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First-Level Spells

Chill Touch: This spell becomes even more deadly when cast in Ravenloft. If the victim fails a saving throw vs. spell, the touch inflicts 2d4 points of damage and drains one point of both Strength and Constitution. If the target makes a successful saving throw, the touch still inflicts 1d4 points of damage and drains one point of Strength.

Casting this spell requires a Ravenloft powers check.

Conjure Spell Component: This spell cannot retrieve components from outside the domain where it is cast. The wizard does not realize that this is the reason for his spell failure.

Depending upon the type of component being summoned, it may require a Ravenloft powers check.

Detect Undead: In Ravenloft, each undead creature can attempt a saving throw vs. spell to prevent detection. If four or more similar creatures are grouped together, they make a single roll with a -2 penalty. A natural roll of 20 always indicates success. As stated in the Player's Handbook, the spell cannot penetrate stone more than one foot thick (in other words, most castle walls).

Find Familiar: Any wizard may send out a call for a familiar in Ravenloft, but only those of evil alignment are sure to receive what they expect. Wizards of less sinister bents will find their summons answered by creatures far less helpful than they might appear at first.

If a neutral or good wizard casts this spell, the Dungeon Master should roll on Table 26 to determine the nature of the creature summoned. No matter what the result, the creature is actually a pseudo-familiar as described in the Ravenloft Monstrous Compendium Appendix III.

Table 26: Good or Neutral Familiars

1d8 Roll    Familiar Summoned
1 Cat, House
2 Cat, Wild
3 Crow or Raven
4 Owl
5 Toad
6 Rat
7 Viper
8 None

Should an evil character cast such a spell in Ravenloft, the Dungeon Master should roll on the Table 27 to determine what creature (if any) answers his summons.

Table 27: Evil Familiars

1d8 Roll    Neutral Evil    Lawful Evil    Chaotic Evil
1 Bat, Sentinel Bat, Sentinel Bat, Sentinel
2 Dog, Death Imp, Assassin Familiar, Undead
3 Familiar, Pseudo- Bat, Night Hunter Imp, Mephit (Fire)
4 Wolf, Worg Gremlin, Mite Gremlin
5 Bat, Sentinel Imp Gremlin, Galltrit
6 Imp, Mephit (Mist) Boowray Imp, Quasit
7 Rat, Giant Cat, Midnight Baobhan Sith
8 None None None

No matter what the alignment of the caster, such intimate contact with the fabric of Ravenloft can have a corrupting effect upon the wizard. Because of this, casting a find familiar spell in the Demiplane of Dread requires a Ravenloft powers check.

Metamorphose Liquids: This spell is unchanged in Ravenloft. While this spell can certainly change water into blood, the artificially created blood lacks a vital component of the owner's life force; thus, nosferatu and other blood-drinking creatures derive no sustenance from the metamorphosed liquid. If a vampiric creature drinks blood made with this spell, the meal does not slake his thirst and causes him to vomit up his offensive meal 1d4 turns later. In fact, any evil, magical creature that sustains itself solely on fluids from a living creature suffers the same effects that the vampire does, though normal creatures can still draw nourishment from water and other fluids created by this spell.

Second-Level Spells

Detect Evil/Detect Good: No one can magically detect evil in Ravenloft. This spell and its reverse, detect good, simply do not function.

ESP: Unlike undead in other realms, unliving creatures in Ravenloft with "low" Intelligence or better can choose to project false thoughts to those who use mental powers on them (though a creature unaware or caught by surprise cannot project its thoughts). Therefore, the ESP spell seldom captures the true thoughts of the creature. The creature usually projects safe, friendly, and reassuring thoughts. Wizards do not know about this spell's altered effects when they cast it.

At the Dungeon Master's discretion, an evil creature may choose to project its true thoughts. Sensing thoughts so horrid will almost always require the caster to attempt a madness check.

Know Alignment: As usual, the target of this spell gets a saving throw to avoid detection. Failure indicates that the spell reveals whether the target has a chaotic, neutral, or lawful alignment; it never detects good or evil alignments.

Nahal's Nonsensical Nullifier: This spell scrambles detection spell results. In Ravenloft, only lawful and chaotic tendencies can be detected. After this spell has scrambled the detected alignment, the lawful and chaotic portions are still the only parts of the alignment reported.

Spectral Hand: This necromantic spell lasts twice as long in Ravenloft. Casting this spell requires a Ravenloft powers check.

Third-Level Spells

Alternate Reality: The dark powers hold sway over reality in the Demiplane. As a result, mechanics unique to Ravenloft are largely unaffected by this spell. Fear, horror, madness, and powers checks cannot be changed from failed rolls into successful ones (though the Dungeon Master can feign rerolling them). However, the secondary die rolls determining the precise results of these failed checks can be rerolled.

For example, if a character who fails a horror check ends up obsessed with the horrific scene casts this spell to get a new horror check roll, the rerolled horror check automatically fails (although the Dungeon Master rolls a die to fool the player). If that same character casts the spell to affect the result of the horror check, however, he might end up with an aversion rather than an obsession.

Clairaudience: Normally, this spell allows the caster to hear noises in a familiar or obvious place. A "familiar" place is one that the wizard has visited personally. Verbal descriptions and viewing through spells or pictures do not make a place completely familiar, so the wizard will have only a 50% chance to make the spell work. The Dungeon Master should roll once per location; if the wizard is unsuccessful, future attempts will also fail unless he gathers more information.

An "obvious" place denotes one directly connected to the scene before the caster. If the wizard sees a door, he can cast the spell on the other side of the door. He cannot cast it around the corner and through the door, however.

Clairaudience normally creates an invisible sensor that can be magically dispelled. In Ravenloft, the spell forms a visible, ghostly ear of normal size. If detected, the ear can be dispelled, or the parties involved can adjust their speech to compensate.

Magical attacks that depend upon sound affect the caster normally if he hears it via his clairaudiance spell. Thus, if the sensor is within range, a banshee could feasibly kill the caster with her wail.

This spell can reach across only a single Mist-bound region, which may include more than one domain (such as the Core or a Cluster). However, the spell does not work in the Mists themselves, as they distort location and distance. The caster is not immediately aware of any of these changes.

Clairvoyance: This spell is restricted like Clairaudience, above. It allows the caster to view things only in a familiar or obvious location. If the area does not meet those qualifications, the spell has a 50% chance of failing. The spell can reach only across a single Mist-bound area and does not work directly in the Mists.

In Ravenloft, the formerly invisible sensor created by this spell becomes a visible, ghostly eye of normal size. A gaze attack on the sensor also affects the caster. For example, a vampire can charm a wizard watching with a clairvoyance spell.

Feign Death: The caster of this spell must make a Ravenloft powers check.

Hold Undead: Undead monsters strongly resist this type of magic in Ravenloft. All undead - even mindless ones - can avoid its effects with a successful saving throw vs. spell. Self-willed undead each gain an additional +2 bonus to their saving throws. This spell cannot affect domain lords.

Lorloveim's Creeping Shadow: This spell animates the caster's shadow in order for him to see through its eyes and hear through its ears. Manipulating the stuff of shadows is dangerous in Ravenloft, as these patches of darkness sometimes take on a life of their own.

The Dungeon Master should secretly roll a saving throw vs. spell for the caster on the round the spell is cast. If it succeeds, nothing unusual happens, and the spell functions normally. The caster will probably not know that it was even possible for something unusual to happen. If the saving throw fails, then his shadow animates. Once animated, it remains so until killed, and the caster loses his real shadow until that time. Beings without shadows seem rather spooky, so nonplayer characters are likely to think the worst of a character without one.

In campaigns not utilizing the Requiem rules accessory, the character's shadow transforms into the monster of the same name (as described in the MONSTROUS MANUAL tome). Such a monster will seek to kill the caster, but not always immediately. It will more likely follow him around and wait for the best opportunity. The shadow defends itself if attacked, but will willingly flee if it is in danger of being destroyed.

If the campaign does utilize the Requiem, rules, then a much more fiendish transformation occurs. When the shadow animates, it promptly takes control of the character's living shell and shunts the hero's life force into the animated shadow. The player should use the Requiem rules to convert the character into this new form. Then, the creature in possession of the wizard's body will attempt to kill the shadow player character. Further, the creature will attempt to enlist the help of other player characters in its dread task.

Since the other players might detect the transpossession immediately, Dungeon Masters should have the player keep control of that character's body for the first day. That night, the shadow monster runs away with the body. The player now plays a shadow in search of its body.

Casting this spell requires a Ravenloft powers check.

Monster Summoning I: This spell can summon only monsters native to the region in which it is cast. Refer to the descriptions of the particular domain to determine exactly what type of creatures respond to the summons. The summoned creatures vanish when the spell expires.

Summoned monsters are very resistant to control in Ravenloft, and they can attempt a saving throw vs. spell with a -2 penalty to avoid the summons. If the summoned monsters are minions of the lord, the creatures still appear, but the lord retains control.

Vampiric Touch: Ravenloft enhances the effects of this spell. For every die of damage inflicted, the victim permanently loses 1 hit point unless a priest successfully casts a restoration spell on him within twenty-four hours. For example, if a 7th-level wizard touches a warrior with this spell, the warrior would suffer 3d6 points of damage, three points of which would be lost permanently unless he convinces someone to cast a restoration spell on him within a day.

The caster of this spell must make a powers check.

Fourth-Level Spells

Contagion: The caster of this spell must make a Ravenloft powers check.

Dimension Door: This spell cannot transport the caster across a domain border.

Enervation: This spell is quite deadly in Ravenloft. Each level drained from the victim also drains 1 hit point permanently. For example, if a succession of these spells causes a character to lose three levels, he also loses 3 hit points permanently. Only a restoration spell cast within twenty-four hours of the enervation attack can restore those lost points.

Casting this spell requires a Ravenloft powers check.

Locate Creature: This spell is unable to cross the Misty Border that separates one domain from another. This spell cannot detect a creature on the other side of such a border, even if within normal range. Indeed, if this spell were cast by a wizard looking across a domain border directly at the creature, he would still not detect it.

The lord of a domain can always attempt a saving throw vs. spell to avoid being discovered by this spell. If the saving throw succeeds, the lord also instantly knows the location of the person who cast it.

Magic Mirror: Although it does not function in the Mists themselves, the magic mirror can view any location within a single domain. The mirror still acts as a scrying device, but a ghostly mirror with the caster's face appears at the location being viewed by the caster. A gaze attack directed at this image affects the caster normally. The caster does not immediately know of these changes, as he cannot see this ghostly image.

Mask of Death: This spell normally enables the caster to alter the features of a dead body to resemble another person. In Ravenloft, adventurers should not dabble so readily with the dead. The caster must roll a saving throw vs. death magic; failure indicates that he takes on the features of the dead body. If the body is in an obvious state of decay, then the caster looks like a zombie. The spellcaster is unaware of this change, so unless he looks in a mirror or someone tells him, he will notice nothing.

If a corpse is given the appearance of someone else who is also dead and is then subjected to a raise dead or similar spell, the corpse becomes a wight, animated by the spirit of the dead person it resembles. The wight is unlikely to be pleased at returning from the dead in someone else's body, even if it does look like its own.

Casting this spell requires a Ravenloft powers check.

Monster Summoning II: This spell can summon only monsters native to the region in which it is cast. Refer to the descriptions of the particular domain to determine exactly what type of creatures respond to the summons. These summoned monsters vanish when the spell expires.

Summoned monsters are very resistant to control in Ravenloft, and they can attempt a saving throw vs. spell with a -2 penalty to avoid the summons. If the summoned monsters are minions of the lord, the creatures still appear, but the lord retains control.

Remove Curse/Bestow Curse: Remove curse works poorly in Ravenloft, where its duration is limited rather than permanent. The target of this magic must make a successful saving throw vs. spell to temporarily be rid of a curse; the duration of relief is only one turn per level of the spellcaster.

Curses are very powerful in Ravenloft (see Chapter Twelve). The stronger the curse, the less likely it is that a mere spell can suspend it. Use Table 28 to find the saving throw modifier for the power of the curse.

Bestow curse works as described, but it requires a Ravenloft powers check with the modifiers given in the table below.

Table 28: Remove Curse/Bestow Curse Penalties

Curse Saving Throw Penalty Powers Check Penalty
Embarrassing 0 0%
Frustrating -1 +1%
Troublesome -2 +2%
Dangerous -3 +3%
Lethal -6 +6%

Summon Lycanthrope: For this spell to work, the caster and the lycanthrope must be in the same domain. This spell can call creatures under the control of the domain lord, but they are utterly free of the caster's control and will do the bidding of their true master as soon as they arrive. This spell can summon a lycanthrope domain lord only if he allows it. Upon arrival, the magical circle does not bind him, although he may pretend for a time that it does.

Once summoned, a lycanthrope has a chance to break the imprisoning circle. In Ravenloft, the chance is 30%, plus (or minus) the difference in level/Hit Dice between the caster and the creature.

Summoning a lycanthrope requires a Ravenloft powers check. Otherwise, the spell works as described in the Tome of Magic.

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