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New Priest Spells

Those who are held wise among men,
and who search the reasons of things,
are those who bring the most sorrow
on themselves.

- Euripides
Medea

Many spells that exist in Ravenloft are still unknown in the rest of the multiverse. For the most part, no sane man would attempt to master these dark and terrible magics. Still, some seek this forbidden lore despite the great agony that may accompany it.

Aura of Discomfort (Evocation)
Reversible
Sphere: Travelers
Level: 2
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

Evil priests use this spell (the reverse of aura of comfort) as a form of mild curse, subjecting the victim to an uncomfortable environment for the duration of the spell. The caster can choose a temperature from -20° to 140° Fahrenheit and select a weather effect, such as rain, sleet, or snow.

No one, not even the target, can see these effects, though he still suffers the results. The effects only slightly hamper the target. He can move and fight normally but suffers a penalty of -1 (or -5%) to all actions that require a die roll for success, including attacks, saving throws, and ability checks. Other adjustments may apply at the discretion of the Dungeon Master. The character may also have to dress according to the perceived conditions, rather than match actual conditions. A character wearing just a loincloth in a tropical jungle could actually suffer frostbite as a result of this spell.

Zone of Deception (Enchantment/Charm)
Reversible
Sphere: Wards
Level: 2
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 5-foot square/level
Saving Throw: Negates
This is the reverse of the zone of truth spell. Everyone within the area of effect knows immediately that they may speak only lies. They can decide exactly what they say and how they say it, but every statement must be a lie. Because questions, suppositions, and exclamations are not statements, they are not affected. The Dungeon Master should carefully examine every statement and classify it as true, false, or an exception to the spell. For example, the statement "I can only lie" is a true statement under the influence of this spell and, therefore, cannot be spoken.

Corpse Whisper (Necromancy)
Sphere: Necromantic
Level: 3
Range: 60 feet
Components: S, M
Duration: Special, up to 1 day
Casting Time: 6
Area of Effect: 1 undead creature
Saving Throw: None

This spell enables the caster to transmit a message to an undead creature. The message forms in the mind of the creature, in the natural voice of the caster. If the caster currently controls the undead creature, he does not need to be within its line of sight. The caster cannot necessarily read the mind or thoughts of the undead creature.

Only self-willed undead recipients not under the current control of the caster can disobey the command. All self-willed undead can do as they please, but fear of their master will usually spur them into immediate obedience.

The spell establishes a link with the undead creature, enabling up to half as many one-round, one-sentence messages to be sent as the caster has levels (rounded down). For example, a 9th-level caster could send four messages to an undead creature, each message requiring a single round to send and consisting of a single sentence. Even if the caster sends no commands, the spell wears off in twenty-four hours.

Although the creature must be within sixty feet of the necromancer when he casts the spell, it can then travel up to a mile away and still receive commands. As one might expect, the spell will not function if the caster and undead minion are in different domains and the borders of either (or any intervening domain) are closed.

The material component of this spell is the tongue of a dead man. Casting this spell requires a powers check.

Eyes of the Undead (Necromancy)
Sphere: Necromantic
Level: 3
Range: 40 yards
Components: V, S, M
Duration: 2 hours/level
Casting Time: 6
Area of Effect: 1 undead creature
Saving Throw: Negates

This caster can use this spell on any dead or undead body, size S or larger. Once cast, he forges a link that allows him to see and hear anything that the corpse can.

The caster cannot control the undead creature through this spell, but must rely upon the creature's orders and instincts to provide the appropriate views. The more self-willed and intelligent the undead, the better the chance of seeing or hearing something useful. If the undead creature willingly serves the necromancer, it receives no saving throw. A dead body also receives no saving throw.

Although the corpse must be within forty yards when the spell is cast, it can move up to one mile away and still transmit to the caster. The spell ceases to work if the caster and target are in different domains and the borders of either (or any intervening domain) close.

The material components for this spell are an eye and ear of a dead man. Casting this spell requires a powers check.

Feign Undead (Necromancy)
Sphere: Necromantic
Level: 4
Range: Touch
Components: V, S, M
Duration: 1 turn+ 1 round/level
Casting Time: 7
Area of Effect: Person touched
Saving Throw: None

This spell allows the caster or any willing person to masquerade as a zombie. The person looks undead, ceases to breathe, and feels no pain or emotion. He also becomes immune to paralysis, poison, and energy-draining attacks. If poison is delivered while under the effects of this spell, it takes affect normally when the spell expires. Poisons to which the person was exposed before the casting of the spell, but that have not yet taken effect, can be forestalled, though they will take affect normally after the spell's expiration. Additionally, immunity to pain does not protect the person from harm; he still suffers damage normally. Spells that affect undead have no influence over the person, however, which can potentially reveal his true nature.

The person's body looks just like an animated corpse; his skin and flesh change color, shrinking to reveal bones, but his attire does not change. Also, his joints become stiff, causing jerky movement. He no longer attacks as a player character, but as a normal zombie (see the Monstrous Manual tome).

Any creature that sees the false zombie assumes that it is real. Unless ordered to do so, real undead creatures will not attack the subject. If the person does something out of character, though, anybody who sees him might deduce that things are not as they seem. Nonplayer characters are entitled to Wisdom checks to see if they notice the deception.

The material component for this spell is a bit of bone and dirt from a grave. Casting this spell requires a powers check.

Cloud of Putrefication (Evocation)
Reversible
Sphere: Elemental (Air, Water)
Level: 5
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 8
Area of Effect: 20-foot cube
Saving Throw: None

This reverse of cloud of purification creates a billowy cloud of vile vapors that moves with the prevailing wind at a rate of twenty feet per round. A strong wind breaks it up in four rounds, and a greater wind (a gust of wind spell, for example) disperses it in one round, as does thick vegetation.

The cloud transmutes pure water into organic filth and rotting garbage. Small animals (mice, squirrels, etc.) mutate into rats and rot grubs. Flies and other foul insects immediately rise up from the mess. If cast over a sewer or garbage heap, the spell doubles the size of the filth. The cloud lasts for only one round per level, but the effects are permanent until magically purified or negated by time (though flowing water also tends to eliminate the effects relatively quickly). This spell can spoil a castle's water supply or foul a small river.

Depending upon what the caster uses this spell for, it may well require a Ravenloft powers check.

Living Ward (Abjuration, Necromancy)
Reversible
Sphere: Wards
Level: 5
Range: Special
Components: V, S
Duration: 1 turn/level
Casting Time: 2 turns
Area of Effect: Cube, 5-foot/level on a side
Saving Throw: None

This reverse of the undead ward spell prevents any living person from entering the area of effect. Animals and monsters are not affected by the ward. The caster can protect a cube-shaped area with sides that are five feet long per level of the caster. For example, a 15th-level caster can create a cube that is seventy-five feet on a side.

Any living person attempting to enter the area of the spell is "turned" as if it were an undead monster. Use the character's level and Table 91: Turning Undead (Cleric) in Appendix Three to determine his chances of being affected.

In any given round, the spell can affect only 1d6 creatures. Even if the die roll indicates destruction, the targets are merely forced out of the warded area. A person can make only one attempt to enter the ward. Living creatures within the area of effect when the spell is cast are unaffected. Still, should they ever leave, they may not be able to get back in.

This spell can be cast by a normal, living priest, but it is particularly effective when used by undead creatures. Strahd von Zarovich has a high-level minion who is able to cast this spell for him, should he ever need it.

Divine Curse (Abjuration)
Sphere: All
Level: 6
Range: Special
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates a terrible and lasting curse, so it can only be cast upon someone who has performed a great evil - at least in the eyes of the caster. The awful deed may even have been unintentional, but it must have yielded horrible results for the caster. The victim of the curse can be of any alignment.

The caster personally chooses the punishment inflicted on the victim. Wording is very important, so the player must record the exact phrasing for future reference. The curse may fail if the punishment is inappropriate, too harsh, or otherwise lacking (Dungeon Master's discretion). In this case, the Dungeon Master can choose to either guide the player to a curse that is acceptable or make the character wait to see if the curse takes effect.

The priest becomes a vessel for the divine wrath he invokes. He must clearly announce the curse in the presence of the evildoer. Thereafter, the curse is in effect, though its effects sometimes take time to surface. Instead, the curse may develop over months or years.

Divine curse can be lifted. The victim has two means of removing the curse. An atonement spell can lift the curse, provided the spell accompanies a great, heroic deed or similar act of expiation. Such an action must be an appropriate counter to the original evil deed. Sometimes, the curse itself may include an escape clause. Often the clue to lifting the curse is hidden somewhere within the wording. The Dungeon Master should encourage such clauses, since they do not necessarily provide an easy escape, as illustrated by this sample curse:

You have walked long upon the backs of the downtrodden. Now, each step you take shall be a painful blow to your flesh, until you stride barefoot to the summit of Mount Arabek between sunrise and sunset.
At first the escape clause seems deadly, if not impossible, to fulfill, but a creative Dungeon Master or player should be able to circumvent the obvious. For instance, the cursed character might pay someone cast a haste spell upon him or otherwise increase his rate of travel.

The material components for this spell are a tiny silver gong and the priest's holy symbol. Details on curses are presented in Chapter Twelve. Powers checks are mandated in accordance with the rules outlined in that chapter.

Ancient Curse (Abjuration)
Sphere: All
Level: 7
Range: Special
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This magic works like the Gill-level divine curse spell, except that this curse can also affect the descendants of the targeted character. Here is an example of an ancient curse:

You and your seed shall wither at the touch of gold and silver unto the seventh generation. Always shall you want for the charity and comfort that you have so long denied your subjects.
If the cause is great, the curse may be worded to last indefinitely, affecting all descendants of the offender. If he provides an escape clause, the caster can often cause more powerful curses. In the example above, the curse might continue:
Only when you have given back tenfold what was taken, shall your heirs prosper.
Tomb Ward (Abjuration)
Sphere: Wards
Level: 7
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: 1 tomb, a cube 30 feet/side
Saving Throw: None

This spell enables the priest to cast a conditional curse upon a tomb. Anyone violating the tomb becomes subject to the curse. At one point during the casting of this spell, the priest must cast a either a divine curse or ancient curse spell to define the effects.

It takes a full day to cast this spell, and the priest cannot be interrupted at any time during the casting. He must walk through all the passages and rooms of the tomb, marking the walls, floors, ceilings, and doors with signs of the curse. During this time, the priest also sets down the exact conditions that will trigger the curse. They can be as simple as "any creature entering this tomb" or as complicated as "any mortal disturbing the remains of the king, removing his burial treasure, breaking or destroying his possessions, or defacing the, tomb".

The Dungeon Master determines the exact effects. In general, he should interpret the wording of the curse literally, though vague or unclear passages should be given unfavorable interpretations.

The priest has a limit to the size of tomb he can ward; it must fill an area no larger than a cube thirty feet on a side. If other priests assist the caster, however, each additional priest adds ten feet to each side of the cube. Therefore, seven priests (including the caster) can ward a cube-shaped area, up to ninety feet on a side.

The material components of this spell are the holy symbols of each priest involved. The symbols must be left in the tomb, frequently buried in the walls or floor. Optionally, a creature of the same race as the priest can be entombed alive instead of the holy symbol. A combination of creatures and holy symbols is acceptable, so long as each priest leaves at least one component. Entombing living creatures as a part of the spell mandates a powers check.

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