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New Wizard Spells

To the dull mind all nature is leaden. To the illuminated
mind the whole world bums and sparkles with light.

- Ralph Waldo Emerson
Journals



The magical arts constantly change, adapting to new circumstances and needs. Wizards, rarely content with what they already know, push the boundaries of arcane knowledge year after year. First among wizards in the Land of the Mists is Lord Strahd von Zarovich, a 16th-level necromancer well schooled in the dark arts. This section reveals a fragment of what Strahd has accumulated.

Strahd's Baneful Attractor (Evocation)
Reversible
Level: 2
Range: 60 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: Special
Saving Throw: Negates

This spell is the reverse of Hornung's baneful deflector, but of course, the vampire Count chose to name it after himself rather than credit the upstart Hornung. The spell forms a hemispherical shell identical in form to Hornung's shell. Instead of deflecting spells directed at the target, however, it attracts them. Any spell targeted at an individual within fifteen feet of a creature afflicted by Strahd's baneful attractor is redirected to the afflicted creature. If the redirection causes the spell to exceed its range, then it travels the full distance allowed and fizzles out at the edge of its range. This spell does not attract area-affecting or touch spells.

The material component is a few bits of broken glass.

Augment Undead (Necromancy)
Reversible
Level: 3
Range: 40 yards
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: 1 undead creature
Saving Throw: None This spell augments an undead creature's saving throws and resistance to being turned. It can only be cast upon an undead creature with at least 3 fewer Hit Dice than the caster has levels. The undead monster is then considered to be 3 Hit Dice stronger than normal for the purposes of saving throws and turning resistance.

The reverse of this spell, diminish undead, requires the undead creature to make a saving throw, but it can be cast upon any undead, even if its level or Hit Dice exceed the caster's level. If the saving throw fails, the undead creature is turned as if it were 3 Hit Dice lower than its true value. Neither of these spells is cumulative with multiple castings.

The material component is a piece of clothing from any undead creature, which can be reused indefinitely. Casting augment undead requires a Ravenloft powers check.

Ground Fog (Invocation)
Level: 3
Range:0
Components: V, S
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: One 50-foot x 50-foot square/level
Saving Throw: None

This spell creates a ground fog or mist that rises only knee high on a normal human (about two feet). The mist fills an area defined by the spellcaster, laid out in 50-foot by 50-foot squares. The first square must be centered on the caster, but the others can be laid out in any pattern as long as every square shares a complete border with another square. The fog fills only the level or floor where the caster stands; it cascades downward but evaporates after a few feet.

The fog swirls mysteriously, so an invisible character moving through the fog does not create enough of a stir to reveal his presence more readily than normal. Also, the fog almost completely obscures the ground beneath. A detect magic spell will reveal an aura of invocation.

This spell may seem innocuous, but to a vampire like Strahd von Zarovich it is a deviously simple trap. His gaseous form is indistinguishable from the fog. In effect, the vampire can rise out of the fog for a surprise attack or materialize, hidden by the fog cover, and strike at passing legs. Undead minions can easily do the same.

The material component of the spell is a pinch of lamb's fleece.

Corpse Whisper (Necromancy)
Level: 4
Range: Special
Components: S, M
Casting Time: 4
Duration: Special, up to 1 day
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. A caster who currently controls the undead target does not need a 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 usually spurs them into immediate obedience.

The spell establishes a link with the undead creature, enabling the caster to send up to half as many one-round, one-sentence messages as he 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. If no commands are sent, the spell wears off in twenty-four hours.

Although the creature must be within forty feet of the wizard when he casts the spell, the creature 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) close.

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

Eyes of the Undead (Necromancy)
Level: 4
Range: 30 yards
Components: V, S, M
Casting Time: 4
Duration: 1 hour/level
Area of Effect: 1 body or undead creature
Saving Throw: Negates

This spell can be cast upon any dead or undead body, size S or larger. Once cast, it forges a link between the wizard and the cadaver, allowing 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 gets no saving throw. A dead body receives no saving throw.

Although the caster must be within thirty yards of the target when he casts the spell, the creature can travel up to one mile away and still transmit what it sees and hears. The spell ceases to work if the caster and creature are in different domains and the borders of either (or any intervening domain) close.

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

Mimic Mortal (Necromancy)
Level: 4
Range: Touch
Components: V, S
Casting Time: 2
Duration: 1 turn + 4 rounds/level
Area of Effect: 1 undead creature
Saving Throw: Negates

This is a very powerful spell in the hands of a vampire wizard. The caster can cause an undead creature to lose some of his vulnerabilities in exchange for some of his powers. In effect, the creature simulates a mortal for a short time.

The caster chooses how many vulnerabilities and powers to cancel out, but not which ones. He can choose a maximum of one vulnerability per two levels of experience.

Table 30 lists the vulnerabilities and powers affected by this spell in order. If a particular type of undead creature does not have the listed vulnerability or power, skip to the next entry. In all cases, one vulnerability is sacrificed for each power given up. The least valuable vulnerabilities are sacrificed first, but the most valuable powers go with them. In general, an undead creature desiring to masquerade as human will attempt to exchange as many vulnerabilities and powers as possible.

Table 30: Mimic Mortal Effects

Vulnerability Masked Power Sacrificed
Deathly pallor1 Energy/ability draining
Allergens2 Special weapon to hit
No reflection, etc. Gaze attacks
Warding3 Shape changing
Barriers4 Immunity5
Holy water/symbol Summoning6
Sunlight Abilities7
Turning Movement Powers8

1 Deathly pallor includes things like a lack of body heat, pale skin, and such.
2 Allergens are things that can be used to keep the creature at bay, like garlic or wolfsbane.
3 Warding includes supernatural prohibitions like a vampire's inability to enter a home without being invited to do so.
4 Barriers are physical things which the creature cannot cross, like running water or a line of rose petals.
5 Immunity includes all resistances to things like charm or sleep spells.
6 Summoning includes all abilities to call forth natural or supernatural creatures.
7 Abilities refers to all ability scores which are greater than 17. Any such score immediately falls to 15.
8 Movement powers include spider climbing, flying, passing through walls, and other spell-like abilities.

Neverending Nightmare (Enchantment)
Level: 4
Range: 10 feet/level
Components: V, S, M
Casting Time: 1 round
Duration: Special
Area of Effect: 1 person
Saving Throw: Negates

This spell enables the caster to subject the victim to nightmarish dreams. The spell can be cast at any time, but it remains dormant until the person sleeps. The Dungeon Master should secretly roll a saving throw for the victim when the spell is cast. If the saving throw fails, the victim begins having horrible nightmares the next time he falls asleep. The exact nature of the nightmare differs depending on the unique fears of the individual.

The victim of the nightmare awakens in a cold sweat, gasping for air and clawing at his face. He will not recall the nightmare in any detail, remembering only vague, unspeakable horrors. These nightmares will continue every night until the spell is broken; a simple remove curse spell will suffice. Under the scrutiny of a detect magic spell, the target radiates an aura of enchantment.

After the first nightmare, the character automatically fails all fear and horror checks until the spell is broken. In each case, the "memory" of the nightmare comes flooding back. The victim becomes convinced that the nightmare predicted the scene causing the check and that horrible doom will soon follow.

The material component of this spell is a lock of hair from a black horse. Casting this spell warrants a Ravenloft powers check.

Rain of Terror (Evocation)
Level: 4
Range: 1 mile
Components: V, S
Duration: 1 hour + 1 turn/level
Casting Time: 4
Area of Effect: 1 -mile diameter
Saving Throw: None

This spell causes a rainstorm to develop over the next turn. If storm clouds already hang overhead, the rain begins immediately. The spell lasts for one hour plus one turn per level of the caster and covers a circle one mile in diameter.

The caster can choose different forms of rain, within the limits established in Table 31. Living creatures that rain down have a 50% chance to survive. Therefore, after a rain of toads, half of them will be alive and hopping around, and the other half will be dead, killed by the impact. None of the animals can harm anyone, however.

Table 31: Rain of Terror Effects

Wizard's Level Type of Rain
7-8 Black, putrid water
9-10 Ash and embers
11-12 Steaming blood
13-14 Frogs or toads
15-16 Dead bats
17-18 Snakes
19+ Spiders

A wizard can opt to call down the substance indicated by his level or opt for a lesser effect. Thus, a 10th-level wizard can cause a rain of putrid water or ash and embers.

Suppress Lycanthropy (Alteration)
Reversible
Level: 4
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1 lycanthrope
Saving Throw: Negates

This spell can be used to give the afflicted lycanthrope a temporary reprieve from its curse or as a combat tactic against any type of lycanthrope. Most of these shapechangers are far less powerful in humanoid form. Thus, the spell can either benefit or hinder the target.

If successful, the spell forces the lycanthrope into human form. The creature retains any powers or immunities that its human form normally grants but remains unable to change shape for the duration of the spell.

Strahd von Zarovich was as interested in the reverse of this spell, induce lycanthropy, as its original form. With it he can force a lycanthrope into its animal or man-beast form. Afflicted lycanthropes adopt the bestial mindset that normally overcomes them in this form. However, this spell has no effect on non-lycanthropes.

The material component of this spell is a sprig of wolfsbane. Casting induce lycanthropy warrants a Ravenloft powers check.

Feign Undead (Necromancy)
Level: 5
Range: Touch
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 4
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 effect normally when 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 effect normally after the spell's expiration. Additionally, immunity to pain does not protect the person from harm; he still suffers damage normally. Spells and powers that normally 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. (The person must attend to the state of his clothes separately.) Also, his joints stiffen, causing jerky movement. The person 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 can probably deduce that things are not as they seem. Nonplayer characters are entitled to a Wisdom check if there is any doubt about their ability to notice the deception.

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

Soul Anchor  (Enchantment/Charm)
Level: 5
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates

This spell ties a victim's life force to a particular edifice—a building, an estate, a castle, etc. This prevents the victim from leaving that place unless released from the spell. A simple remove curse or successful dispel magic spell will suffice. The owner of the building or estate can also negate the spell by granting the target permission to leave. (The owner can be charmed or otherwise forced into this.)

The specified anchor must have clearly defined borders. A grove of trees in the wilderness does not have a clearly definable border and, hence, is an unsuitable place for a soul anchor. Dungeon Masters should note that property lines, if clearly known by both the caster and subject, are acceptable for this purpose.

Strahd's Malefic Meld  (Necromancy)
Level: 5
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Creatures melded
Saving Throw: None

This spell enables the necromancer to create an undead, golemlike monster composed of up to three dead bodies. He can choose these parts from any selection of dead animals, humanoids, or monsters, as long as they span no more than two size categories. For example, he could meld a dog and an elf since one is size S and the other size M. However, he could not meld a house cat and an elf since the cat is size T, which is more than one size category different from the elf. Similarly, the caster could not meld a dog, an elf, and an ogre since they are sizes S, M, and L, respectively. Also, none of the creatures melded together can have more than 5 Hit Dice.

The advantage of the meld is that the caster can use various attributes from whichever of the original creatures used them best, though the monster will always have animal Intelligence. Most attributes are associated with a particular piece of the creature's body, which must be used in the meld. At least one attribute must be taken from each creature in the meld. The created monster will always loyally serve its creator.

The created monster inherits four attributes from the original creatures: Hit Dice, Armor Class, movement rate, and attacks. The monster's Hit Dice determine its THAC0, saving throws, and resistance to turning undead attempts. The caster can derive the monster's movement rates from multiple creatures as long as he chooses only one movement rate per creature per medium (running, swimming, flying, burrowing, etc.).

The caster must transfer the number of attacks per round from a single creature but can give his creation attack forms from any or all of the creatures in the meld. The creature will often have more attack forms than it has attacks per round. Of course, the appropriate body part for the attack form must exist in the meld. Most physical attacks can be retained, including poison, paralysis, web spinning, and breath weapons.

Magical or mental powers do not survive the transition into undeath. This includes gaze attacks, spellcasting, magic resistance, immunity to nonmagical weapons, spell-like abilities, a lycanthrope's cursed bite, etc. However, for each creature in the meld that has a magical or mental power, the undead creation gets one special undead power.

These powers are cumulative and granted in order:

- Need +1 or better magical weapon to hit
- Life energy drain (one level) by touch
- 10% magic resistance

The caster must assign the level drain to a single form of attack, such as the claws in a claw/claw/bite sequence. Note that only a meld of three creatures that all had magical or mental powers creates a monster with magic resistance. Among player character classes, only spellcasters and psionicists qualify as having special powers for this purpose. Other classes that can cast spells at higher levels, such as rangers and bards, do not qualify.

One of Strahd's favorite melds is a werewolf, large spider, and gargoyle. This foul creature uses the gargoyle's flying movement and the spider's ground movement. (Even though a werewolf is faster than the spider, he can only pick the legs of one of them and therefore cannot have web movement if he uses the lycanthrope's legs). The Hit Dice are drawn from the werewolf, which has 4+3 Hit Dice. The Armor Class of 5 is taken from the gargoyle, as is the number of attacks (4). The creature gets the werewolf's bite and the spider's poison and web-spinning ability.

Because both the gargoyle and the werewolf had magical abilities, the melded creature has the first two undead abilities: weapons immunities and a level-draining horn attack. Visually, the abomination has spider legs, a werewolf body and head, and gargoyle wings and arms.

Werewolf/Spider/Gargoyle Meld: AC 5; MV 6, Fl 15(C), Wb 15; THAC0 15; #AT 4 (claw/claw/bite/ horn); Dmg 1d3/1d3/2d4/1d4; HD 4+3; SA poison bite, webs, level drain; SD need +1 or better magical weapon to hit; SZ M; ML special; Int low; AL CE; XP 3,000.
The material component for this spell is a pinch of powdered doppleganger bone. Casting this spell requires a Ravenloft powers check.

Misty Summons(Alteration, Invocation)
Level: 7
Range: 1 mile/level
Components: V, S
Duration: 1 turn/level
Casting Time: 7 rounds
Area of Effect: 30-foot radius
Saving Throw: None

This spell requires a special portal to be built prior to the casting - a doorway or archway of stone. It must be at least three feet wide, but no more than thirty. The materials to build it cost three thousand gold pieces, and the labor takes six months, all of which must be performed by the caster. Once built, the portal looks like any normal arch, as plain or ornate as the caster desires.

When casting the spell, the wizard visualizes a well-known place within range of the spell and in the same domain as the caster. The caster must also be within thirty feet of the portal. Over the next seven rounds, a misty fog coalesces at that distant place and within the portal. Once the fog has been created, the caster no longer needs to concentrate on it. He can dispel it at any time, though he cannot change its position. The fog is magical, with an aura of alteration and invocation, but is otherwise indistinguishable from normal fog.

Any creature stepping into the mist walks out of it through the portal, though anyone seeing the mist forming may, of course, choose to not step into it. If the caster summons the mist over characters already standing there, they have seven rounds to escape. If the characters are sleeping or otherwise immobile, the mists transport them through the portal.

Count von Zarovich has built a misty portal somewhere in his castle, but its location is unknown. Those he summons to his castle rarely return.

Strahd's Frightful Joining (Necromancy)
Reversible
Level: 7
Range: Touch
Components: V, S
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Negates and special

This spell is the reverse of Bloodstone's frightful joining. The original spell enables the caster to merge his mind with the body of an undead monster. This spell enables an undead creature, such as a vampire or lich, to merge its mind with the body of a living person. Since Strahd von Zarovich is a vampire, this variation is much more useful to him than Bloodstone's original spell.

The caster must target this spell on a living person. A target that is not a human or demihuman receives a +2 bonus to his saving throw vs. spell. If the saving throw succeeds, the undead wizard is forced back into his original body. No system shock roll is necessary. If the target's saving throw fails, the undead wizard joins his mind with the target's body.

While in the target's body, the caster can use all of the victim's special abilities except memorized spells. Meanwhile, the wizard's undead body remains lifeless and vulnerable to attack. Once in the target's body, the wizard can travel any distance as long as he remains in the same domain as his true body.

Once in the body, the undead caster fills the target's mind with ghastly thoughts. At the beginning of each hour during the joining, the mortal target must attempt a madness check. Failure means that the undead caster's mind overcomes that of the victim. No further checks are necessary, and the undead wizard can remain in control of his mortal victim effortlessly for the duration of the spell. A successful madness check means that the undead wizard must roll a saving throw vs. death magic to remain in the body. If the check succeeds, the mental battle goes on. If it fails, the undead creature's mind is cast from the body, and the victim regains control. However, a target who successfully ejects the undead wizard from his body must still roll a horror check.

One interesting side effect of Strahd's frightful joining is that while in the mortal body, the caster can do things that he cannot do in his own undead body. For example, a vampiric caster can walk in the sunlight and see his reflection in a mirror. For Strahd, this spell can have very potent ramifications. Of course, the victim is likely to be a raving lunatic when the darklord is through with him, but Strahd cares little about that.

Allisandro's Binding Curse (Alteration, Necromancy)
Level: 9
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 3 hours
Area of Effect: 1 creature
Saving Throw: None

In many ways, this spell is an improved version of the permanency spell, save that it is specifically designed to be used in the laying of curses. It permits the caster to lay a normally temporary spell upon an individual and make it permanent.

The spell has no linear range limit, but it cannot affect someone outside the domain in which it is cast. If used outside Ravenloft, the victim can be anywhere in the same plane. However, sufficient warding may block this spell.

The spells it can be used in conjunction with are anti-magic shell, babble, bestow curse, claws of the umber hulk, confuse languages, contagion, emotion, enervation, enlarge, feign death, feign undead, fist of stone, insatiable thirst, irritation, levitate, lower resistance, Malec-Keth's flame fist, neverending nightmare, Otto's irresistible dance, reduce, suggestion, Tasha's uncontrollable hideous laughter, and unluck. The wizard must actually cast the associated spell during the casting of Allisandro's binding curse. None of these spells actually harm the victim, as they become a part of him. For example, Otto's irresistible dance does not produce fatigue or prevent the character from sleeping (although the victim will certainly present an odd sight dancing in his sleep). Malec-Keth's flame fist will not burn the character's fist, but could inflict harm if the victim tries to scratch an itch with the blazing member.

Removing this spell is extremely difficult. A limited wish spell will dispel the effects for one day per level of the caster. Only a full wish spell can dispel Allisandro's binding curse.

In order to cast this spell, the wizard must have some portion of the target's body. This can range from a lock of hair or nail clippings to a severed finger or limb. The spell is long and involved, requiring three hours to cast and involving a great deal of ritual and ceremony. The wizard must have at least two assistants to aid him in the weaving of this dark magic. Neither of them can be under any form of compulsion (such as a threat or magical charm), and both must be fully aware of the act in which they are involved. The assistants need not be spellcasters, however.

At the end of the casting period, the caster must throw the material component into a brazier of hot coals, which consumes it in a flash of sickly light and a boiling cloud of vile-smelling vapor. At that instant, the caster devotes a portion of his own life force to the spell, permanently losing one point of Constitution.

This loathsome spell was created by the Vistana Allisandro Tselikov several hundred years ago. When his tribe learned he had been delving into the dark secrets of necromancy and attempting to harness dark magic, they cast him out. He wandered, alone and broken, eventually becoming the first of Ravenloft's darklings (see the RAVENLOFT Monstrous Compendium Appendices I & II). In isolation, he returned to the research he had been forced to abandon. Eventually, he crafted this spell to exact revenge upon the Vistani for the wrong he felt they had done to him.

Casting this spell requires a Ravenloft powers check.

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