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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