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Fifth-Level Spells

Animate Dead: This spell works almost too well in Ravenloft. Normally the caster can animate a number of skeletons or zombies approximately equal to his level in Hit Dice. When priests cast this spell in Ravenloft, however, they animate twice the usual amount (using the regular formula, but doubling the result.) The caster can add as many Hit Dice to the animated monsters as he desires, as long as the total does not exceed twice his own level.

Dungeon Masters should keep in mind that the Hit Dice of an undead creature affects its resistance to turning. Further, those creatures whose Hit Dice exceed the caster's level can attempt a saving throw vs. spell to break free of control.

Casting this spell requires a Ravenloft powers check.

Conjure Elemental: The dark powers severely restrict access to other planes. Thus, a conjured elemental cannot leave unless it finds a normal exit. In addition, the caster has a 20% chance of conjuring a Ravenloft elemental with this spell (see the Ravenloft Monstrous Compendium Appendices I & II).

All summoned creatures are more difficult to control on the Demiplane. On the first round of summoning, the creature can attempt a saving throw vs. spell with a -2 penalty; success indicates that the creature avoids the control of the caster and can act freely. Generally, this means that it will seek to return to its home dimension. As soon as it becomes clear that it is trapped, it might try to destroy the wizard that imprisoned it.

Contact Other Plane: This spell opens a conduit to the domain lord, lasting one round for every two levels of the caster. The caster knows only that he has contacted a powerful, malevolent force. The lord need not answer truthfully; in fact, he does not have to answer at all. The Dungeon Master should role-play any conversation between the wizard and the domain lord.

No attacks can be made through this contact, but the lord discovers the caster's approximate location (within two miles). Unless he has reason to do so automatically, there is a 50% chance that the lord will dispatch minions to seek out and attack the wizard.

Contacting a mind so filled with evil can easily drive a person insane. The caster might be overwhelmed by the pure malevolence of the mind he has contacted, resulting in a madness check. The base chance of such a check being required is 30%, minus 5% for every point of Intelligence that the caster has over 15. In addition, the domain lord can willingly project thoughts of evil and despair at the caster. If he does this, the chance of requiring the madness check doubles.

Dismissal: The Mists do not allow such an easy exit from Ravenloft. If the target creature does not want to be dismissed at all, it can attempt a saving throw vs. spell to avoid being sent away. If the saving throw fails or the creature wishes to leave, the creature has a 50% chance of being teleported to some random location in the Demiplane (but not across closed domain borders). Otherwise, the spell has no effect.

Khazid's Procurement: This spell will not enable a gate to be opened beyond the borders of the domain in which the caster is currently located. If the ingredient to be procured does not exist in that domain, the spell fails.

Magic Jar: This spell undergoes a small but deadly change in Ravenloft. If the host's body is slain, the caster does not necessarily return to the magic jar. The caster must make a successful saving throw vs. death magic or be bound to the corpse. If the roll succeeds, the spell works normally. If it fails, the wizard becomes an undead monster occupying the host's body.

In campaigns utilizing the Requiem rules, the guidelines presented there should be used to create the undead player character. If those rules are not available, the corpse of the host lies in peaceful death for a full day; then, if the corpse is still relatively whole, it animates with the caster's life force. If the corpse is not relatively whole, the wizard dies. "Relatively whole" means the head and torso are generally intact. The caster, when undead, retains the mental powers he had in life and the physical abilities of the host's body, except for those powers antithetical to an undead state - such as healing touch, plant growth, or protection from evil.

In addition, the caster receives the usual powers of an undead creature. He is immune to sleep, charm, and other mind-control spells and never needs sleep, food, drink, or even air. He also is immune to cold-based damage. Depending on the Hit Dice of the host body, the subject also receives powers listed in Table 29.

Table 29: Magic Jar Special Powers

Hit Dice Powers
4 or fewer None
5-7 Energy draining touch
8-11 Regeneration (1 hit point per round)
11 + Aura of fear (forty foot radius)

The special powers in Table 29 are cumulative. Hence, a 12 HD monster would enjoy all three powers. The aura of fear automatically affects creatures with less than 4 Hit Dice, but those with 4 to 6 Hit Dice can attempt a saving throw vs. spell to avoid making the fear check. Monsters with greater than 6 Hit Dice are not affected.

The caster's original body also becomes an undead creature under the control of the undead host. This creature is weaker than the one created from the host's body, having only half as many Hit Dice as the caster had levels, up to a maximum of 10 Hit Dice. Table 91: Turning Undead (Cleric) can help determine what type of creature is created. For example, a 13th-level wizard would become a 6 HD monster. According to the table, a 6 HD undead monster is a wraith, but the Dungeon Master can choose a different undead creature of the same Hit Dice if desired.

The magic jar spell undergoes another important change in Ravenloft. The life force of the host, contained in the magic jar, does not depart when the caster's own life force is bound to the host's body. Instead, the host's life force becomes trapped in the jar, held there by the dark powers themselves. The powers of this trapped life force remain unknown, but many think the force festers and grows within its prison, attaining powers that allow it to reach out from the jar and perhaps eventually escape. Destroying the magic jar usually kills the life force within it as well.

Casting this spell requires a Ravenloft powers check.

Monster Summoning III: 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. 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.

Summon Shadow: Each shadow can make a saving throw vs. spell upon arriving, with a -2 penalty. If the roll succeeds, the shadow breaks free from the caster's control.

Casting this spell requires a Ravenloft powers check.

Teleport: This spell cannot transport characters across the border of a domain or out of Ravenloft.

Sixth-Level Spells

Bloodstone's Spectral Steed: The sight of the spectral steed forces 0-level humans and other nonclassed characters to roll a fear check. Anyone within thirty feet must also roll a horror check. The caster does not have to roll either of these checks since he summoned the creature.

Upon casting this spell, the wizard must roll a saving throw vs. spell. If it fails, the creature solidifies and becomes an undead creature. Visually it is indistinguishable from the spell form, but it is, in effect, one of Strahd's skeletal steeds (see the Ravenloft Monstrous Compendium Appendices I & II), capable of flying at a rate of 24 (C). The beast still looks like a skeletal vulture, so the hoof/hoof/bite attack translates to a claw/claw/beak attack in this form. It retains an animal-level intelligence, but the wizard cannot control it.

The undead creature has only one goal - to kill the wizard who caused its tortured existence. However, it will not attack immediately if the party appears to be strong and well prepared. Instead, it will flee and follow the wizard at a distance, for years if necessary, awaiting the perfect moment to strike. Of course, it immediately defends itself if attacked.

Casting this spell requires a Ravenloft powers check.

Conjure Animals: Only animals native to the domain or region in which the spell is cast can be created. Otherwise, the spell works normally. If the lord of the domain can normally control the type of creature conjured, he retains that influence.

Death Spell: The target of this spell has a 10% chance to return from the grave to torment his killer. It takes exactly seventy-two hours from the time that the spell is cast for such a character to rise again.

In campaigns utilizing the Requiem accessory, the rules presented there should be used to determine the new statistics for the character. In campaigns not using those rules, the following guidelines can be used: If the corpse is relatively whole, the character will become a wight, but if the character's body has been destroyed, the spirit of the dead man will return as a wraith. In either case, the undead creature will have half the Hit Dice of its living incarnation.

At the Dungeon Master's discretion, unusually powerful personalities may become other types of undead.

However, this spell cannot create any creature more powerful than a vampire.

Casting this spell requires a Ravenloft powers check.

Ensnarement: This spell normally ensnares a creature from another plane and transports it to the caster. According to the spell, the creature can leave after performing one service. Since Ravenloft does not allow visitors to escape so easily, the creature cannot leave the Demiplane unless it finds its own exit. The summoned creature will unlikely not appreciate these circumstances.

This spell can even summon a creature from within the Demiplane itself. Instead of creating a momentary conduit to another plane, it creates a gate near the lord of the domain, who can choose to send a minion in response to the spell (or answer it himself if the spell is cast within his domain). The percentage chance of this equals the level of the caster.

It is also more difficult to control a summoned creature in Ravenloft. The creature's base chance of escaping a warding circle doubles, so a hand-drawn circle has a 40% base chance to fail and inlaid or carved circles have a 20% base chance of failure. (The creature never has less than a 5% chance to escape.)

Geas: Normally, a target who does not complete the caster's command suffers cumulative penalties to all saving throws. In Ravenloft, the caster can also assign another additional punishment for not fulfilling the assigned geas. The punishment cannot be too severe or life threatening, but it must slowly worsen each day that the quest is ignored. Likewise, following the geas should gradually cancel the punishment. For example, a character might shrink 10% in height each day he violates the quest. Each day the character returns to the geas, he regains one day of shrinkage.

Lorloveim's Shadowy Transformation: This spell is especially dangerous to cast in the Demiplane of Dread. To willingly dabble in the realm of shadow is risky, for the wizard never knows when the shadow might take on a life of its own. When the spell expires, the creature transformed into a shadow must roll a saving throw vs. spell. If the creature was unwillingly transformed into a shadow, it gets a +4 bonus to this saving throw. If the roll fails, the creature becomes a shadow fiend (see the Ravenloft Monstrous Compendium Appendices I & II). The shadow fiend attempts to flee the scene, but it then follows the wizard for months if necessary, awaiting the ideal moment to attack.

Casting this spell requires a Ravenloft powers check.

Monster Summoning IV: 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.

Reincarnation: In Ravenloft this spell may actually reincarnate a person as an undead creature. The chance of this occurring is 1% per level of the caster. If this happens, the person becomes a monster type with Hit Dice equal to his former experience level. This spell cannot create undead more powerful than vampires.

In campaigns utilizing the Requiem, rules, characters raised as undead should be converted according to the guidelines presented in that accessory.

Casting this spell requires a Ravenloft powers check.

True Seeing: This spell functions as described in the Player's Handbook, with the following clarifications:

- The description of this spell states that the caster sees through illusions and "apparitions". This does not include ghosts or other intangible beings, who are real while not physical. Undead creatures of this ilk do not appear differently under this spell. If they look like normal people, this spell usually does not change the caster's perception.
- Enchanted creatures include conjured or summoned creatures and beings under some sort of controlling spell such as charm or geas. These spell effects are revealed by true seeing. Vampires and lycanthropes control animal troops through enchantment, but they do not control subservient creatures of their own kind this way.
- Polymorphed creatures and items become apparent. A lycanthrope in animal form is not considered polymorphed, nor is a vampire or similar creature with natural shapechanging abilities. As a general rule, if changing shape is part of the creature's nature, this spell (when cast in Ravenloft) does not reveal the change. In order to qualify as polymorphed, a transformation must involve spellcasting.

Seventh-Level Spells

Banishment: The dark powers do not permit easy egress from the Demiplane of Dread. Any creature targeted by this spell makes its saving throw with a +4 bonus. If the roll fails, the creature is teleported to a random location within Ravenloft (but not across closed domain borders). This spell cannot affect a domain lord.

Bloodstone's Frightful Joining: While most necromantic spells work better in Ravenloft, this one does not. The will of the undead is greater here than on most planes, providing them with greater resistance to this spell. Self-willed undead creatures get a +2 bonus to the saving throw, and the necromancer must be in the same domain as the undead monster that he is attempting to join.

Actually, the necromancer would probably be better off failing this spell. Joining with an undead monster is cause for a Ravenloft powers check. Also, once the caster's mind controls in the undead body, the monster continuously assaults the wizard's mind with ghastly thoughts. During the joining, the necromancer must attempt a madness check every hour. Failure means that the monster's mind overcomes that of the wizard, and the wizard's mind returns to his body. Once there, the player must attempt a system shock roll, as stated in the spell description. If the wizard still lives, he is an insane slave completely under the control of the undead creature.

Control Undead: In Ravenloft, all undead (even those with 3 Hit Dice or less) can make a saving throw to resist control. Those with more than 3 Hit Dice add a +2 bonus to this roll. This spell cannot affect domain lords.

Casting this spell requires a Ravenloft powers check.

Finger of Death: A small change occurs when this spell is cast in Ravenloft. After three days, the victim's body automatically animates as a juju zombie. If the caster is present when this happens, each zombie must attempt a saving throw vs. spell. Failure means the creature falls under the caster's control; success means that it despises the caster and seeks to destroy him. If the caster is not present when a ju-ju zombie becomes animated, the creature automatically seeks out and attempts to kill the caster.

Casting this spell requires a Ravenloft powers check.

Limited Wish: This spell functions only if the dark powers allow it to. The dark powers usually grant the wish, but they always try to pervert the caster's intent. Thus, this spell rarely performs as desired when cast in Ravenloft. When evil characters wish for something dark and twisted, they have a 50% chance of receiving their wish exactly as requested (in which case the wish is already perverted).

A wish intended to allow the caster to escape from Ravenloft, destroy a domain lord, or otherwise violate one of the basic tenets of the land fails utterly. Also, any spell used for evil requires a powers check.

Monster Summoning V: 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.

Shadowcat: Upon casting this spell, the wizard must roll a saving throw vs. spell. If he fails the check, the cat becomes a slow shadow. The slow shadow tries to kill the wizard who summoned it, though it may flee if threatened and follow the wizard at a distance.

Slow Shadow: AC 8; MV 12; HD 4; THACO 17; #AT 1; Dmg 1d4; SA slow (with successful hit, shadow attaches to victim and automatically slows victim as per spell; victim loses another 1d4 points every round until either the victim dies or the shadow dies or is driven off), surprise (-6 penalty to opponents' surprise rolls); SD not affected by cold, lightning, hold, charm, or weapons of less than +2 enchantment, 90% invisible in dusk or torch light, 50% undetectable in full daylight; SW haste spell drives 2d10 unattached slow shadows away; SZ M (4-6'); Int low; AL CE; XP 650.

Notes: A person killed by slow shadow becomes a lesser slow shadow in one turn unless remove curse is cast on the body. Lesser slow shadows must stay within forty feet of either the location of their transformation or another slow shadow.

Shadow Walk: No one can escape Ravenloft by casting a simple spell like this. However, since the Demiplane of Shadow appears to be strongly linked to the Demiplane of Dread, this spell still enables the caster to walk from place to place as described in the Player's Handbook. Still, the caster seems to be tethered to Ravenloft and cannot fully enter the Demiplane of Shadow. The caster is held in the icy clutches of Ravenloft's dark powers, which let him stray no more than an arm's length from the land.

Suffocate: Casting this spell requires a Ravenloft powers check.

Teleport Without Error: This spell works normally, except it cannot transport the character out of Ravenloft or through closed domain borders. Also, because some areas of Ravenloft change quite often, the teleporter might not be as familiar with the place as he believes.

Eighth-Level Spells

Abi-Dalzim's Horrid Wilting: Any person killed by this spell must make a saving throw vs. death magic. If the roll fails, the creature becomes a mummy bent on destroying its creator. However, the mummy usually does not attack immediately, as it has years in which to plan its revenge upon the wizard.

A wizard who uses this spell against another person must attempt a Ravenloft powers check.

Hornung's Random Dispatcher: Ravenloft is all but closed to interplanar spells, so this spell does not work.

Monster Summoning VI: 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.

Ninth-Level Spells

Astral Spell: Ravenloft does not connect with the Astral Plane, so this spell does not work here.

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

Estate Transference: Since Ravenloft is not in the Prime Material Plane, this spell does not function here. Additionally, the Mists do not allow escape from the Demiplane via spells.

Gate: This spell works normally, with one restriction. The summoned creature cannot automatically return to its place of origin. It must find it own exit from the Demiplane, just like any other being. This is frequently enough to provoke the creature to seek revenge on the caster.

Trying to summon an evil creature with this spell requires the caster to make a Ravenloft powers check.

Monster Summoning VII: 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.

Succor: Neither this spell nor its reverse can transport anyone or anything out of Ravenloft or across closed domain borders.

Wail of the Banshee: Like other spells from the school of necromancy, this one actually works better in Ravenloft. Normally it has a range of thirty feet, but in the Demiplane of Dread it has a range of sixty feet. Any female - not necessarily an elf - killed by this spell becomes a banshee, and these created banshees owe no loyalty to the wizard who created them. In fact, they will almost certainly try to wreak vengeance upon him.

Casting this spell requires a Ravenloft powers check.

Wish: This spell functions only if the dark powers allow it to. The dark powers usually grant the wish, but they always try to pervert the caster's intent. Thus, this spell rarely performs as desired when cast in Ravenloft. When evil characters wish for something dark and twisted, they have a 50% chance of receiving their wishes exactly as requested (in which case the wish is already perverted).

A wish intended to allow the caster to escape from Ravenloft, destroy a domain lord, or otherwise violate one of the basic tenets of the land fails utterly. Similarly, any spell used for evil requires a powers check.

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