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New Priest Spells
- Euripides
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)
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)
Corpse Whisper (Necromancy)
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)
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)
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)
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)
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)
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:
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)
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:
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.
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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