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Ravenloft is a land of darkness and macabre fates. While the sinister nature of the Demiplane of Dread may seldom affect the life of a common man, those who dabble in the black arts must confront the machinations of the Mists on a regular basis.

Of Magic and Magicians

Just as the Realms of Terror alter the magical powers of priests, so too do they distort the powers of wizards. The following sections provide a general overview of wizardry in Ravenloft. Descriptions of specific spell effects follow later in this chapter.

Conjuration and Summoning

A wizard who casts certain conjuration or summoning spells may find the results limited by circumstance. A wizard can summon animals and enchanted creatures only if they exist within the domain in which he casts the spell. If the description for a given domain does not indicate which animals live there, assume that the local fauna includes everything from similar habitats in other realms. For ease of reference, Dungeon Masters can assume that the Core domains are similar in ecology to the nations of central and eastern Europe. Thus, a summoning attempt would not bring forth a tiger or elephant in most domains. The Dungeon Master should choose an appropriate creature from the domain.

Ravenloft is cut off from the rest of the multiverse, which creates a problem for wizards who attempt to summon planar creatures. In general, a creature still responds to the summoning, though it is rarely what the wizard intended and often unfriendly, especially when the creature attempts to return home and discovers that it cannot depart from the Demiplane.

Necromancy

Certain spells, particularly those of the school of necromancy, function more effectively in Ravenloft. Wizards should be warned that casting such spells with abandon can affect the caster in the most sinister of ways.

Elementalist

The elementalist does not use newly discovered spells as much as he uses the old spells in a new fashion. Instead of organizing them by school, he thinks in terms of nature's elements: Earth, Water, Air, and Fire. Ravenloft, for all its strange and mysterious twists, does not differ from any other realm in this regard. As such, of all the practitioners of the art, elementalists suffer the fewest changes to their spells in the Land of the Mists.

Metamagicians

Metamagic basically uses spells to affect other spells. This magic holds little concern for the dark powers. Hence, these spells function somewhat normally in Ravenloft. Like elementalists, metamagicians are generally untouched by the ebb and flow of the Mists.

Wild Mages

Wild mages seek to discover and employ the theoretical underpinnings of magic. This breed of sorcerer is as interested in how magic works as he is in using it. They have discovered the secrets of chaos and can use the principles of uncertainty to chart a steady course through the arcane arts. The abilities of wild mages change little in Ravenloft, though the Mists have affected a few of their spells.

It is important to remember that the rules of Ravenloft take precedence over the effects of wild surges. A wild surge can never remove a curse or undo the effects of a failed Ravenloft powers check. It cannot enable a wild mage to magically distinguish good from evil, negate the ability of self-willed undead to disguise themselves mentally, or allow characters to walk the planes. Any wild surge that would detrimentally affect a domain lord has a 50% chance to affect a different target instead. Annoying and beneficial effects of wild surges function normally in Ravenloft.

Altered Wizard Spells

Table 25: Altered Wizard Spells

Chill touch * (1st)    Monster summoning III (5th)
Conjure spell component * (1st)    Summon shadow * (5th)
Detect undead (1st)    Teleport (5th)
Find familiar * (1st)    Bloodstone's spectral steed * (6th)
Metamorphose liquids (1st)    Conjure animals (6th)
Detect evil/detect good (2nd)    Death spell * (6th)
ESP (2nd)    Ensnarement (6th)
Know alignment/(undetectable alignment) (2nd)    Geas (6th)
Nahal's nonsensical nullifier (2nd)    Lorloveim's shadowy transformation * (6th)
Spectral hand * (2nd)    Monster summoning IV (6th)
Alternate reality (3rd)    Reincarnation * (6th)
Clairaudience (3rd)    True seeing (6th)
Clairvoyance (3rd)    Banishment (7th)
Feign death * (3rd)    Bloodstone's frightful joining * (7th)
Hold undead (3rd)    Control undead * (7th)
Lorloveim's creeping shadow * (3rd)    Finger of death * (7th)
Monster summoning I (3rd)    Monster summoning V (7th)
Vampiric touch * (3rd)    Shadowcat (7th)
Contagion * (4th)    Shadow walk (7th)
Dimension door (4th)    Suffocate * (7th)
Enervation * (4th)    Teleport without error (7th)
Locate creature (4th)    Abi-Dalzim's horrid wilting * (8th)
Magic mirror (4th)    Horrung's random dispatcher (8th)
Mask of death * (4th)    Monster summoning VI (8th)
Monster summoning II (4th)    Astral spell (9th)
Remove curse/bestow curse * (4th)    Energy drain * (9th)
Summon lycanthrope * (4th)    Estate transference (9th)
Animate dead * (5th)    Gate * (9th)
Conjure elemental (5th)    Monster summoning VII (9th)
Contact other plane (5th)    Succor (reversible) (9th)
Dismissal (5th)    Wail of the banshee * (9th)
Khazid's procurement (5th)    Wish (9th)
Magic Jar * (5th)   

* Could require a Ravenloft powers check

Table 25 lists the common wizard spells with altered effects in Ravenloft. A description of changes to each spell follows the table, supporting the text in the Player's Handbook and the Tome of Magic. For more convenient referencing, the reverse of a spell is listed beside its counterpart (following a slash). If either version of the spell works normally in Ravenloft, it appears in parentheses.

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