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First-Level Spells

Analyze Balance: In Ravenloft, no spell or magical item can reveal good or evil in a creature's alignment. When assessing how many "grades" a creature is removed from neutral, the only possible answers are one and zero, as the spell would only detect that a creature is lawful or chaotic (one grade away from neutral) or neutral (zero grades away from neutral). This same rule applies to analyzing the alignment of areas and objects.

Courage: As noted earlier for spells in the sphere of war, a crowd of villagers can be given courage with this spell; thus, the next time they are required to roll a morale check (most likely to be when they first sight a monster up close), they automatically pass it. Unfortunately for the mob, actually fighting the monster will almost certainly require another morale check. This spell lasts until the next dawn or twelve hours, whichever is greater.

Detect Evil/Detect Good: No one can magically detect good or evil here. Thus, neither this spell nor its reverse work in Ravenloft.

Emotion Read: This spell functions normally in Ravenloft, but the Dungeon Master should keep in mind that self-willed undead can project a barrier of false thoughts and emotions.

Know Age: This spell judges the age of the physical body; in the case of many undead, this provides interesting answers. The bodies of some undead, like vampires, stop aging at the moment of their deaths. A vampire might really be four hundred years old while his body is preserved at thirty-seven.

Any creature whose body has ceased aging is allowed a saving throw vs. spell. If successful, the spell reports the apparent age of the body. If the saving throw fails, it reports the true age (from the moment of the creature's birth). Zombies, skeletons, ghosts, and banshees and the like do not have preserved bodies, so for all of these cases, the spell functions normally.

Morale: As stated in Tome of Magic, this spell improves the morale of a military unit. In Ravenloft, the most likely use is with a crowd of villagers storming a castle or chasing a monster. The typical mob has a morale rating of 9. Thus, if raised by one the mob has a morale of 10, and if raised by three it has a morale of 12. This improvement remains in effect until the next dawn or for twelve hours, whichever is longer.

Speak With Astral Traveler: Since astral travel does not function in Ravenloft, this spell has no astral travelers to affect. If through some outrageous quirk of domain laws an astral traveler is encountered, then the spell works normally.

Thought Capture: This spell resembles the metapsionic devotion retrospection, allowing the caster to capture wandering thoughts set loose from their owners. In Ravenloft, such thoughts still bear the stamp of the personalities who created them, and the thoughts of the lords of the domains are stronger than others. As a result, this spell has a 10% chance of gathering a thought from the lord of the domain. If the location where the spell is cast is visited regularly by the lord of the domain, the chance rises to 50%.

The thoughts of domain lords can be tainted with evil and horrors that should not be contemplated. Characters who gather a thought from a domain lord have a 25% chance of being forced to attempt a madness check. Even if he does not have to make the madness check, he must still make a horror check.

Second-Level Spells

Create Holy Symbol: This spell functions normally in Ravenloft, except that the lord of the domain knows instantly that a holy symbol has been created somewhere in his domain. If the symbol is of any evil alignment, that is all the lord learns. If the symbol belongs to any neutral alignment, he knows the approximate location of the newly created symbol (e.g. somewhere in the village or on the grounds of the ruined monastery). If it is of any good alignment, the lord knows the exact location of the priest who cast the spell.

Creating an evil holy symbol warrants a Ravenloft powers check.

Know Alignment: Ravenloft insulates evil from detection. As with the standard version of this spell, the target gets a saving throw to avoid detection altogether. Even if that roll fails, the spell can detect only a chaotic, neutral, or lawful alignment; the spell never reveals evil or good alignment.

Mind Read: This spell has difficulty penetrating the barrier of false thoughts presented by self-willed undead. Thus, although normal folk get no saving throw, self-willed undead do. If the saving throw succeeds, the undead creature can plant whatever thoughts it wishes into the caster's mind. If the saving throw fails, the priest penetrates the veil and delves into the foul depths of the creature's evil mind. He learns everything listed in the spell description. However, he must roll a madness check after experiencing the abhorrent mind of an undead monster. Sometimes an undead creature chooses not to resist the spell, allowing the priest to look at things mortals were not meant to see.

A madness check may also be necessary for reading the minds of living creatures brimming with loathsome evil, such as mind flayers.

Mystic Transfer: Unlike many spells in Ravenloft, this one can cross domain borders, provided that they have not been closed by the lord. In addition, if either domain lord closes his borders, the link is severed.

Nap: This spell can negate the effects of a failed fear check, as the passage of time and a good sleep allow the terror to pass. The nap spell does not work as well on failed horror checks, merely allowing the victim of a failed horror check to attempt a new check. It also allows a temporary respite from those horror check results affected by a sleep spell, even if the new check fails (see Chapter Six: Fear, Horror, and Madness). Also, this refreshing sleep eliminates any accumulated penalties.

Rally: Although designed specifically for use with the Battlesystem rules, this spell can be used with a mob or crowd of villagers. If the villagers have failed a morale check (and are probably fleeing the scene) this spell might rally them. Another morale check is rolled, and if it is successful, the mob recovers its lost poise and can approach the situation again.

Sanctify/Defile: Sanctify works normally in Ravenloft. If cast in a sinkhole of evil (as described in Appendix Three: Character Classes), the two effects cancel each other out. For the duration of the spell, neither positive or negative modifiers apply. If the area of the sinkhole exceeds the area of the spell effect, then the region not covered by the spell is still a sinkhole of evil, with the original modifiers.

Defile adds its bonuses to those of the sinkhole, making the place even more foul and evil. Using this version of the spell requires a Ravenloft powers check.

Third-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 a priest casts this spell in Ravenloft, however, it animates twice the usual amount. (Use the regular formula, but double the result.) The caster can add as many Hit Dice to the monsters as desired, as long as the total is no more than twice his own level.

Dungeon Masters should keep in mind that the Hit Dice of an undead creature affect 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.

The casting of this spell prompts a Ravenloft powers check.

Astral Window: The Astral Plane is not accessible via most spells in Ravenloft. However, since astral window does not attempt to move anything between Ravenloft and the Astral Plane, the spell works normally, except that creatures cannot leave Ravenloft through the window. However, beings can still enter the Demiplane of Dread if they succeed in the roll described in the Tome of Magic entry.

Choose Future: For the most part, this spell functions normally in Ravenloft. Horror checks are not rolled twice, however. The first roll applies to both futures. (If necessary, the Dungeon Master can roll to pretend that it might have been possible to get a different result.)

Cause Disease: Cause Disease is the reverse of cure disease. Casting this spell requires a Ravenloft powers check.

Emotion Control: This spell functions normally in Ravenloft. The courage option can be used to remove the effects of a failed fear check. In that case, it cancels the fear but does not provide its normal bonuses. This spell does not affect failed horror checks.

Feign Death: This spell requires the caster to make a Ravenloft powers check.

Helping Hand: This ghostly hand cannot cross domain borders. If the target is in a different domain than the caster, the hand does not find him.

Negative Plane Protection: Ravenloft insulates undead from the influence of other planes. Thus, the attacking undead monster suffers only 1d6 points of damage from this spell, and it can attempt a saving throw vs. death magic for no damage at all.

Remove Curse/Bestow Curse: Remove curse works poorly in Ravenloft, where its duration is limited rather than permanent. The target of this magic can attempt a saving throw vs. spell to temporarily rid himself of a curse, but it only holds back the curse for one turn per level of the spellcaster.

Curses are very powerful in Ravenloft (see Chapter Twelve: The Whispered Evil). The stronger the curse, the less likely it is that a mere spell can suspend it. Table 23 lists the saving throw modifiers according to 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 (expressed as positive percentage values).

Table 23: 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%

Speak With Dead: Casting this spell requires a Ravenloft powers check.

Fourth-Level Spells

Abjure: Normally, this spell sends creatures from the Outer Planes back to their homes. The spell's chance of success is 50%, plus (or minus) 5% for each positive (or negative) difference in level between the caster and the target. Of course, one cannot so easily escape the Demiplane of Dread. If this spell succeeds in Ravenloft, it merely sends the creature to a random location in the Demiplane (but not across a closed domain border).

Call Woodland Beings: The fairy folk listed in the Player's Handbook do not inhabit any of the known domains of Ravenloft. Furthermore, the lord of the domain in which the spell is cast controls the spell's results. The lord can send any creature in his land to answer the summons. Of course, the being will obey the lord's instruction and not the caster's.

Dimensional Folding: This spell cannot connect areas in different domains. The priest cannot fold the Demiplane to connect to any area outside the domain where the spell was cast.

Focus: Most domain lords can detect the casting of a focus spell. Domain lords steeped in the arcane lore of magic tend to have this power, as do those of strong supernatural origins. However, lords of more normal or mortal backgrounds cannot usually detect a focus any better than their subjects. For example, Strahd von Zarovich or Harkon Lukas could almost certainly detect a focus; on the other hand, Vlad Drakov and Ivana Boritsi could not.

If priest creates a focus devoted to an evil alignment, those domain lords who can sense such things will know only that the deed has been done, nothing more. If the priest creates a focus devoted to a neutral alignment, the lord will know the approximate location of the casting (within a mile or so). If the spell creates a good focus, however, the lord knows exactly where it was cast.

As described in the Tome of Magic, focus amplifies only positive effects of the listed spells. In Ravenloft, it can also focus some of the reversed spells. Focus can affect the following reversible spells: bless/curse*, cure blindness/cause blindness*, cure disease/cause disease*, detect lie/undetectable lie, dispel evil/dispel good*, know alignment/undetectable alignment, protection from evil/protection from good*, purify food & drink/putrefy food & drink*, remove fear/cause fear*, tongues/babble, and true seeing/false seeing. Those reverses marked with an asterisk (*) force the caster to roll a Ravenloft powers check. The table below gives the few additional spells that focus can affect in the Demiplane of Dread.

Table 24: Additional Spells Affected by Focus

Spell    Possible
Focus Type
Accelerate healing    S/I
Anti-vermin barrier    S/I/L
Aura of comfort    S/I
Calm chaos    S
Efficacious monster ward    S
Elemental forbiddance    S/I/L
Emotion control+    S/I/L
Land of stability    S
Slow rot    I/L
Undead ward    S/I/L
Zone of sweet air    S/I
Zone of truth    S/I

+ A single emotion must be specified.

Creating a focus with devotional energy gathered from followers of an evil deity, regardless of the spell, also warrants a Ravenloft powers check.

Join With Astral Traveler: This spell simply does not work in Ravenloft, as it lies in the Ethereal Plane.

Leadership/Doubt: The Battlesystem game use for leadership is inappropriate for Ravenloft. However, the priest can use this spell to single out a person in a mob and make him into a leader. This new leader could then conduct the mob in search of a monster or other objective. The presence of the leader grants the mob a+ 1 morale bonus. Should the leader die during the hunt, the mob must immediately roll a morale check. Refer to the "Sphere of War" section earlier in this chapter for more information about mobs and crowds.

Doubt removes leadership qualities from a person. If successfully cast upon the leader of a mob, the mob must immediately roll a successful morale check or disperse. Even if the check succeeds, the mob no longer receives the bonus for having a leader. It can attack an immediately visible target, but if the mob has no obvious target, it disperses.

Modify Memory: This spell can negate the effects of a failed fear or horror check. It either wipes the memory of the event from the person or alters his memory so that the horror of the situation is masked.

This spell can cause sinister effects as well. If used to force a person to relive a scene that was originally cause for a horror check, the victim reacts as if he were really there. If a previous horror check for that situation failed, then the results of that check may come back to haunt the victim. For example, if the previous result had been "aversion", the character again feels the need to run in horror. If the previous check succeeded, the victim must roll a new horror check, with a +1 bonus for having survived the scene before. Making a person relive a scene of horror almost certainly warrants a powers check.

Probability Control: This spell cannot alter the probabilities or effects of a fear, horror, madness, or powers check. It affects only the chances of an action taken by a creature. Since these checks are not actions, but reactions, this spell does not affect them.

Rapport: Of course, self-willed undead have the ability to raise a barrier of false thoughts, effectively blocking this spell. If such a creature chooses to enter into a rapport with the priest, it has a choice of actions: It can feed innocent thoughts and emotions via the barrier, or it can allow the priest a true glimpse of its malevolent inner self.

Any normal person who gets a close look at the twisted mind of a self-willed undead monster must make a madness check. For this reason, many undead monsters would allow the priest access to its mind, knowing the possible effects. Since the participants choose which thoughts and emotions to share, the undead creature need not reveal anything of importance.

Reflecting Pool: Instead of offering a window to another plane or grounded setting, this spell creates an image of swirling fog, and the priest actually sees a specific location in the Mists of Ravenloft. The priest has a 10% chance of glimpsing some horrid, evil creature within the image, prompting a horror check.

Thought Broadcast: Any self-willed undead creature subjected to this spell broadcasts only false thoughts. It has total control over these thoughts and can even send out the complete opposite of its true thoughts.

Those within range of the spell may be forced to make fear, horror, or madness checks at the Dungeon Master's discretion, depending upon the nature of the subject's mind or thoughts.

Weather Stasis: The effects of this spell cannot override the domain lord's control of the weather. The lord may choose to let the spell work normally, however.

Fifth-Level Spells

Commune: Since Ravenloft is effectively cut off from the rest of the multiverse, this spell does not function in the Demiplane of Dread.

Dispel Evil/Dispel Good: Normally this spell can return evil, summoned creatures to their home planes, but the dark and deadly creatures in Ravenloft cannot be dispatched so easily. If this spell succeeds in Ravenloft, it merely sends the creatures to a random location within the Demiplane (but not across a closed domain border).

The spell does remove evil enchantments, though it is generally ineffective against curses laid down by a nonmagical means. The same restrictions apply to the reverse of the spell.

Magic Font: Just as with reflecting pool (above), this spell reveals a random location in the Mists, with a 10% chance that a ghastly monster will wander into view, prompting a horror check.

Plane Shift: This spell transports the character to a different domain within Ravenloft, so it cannot help anyone or anything escape the Demiplane altogether. Further, it does not transport across closed borders.

Quest: Normally, a target who does not follow a quest suffers cumulative penalties to all saving throws. In Ravenloft, the caster can also assign another additional punishment for not following the assigned quest. The punishment cannot be too severe or life threatening, but it must slowly worsen each day that the quest is ignored. Likewise, following the quest 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 quest, he reverses one day of shrinkage.

Raise Dead/Slay Living: If the target of a raise dead spell fails his resurrection survival roll, he becomes an undead creature of a type equal in Hit Dice to his former level. Vampires are the most powerful creatures a raise dead spell can create in this fashion, and they retain any abilities they had in life. In campaigns where the Requiem rules are being used, characters raised as undead should be converted according to the guidelines presented in that accessory.

Casting this spell (or its reverse, slay living) requires a Ravenloft powers check.

True Seeing: When priests detect alignment with this spell, they discern only law or chaos, not good or evil (see know alignment). Otherwise, the 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 mean 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. True seeing reveals these spell effects. 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 the creature can change shape as part of its nature, this spell (when cast in Ravenloft) does not reveal the change. In order to qualify as polymorphed, a transformation must involve spellcasting.

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