Because the Mists isolate Ravenloft from outside
powers, many spells have strange effects in these
dark lands. The dark powers distort the
connection between the faithful and their patron
gods and goddesses, attempting to isolate them from their
source of strength, so priests suffer for their choice of
occupation perhaps more than any other class.
This chapter describes several priest spells unique to the
Demiplane of Dread and changes to many familiar spells.
Priests from outside of Ravenloft do not know the altered
effects of a spell until they cast it, at which time they
instantly realize that something is amiss. Still, they may not
know the exact nature of these alterations. Of course, if the
change is an obvious one, the character may well deduce it
for himself. Any magical item that casts or imitates an
altered spell is subject to the same changes (see
Chapter Eleven: Forged of Darkness).
The Absence of Power
Many have come to believe that the gods have no
interest in the Demiplane of Dread. To be sure, a
great deal of evidence supports this opinion. Any
priest, paladin, or pilgrim who has come from
beyond the Misty Borders of Ravenloft will attest that the
Land of the Mists feels strangely empty. Despite this, most
priest spells still function, meaning that priests, clerics, and
their ilk draw power for their spells from somewhere else.
Some claim that the dark powers, for whatever reason, are
answering the prayers of these wandering holy men and
granting them spells. As with so much about the dark
powers, however, it is impossible to know if this is true or not.
Another common belief asserts that the gods of the
multiverse have some sort of agreement to leave the
Demiplane of Dread alone. Some have even suggested that
the dark powers have shut the deities out of the Realm of
Terror. Those who espouse this theory point out that in the
past, the dark powers have proven to be as powerful as any
divine being. To be sure, it does seem likely that the dark
powers might hold off the efforts of an individual deity, but
could they resist the efforts of a coalition of deities? It is
doubtful, but then again, how can humans judge things on
so grand a scale?
Cooperative Magic
By and large, cooperative magic functions normally in
Ravenloft. The idea of several priests operating together for
a single spell effect does not seem to concern the dark
powers. Of course, the nature of the spell and its application
may well require the participants to attempt powers checks.
Faith Magic
Faith magic works on the principle of devotional power,
accumulated through mass worship. The more worshipers
that participate, the stronger the magic will be. Since
Ravenloft has few organized religions, faith magic is difficult
to achieve.
Still, the Demiplane of Dread is not without churches and
theologians. A handful of well-known organized religions,
underground faiths, and forgotten cults continue to practice
religions outlawed centuries ago. For example, the Church
of Ezra has spread throughout most of the Core domains
(see Chapter Five), and the realm of G'Henna is ruled by a
priest whose mastery of faith magic may be second to none
(see Chapter Three).
Quest Spells
Most rules for this type of magic as given in the Tome of
Magic still apply. Deities reserve quest spells for special
situations relating to their own interests. Since none of the
powers seem to take interest in Ravenloft, few quest spells
should be granted. Even powers who represent the forces of
good have, for whatever reason, turned a blind eye to
Ravenloft. It is not enough to say that a quest spell should
be granted to combat the forces of evil. The cause must be
much more directly related to the deity's interests.
The alterations to quest spells described in this chapter
are optional. The direct attention of a power is involved to
receive a quest spell, and it is conceivable that a deity could
override the restrictions of Ravenloft. The Dungeon Master
must make judgments based upon the adventure and
campaign. Keep in mind that this is a Gothic horror setting.
The characters should feel frightened and powerless, but
they should also be able to triumph.
Summoning
Ravenloft limits the spells in this sphere. A given domain
may not offer a full complement of animals and monsters,
and priests cannot summon animals that do not live in the
domain. To determine whether a particular animal may
inhabit an area, check the domain's description. If the text
does not state otherwise, Dungeon Masters can assume that
all normal animals are available. If the animal is a type that
the lord of the domain can control, however, the lord's
power supersedes the priest's magic. The animal still
appears when summoned, but it may not be friendly,
depending on the lord's instructions.
Characters can summon creatures or monsters from
outside of Ravenloft, but the subjects of these spells might
be very unhappy when they learn that they are imprisoned
in the Land of Mists. Nonevil beings will expect a very good
explanation at the least, and evil creatures might even
attack the priest. See the specific summoning spells in the
following pages for exact effects.
War
The spells in this sphere are intended for use in either the
Battlesystem rules or Battlesystem: Skirmishes games.
Ravenloft campaigns rarely use these rules, as Gothic
horror and medieval battles do not often work well together.
However, war spells are appropriate in a few select
situations. On occasion, a group of irate villagers (usually
brandishing torches and pitchforks) may go monster
hunting. Some of the spells from the sphere of war are
appropriate for use on these angry crowds.
War spells cannot create a mob or incite a crowd to hunt
down the monster. A situation must already exist in which a
mob or crowd has gathered with the express purpose to
hunt down a monster, break into a castle, or engage in
some other mass combat activity. The crowd must contain
at least ten adults for it to qualify as a unit in Battlesystem
game terms.
Every mob must also have a leader. Usually a particularly
incensed member of the crowd, someone who has been
personally wronged by the situation or monster, functions as
the leader. If the leader ever falls, there is a 25% chance for
a new leader to rise from the ranks of the mob. This should
also be someone personally wronged by the situation or
monster. If no such individual exists, the crowd will disperse
in 1d10 minutes.
A mob has a morale rating of 9. When used in an
adventure, crowds and mobs do not make fear or horror
checks; those rules apply only to individuals. The mob rolls
a morale check in any circumstance normally dictated by
the AD&D game rules and in any situation where an
individual would roll a fear, horror, or madness check.
Altered Priest Spells
The priest spells listed in Table 22: Altered Priest
Spells function differently in Ravenloft. The exact
changes described below supplement the
descriptions in the Player's Handbook and Tome
of Magic. Versions of altered spells that work normally in
Ravenloft appear in parentheses.
Table 22: Altered Priest Spells
Analyze balance (1st) |
|
Call woodland beings (4th) |
|
Word of recall (6th) |
Courage (1st) |
|
Dimensional folding (4th) |
|
Astral spell (7th) |
Detect evil/detect good (1st) |
|
Focus * (4th) |
|
(Breath of life) /breath of death * (7th) |
Emotion read (1st) |
|
Join with astral traveler (4th) |
|
Conjure earth elemental/dismiss earth elemental (7th) |
Know age (1st) |
|
Leadership/doubt (4th) |
|
(Restoration) /Energy drain * (7th) |
Morale (1 st) |
|
Modify memory * (4th) |
|
Gate * (7th) |
Speak with astral traveler (1st) |
|
Probability control (4th) |
|
Holy word/unholy word * (7th) |
Thought capture (1st) |
|
Rapport (4th) |
|
Reincarnation * (7th) |
Create holy symbol * (2nd) |
|
Reflecting pool (4th) |
|
Resurrection/destruction * (7th) |
Know alignment (2nd) |
|
Thought broadcast (4th) |
|
Shadow engines (7th) |
Mind read (2nd) |
|
Weather stasis (4th) |
|
Spirit of power * (7th) |
Mystic transfer (2nd) |
|
Commune (5th) |
|
Succor (reversible) (7th) |
Nap (2nd) |
|
Dispel evil/dispel good (5th) |
|
Uncontrolled weather (7th) |
Ratty (2nd) |
|
Magic font (5th) |
|
Animal horde (quest) |
Sanctify/defile * (2nd) |
|
Plane shift (5th) |
|
Circle of sunmotes (quest) |
Animate dead * (3rd) |
|
Quest (5th) |
|
Conformance (quest) |
Astral window (3rd) |
|
Raise dead * / slay living * (5th) |
|
Elemental swarm (quest) |
Choose future (3rd) |
|
True seeing (5th) |
|
Etherwalk (quest) |
(Cure disease) /cause disease * (3rd) |
|
Age creature * / (restore youth) (6th) |
|
Highway (quest) |
Emotion control (3rd) |
|
Conjure fire elemental/dismiss fire elemental (6th) |
|
Imago interrogation (quest) |
Feign death * (3rd) |
|
Find the path (6th) |
|
Planar quest (quest) |
Helping hand (3rd) |
|
The great circle/the black circle * (6th) |
|
Revelation (quest) |
Negative plane protection (3rd) |
|
Group mind (6th) |
|
Storm of vengeance (quest) |
Remove curse/bestow curse * (3rd) |
|
Land of stability (6th) |
|
Undead plague * (quest) |
Speak with dead * (3rd) |
|
Sol's searing orb (6th) |
|
Ward matrix (quest) |
Abjure (4th) |
|
|
|
|
* Could require a Ravenloft powers check