 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; Dabrons 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
Caddelyns 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 priests 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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holders disintegration eye does not provide protection from The spell invulnerability is considered by abjurers to be one
the beholders 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 spells 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 masks 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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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 owners 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
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Snillocs 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
2
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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 speechit simply removes a spells 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
Snillocs Major Missile
recipient is already AC 3 or better, the spell has no effect. (Evocation)
Magical bonuses from existing armor (leather armor +2, for
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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
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Daltims
Tome of Fire eral possibilities; there is also a brief treatise on the advan-
tages of enchanting a psionic item.
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 Daltims flaming fist, everlasting fire, fire gate, un- If the caster stops concentrating on the fist, it continues to
burn, Daltims fiery protector, shroud of flame, flameproof, attack its last target each round until the spells duration runs
and Daltims proof against fire. Besides the three spells out. If the fists 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 spells 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, Daltims 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-Keths flame fist
item is described in some detail, and there are notes on creat- from the Tome of Magic.
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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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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 dragons 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 flameeven such exception- opening locks or in spying activities. Though it allows the
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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 lanterns 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 lanterns 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 items 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.
lanterns 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 creators 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 creators 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 doesnt 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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Darssons Notes
T hisa silver
simple tome has a binding of fine black leather, with
symbol (Darssons 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, Darssons 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.
Dars 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 Dars 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.
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(Evocation) ball.
level:The size of
A caster of the
3rdcaptured scene
to 5th level can depends
capture aon the of
scene casters
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 spells 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 spells 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-
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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 spells 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 objects 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.
Darssons 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 objects 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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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 sons Notes as well as a few of Darssons 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 Darssons 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 casters 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 spelland 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 mages 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 futureif the offender lives.
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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 Darssons 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 Darssons 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 rings gems will flicker as if downward at the normal rate.
with magic of undetermined type, The ring does not detect An objects inertia is reduced when any part of the object
itself. touches the area of effect of the net as long as the objects
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 Darssons, equal to twice the ropes 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 nets 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 loops
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 nets 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
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 magicthough 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: Darssons 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 Darssons
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 skillswith 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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Dethos Delirium
Dethos 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 Piergeirons 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 Peregars 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 books 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 books spells are: burning hands, catapult (unique), danc-
Note that the speaker rarely identifies such fragments of
ing lights, detect magic, Dethos 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
casters 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 mages 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 decastaves 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:
taves 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 characters grasp.
(Evocation) 6 The fist can push or slap an opponent, causing a -1 penalty
to the creatures next attack.
Level: 2
6 The fist can physically attack an opponent, with the casters
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 cimers 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 Alcimers name from the title.
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Write
Elminsters
Traveling (Evocation)
Level: 1
Spellbook Range: 0
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 DMs 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
Elminsters effulgent epurution, Elminsters evasion, world- and is not impeded by walls, doors, or other surfaces.
walk, and Phezults sleep of ages. While some of these spells 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 spells 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
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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
Phezults 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
Elminsters 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 casters 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 casters.
situations occurs, the casters 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
casters 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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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
6
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Galadasters
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 Galadasters 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 Geirdorns grappling grasp, and Morgannavers 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. Galadasters 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 mages tower. Only in his absence Saving Throw: None
the wizards worked, patiently and stealthily. Years passedas
did several of the wizards, at Galadasters handsand 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 findGal- 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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(Abjuration) Bigbys no
causes hand spells by
damage, 1d4+1 hit
Geirdorns grappling If a Bigbys
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
Morgannavers 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-
Geirdorns 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 casters
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. Morgannavers 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 casters own left hand. Directing Geirdorns 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.
8
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Melisanders Harp
Grimoire
The Glandars (Alteration)
Level: 5
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0
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Glanvyls
Workbook
G lanvyls 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-
vylhis Workbook. Both
rune and inscription are
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
smokesubject 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, Leomunds trap, and Nystuls
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
tiveof 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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Jalusters 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 tanarri 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 tomes 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
Quimbys enchanting gourmet (unique), rope trick, feign retired sages and other sedentary types. The material compo-
death, waves of weariness (rare), and Adelimers 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)
Quimbys 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 mindcooking 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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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
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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 DMs discretion, such energies
is an exception). Door spells (such as phase door or dimension door) do might be used to enhance the tome guardians 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 spells 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 guardians 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 Daltims 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 guardians name is known; they do If killed, a tome guardians 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 creatures 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 guardianbut 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 objectand 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 guardians 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 beings 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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Kyristans
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 books 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 Darssons 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- Kyristans 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 Darssons Notes. holds Kyristans researches into undeath, including his inter-
Kyristans 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, Kyristans 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 bookand Kyristan is an arrogant, melodramatic lich who enjoys
of Kyristan, the Dead Kingare 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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If the animal makes its saving throw, nothing happens, but The creatures 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.
tures 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 creatures other statisticssuch as Armor Class, be of any type, plant or animal, but must be alive. After cast-
movement rate, number of attacks, and damageare 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 items 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
Kyristans 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 Kyristans 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 wands 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
iseach 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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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.
Jhanifers Deliquescence 6 It strikes as a +4 magical weapon to hit (no damage bonus).
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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 Oristelalmost 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 lastsdepending, 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 Oristels 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 Librams 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 itbut 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.
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 eyessimple 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
effectivenessrange and possible infravisionof the spider. stopped.
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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
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 Magisters 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 fullall 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
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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
Myrls 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 schools 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 books 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 itemsincluding the ring of fire re-
raw materials used to make them. sistance she was wearing at the time. Several other wizards
The cover of Myrls 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 cohortsbut 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. Myrls 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 Khelbens possession is unknown, but the tome
Arunson, has no comment. appeared in Ravens Bluff less than a decade ago in the hands
Myrls 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 coincidenceor he could be dead.
appropriate size is placed between the tomes final page and Myrls 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
books 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 Myrls 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 Myrls Text.
needed to make the items. The books 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 books 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 books 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
Myrls 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 Myrls.
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This plate mail provides its wearer with increased Strength. Myrls 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 darts 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 Tashas uncontrollable hideous laughter.
76-90 18/50
91-00 18/00 Leins 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 Wyns 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 Otilukes resilient sphere, as per the 4th-
complete destruction while the wielder wears the self-repair- level wizard spell (no saving throw).
ing armor.
Varituns 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 darts 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 Diedres 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 wizards hold spell of the appropriate type (no saving throw).
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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 darts 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
Ariels 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 darts 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
LaMulles 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 darts 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 dragonnes 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 Myrls 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 rings 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 rings 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 thatbricks 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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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 items 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-
wearers 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 helms 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 users 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 wearers 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 spells
this section). Shaped like a fine painters 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)
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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 enemys right flank probably is not a wise message, nor
is Treasure below statue in town squareunless 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 spells 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
Lethchauntoss possession. From Tymors hall, the volume
went to Neverwinter as part of the dowry of Tymors 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 Beltyns
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 Mothers 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- sons 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 victims 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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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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his volume consists of nine plates of beaten and pol- sage described
within a number
Elfrins 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 Liosunless 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 tutors 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
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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 casters 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
Sabirines
(Alteration)
Specular Level: 2
abirines 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 Sabirines 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 deathand the subsequent pillaging of his house by This bonus is in addition to any Strength bonus of the
thieves of the Red Hand guildonly four winters ago. weapons 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 harmlessup 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 casters ground
keysthe holder must save vs. spell or drop them to the level, penetrating all obstructions that are not airtight. At
groundand to land like a cat on ones feet and have a cats 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 supplyexcept 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, Nystuls 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, Meralds 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 cant
mage Merald), polymorph other, Bigbys 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 sidelightif 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 energyin 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 wielders 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 Scalamagdrions 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 Hethcanters 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 itselfan 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 creators 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 Kraavens 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 Hethcanters notes, and
were both present on Watchers 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 Ninetwo 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 Laerals 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 tomes contents, drawing upon his nature is a mystery, but what is known of it can be summa-
study of Hethcanters careful notes, as follows: rized as follows:
2
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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
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 bears Sel- light. Each round, those within the blacklit area are allowed a
vars 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 Phelpars counter this spell destroys the blacklit area.
spells, and during that time Phelpar stole all of Selvars 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
Phelpars corpse, Selvar learned the location of Phelpars 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 booksone 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 Khelbens 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
bens 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 controllers 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 monsters attack continues until the spells 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.
Khelbens 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 whips 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 forcesin 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 Tensers floating with a rock. Bigbys response, if any, has never been
disk per attack. The whip is not affected. recorded.
C The whip affects any of the Bigbys 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 Nelazras 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
Baldurs 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 Shadowtomes 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 wizards 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
spellcasters 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 individuals 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 senders 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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handarils 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), fools gold, rope trick,
with copper at the center of their curve and enclose 26 pages shatter, skyhook (unique), dispel magic, gust of wind, Leomunds
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 Thalavers staff of power and spell- target creature and singing a repetitive rhyme (for example,
books. Returning to Suzail to ransack Thalavers 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 creatures
in Cormyr. general direction from the caster. If the target is on another
Shandarils 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 targets 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 Shandarils 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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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
hercasters
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 objecteven if on another planeand
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 abilitybut not a creatures 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 beings 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.
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 Muirhars 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 Spellbooks 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- Bigbys 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
Ulthorns 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 priests 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 spells 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 Nystuls 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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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 spells 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 thats 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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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 masters 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 deaths head moth. Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
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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
casters 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 tionsand the caster can even attack themwithout 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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Tassos Shriek
Tassos
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, Tassos 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 casters 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 Marcrownes 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 volumes con- spell, and cannot later alter them.
tents, one spell to a page: audible glamer, change self, dancing
lights, phantasmal force, Tassos 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
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creatures 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
characters 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 blades +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 spells 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 spellcasters 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 books
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 books 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 books 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 books 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 casters appearance does not change as a result of this
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 touchit 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
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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: Special1 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 Shaeroons scimitar, is a casters 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 spells limitations and requirements. Each characters
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 creatures 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 spellafter 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-
uals 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 Elminsters 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 casters
within. The Tome is the cre- fingertips and bursts out toward one creature or object of the
ation of the four most power- casters choice. That target will be hit by this flame for 3-18
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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 casters 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
Prespers 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 spells
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 mages 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 Mote4-24 points damage If the skull or bone hits the target, the gray radiance is trans-
2 Motes3-18 points each ferred from the skull to the target, covering him entirely. For the
3 Motes2-12 points each duration of the spell, the target cannot regain hit points by any
4 Motes2-8 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 trolls 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.
Tome f Rathdaen
our scorched pages of parchmentthree complete, one
only partially preservedare 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 exactlythus a mobile opponent can avoid the crea-
plates. tures attacks and strike it with relative easethe creatures
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 Narsels 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 Xults
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 casters choice.
Level: 2 The lance strikes with the casters 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.
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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 Xults 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 wont 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 Tyms 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 Tyms 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.
11
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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
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 creatures snout is, however, very dex- creased in that region.
terous, and can hit objects in somewhat difficult positions (such as a The disenchanters 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 items 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 items 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 creatures essence is purported to be
by the disenchanter. These penalties are left mostly to the DMs dis- useful in ink for scrolls, and might be used for the fabrication of a rod
cretion. An item struck by the disenchanters snout is permanently of cancellation.
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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 planeand areas beyond. Magic can pass through the sand normally,
never returned. though spells that require a visible target will not pass
Nezrams 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 Nezrams 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 Chathtuuladroths 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 Nezrams 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 casters
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.
11
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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 spells 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.
1
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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 casters 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 casters 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 excess12 pointsto cure both. A
synostodweomer does not affect lycanthropy. If the recipient is nei-
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upon the casters 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, Bigbys 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 enthusiasmor 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 targets actions or movement, even if it moves beyond the
caster of the haunted sleep or another spellcaster. The sleeping spells 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.
Spendelardes Chaser
(Necromancy)
Level: 4
Caligardes 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
Bigbys 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 spellit 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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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 hasnt
per caster been
level, theinspell
the initial
fails. skybolt 4 feetthe
ward along in crystals
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 creatures 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 intangibleit 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 paths end, receives a clear mental picture deflected, grounded, or insulated against, save by anti-magic
of the creatures 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 targets 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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Grimwalds Graymantle, 6th (Nec) . . . . . . . .114 Snillocs 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
Ilyykurs Mantle, 4th (Abj) . . . . . . . . . . . . . . .113
Spell Engine, 8th (Abj, Alt) . . . . . . . . . . . . . . .9 1
Spellstrike, 9th (Alt) . . . . . . . . . . . . . . . . . . . .121
Agannazars 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
Archveults 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
Beltyns Burning Blood, 4th (Nec) . . . . . . . . . .17 Ironguard, 5th (Abj, Alt) . . . . . . . . . . . . . . . . .99 Sunburst, 8th (Ev) . . . . . . . . . . . . . . . . . . . . . . . .8
Blacklight, 3rd (Alt) . . . . . . . . . . . . . . . . . . . . .94 Jhanifers Deliquescence, 5th (Alt) . . . . . . . . . .72 Suspension, 5th (Alt) . . . . . . . . . . . . . . . . . . . .46
Blackstaff, 8th (Alt, Ev) . . . . . . . . . . . . . . . . . .72 Khelbens Warding Whip, 7th (Abj, Ev) . . . . .96 Tasirins Haunted Sleep, 3rd (En/Ch) . . . . . . .124
Blade of Doom, 6th (Ev) . . . . . . . . . . . . . .17,112 Know School, 1st (Div) . . . . . . . . . . . . . . . . . .42 Tassos Shriek, 1st (Ill/Ph) . . . . . . . . . . . . . . . .108
Bladethirst, 2nd (Alt) . . . . . . . . . . . . . . . . . . . .90 Laerals Aqueous Column, 4th (Alt, Ev) . . . . .7 1 Teleport Dead, 6th (Alt, Nec) . . . . . . . . . . . . . .8
Body Sympathy (see: death link) Laerals Dancing Dweomer, 3rd Thunderlance, 4th (Ev) . . . . . . . . . . . . . . . . . .15
Bone Javelin, 7th (Alt, Ev) . . . . . . . . . . . . . . . .18 (Alt, Ill/Ph) . . . . . . . . . . . . . . . . . . . . . . . . .124 Tulruns Tracer, 4th (Div, Ah) . . . . . . . . . . . .126
Bone Blade, 8th (Alt, Ev, Nec) . . . . . . . . . . . . .19 Lessen Gravity, 3rd (Alt) . . . . . . . . . . . . . . . . .44 Turnshadow, 6th (Abj) . . . . . . . . . . . . . . . . . . .95
Bowgentles Fleeting Journey, 5th (Alt) . . . . . .25 Lich Touch, 6th (Nec) . . . . . . . . . . . . . . . . . .106 Unburn, 4th (Abj, Alt) . . . . . . . . . . . . . . . . . . .36
Caddelyns Catastrophe, 5th (En/Ch) . . . . . . .28 Lifeblend, 9th (Nec) . . . . . . . . . . . . . . . . . . . . .68 Undead Mount, 2nd (Nec) . . . . . . . . . . . . . . .110
Caligardes1st
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 Melisanders Harp, 5th (Alt) . . . . . . . . . . . . . . .59 Virus Charm, 9th (En/Ch) . . . . . . . . . . . . . . .112
Circle Charm, 2nd (rev. circle dance) . . . . . . .100 Meralds 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 Morgannavers 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 Nchasers 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 Nezrams Ruby Ray (see: ruby ray of reversal) Write, 1st (Ev) . . . . . . . . . . . . . . . . . . . . . . . . . .52
Daltims Fiery Protector, 5th Nightscar, 3rd (Ill/Ph) . . . . . . . . . . . . . . . . . . . .98 Xults Magical Doom, 5th (Alt) . . . . . . . . . . .115
(En, Con/Sum) . . . . . . . . . . . . . . . . . . . . . . .37 Nulathoes Ninemen, 5th (Nec) . . . . . . . . . . . .87
Daltims Flaming Fist, 4th (Ev) . . . . . . . . . . . . .35 Paralyze, 3rd (Nec) . . . . . . . . . . . . . . . . . . . . . .83
Daltims Proof Against Fire, 7th (Abj) . . . . . . .38 Phase Trap, 4th (Alt) . . . . . . . . . . . . . . . . . . . .14 Priest Spells
Dark Mirror, 2nd (Abj, Alt) . . . . . . . . . . . . . . .1 1 Phezults Awakening, 9th
(rev. Phezults sleep of ages) . . . . . . . . . . . .55 Censure, 4th (All) . . . . . . . . . . . . . . . . . . . . . . .16
Darssons Cooling Breeze, 2nd (Alt, Ev) . . . . . .42
Phezults Sleep of Ages, 9th (Alt) . . . . . . . . . . .55 Smoke Ghost, 4th (Elemental: Fire) . . . . . . . . .61
Darssons Fiery Cube, 2nd (Ev) . . . . . . . . . . . . .43
Darssons Eye in the Sky, 4th (Alt) . . . . . . . . . .44 Plague, 4th (Ill/Ph) . . . . . . . . . . . . . . . . . . . . . .95
Darssons Music Box, 5th (En) . . . . . . . . . . . . .45 Portrait, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . . .43
Darssons Potion, 4th (En) . . . . . . . . . . . . . . . .45 Power Word Silence, 6th (Con) . . . . . . . . . . . .95 Magical Items
Death Link, 8th (Nec) . . . . . . . . . . . . . . . . . . .10 Prespers 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
Dethos Delirium, 1st (Nec) . . . . . . . . . . . . . . .50 Quenchtouch, 4th (rev. firebrand) . . . . . . . . .101 Bathtub, Magical . . . . . . . . . . . . . . . . . . . . . . . .80
Dire Charm, 3rd (En/Ch) . . . . . . . . . . . . . . . .122 Quimbys 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
Elminsters Effulgent Epuration, 9th (Abj) . . . .54 Revenance, 3rd (Nec) . . . . . . . . . . . . . . . . . . .105 Lantern, One-Way . . . . . . . . . . . . . . . . . . . . . .39
Elminsters 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 Shaeroons Scimitar (see blade of doom) Ring of Magic Detection . . . . . . . . . . . . . . . . . .47
Flash, 2nd (Alt) . . . . . . . . . . . . . . . . . . . . . . . . .82 Shandarils 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 Simbuls 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
Geirdorns 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 Snillocs Major Missile, 5th (Ev) . . . . . . . . . . .33 Window, Picture . . . . . . . . . . . . . . . . . . . . . . . .80
Great Shout, 8th (Ev) . . . . . . . . . . . . . . . . . . .104 Snillocs Snowball, 1st (Ev) . . . . . . . . . . . . . . .32
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