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.