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  • Magical Item TablesWhen using random treasure determina-tion to stock a dungeon or other area ofadventure in the Forgotten Realms, use thetable marked III. Magic Items on page 121of the DMG or page 84 of UNEARTHEDARCANA with the following changes.

    III. Magic Items

    Dice Results01-10 Potions (A. or III.A)11-15 Potions (A. or III.A.2)16-24 Scrolls (B. or III.B)25-27 Scrolls (B. or III.B.2)28-29 Rings (C. or III.C.)30 Rings (C. or III.C.2.)31-32 Rods Staves & Wands (D. or III.D.)33-35 Rods Staves & Wands (D. or III.D.2.)36-37 Miscellaneous Magic (E.1 or III.E.1.)38-39 Miscellaneous Magic (E.2 or III.E.2.)40-41 Miscellaneous Magic (E.2 or III.E.3.)42-43 Miscellaneous Magic (E.3 or III.E.4.)44-45 Miscellaneous Magic (E.4 or III.E.5.)46-47 Miscellaneous Magic (E.4 or III.E.6)48-50 Miscellaneous Magic (E.5 or III.E.7.)51-58 Armor & Shields (F. or III.F.)59-66 Armor & Shields (F. or III.F.2.)69-72 Swords (G. or III.G.)73-78 Swords (G. or III.G.2.)79-85 Miscellaneous Weapons (H. or

    III.H.)86-92 Miscellaneous Weapons (H. or

    III.H.2.)93-00 Use Forgotten Realms Magic Item

    Appearance Table

    Forgotten Realms Magic ItemAppearance Table

    Dice(3d6)* Result3-14 Use Rare Item Table15-17 Use Very Rare Item Table18 Use Unique Item Table

    * Add 1 to the roll for every three levelsdown in the dungeon.

    Rare Item Table

    01-05 Laerals Spell Shield06-09 Cloak of Battle10-12 Cloak of Comfort13-18 Cloak of Echoes19-24 Cloak of Guarding25-27 Cloak of Reflection28-30 Cloak of Survival31-33 Cloak of the Shield34-35 Girdle of Lions

    36-38 Rhuns Horned Cloak39-41 Tabard of the Mystics42-43 Censer of Thaumaturgy44-46 Fire Gyregam47-48 Flagon of Dragons49-52 Glowing Globe53-54 Greenstone Amulet55-56 Helm of Darkness57-59 Kybals Cords60 Orb of Holiness61-63 Trumpet of Doom64-65 Jhessails Silver Ring66 Ring of Lore67-68 Catstaff69 Staff of Ethereal Action70-71 Staff of Skulls72-74 Wand of Armory75 Wand of Banishment76-77 Wand of Darkness78-79 Wand of Eyes80-82 Wand of Hammerblows83-84 Wand of Magical Mirrors85-86 Wand of Warding87-88 Wand of Whips89-90 Whispers Rod of Transportation91-93 Arbanes Sword of Agility94-96 The Singing Sword97-00 Darts of Branding

    Very Rare Item Table

    01-0405-0910-1314-1819-2324-2930-3536-4041-4647-4849505152535455565758-6263-6869-7374-7879-8384-8889-9394-9899-00

    Laerals Storm ArmorCloak of DelightCloak of FangsCloak of Many ColorsCloak of StarsCloak of Symbiotic ProtectionThe Wonderful HandBowl of BloodGoblet of GloryOther Harp of Myth DrannorAzlaers HarpDoves HarpEsheens HarpJanthras HarpMethilds HarpNithanalors HarpRhingalades HarpValardes HarpZunzalors HarpMists of RaptureNidus Wand of Endless RepetitionWand of DisplacementWand of KnockWand of ObliterationWand of Ochalors EyeWand of TeethSyrars Silver SwordUse Unique Item Table

    Unique Item Table

    If one of these items is found, and thenappears again on a roll, re-roll on the VeryRare Item Table.

    01-0506-1011-1415-1920-2425-2930-3334-3839-43

    44-4849-5354-5859-6364-6869-7374757677

    7879808182838485868788

    899091929394959697989900

    Adjatha, the DrinkerAlbruinDemonbaneDzances GuardianGrimjawHawks tones BulwarkIlbratha, Mistress of BattlesMierests Starlit SphereNamarra, The Sword that NeverSleepsReptars WallShazzellimShoons BucklerSusk The Silent SwordTaragarth, The BloodbrandThurbrands ProtectorAubayreers Workbook (FR86)Bowgentles Book (FR71)Briels Book of Shadows (FR76)The Book of NumThe Mad (FR74)The Book of BatsBook of ThornsCaddelyns WorkbookDethos LibramGlanvyls Workbook (FR80)Jalusters OrizonThe Libram of LathintelNchasers Eiyromancia (FR62)Orjaluns Arbatel (FR87)The Red Book of War (FR81)Selvars Ineffable Conjurations,Magicks, and PhantasmsThe Spellbook of Daimos (FR72)Sabirines Specular (FR77)Shandarils WorkbookThe Alcaister (FR83)The Chambeeleon (FR64)The Tome of RathdaenThe Tome of the Covenant (FR91)The Tome of the Unicorn (FR41)The ShadowtomeThe Workbook (FR68)Unique MageriesVaerendroons Ineffable Enchant-ments

    (FR##) Page reference in FORGOTTENREALMS Boxed set, DMsSourcebook. Page number inparentheses.

  • OFFICIAL GAME ADVENTURE

    The MagisterA Sourcebook For The Forgotten Realms

    By Ed Greenwood with Steve Perrin

    Foreword and Introduction . . . . . . . 2

    How to Use This Book . . . . . . . . 3

    Magical Books of the RealmsThe Book of Bats . . . . . . . . . . . 4Book of Thorns . . . . . . . . . . . . . . . . . . . 6Caddelyn's Workbook . . . . . . . . . . . . 7Detho's Libram . . . . . . . . . . . 8Jaluster's Orizon . . . . . . . . . . . 10The Libram of Lathintel . . . . . . . 12Selvar's Ineffable Conjurations,

    Magicks, and Phantasms . . . . . . 14The Shadowtome . . . . . . . . . 17Shandaril's Workbook . . . . . . . . . . . 19The Tome of Rathdaen . . . . . . . . . . 22Unique Mageries . . . . . . . . . . . 24Vaerendroon's Ineffable

    Enchantments . . . . . . . . . . .26Spells of the Forgotten Realms . . . . 28

    Magical Items of the RealmsA r m o rDzance's Guardian . . . . . . . . . . . . 30Grimjaw . . . . . . . . . . . . . . . . . . . . . 30Hawkstone's Bulwark . . . . . . . . 30Laeral's Storm Armor . . . . . . . . . .31Laeral's Spell Shield . . . . . . . . . . . 31Reptar's Wall . . . . . . . . . . . . . . . . . .31Shoon's Buckler . . . . . . . . . . . . . . . . . . 32Thurbrand's Protector . . . . . . . . . . 33

    ClothingCloak of Battle . . . . . . . . . . . . . . . . . . . .34Cloak of Comfort . . . . . . . . . . . . . . . 34Cloak of Delight . . . . . . . . . . . . . . . . . . . 34Cloak of Echoes . . . . . . . . . . . . . . . 34Cloak of Fangs . . . . . . . . . . . . . . . 35Cloak of Guarding . . . . . . . . . . . . . 35

    TABLE OF CONTENTSCloak of Many Colors . . . . . . . . . . . 35Cloak of Reflection . . . . . . . . . . . . . 35Cloak of Stars . . . . . . . . . . . . . . . . . 36Cloak of Survival . . . . . . . . . . . . . . . 37Cloak of Symbiotic Protection . . . . . 37Cloak of the Shield . . . . . . . . . . . . . 37Girdle of Lions . . . . . . . . . . . . . . . . 37Rhun's Horned Cloak . . . . . . . . . . . 37Tabard of the Mystics . . . . . . . . . . . 38The Wonderful Hand . . . . . . . . . . . 38

    Miscellaneous Magical ItemsBowl of Blood . . . . . . . . . . . . . . . . . 40Censer of Thaumaturgy . . . . . . . . . 40Fire Gyregam . . . . . . . . . . . . . . . . . 40Flagon of Dragons . . . . . . . . . . . . . 40Glowing Globe . . . . . . . . . . . . . . . . . 41Goblet of Glory . . . . . . . . . . . . . . . . 41Greenstone Amulet . . . . . . . . . . . . . 41Harps of Myth Drannor . . . . . . . . . 42Helm of Darkness . . . . . . . . . . . . . . 44Kybal's Cords . . . . . . . . . . . . . . . . . 44Mierests Starlit Sphere . . . . . . . . . 45Orb of Holiness . . . . . . . . . . . . . . . 45Trumpet of Doom . . . . . . . . . . . . . . 46

    PotionsMist of Rapture . . . . . . . . . . . . . . . . 47

    RingsJhessails Silver Ring . . . . . . . . . . . . 47Ring of Lore . . . . . . . . . . . . . . . . . . 47

    Rods, Staves, and WandsCatstaff . . . . . . . . . . . . . . . . . . . . . . 48Nidus' Wand of Endless Repetition . . . 48Staff of Ethereal Action . . . . . . . . . 48Staff of Skulls . . . . . . . . . . . . . . . . . 48Wand of Armory . . . . . . . . . . . . . . . 49

    Wand of Banishment . . . . . . . . . . . . 49Wand of Darkness . . . . . . . . . . . . . . . . . 50Wand of Displacement . . . . . . . . . . . 50Wand of Eyes . . . . . . . .. . . . . . . . . . . . . . . . . . 51Wand of Hammerblows . . . . . . . . . . . . . 51Wand of Knock . . . . . . . . . .. . . . . . . . . . . . . . . . . 52Wand of Magical Mirrors . . . . . . . . . . . . . 52Wand of Obliteration . . . . . . . . . . . . . . . . . . . 52Wand of Ochalors Eye . . . . . . . . .. . . . . . . . . . . 53Wand of Teeth . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 53Wand of Warding . . . . . . . . . . . . . . . . . . . . . . . . . 54Wand of Whips . . . . . . . . . . .. . . . . . . . . . . . . . . . . 54Whisper's Rod of Transportation . . . . . 54

    S w o r d sAlbruin . . . . . . . . . . . . . . . . . . . . . . . 55Adjatha, The Drinker . . . . . . . . . . . . 55Arbanes Sword of Agility . . . . . . . . 56Demonbane . . . . . . . . . . . . . . . . . . . . 57Ilbratha, Mistress of Battles . . . . . 57Namarra, The Sword

    That Never Sleeps . . . . . . . . . . . . . 58Shazzellim . . . . . . . . . . . . . . . . . . . .58The Singing Sword . . . . . . . . . . . . 59Susk, The Silent Sword . . . . . . . . 59Syrar's Silver Sword . . . . . . . . . . . . . 60Taragarth, The Bloodbrand . . . . . 60

    WeaponsDarts of Branding . . . . . . . . . . . . . . . 61

    Creating Magical Items . . . . . . . 62

    Magical ItemTables . . . . . . . . . inside front cover

    Saving ThrowTable . . . . . . . . . . inside back cover

    Credits:Editing: K. S. Boomgarden Typography: Kim N. JankeCover Art: Jeff Easley Keylining: Stephanie TabatInterior Art: Valerie Valusek

    TSR, Inc. TSR UK Ltd.POB 756 The Mill, Rathmore RoadLake Geneva Cambridge CB1 4ADWI 53147 USA United Kingdom

    ADVANCED DUNGEONS & DRAGONS, AD&D, BATTLESYSTEM, DRAGON, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributedin the United Kingdom by TSR UK Ltd.

    This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the expresswritten permission of TSR, lnc. 9229©1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. 9229xxx1501

  • Forewordby Ed Greenwood

    Well met, and welcome! In your handsyou hold one of the keys to the greatcolor and splendor of life in theFORGOTTEN REALMS™ campaignsetting—the magic that shapes and aids(and, all too often, rules) the lives of allwho inhabit Abeir-Toril. Magic aloneshould not govern the course of eventsin any fantasy role-playing campaign,but it always seems to wind up as adominant force, and one that addsmuch of the richest flavor to play. Cer-tainly it has done so over the years inthe original Realms campaign, evenwith its player characters of compara-tively lowly levels. So, here is a goodchunk of the magic of the Realms.

    We haven’t the space for it all, ofcourse—all that Elminster has seen fitto reveal so far, that is; I know there isfar more yet to come, and if I can wormmore details out of him in our futureencounters, rest assured that I will!Much of the magic in these pages isknown in the Dragonreach lands, onthe Sword Coast, and in the landsbetween—there’s much more as yetunrevealed of the local magics of, forexample, Thay and the Utter East, ofthe High Elven Magics (or so Elminsterhas called them) of Evermeet, that maywell see print soon, or may lie hiddenfor many years to come yet; only Elmin-ster knows. The caprices of Elminsterare responsible for many of the gaps inmagical lore and knowledge presentedherein and elsewhere, thus far; wecould never, of course, make up infor-mation to fill in the gaps he has absently(or deliberately; one can never be too

    sure) left! (Could we?)Longtime followers of Realmslore

    will recognize some of the lore hereinfrom the pages of DRAGON® Magazine,but we could not include it all.

    Oh, yes; why is this called The Magis-ter? “The Magister” is the title bornealways by a single worker of the magicarts, chosen by the goddess Mystra asHer personal champion. Elminster hasvividly told me the details of the choos-ing of the latest Magister, one Noume’a,in the year 1354; her present where-abouts and powers remain mysterious.

    The following quotation from Of TheWonders of Magery by the sageAlbaerum of Neverwinter describesboth the role of the Magister, and of thisbook that bears the same name:

    Of old, the mouths of Mystra madeknown to all who have Power, this: thatby the blessing of the goddess, onemage shall be the Lady's champion, andmaster of magery. This one, called theMagister, does not rule, but rather wan-ders the Realms doing as desired, forgood or ill; and in time is cast down byother mages, and the mouths of Mystrashall name a new Magister. Thus theArt shall live and grow, in strife andmystery, and never know the stiflingyoke of law nor of authority. And theArt shall grow stronger, for magelyambition grows with skill-in-art, andthose waxing stronger will seek outincumbent weakness; from strife-of-artshall come greater strength. In theproper choosing of an enemy, eachMagister brings glory, and greaterstrength, to the office. And in the seek-ing of that office, each magic brings glo-ry, and greater strength, to the Art.

    Introduction

    Elminster and I have been rather busylately; getting all the details of theRealms I've needed out of the Old Sagehas taken all the time (and food, anddrink) I could spare. . .time formerlyused for luxuries as writing “PagesFrom The Mages” articles, sleeping, andso on. Time, I must add, that finally ranout on us.

    by Ed Greenwood

    With realms of scrawled Realmslorestacked untidily around the study, andsix times as much or more still insideElminster’s head, there came the fatefulday when Jeff Grubb told us that bothspace and time had run out, and all therest of it was just going to have to waitfor days and other projects to come.

    I put down the phone and consideredhow to get the rest of the family to talkto me again after playing the InvisibleScribe around the house for months.

    Elminster sucked on his pipe behindme and regarded me from beneathbushy brows. “Talked them out, did we?Good, then—we can get back to thenoble converse of magecraft, whichye’ve sadly neglected these past days,mind ye, and try some more of thypinak kholawda, or whatever it becalled, the sweet milk.” He chuckled,and settled himself in the most comfort-able armchair. “ I have a fee l ingdweomercraft in the Realms is going tobe soon seeing greater traffic, and someof them are going to need something todo, if they are not to be a greater trou-ble than nuisance to us all. Whereforedetails of some of the lost and sought-after spellbooks of the Realms mayprove most useful.” He leaned back anddrew hard on his pipe, the smokealready beginning to curl about hishead in the shapes of little dancinghorses and tattered banners. “So yeneed not try to conceal thy voice-catching machine, this time.” And hewinked, and grinned, and I went tomake him a pina colada as he began tospeak.

    2

  • How To Use This Bookby Steve Perrin

    DM UsageThis is a book of primary usefulness tothe FORGOTTEN REALMS™ campaignDM. Herein you will find magic booksfull of new and useful spells for mystify-ing, educating and terrorizing players,and many new magical objects to spiceup the occasional treasure trove. Ofcourse, DMs from other campaigns canmake use of these materials, too. Justfile off the Forgotten Realms serialnumbers, adapt the connected lore toyour own campaign, and your cam-paign is that much richer for new magicand strange treasures.

    For now, you, as DM, should read thebook over once or twice and make care-ful note of the lore (if any) connected toeach item. The spells are all new, andyou should decide whether you wantany of them to join the general spell listavailable to magic-users in your cam-paign, or keep them all hidden awayuntil one of the books is found. Youmight also want to change some of thespells around, either altering the spellsthemselves, or changing the location, sothat some other book contains the spell.

    Some of the magical items containedherein are new, and some have beenseen before in DRAGON® magazine.Some of them are unique, and shouldbe placed carefully in treasures or thehands of certain NPCs. Others, such asmost of the clothing, some of theswords, and some of the miscellaneousmagical items, are common enough(considering the commonness of mostmagical items) to be added to the magi-cal item lists you may use for randomplacement of t reasure e i ther indungeons or for wandering bands ofbandits or adventurers. Some items,such as the wands of darkness, shouldbe immediately added to the arsenals ofprominent evil bands throughout thecampaign.

    Again, check the lore of these itemsfor clues as to where in the campaignthey might appear. Some of the itemsare too common to have any lore.

    Keeping the MysteryInevitably, some players are going tohave copies of this book. In fact, weencourage some players—those withcharacters who are legitimately inter-ested in lore—to obtain the book to addto their lore of the Realms and takesome of the load off the back of the DM.However, this leads to the problem ofplayers who know too much, a situationwhich takes much of the wonder andmystery out of role playing.

    The responsibility for reintroducingthis mystery and wonder gets dumpedright back on the DM. Flatly denying theplayers access to this book is rarely pos-sible. Every play group has the playerwho absolutely has to know everythingahead of time, and there is frequently noway to keep him or her from buying eve-ry module that comes out.

    The solution is simple in concept, butt ime-consuming in pract ice. Changeeverything. Change the sword descrip-t ions so tha t Taragar th looks l i keDemonbane and Demonbane looks likeShazzelim. Exchange the appearance ofShandari l ’s Workbook with Jaluster'sOrizon. Make Shandaril a sweet pillarof law and goodness, and Lathintel theevi l stealer of men and magics. Ofcourse, you shouldn’t tell the playersyou are changing everything, or any-thing. Or should you?

    P e r h a p s a l l y o u n e e d t o d o i sannounce that you are changing somethings, and every buyer of the book willwalk warily no matter how many timesthey have read the book. You shouldprobably change a couple of things thatthe players find early on, just to makethem wary of their information.

    Remember that anything you readhere is what Elminster knows about it.E l m i n s t e r i s a n a m a z i n g l y w e l l -informed sage,or so he seems. Butwhat do we really know about him? Hemay have made everything up aboutthese items, or based great speculationon snippets of informat ion, or evenbeen deliberately fed false information.The possibilities for false informationare endless; use them.

    3

    Player UsageThe usefulness of this book is not lim-ited just to DMs. Unlike other DM-oriented books, this one is also of use tothe player whose character—perhaps amagic-user or bard, or studious cleric—might have some knowledge of theRealms beyond the quality of the ale inevery tavern in a two-mile radius. TheMagister provides a good substitute forthe character’s own knowledge of thelore of the Realms.

    If you are the player of such a charac-ter, you should not, of course, studyevery word of this book. Instead, read itover once or twice and put the bookaway. Don’t take it to gaming sessions.Rely on your memory of what you read,just as your character must. The bitsand flashes of memory that come to thesurface of your mind as you study thecrescentiform spell book you justwrested from the bandit chief willmake the session just that much moreof an intense role-playing experience. Itis truly said that a little knowledge is adangerous thing, but what little know-ledge you have might be the differencebetween possessing a book of incredi-ble usefulness or having a dread tomeguardian begin to burn you up from theinside out.

    If you do find yourself with one of themagic books or items described in thisbook, first ask the DM if it is all right tolook up the item in your copy of thisbook. If he tells you not to—don’t.

    Of course, if he tells you it is all right,there could be one of two reasons. Thefirst reason is that the item is verystraightforward, and you won’t learnanything you shouldn’t already know ifyou read the description.

    The second reason is that he has tak-en the DM’s privilege of altering theitem considerably, and what you getfrom the book (your “lore” on the sub-ject) is wrong.

    Happy reading.

  • The Book of BatsAppearanceThis gruesome-looking tome is tall andnarrow, being three handwidths acrossbut nine handwidths top-to-bottom. Itstwenty-two pages are of polished elec-trum, stamped and etched with thesymbols and script of spells, one to apage. The book’s covers are plates ofblackened, sealed oak, bound aboutwith the tattered, leathery hides andwings of black bats of large size, clawsstill attached.

    History and DescriptionThis fell tome is of unknown origin. Itcontains spells created by (or at leastattributed to) the long-ago mages Beltynand Shaeroon, but may well have beenassembled long after their deaths. Itfirst appears in recorded Realmsloreamong a satrap’s treasures in Calim-shan some two hundred and ten win-ters ago, and since then has had abewildering variety of owners, beingstolen or seized many times by magesor minor rulers who slew the previousowner. Its present location and ownerare unknown; thieves plundered a shipin Calimport that was to carry the bookto Tashluta last summer, where it isbelieved the archmage Malharduu hadarranged to purchase it.

    The mage Khondall Sszundar cata-logued the volume’s contents when itwas (briefly) in his hands—he pur-chased it from the merchant ChuluThall of Ithmong, and lost it when histower was destroyed by demons sentby an unknown foe. The tome reap-peared in Innarlith soon after, but wasstolen again. Khondall’s catalogue tellsus that the Book contains the followingspells: the rarely-seen clerical prayercensure (described below), and themagic-user spells feign death, protec-tion from good 10’ radius, slow, Bel-tyn’s burning blood (a unique spell,described below), dimension door; fear,polymorph other, wall of fire, animatedead, cloudkill, cone of cold, feeble-mind, hold vapor (a unique spell,described below), telekinesis, wall ofiron, anti-magic shell, death spell, geas,invisible stalker; project image, and

    Shaeroon’s scimitar (a unique spell,described below).

    Censure(Conjuration/Summoning)Level: 4 Components: V,S,MRange: TouchCasting Time: 4 segmentsDuration: 66 turns/levelSaving Throw: Neg.Area of Effect: One CreatureExplanation/Description: To enact thisspell, the cleric must touch a targetcreature with his or her holy symbol(the material component of the spell,which is not consumed in the casting).If a successful hit roll indicates that thecleric has done so, the cleric then byword and gesture “casts out” the targetof the spell. That target creature isallowed a save vs. spell, and if this fails,the creature is marked by the spell. Themark is visible only to the casting clericand others of the same faith. Other cler-ics of the same alignment who worshipother deities instinctively react withfear, hatred, and aversion to a censuredcreature, and do not trust nor willinglyaid it.

    Those faithful to the same deity ableto see the mark will refuse to aid oreven approach the creature, and willignore it if it attempts to deal withthem, or drive it away if it tries to entera building, home, or even a territorycontrolled by one who can see themark. The mark is invisible to the onebearing it, who may not even know ofits existence if it was bestowed in a bat-tle or while the victim was asleep orunconsc ious, and sh ines c lear lythrough clothing or disguises.

    Worshippers can thus readily spyupon and follow those marked as ene-mies, even in crowds or busy citystreets. It will be revealed to others by adetect magic, and can readi ly beremoved by a dispel magic. Clerics arewarned that misuse of such a spell willbring about divine disfavor.

    Beltyrns Burning Blood(Necromantic)Level: 4 Components: V,S,MRange: 1"/level Saving Throw: Neg.Casting Time: 4 segmentsDuration: 3 roundsArea of Effect: One creatureExplanation/Description: By means ofthis spell, a magic-user can cause anycreature who is presently bearingopen, bleeding wounds (i.e. one whohas been damaged by edged weaponsrecently and those wounds have not yetbeen dressed or healed) to suffer 3-12hit points worth of additional damageper round, by causing a subtle, tempo-rary change in the victim’s blood whichcauses it to be corrosive to adjacent tis-sue.

    Obviously, the creature must haveblood to be affected (elementals,undead, and many non-Prime MaterialPlane creatures are immune—as are allcreatures immune or even resistant tocorrosive or fiery damage), and thematerial components of the spell arethe presence of exposed blood in thevictim and a pinch of saltpeter. Thespell causes no damage if the target’ssaving throws (versus spell, and all at-3) are successful; for each of the 3rounds of the spell (during which thecaster need not continue concentra-tion, but may turn to casting otherspells or undertaking other activities)the target must save. In any round inwhich the target saves, no damage isinflicted by the spell but such a resulthas no influence on the saving throwsof any remaining rounds; a successfulsaving throw never means the spell isunable to ever affect the target. No hitroll is required for this spell, and thetarget need not even be visible to thecaster, but the target must be withinrange of and known to the caster, andcannot be astral or ethereal, to beaffected. The caster must visualize thetarget (or the target’s location) duringcasting.

    Targets who have altered their shapeor entered other objects (such as a tree,or stone) are still vulnerable to this spell.

    4

  • Creatures who have powers of regenera-tion may only be vulnerable to this spellfor a single round, or two rounds.

    Hold Vapor(Conjuration/Summoning)Level: 5 Components: V,S,MRange: 1"/levelCasting Time: 5 segmentsDuration: SpecialSaving Throw: SpecialArea of Effect: 2" radius globe +1"radius/levelExplanation/Description: This spellallows a magic-user to halt or preventthe movement of any visible cloud(s) orvapor in a given area distinct from theair around, such as a breath weapon,pyrotechnics, fog cloud, cloudkill, orincendiary cloud. Such enforced immo-bility may be continued for as long asthe caster continues to chant and con-centrate on holding the vapor. If such ahold is ever lost (through the casterbeing silenced for an entire round—thechant can be interrupted for shortperiods—or rendered unconscious, orceasing concentration to cast anotherspell) it can never be regained except byuse of another spell: the hold is brokenand the magic expires. The hold pre-vents the gas cloud(s) from alteringshape, breaking up, or moving about inany way. Oxygen (i.e. the “air”) maypass freely through and about suchvapor, dissipating it if its formative mag-ic expires, and allowing, for example, aflammable vapor to burn or explode if itis held by a hold vapor and attackedwith fire.

    The hold is absolute, even in the faceof natural gales or magical gusts ofwind (unless these affect the chantingmagic-user, not the vapor, enough tobreak the hold, as described above). If

    the gaseous form is that of an intelligentcreature who is normally in control ofpersonal movement, such as a windwalking cleric or a vampire in gaseousform, the affected creature receivessaving throws as follows: the hold isabsolute in the first round of its exist-ence, a saving throw versus spell at -6is allowed on the second round, at -5on the third, at-4 on the fourth, andso on, up to a maximum of +6 on the14th round and any rounds thereafter.If such a saving throw is successful, thespell ends instantly, and the creature isfree to move. Until the spell is so bro-ken, a gaseous-form creature cannotmove, nor can it change to a non-gaseous form even if it normally has theability to do so. Note that spectral, ethe-real, and insubstantial forms (such asthose of many undead) that are not gas-eous cannot be affected by this spell.This spell cannot be used to push ordirect a vapor, or control it in any way,but only to halt and hold it.

    The material component of this spellis a balloon or bladder into which thecaster blows.

    Shaeroons Scimitar(Evocation)Level: 6 Components: V,S,MRange: 2"Casting Time: 6 segmentsDuration: SpecialSaving Throw: Neg.Area of Effect: SpecialExplanation/Description: By means ofthis spell, a magic-user brings intobeing a shimmering, scimitar-shapedblade of force. This scimitar appears inthe air directly above a target creature,hanging point downwards some twofeet above the head (or uppermostpoint) of the target creature. Invisible to

    all but the caster and those employingdetect magic, the scimitar has no physi-cal existence, and cannot be attacked,magically repulsed or dispelled, or leftbehind by teleportation or travel to oth-er planes. It will fall (upon the targetcreature only, regardless of physical ormagical barriers) upon the fulfillmentof a single condition set verbally duringcasting of the scimitar, doing one pointof damage per level of the caster of thescimitar The unwitting target creatureis allowed a saving throw at this time(versus spell) and if successful, the scim-itar dissipates harmlessly into nothing-ness, a n d t h e s p e l l i s w a s t e d .Otherwise, it plummets downwards in1 segment, vanishing upon contact withthe target’s body, dealing its damage ina convulsion of wracking pain thatmomen ta r i l y a f f ec t s movemen t ,s p e e c h , s p e l l c a s t i n g , a n d e v e nposture—victims of a scimitar often fall,writhing, to the ground. Typical condi-tions include the target creature utter-i n g a c e r t a i n n a m e o r w o r d , o rcommencing spellcasting, or drawing aweapon, or going to sleep. The condi-tion cannot be tied to a specific time orlocation (i.e. it can be “entering a room”,but cannot be “entering a particularroom only”), and in some cases manyyears have passed between the castingof a scimitar and its striking. A limitedwish, wish, alter reality, or similar verypowerful magic can des t roy t hescimitar—unless, of course, the castingof such a magic is the condition whichwill cause the scimitar to fall. The mate-rial component of this spell is a minia-ture scimitar carved of rock crystal,clear diamond, or clear sapphire (of avalue of not less than 300 gp; minia-tures of the latter two substances maycost ten times that).

    5

  • Book of ThornsAppearanceTwo plain oak boards, two handwidthsw ide by t h ree t a l l , bound w i t hthornroot vine to four parchmentsheets, on which are set down four dru-idic prayers (spells), one to a page.

    History and DescriptionThis plain tome was given to the reclu-sive Aubaerus “the Ravenmaster”, adruid of the Dalelands, by the Battle-dale Seven, a now-vanished circle ofdruids. They in turn had it from an ear-l ier circle of druids, the Ring ofWyvernwater. Its maker is unknown,but said by some to be the HierophantDruid Khamlautas Iriphar of Cormyr.

    The book’s spells are call lightning,greenwood (a rarely-seen druidic spell,detailed hereafter), control vapor (ararely-seen druidic spell, describedhereafter), and wall of thorns.

    Greenwood (Alteration)

    Damage to plants suffered by such a

    Level: 3

    condition is permanent, but the wood

    Components: V,S,MRange: 1"/levelCasting Time: 3 segmentsDuration: 1 turn/levelSaving Throw: NoneArea of Effect: Nine cubic feet, plus 1cubic foot per levelExplanation/Description: By means ofthis spell, a druid can temporarily makedead and withered trees appear living,green and healthy. Dead or bare (e.g. inwinter) trees, shrubs, or vines can bemade to cloak themselves in leaves(enough to afford concealment, but notenough to use for an entangle spell).Dry f i rewood can be made dampenough that it won’t light—or, if alreadyalight, the flames will die down to athick, choking smoke (in a cloud equalin effects to that produced by the druid-ic pyrotechnics spell). Dry, seasonedwood (such as a ship’s mast) can bemade to bend and snap under a strainlike green wood; rotten wood (such asan old bridge or ruin) will usually col-lapse or become unsafe to carry anyfuture load.

    will otherwise revert to its former stateat the expiration of the spell.

    Control Vapor(Alteration-Conjuration/Summoning)Level: 5 Components: V,S,MRange: 4"Casting Time: 6 segmentsDuration: 1 round/levelSaving Throw: NoneArea of Effect: 1"/leve1 radius hemi-sphereExplanation/Description: By means ofthis spell, a druid is able to alter themovement rate and direction of naturalor magical smokes and vapors, includ-ing incendiary clouds, smoke ghosts,breath weapons, and creatures in gas-eous form. Within the area of effect,wind effects are negated, even if ofmagical origin, and the druid is able tohold the vapor stationary or move it upto 1"/level per round in any desireddirection. If the vapor passes out of thestationary area of effect of the spell,control is lost.

    Unlike the fifth level magic-user spellhold vapor, creatures in gaseous form(such as vampires) and those windwalking receive no sav ing throwagainst the spell. Vapors cannot altertheir form or split it unless the druidwills, although creatures normally ableto alter their gaseous form into anotherform can do so despite the druid’s wish-es, although this process takes twice aslong as it ordinarily does. Clouds ofinsects and similar insubstantial oramorphous-form but non-gaseous crea-tures or groups of creatures are notaffected by this spell.

    Explanation/Description: By means ofthis spell, a stasis field is created about

    Phezults Sleep of Ages(Alteration) ReversibleLevel: 9 Components: V,S,MRange: 1" per level of casterCasting Time: 3 roundsDuration: PermanentSaving Throw: Neg.Area of Effect: All living creatures inrange

    6

    the spell focus, radiating outwards inan expanding sphere through solidrock and other physical or magical bar-riers (only an anti-magic shell; prismaticsphere, or a closed cube- or spherically-shaped wall of force will stop itseffects), 2" per round, until it reaches amaximum spherical volume of 1" radi-us per level of the caster. All living crea-tures within this field except the casterand any beings protected as notedabove must save vs. spell or be placed insuspended animation, whether theywish to or not. Creatures of level or hitdice equal to, greater than, or up tothree levels or dice less than the spell-caster save “at par”; creatures of 4 toseven dice or levels less than the castersave at -1, and creatures of even lesserlevels save at an additional -1 penaltyper level less than seven below the cast-er’s. The body functions of affectedcreatures virtually cease, but they donot die as a direct result of this state—nor will they grow older as the yearspass. If a creature in stasis is slain byanother means (physical attack, crush-ing or burial or drowning due to physi-cal changes around the body, and thelike), stasis ends instantly and the bodywill decay normally, for the affectedvictim only.

    The caster requires his or her ownblood (at least nine drops) smeared intoan unbroken ring on any stable surface(usually stone) of a radius not morethan the overall length of the caster’shand (wrist to fingertips), into whichare placed at least six 500-gp valuegems, of any sort. This is the “spellfocus” referred to above. When thespellcasting is complete, four of thesegems vanish, consumed in the act ofreleasing the spell’s power. The rest fuelthe stasis field, and dwindle slowly asthe time passes (roughly 1 year of stasisbeing yielded per 10 gp of gem value).Removal of any gemstone from the cir-cle, except by its consumption by thefield, or the breaking of the ring itself,instantly ends the stasis effect, as willusing up all of the gems, but any num-ber of gems that will fit can be added to

  • Book of Thorns

    the inside of the ring at any time to“refuel” the spell, extending its periodof efficacy.

    The stasis can be lifted from individ-ual creatures without harm and with-out releasing other creatures under thesame stasis by casting temporal rein-statement (cf. temporal stasis in thePLAYERS HANDBOOK) or the reverseof this spell, Phezult’s awakening(which requires neither gems nor bloodin its casting, but merely seven drops ofpure or holy water) upon the spell focusrather than upon individual creatures.The stasis field shrinks gradually tonothingness at the same rate at which itoriginally expanded, freeing any crea-tures formerly within it instantly, andwithout any lingering effects as it doesso. No further gemstone material is lost.

    Creatures entering the field after ithas reached its full extent, even dec-ades or centuries after the spell wascast must save vs. spell to avoid fallinginto stasis. The penalties for their levelor hit dice described above apply, but sodoes a +3 bonus to the save for anycreature arriving in the field after it hasstabilized at full extent. Such a savemust be made each time a creatureenters the stasis field, even if it hasentered and been unaffected before;but each creature need save only onceper exposure to a particular sleep ofages stasis field. Creatures who arephysically removed from such a fieldwithout being magically roused willwake up by themselves 2-8 rounds aftersuch removal, with no ill effects; thecasting of a dispel magic will awakensuch beings instantly if cast upon themwhen they are outside a field, but physi-cal means will not hurry the process. Acreature taken out of a stasis field andthen taken back in before awakeningreturns to stasis without becoming con-scious. Creatures in stasis who are men-tally contacted by magic or psionicswhile within the field do not respond,and the being contacting them is placedin stasis (temporary, awakening after 2-8 rounds as described above) each timesuch contact is attempted.

    Caddelyns WorkbookAppearanceA slim volume covered with sheets ofpolished silver, sealed against corro-sion, over slate sheets, and hinged withelectrum about sixteen sheets of fineparchment, all but three blank.

    History and DescriptionThis tome was recently plundered fromthe tower of the long-ago mage Cadde-lyn, by unknown hands. Caddelyn’stower rises from a mountain north ofThe Great Glacier and was only recent-ly discovered by the famous explorerDabron Sashenstar, of Baldur’s Gate.Dabron’s band examined the hook butdid not take it, and continued on intheir expedition. On their return, theycamped at the tower again—and foundthe book missing.

    Caddelyn, a good mage who isremembered with respect, died peace-fully while on a visit to Waterdeep, andis entombed with other mages in TheCity of the Dead there.

    The tome’s three written pages (thebook was obviously incomplete at themage’s death) bear two unique spells,described below,and the completeprocess of creating a minor magicalitem. The spells are Caddelyn’s catastro-phe and spell ward; the magical item isthe magemask. The properties of thefinished item are given below: Dabron’sband lacked the time to copy out theentire process.

    Caddelyns Catastrophe(Enchantment/Charm)Level: 5 Components: V,S,MRange: 1"/levelCasting Time: 5 segmentsArea of Effect: 1-4 creaturesSaving Throw: ½Explanation/Description: This improv-ed version of the fumble spell allowsthe caster to affect up to four creaturesif desired, all of whom must be visibleto the caster during casting. If fourcreatures are attacked, their savingthrows (vs. spell) are normal; if threeare attached, all save at -1; if two areattacked, they save at -2; and if only

    7

    one is attacked, the save is at -3. Crea-tures who make their save are slowed(cf. slow spell, PLAYERS HANDBOOK)for the duration of the spell; creatureswho fail immediately drop all heldobjects, trip or stumble if running orcharging, tall if balanced on a ledge orclimbing, and have any spellcastingruined. Any missile attack launched byan affected creature will miss (the spelltakes effect instantly!), and any physicalattach will be at -2 to hit. If it was aweapon attack, the weapon is droppedand the attack becomes a bare fistsattack. Dropped items may well sufferdamage (saving throws to avoid). Targetcreatures must be within range, butneed not be together; they may be onopposite sides of the caster. Affectedcreatures who move out of the spellrange are freed of the spell, but theywill suffer its effects again (no savingthrow) if they re-enter spell rangebefore the spell expires. (Magic may becast normally from outside the spellrange into it.)

    The material components for thisspell are a banana peel or melon rindand a tallow candle or lump of animalfat.

    Spell Ward (Abjuration)Level: 9 Components: V,S,MRange: TouchCasting Time: 1 roundDuration: 1 turn/levelSaving Throw: NoneArea of Effect: One creatureExplanation/Description: By means ofthis spell, which utilizes as its materialcomponent a drop of the caster’s bloodand a powdered diamond (of not lessthan 6,000 gp initial value), the casterconfers immunity on him or herself ora single other creature touched by thecaster during casting to a single spell.

    The particular spell must be chosenat the time of casting, and the protec-tion does not extend to different spellswhich have similar effects, although itdoes extend to lesser versions of thesame thing (protection against delayedblast fireball does extend to fireballs,

  • Caddelyns Workbook

    for instance, but not Melf’s minutemeteors — and not a fireball effect cre-ated by a limited wish or wish spell, oran illusionist’s shadow magic fireball),and slightly different versions of thechosen spell as cast by other characterclasses. Immunity is total; i.e. evenwhere no saving throws are normallyallowed, the protected being will simplybe totally unaffected by the spell, as willclothing and objects held or carried onhis or her immediate person. The spellcan be an area-effect spell, but the indi-vidual’s protection cannot be extendedto others, even if the protected beingembraces or shields them.

    The protection lasts for 1 turn perlevel of the caster regardless of howmany times it is tested. A maximum oftwo spell wards can be in place on anyone person at any time.

    MagemaskThe experience-point and gold piecevalue of this item is unknown; examplesare so rare and little-known. A mage-mask is a half-mask of leather with crys-tal lenses; through these, a wearerviews surroundings as if using detectmagic, and can see concealed glyphs,runes, and inscriptions. If these aremagically concealed or not yet acti-vated, the mask-wearer will see onlythe outlines of the areas covered bysuch. The mask’s lenses also conferultravision upon the wearer, enableanyone who wears them to read magic(although a non-spellcaster will notunderstand anything more than thegeneral nature and intent of a spell),and allows clear and easy reading (ofspellbooks, scrolls, maps, inscriptions,and non-magical writing) in near dark-ness. Such a mask cannot be used inconjunction with other magical lensesor spectacles.

    Dethos LibramAppearanceA thin, red volume consisting of dyedrothe-hide stretched over woodenboards and bound with brass hoops,enclosing twenty-two parchment pag-es. It bears no title or mark on the exte-rior.

    History and DescriptionThe Libram was left to the library ofPiergeiron’s Palace in Waterdeep byDetho son of Navro, a mage who disap-peared seven winters ago and doubtlessmet his doom in the vast dungeon ofUndermountain. Elminster, Laeral, andKhelben “Blackstaff” Arunsun al lperused the book and copied the spellsthey wanted from it, ere the book waslent to the mage Peregar “the Invisible”to aid him in his expedition into theNorth. Peregar himself vanished in aball of blue flame north of Yartar (eithera spell of his own that went wrong, oran attack upon him by an unseen ene-my), and his band of adventurers scat-tered. The Libram was in Peregar’ssaddlebags, not on his person, when hewas destroyed, and is widely thought tohave survived and fallen into otherhands, presently unknown.

    The book’s pages contain twenty-twospells, one per page, as listed below. Allspells are in standard (PLAYERS HAND-BOOK) form unless otherwise noted.

    The book’s spells are: burning hands,catapul t (a unique spel l , detai ledbelow), dancing lights, detect magic,Detho’s delirium (a unique spell,detailed below), enlarge, erase, featherfall, hold portal, jump, light, mending,push, read magic, spider climb, unseenservant, continual light, decastave (aunique spell, detailed hereafter), detectinvisibility, ESP, flying fist (a uniquespell, detailed below), knock.

    Catapult (Alteration)Level: 1 Components: V,S,MRange: 14" Casting Time: 1 segmentDuration: 1 roundSaving Throw: NoneArea of Effect: One objectExplanation/Description: By means of

    8

    this magic, the caster causes any single,small (i.e. of less than 30 gp weight)object touched to immediately flash in astraight line along the caster’s pointingfinger to its maximum range (when itreaches that maximum, the object willfall harmlessly straight down to theground). Although this spell is some-times used to move harmful objectsaway or transfer keys, coins, and thelike to other beings, it is most oftenemployed as an offensive weapon. Ifany being is struck by the flying object,it does whatever its normal damagewould be (i.e. normal sling stone, bullet,dart, or dagger damage, or 1-2 for smallstones, and 1-3 for larger stones) plus 1point due to its velocity. It strikes as a+3 magic missile weapon, consideringthe base hit chance as equal to the spell-caster’s when striking directly. Thisspell can only so affect one object. If theobject (the spell’s material component)touched is heavier than the spell’s limi-tations, it quivers, but does not fly, andthe spell is lost.

    Dethos Delirium (Necromantic)Level: 1 Components: V,S,MRange: TouchCasting Time: 2 segmentsDuration: 1 round plus 1 round/levelSaving Throw: NegArea of Effect: One creatureExplanation/Description: The caster ofthis spel l touches a being who isdrugged, drunken, sleeping, or uncon-scious, while speaking the mysticwords and ringing a small silver orbrass be l l . The touched creaturereceives a saving throw against spells at-2; if the save is failed, the creaturewill begin to speak. (A creature feigningdrunkenness or unconsciousness willnever be affected by the spell.) Theaffected being speaks at random, in alllanguages known to it, and on randomtopics, rambling. It cannot hear ques-tions and cannot be forced by mental ormagica l cont ro l to g ive spec i f icanswers—any attempt to use such con-trol is 96% likely to awaken the crea-ture. While the creature speaks, there

  • is a 22% chance per round (not cumula-tive) that it will reveal names, truena-mes, passwords, words of activation,codes, directions, and other usefulinformation. Note that the speaker willrarely identify such fragments ofspeech for what they truly are, andhearers must speculate themselves onmeanings. Dreams, rumors, jokes andfairy tales may be mumbled by a speak-ing creature, not merely factual infor-mation.

    The spell will be broken before itsexpiry if the affected creature is awak-ened.

    Decastave (Evocation)Level: 2 Components: V,S,MRange: 0 Casting Time: 2 segmentsDuration: 1 round plus 1 round/levelSaving Throw: NoneArea of Effect: SpecialExplanation/Description: By means of apiece of wood and the gestures andphrases of casting, a magic-user cancreate a temporary “ten-foot pole” offorce with this spell. The material com-ponent is instantly consumed, and fromthe caster’s forefinger a two-inch-radius, ten-foot-long, faintly glowingbeam of force springs into being. Itmoves as the finger is pointed, and lastsas long as the caster wills (or until thespell expires, whichever occurs first), oruntil the spellcaster casts another spell.

    The pole cannot be cut—any metalwhich passes through it will cause it toharmlessly wink out of existence—orbent, but will support any weight. Italso cannot be shortened; if it strikes anobstacle, the caster must move it, or theobstacle, or will it out of existence, toproceed. It cannot be removed from theend of the caster’s finger, although thecaster (and other creatures) can graspit. The staff can be used as a weapon,for 1-6 damage, by sweeping it fromside to side, or jabbing it forwards, bymovements of the caster’s guiding fin-ger. Normal hit rolls apply; it is consid-ered a magical weapon with no pluses.Note that no shock or blow felt by themagical staff is felt by the finger.

    A creature grasping the staff mustexert a total of 18 strength to hamperits movements. Once only if the casterwishes, a decastave can be used to rob atarget of 1-4 hit points and transferthem to the wielder of the staff. The tar-get must be touched by the end of thestaff (hit roll required) and the castermust will the staff to drain energy. Itwill vanish in a pulse of force, draining1-4 hp (no saving throw) and transfer-ring them instantly to the caster. If thecaster is uninjured, excess hp are lostafter 1 turn. Any damage incurred bythe caster during that time is first takenfrom these phantom hit points; if thecaster is at less than full hp at the end ofthe turn and phantom h i t po in tsremain, a l l remain ing po in ts areabsorbed at that time as healing, anyexcess being lost.

    The excess hit points can never betransferred to any other creature. Suchphantom hit points do not confer anyhigher-level or hit-dice saving throwbonuses on the caster.

    Flying Fist (Evocation)Level: 2 Components: V,SRange: 1" distant per levelCasting Time: 2 segmentsDuration: 1 round/levelSaving Throw: NoneArea of Effect: SpecialExplanation/Description: Invented bythe mage Alcimer (and once known as“Alcimer’s Flying Fist,” ere he died andhis apprentices all made use of it), thisspell enables the caster to create a “fist”of force. Forming at the end of theround in which the spell is cast, thehand is invisible to all but the caster.

    It can move 12" per round, but can-not pass beyond 1" distant from thecaster per level of the caster. The fistcan hover in mid-air, swoop, swerve,and dart through openings as the casterdirects, but it will disappear if the cast-er casts another spell or is renderedunconscious. Physical combat, speech,climbing, movement, and other activi-ties on the caster’s part will not destroythe fist.

    9

    Dethos Libram

    Although the fist can exist for oneround per level of the caster, it can per-form only three things. It can grab fall-ing, floating, or levitating objects ofhand-size or less, any 10gp weight orless and carry them about for up to 2rounds ere it drops them. Such objects(keys, ioun stones, etc.) may be in thepossession of another creature, but thefist does not have the strength to tearweapons free of fastenings, materialcomponents or scrolls out of a being’sgrasp, etc. It can overcome magneticpulls, but can only hold its own againsta gust of wind or other severe opposingair disturbance. It can push or slap asingle creature sufficient to cause a mis-sile attack to be at-1 to hit, a catchingattempt by the being to be 20% morelikely to fail than otherwise, and todelay (not ruin) spellcasting for oneround. It can also attack, striking as ablow (not a missile, and hence unstop-pable by a shield or any protectionfrom missiles magic), as though it wasthe caster (but at +2 to hit), and doing1-2 points of damage. A successfulpunching attack by the f ist ruinsspellcasting during the round it strikes.

    A flying fist can be readily dispelledby a dispel magic cast on the fist or onits caster, and cannot penetrate walls offorce, anti-magic shells, or more power-ful magical barriers. It is AC 4 (AC 7 toopponents who can see invisible as anability or by means of temporary mag-ic), and can be destroyed by any attackthat deals it 5 or more points of damage,or any combination of attacks dealing itat least 5 hit points of damage in a singleround (cumulative damage does notapply to the fist).

  • Jalusters OrizonAppearanceA stout, battered book of embossed andpainted cowhide stretched over wood-en boards, edged and clasped aboutwith iron. It is battered, brown, andradiates a faint dweomer (see below). Itcontains twelve pages, each a thin plateof slate upon which vellum has beenstretched and clamped with beatenelectrum edgings. Seven pages areblank; the first five bear spells, one to apage.

    History and DescriptionAn orizon is a book in which a far-traveling mage inscribes spells found orgained while exploring or traveling farfrom home. This is done also when onebelieves a spell can be improved or isn’tquite right; it is only later, at home andleisure, and with the spell perfected,that the mage sets down spells in theorizon into his or her proper, level-by-level spell books. Thus, an orizon is usu-ally a jumble of spells of varying levels,sometimes interspersed with spel lresearch notes or other information, oreven spells usable only by other classes.Most of the books described in thesepages and other locations, including theDM’s Sourcebook are orizons.

    Jaluster was a mage who neverceased to travel; he filled many orizons,but always sold them after transcribingthe spells into his proper books. Theorizon that bears his name today is theone he carried, incomplete, at his death.

    Jaluster was torn apart by demons inAscalhorn (now known as HellgateKeep) as he tried to save that city fromtheir domination. He is said to havedestroyed three liches and at least fivedemons that day ere he died. His orizonwas borne out of the city by the bardMaerstar, one of the four survivors ofthe fall of Ascalhorn. Maerstar was lat-er robbed of it in Everlund, and a trailof mysteriously-slain owners (seebelow) led westwards, but the tome’spresent whereabouts are unknown.

    The volume is guarded by a strangecreature, a tome guardian, detailedbelow. The five spells it contains arerope trick (detailed in the PLAYERS

    HANDBOOK, or “PH”), Quimby’senchanting gourmet (a unique spell,described below), feign death (q.v., PH),waves of weariness (detailed below),and Adelimer’s aural augmentor. Thislatter spell is merely a variation ofextension I (q.v., PH) that has a somaticas well as a verbal component, buttakes only one segment to cast (itremains fourth level).

    Quimbys EnchantingGourmet(Conjuration/Summoning)Level: 2 Components: V,S,MRange: 0 Casting Time: 2 segmentsDuration: 6 turns plus 1 turn/levelSaving Throws: NoneArea of Effect: 4" radius of spellcasterExplanation/Description: The fat, food-loving mage Quimby devised thisimproved unseen servant magic as ameans of providing himself with gour-met meals while studying in solitude ortraveling alone. It is a magical forceunder the control of the magic-user,able to stir, carry pots, measure ingredi-ents, cut, garnish, turn hot food while itis cooking, and so on. It is no strongerthan an unseen servant, nor more dex-trous than its caster, but it can cookwithout the direct concentration ofsupervision of the caster, if the menu isa meal the magic-user has seen pre-pared (or prepared him- or herself) atsome time. The enchanting gourmetcan be dispelled (at will by the caster,and by the use of dispel magic by oth-ers), or destroyed by dealing it 6 pointsof damage. The material componentsare the foodstuffs to be prepared, adrop of the caster’s blood, a piece ofstring, and a block of wood of any size.

    Waves of Weariness(Enchantment/Charm)Level: 2 Components: V,S,MRange: 12" Casting Time: 2 segmentsDuration: 1 round Saving Throw: Neg.Area of Effect: One creatureExplanation/Description: By means ofthis spell, the caster causes all move-ments (including speech) of one crea-

    ture to be slowed down enough to delayspellcasting and physical attacks forone round. Missile attacks and attacksusing magic wands, rings, and similaritems can be performed in the sameround they were begun by a deter-mined victim of this spell who con-tinues to struggle against its effects (i.e.to utter a word of activation), but thisattack always takes effect last in theround. Any intended target of this spellmust be seen by the caster at somepoint during spellcasting, must bepointed at, and must be within rangefor the spell to take effect. Intended tar-gets save vs. spell (no modifiers apply)to avoid.

    Only targets with either intelligenceor wisdom of greater than 12 can strug-gle against the weariness effect of thisspell enough to deliver the aforemen-tioned attacks; all others collapse forthe round due to the intense sleepy,t ired, worn-out feel ings the spel lcauses. Climbing beings must make aStrength Check to avoid falling.

    Tome Guardian

    FREQUENCY: Very RareNO. APPEARING: 1ARMOR CLASS: 2MOVE: 12" (or as guarded objectmoves)HIT DICE: 4 + 4% IN LAIR: NilTREASURE TYPE: See BelowNO. OF ATTACKS: 1DAMAGE/ATTACK: See belowSPECIAL ATTACKS: NilSPECIAL DEFENSES: NilMAGIC RESISTANCE: See belowINTELLIGENCE: AverageALIGNMENT: NeutralSIZE: SPSIONIC ABILITY: Nil

    Attack/Defense Modes: Nil

    The tome guardian (sometimes mistak-enly heard and passed on as “tombguardian”) is a creature of the Elemen-tal Plane of Fire. Its nature and activitiesthere are unknown, but it can be sum-

    10

  • moned to the Prime Material Plane bymagical means to serve as a guardian.

    A magic-user summons the tomeguardian by casting and ensnarement(sending or demand work if the guard-ian’s name is known; they do have per-sonal names), and compels it to serviceby the use of a truename or bindingspell. The object to be guarded must bevisible to the magic-user, who indicatesit (by pointing and speaking) to theguardian. Tome guardians do not mindprotecting an object, for unknown rea-sons of their own, and unless otherwiseattacked are not hostile. Door and tor-ment spells do not affect guardians, andare viewed as attacks. Charms of allsorts except a geas do not affect tomeguardians; they cannot be psionicallydominated, and anyone attempting ESPor similar mind-meeting magic, by spell,item, or natural ability, finds thatattempts to attack, control, or change aguardian cause it to attack—and that itcan somehow employ its fireburstattack (see below) through such a men-tal link.

    The guardian envelops, and appearsto merge with, the object it has beenbound to, becoming invisible. Theobject radiates a faint dweomer, andinfravision detects the presence of theguardian—but the creature cannot betelepathically contacted or in any waycoerced, tricked, or forced to leave itsobject except as described below,

    under “driven out”. A guardian canonly guard one physical object—and ifthe object is composed of readily sepa-rable parts, only one part (i.e. a swordor its scabbard, not both). The guardedobject must be small (of less than 4cubic feet volume), and non-living. Usu-ally magical tomes of lore are so guard-ed, hence the guardian’s name.

    An individual can summon only onetome guardian per 24 hours. Only oneguardian can be bound to any object.Guardians who are summoned to thePrime Material Plane but not success-fully bound to an object, or who havebeen driven forth (see below) from theobject they were guarding, assumewhat is known as their “free form,” andremain on the Prime Material Plane for2-40 turns before “dwindling away,”returning to their own plane by naturalmeans. They are not under any being’scontrol during this time, and attack anycreature who attacks (or attempts tocontrol) them. Otherwise, they areattracted to large fires, of natural (e.g.volcanoes and forest fire) or man-made(e.g. bonfires, forges, even isolatedcampfires) origin. Statistics given on p.10 are for the guardian’s free form.

    A tome guardian can absorb fieryenergy impinging upon it (when itguards an object, it envelops it, andthus absorbs all fire directed at theobject), whether of natural or magical(e.g. fireball) origin. It gains a number

    Jalusters Orizon

    of hit points equal to the number ofpoints of damage the fire(s) would dealto an unprotected creature, whichreplenish any damage it has sufferedand then increase its own hit pointstemporarily (i.e. for the following 24hours). During this time, the tomeguardian can add any or all of this addi-tional fiery energy directly to the dam-age dealt by any fireburst attack(s) itmakes. Heat energy (such as thatcaused by melt or heat metal spells) theguardian merely absorbs.

    If it wishes, a tome guardian candeliver a fireburst attack thrice per 24hours to any creature(s) touching it orthe object it guards (it never so attacksany master it is guarding an object for).A fireburst is a pencil-thin, white-hotflame that operates directly into the tar-get creature (thus, it cannot miss) anddoes not generate any incidental heator flame that might damage surround-ing creatures or objects—such as theitem being guarded). If two or morecreatures laid hands on a guardedobject simultaneously, and the guardiangenerated a fireburst in one of them,the other(s) would not even feel it.

    Only one s u c h a t t a c k c a n b eunleashed in a round. A fireburst canoperate through clothing or armor; itdeals 6-24 points of internal damage (nosaving throw) to al l creatures notimmune to the effects of heat or fire. Atome guardian always uses this attack

    11

  • Jalusters Orizon

    against a bookworm (q.v.) or any othercreature attempting to consume orstrike the object it is guarding. Human,demi-human, and humanoid beingswho survive a fireburst attack are ren-dered unconscious for 2-5 turns unlessthey save vs. poison at -3, due to theshock of their blood boiling momentari-ly in the area affected by the fireburst.

    Tome guardians can be affected by alls p e l l s s a v e ( a s n o t e d e a r l i e r )enchantment/charm magics such asmaze, sleep, and suggestion (althoughgeas is an exception). Cold does themdouble damage (water, it should benoted, does not), and al l physicalattacks upon the object they are guard-ing do not harm the object until theguardian is destroyed, as it gathers itsform into a rigid shell to ward offblows; but because of this, all suchattacks do the maximum possible dam-age to the guardian. When in free form,physical attacks do it normal (not neces-sarily full) damage.

    Note that fiery protective spells suchas explosive runes and fire trap can becast upon a tome guarded by a guard-ian, but the creature absorbs the spellenergy as it is being cast, so that thespell’s protection does not exist (and theguardian gains for a day hit pointsequal to the maximum damage these

    spells would have dealt).Symbols and glyphs can be cast upon

    a guarded object without affecting it,and function normally (without harm-ing the guardian). Save for the excep-tions noted above, tome guardians havestandard magic resistance.

    A tome guardian can be “driven out”of the object it is guarding by the cast-ing of a dispel magic (the guardian gainsa save vs. spell; if successful it is unaf-fected). Even the individual who boundthe guardian to the object can dismiss itonly in this way. The guardian will beseen leaving the object, even in dark-ness. A tome guardian is immune to theattacks of, but cannot itself harm, a fireelemental, salamander, will-o-wisp, andxag-ya. If a guardian is brought into thepresence of a xeg-yi, they attack eachother at once. Tome guardians cancoex is t peacefu l ly wi th guard iandaemons, guardian familiars, homon-culi, and the like. More than one tomeguardian can guard the same object,although it is very rare. Tome guardianscan conduct their fireburst attacksthrough metal weapons and armor ifthey wish, and gain hit points from elec-trical attacks just as from fiery attacks.They can apparently hear and under-stand Common and perhaps other lan-guages, but not speak them.

    The Libramof LathintelAppearanceThis is a square, thick, maroon-coloredvolume with maple boards covered intanned leather, and bound with wire insix circlets to which have been sewnsixteen parchment pages. The booklooks well-used but not dilapidated. Ithas no known traps or defenses.

    History and DescriptionLathintel was a dignif ied mage ofAthkatla who perished some seventywinters ago of a winter fever. Hiseffects were sold by a merchant ofAmn, Oristel—almost certainly afterseveral mages had been allowed to copyindividual spells from the Libram uponpayment of stiff fees. The purchaser ofthe Libram, and its present where-abouts, are unknown.

    From Oristel’s notes and the spellscop ied by the mage Nar lbar , theLibram’s contents are known to be asfollows (one spell to a page, all standardPLAYERS HANDBOOK spells except asotherwise noted): enlarge, feather fall,light, read magic, sleep, spidereyes(unique spell, described hereafter),unseen servant, audible glamer, invisi-bility, locate object, wizard lock, dispelmagic, fly, ghost pipes (unique spell,described hereafter), hover (uniques p e l l , d e s c r i b e d h e r e a f t e r ) , a n dtongues.

    Spidereyes (Alteration)Level: 1 Components: V,S,MRange: SpecialCasting Time: 1 segmentDuration: 1 round/levelSaving Throw: NoneArea of Effects: SpecialExplanation/Description: By means ofthis spell, a magic-user can temporarilysee through the eyes of any livingarachnid (material component of thespell), which the caster must touch.Small, harmless living spiders are usu-ally employed, the caster using them asspies to see things where the casterdare not go.

    More rarely, this spell is cast on agiant spider (successful hit roll required

    12

  • if the spider is hostile and not sur-prised) to see through its eyes whilebattling it, so that its opponents cantake advantage of striking from whereit cannot see.

    This spell does not give the caster anycontrol over the arachnid nor evendirect mental contact with it, merely amystical linkage with its eyes.

    Most spiders have eight eyes—simpleeyes whose vision is readily under-standable to most intelligent races, notcompound eyes. The sight afforded bythe spell has the effectiveness (rangeand possible ultra- or infravision) of thespider, and unlimited range as long asthe spell duration lasts—limited, ofcourse, by how far the spider travels.(The caster cannot continue to seethrough the spider’s eyes if eitherarachnid or caster move to anotherplane of existence, including the astralor ethereal.)

    Usually this spell is used to try to spyout a cavern, hall, or other guardedarea before the caster or companionsenter or attack it—but often, frustrat-ingly, the chosen spider refuses to co-operate and look where the casterwants it to, unless controlled or influ-enced by additional spells. Certain mag-ical barriers sever the link betweenspellcaster and spider.

    Ghost Pipes(Alteration-Illusion/Phantasm)Level: 3 Components: V,SRange: TouchCasting Time: 1 roundDuration: PermanentSaving Throw: NoneArea of Effect: One instrumentExplanation/Description: By means ofthis spell, the magic-user causes anyone musical instrument, which must benon-magical in nature, and whole andunbroken, to play by itself. The instru-ment need not be one the spellcasterknows how to play; he or she merelyhums or whistles a short tune (i.e. onecomplete in 9 segments or less) after theinitial casting, while touching theinstrument. When the instrument is

    released, it glows with a faint, amberfaerie fire- like radiance, levitates in theposition in which it was released, notmoving about but not falling to theground, and plays the tune, parts of theinstrument (e.g. strings) moving as if itwere actually being played by an invisi-ble being. When touched, the instru-ment instantly stops playing and falls tothe ground, its radiance winking out.This spell was devised as a court enter-tainment by Vangerdahast, Royal Magi-cian of Suzail.

    No known way has yet been devisedto trigger it with other spells or barri-ers, to serve as a warning. Various magi-cal means used to cause temporarysilence mute the music normally with-out stopping the playing of an enspelledinstrument.

    Hover (Alteration)Level: 3 Components: V,SRange: 1"/levelCasting Time: 3 segmentsDuration: 4 roundsSaving Throw: SpecialArea of Effect: One creatureExplanation/Description: By means ofthis spell, a magic-user can instantlyarrest the movement of a falling, jump-ing, or flying creature within spellrange (including the caster him- or her-self), stopping all movement for a shorttime.

    This allows the hovering being tolaunch missile weapons, cast spells (thelack of mobility is an absolutely stablefix), read scrolls, open locks, shoutinstructions, catch ropes or thrownitems, and the like. The spell affectsonly one creature, of the caster’schoice—and thus the magic can readilyserve to separate a being riding an aer-ial steed from the (unaffected) mount.

    Willing or not, target creatures visu-alized or seen and concentrated uponby the caster of this spell are affectedfor 1 round. (Thus, a fleeing monstercould be halted to receive a round’s-worth of spells or missile weapons.) Onthe next round, the creature (even ifwilling) receives a saving throw versus

    13

    The Libram of Lathintel

    spell; if successfully made, movementbegins again, magically slowed for 1round to feather fall (q.v.) rate, andthereafter continues normally.

    If the save fails, hovering continues aslong as the caster concentrates on it.However, the target gets a saving throwevery round it is held, whether willingor not. No powers can affect these sav-ing throws or the initial stoppage (evena dispel magic cast on itself by theaffected creature), but creatures able tobecome astral or ethereal or plane shiftmay escape the spell in this way. Crea-tures wearing a ring of free action arehalted for one round by a hover spell,but are thereafter free to move normal-ly without being slowed in any way.

  • Selvars Ineffable Conjurations,Magicks, and PhantasmsAppearanceA medium-sized tome (three hand-widths broad by four handwidths tall)of ash boards covered with stretched,white-tanned cowhide. The covershave brass corner-caps, and a bindingof brass rings, which hold thirty-threeparchment pages,each containing aspell, one to a page, except for the firstpage. It is a title page, and bear’s Selvar’spersonal rune, thus:

    History and DescriptionSelvar was a mage of Taruin, in thesouthern realm of Samarach, who in hislatter days became involved in a feudwith another local mage, Phelpar ofRassatan. For some years Selvarhopped about as a frog thanks toPhelpar’s spells, and during that timePhelpar stole all of Selvar’s spells andmagical treasures. Selvar hopped formany miles across Samarach to a cavein the mountains north of Sorlmar Pass,where he had hidden a cache of magic,and by means of the powers thereregained his own form. He then setabout trapping Phelpar, whom he even-tually enspelled into the form of a horseand rode to death. Employing magic tospeak with Phelpar’s corpse, Selvarlearned the location of Phelpar’s cache,wherein his own stolen magic was hid,and went there to a tomb in theRathgaunt Hills, on the southern edgeof the great plains of the Shaar. Therethe elderly mage set about collectingand refining his spells, and setting themdown in books—one of which, the Inef-fable Conjurations, Magicks, and Phan-tasms, he gave to the young maid Ilistar,who later became an apprentice ofKhelben “Blackstaff” Arunsun. Ilistarset down Khelben’s warding whip onthe hitherto blank last page of the book.

    The book is unusual in that it beginswith a section of illusionist spells, writ-ten in the magical secret language ofthat class, Ruathlek, and concludes

    with a section of magic-userThese spells arelisted hereafter.

    spells.

    Color spray, detect invisibility, gazereflection, phantasmal force, blacklight(a unique spell, detailed below), hyp-notic pattern, invisbility, magic mouth,mirror image, plague (a unique spell,described below), dispel illusion, fear;mailed might (a unique spell, describedbelow), paralyzation, spectral force,dispel exhaustion phantasmal killer,maze, shadow door, demi-shadow mag-ic , tu rnshadow (a un ique spe l l ,described below), web, dispel magic,haste, water breathing, ice storm,remove curse, hold monster, wall offorce, globe of invulnerability, powerword: silence (a unique spell, detailedbelow), Khelben’s warding whip (aunique spell, detailed below).

    Blacklight (Alteration)Level: 2 Components: V,S,MRange: 1"/levelCasting Time: 2 segmentsDuration: 1 round/levelSaving Throws: NegArea of Effect: 20' radius globeExplanation/Description: By means ofthis spell, an illusionist creates a station-ary, temporary area of darkness. Thedarkness is total and impenetrable, foil-ing even infravision and ultravision.

    Normal and magical light is negatedunless light or continual light magics, ora dispel magic, is used to destroy thearea of blacklight. This spell is differentfrom the usual magical darkness in thatthe caster (only) can see normally in thearea of effect, seeing the spell effectonly as a faint, smoky grey or blue haze.Thus the illusionist can move, attack,cast spells, and the like normally.

    Creatures within the area of effectare adversely affected in combat by thedarkness, although a blindfighting pro-ficiency aids against this. Creatures inthe area of effect of blacklight areallowed a saving throw versus spell (at-3) for each round in which theyremain in the blacklit area; if success-ful, they can see as well as the illusionist

    who cast the spell can, for that roundonly (i.e. a saving throw must be madeeach round; if made one round andthen failed the next, a creature’s blind-ness will return). The caster of a black-l ight can end it at wil l , althoughcontinual concentration is not neces-sary to maintain its existence, and theillusionist may cast other spells afterthe blackl ight is created, withoutdestroying it. (Note that spells thatdepend upon victims seeing the spelleffect will not work if the victims areblinded by the blacklight.) The materialcomponents of this spell are a piece ofcoal and an eyeball (from any creature;it may be dried and preserved).

    Plague (Illusion/Phantasm)Level: 2 Components: V,S,MRange: TouchCasting Time: 2 segmentsDuration: 100 turns/levelSaving Throws: Neg.Area of Effect: Creature touchedExplanation/Description: This spellallows an illusionist to cast a specialtype of spectral force requiring no con-tinued concentration, on any one crea-ture. The illusion created involvessmell, texture of skin, appearance, andthe like, in a simulation of the symp-toms of any severe contagious diseasethe caster has closely seen examples ofbefore. If the caster has never observedsuch a disease, he or she can invent andvisualize symptoms, but they are 30%likely to be seen as false and magicallycreated. Otherwise, such an illusion isonly 6% likely to be detected. The vic-tim suffers no damage (and indeed, maynot be aware that the illusion exists, asthe victim cannot see the illusion, butonly his or her real form), but may wellbe slain or driven away by others erethe spell expires. Cure disease and simi-lar magics have no effect on the plagueillusion, but dispel magic or dispel illu-sion have the usual chances, i.e. 50%base chance adjusted by 2% down-ward, or 5% upward, for each level ofexperience lesser/greater of the casterof the dispel compared to the illusionist

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  • Selvars Ineffable Conjurations, Magicks, and Phantasms

    who cast the plague of nullifying thismagic. The material components of thisspell are a scrap of human skin (fromany source, of a size at least as large as agold piece) and a pinch of soot or char-coal or black mold or fungus growth.

    Mailed Might (Evocation)Level: 3 Components: V,S,MRange: Touch (or self)Casting Time: 3 segmentsDuration: 1 round/levelSaving Throw: NoneArea of Effect: Creature touchedExplanation/Description: By means ofthis spell, an illusionist protects him- orherself or another touched creaturewith temporary, illusory armor. Thearmor has no weight, nor does i tencumber its wearer or in any wayaffect movement or the drawing ofweapons or rearrangement of clothing“under” the armor. To the wearer, it is“not there”—invisible and undetectable,making no metallic sounds when struckor moving, and so on. To others, itappears as translucent, ghostly armor,visible in outline but non-reflective andsoundless. It protects the wearer as if itwere real plate mail (i.e. AC3), but isimmune to rust monster attacks, anddoes not conduct electrical discharges.It cannot be disbelieved by opponents,and lasts for the spell duration regard-less of how much damage it absorbs (itabsorbs 3 hp of damage per attackdirected at the wearer). This improvedphantom armor does not hamperspellcasting or the exercise of any classabilities, confers a +1 bonus against allattacks protected against by magicarmor, and completely covers the pro-tected creature, who may be of any size(e.g. a horse or mule), fitting perfectly.The armor wearer looks as if it wereshadowed by far larger, more powerfularmored creatures who stand behind itand move with it. Creatures of 2-7 intel-ligence (“Semi-” and “Low”) whoobserve this effect will flee in fear ofthe strangeand powerful armoredcreature they face; more intelligentcreatures are disconcerted and may

    respect the potential powers of the pro-tected being more than they otherwisewould. The material component of thisspell is a small fragment of real armor:plate or metal mail-weave.

    Turnshadow (Abjuration)Level: 6 Components: V,SRange: 6"Casting Time: 1 segmentDuration: 1 round/levelSaving Throw: NoneArea of Effect: 4"x4"Explanation/Description: This spellallows an illusionist to turn shadowmonsters, demi-shadow monsters,shades, and shadows (either those con-jured up and controlled by means of asummon shadow spell, or encounteredundead) and cause them to flee awayfrom the caster and/or companions in achosen direction at 10" per turn or toattack a single target creature of thecaster’s choice. Thus, a shade of a dra-gonne created by one illusionist anddirected at another illusionist could beturned against the first illusionist (whowould lose control of the dragonne,including any ability to dispel it withouta separate spell).

    Power Word: Silence(Alteration)Level: 6 Components: VRange: 1"/levelCasting Time: 1 segmentDuration: 2 roundsSaving Throw: NoneArea of Effect: SpecialExplanation/Description: This spellenables a magic-user to magicallysi lence one creature and an areaextending all about that creature to adistance of 1 foot. The silence occursinstantly upon the utterance of thepower word, ruining any spellcasting inprogress, and continuing in the roundfollowing the round in which thepower word was uttered. The silencefoils spellcasting, the utterance of anyword of activation or command words,normal speech or shouted alarms,

    banging noises, and blocks all sound,effectively deafening the target.

    The target can of course move,breathe, or even ring a gong or operate amagical noisemaker (including such itemsas a horn of Valhalla or blasting and achime of opening) without any effectexcept the expenditure of charges, ifapplicable. Dispel magic or dispel silencewill not affect the silence created by apower word; a limited wish or more pow-erful spell is required.

    Khelbens Warding Whip(Abjuration/Evocation)Level: 7 Components: V,S,MRange: 1"/levelCasting Time: 7 segmentsDuration: 1 round/levelSaving Throw: NoneArea of Effect: SpecialExplanation/Description: Developedspecifically as a counter to the variousBigby’s Hand spells, this magic enables acaster to combat magical attacks whichtake the form of pushing, striking, orcrushing forces. It creates a whip-like,flexible lash of invisible force directedby one of the caster’s hands, whichwhen directed against magical forceshas the following effects:l All cantrips that cause loss of bal-

    ance or affect physical person: pres-ence of whip confers immunity onwhip - wielder.l Push: presence of whip confers

    immunity on whip - wielder.l Shield: touch of whip instantly dis-

    sipates shield; whip unaffectedl Tenser’s Floating Disc: touch of

    whip has 40% chance (per strike; 1 perround) of destroying disc; whip unaf-fectedl Bigby’s Interposing Hand: touch of

    whip instantly destroys hand; 20%chance of whip being destroyed too.l Bigby’s Forceful Hand: each strike

    of whip on hand (one per round) has a90% chance of destroying the hand anda 30% chance of destroying the whip.l Bibgby’s Grasping Hand same as

    above, except the chances are 80% and40%.

    15

  • Selvars Ineffable Conjurations, Magicks, and Phantasms

    l Bigby’s Clenched Fist same asabove, except the chances are 70% and50%.l Bigby’s Crushing Hand same as

    above, except the chances are 65% and60%.

    The caster need not concentrate onthe whip to maintain its existence, butcan cast only verbal-only spells to avoiddestroying it before the spell expira-tion. No hit roll is required to strike orparry with the whip, but the caster can-not also wield physical weapons with-out causing the whip to dissipate. Thematerial components of this spell are apiece of wire and a pinch of powdered

    electrum.The whip has no effect on the effects

    of such spells as gust of wind, levitate,hold person,slow, fumble, repulsion,reverse gravity, trip, and various non-moving magical barriers, from wall offorce up to prismatic sphere, and can-not itself be used as a weapon—it sim-ply and harmlessly passes throughliving objects as though they did notexist. It may be used to parry the physi-cal attacks of normal and magical weap-ons, including telekinesed missiles andother weapon-like spell effects (such asspiritual hammer, flame blade and Mor-denkainen’s sword) and of magical

    items(such as a shillelagh or ring of theram), with a base 60% chance of suc-cess, plus2% per level of the caster ofthe whip. Thus a 14th level magic user,the lowest level able to use 7th levelspells, will have an 88% chance of par-rying, whether the attack be a +1 dag-ger or a flame blade, with a maximumchance (regardless of level) of 96%. Thewhip can parry only one attack in around, so it can foil only single-missilemagic missile attacks, and remove onlyone point of damage (per round) fromblade barrier attacks.

    16

  • AppearanceAn octagonal volume of two woodenboard covers, over which are stretchedsections of black-and-silver crocodile-skin, enclosing nine sheets of beatenelectrum, each bearing, stamped andetched, a single spell. The book is fas-tened with a clasp opposite the elec-trum hinges—a black left human handthat swivels at its wrist to grasp a blackbestial hooked tail. The book bears notitle.

    History and DescriptionThis book was compiled by the mageknown only as Shadowhands, lieuten-ant to Nelazra, the Old Mother (thoughshe was never called that to her facetwice), Guildmaster of the Nighteyes,the guilded thieves of Calimport.

    Shadowhands, whose real name hasnever been known is believed to havebeen Nelazra’s lover and confidant, andis believed to have been slain in a battlewith The Brothers Six, a group ofmages who sought to control muchmerchant trade in Calimshan, and sawelimination of the Nighteyes as neces-sary to the success of their ventures.The Brothers Six had been reduced tojust two in number by the time theyfinally slew Nelazra and broke thepower of the Nighteyes in Calimport—and they were in turn slain by Khelben“Blackstaf f ” Arunsun when theyattempted to control trade entering andleaving the harbors of Baldur’s Gate andWaterdeep.

    The Shadowtome was found in a con-cealed room in the back wall of the tem-ple of Mystra in Calimport by the mageAzkhazan, who was slain by hobgoblinswhen adventuring in the mountainsnorth of Iriaebor, and the tome tradedby them to the evil mage Maerglor ofElturel, in return for weapons, food,and fine armor. Maerglor sold it toElminster, who after copying what of itscontents he needed, sold it to Evintherthe Blue of Neverwinter, who was blast-ed to nothingness two winters later byan unknown magical assailant who pre-sumably has the book now, unlessmeeting with subsequent misfortune.

    The ShadowtomeThe Shadowtome’s pages bear the fol-

    lowing spells (unless otherwise noted,they are all standard PLAYERS HAND-BOOK spells): dispel magic, missile mas-tery (a unique spell, detailed below),night scar (a unique spell, detailedbelow), polymorph other, animatedead, cloudkill, ironguard (a uniquespell, detailed below), death spell.

    Missile Mastery (Alteration)Level: 3 Components: V,SRange: 1"/levelCasting Time: 3 segmentsDuration: 3 roundsSaving Throws: SpecialArea of Effect: One missileExplanation/Description: This spellallows its caster to change the flight of asingle missile (per round) in mid-air,hurling it back at its sender or at anyother creature. Such a missile strikes asthough wielded by the caster of themastery directly, as a proficient weap-on, at +4 to hit, and does its normaldamage. They may in turn be readilydeflected by magical means (such asshield or gust of wind).

    Magical missiles only gain a savingthrow vs. spell (that of their caster orsender), aided by any pluses they have.Magic missiles (the spell or wand) arenegated (dissipated into nothingness)by any attempts to use mastery uponthem—but only one of the multiple mis-siles created by this spell when it isemployed by a mage of respectablelevel wil l be deflected by use ofmastery. Further spellcasting is impos-sible while a magic-user is using mas-tery; i t can, however , be endedinstantly by the cessation of the mage’sconcentration. Concentration is notbroken by physical attacks on themagic-user, who can freely engage inphysical combat without wasting thesecond and third rounds of mastery.

    The only benefit this spell gains amage trapped in a blade barrier is a +1to the initial saving throw representingthe magic-user’s chance to escape theforming blades. The mastery must havealready been in effect, however; if the

    time is taken to cast it, the blade barrierwill have fully formed—no savingthrow is then allowable, and there arefar too many blades moving about formastery to be of any use against them.

    Night Scar (Illusion/Phantasm)Level: 3 Components: SRange: 3" Casting Time: 3 segmentsDuration: 10 turns/levelSaving Throw: Neg.Area of Effect: One creature or objectExplanation/Description: This magic isbrought about by will and gesture only;it creates an invisible, unique mark (thenight scar) on a creature or object. Thetarget is entitled to a saving throw ver-sus spell to avoid the mark, but unlessthe target is a creature who bothobserves and recognizes the gestures ofcasting, the target will be unaware thatany spell has been attempted. Thismark is visible only to the caster andthose creature(s) who touch the casterduring the casting of the scar (up to sev-en M-sized creatures could conceivablydo so). The scar will not be revealed bytrue seeing or the like because it is notreally there, nor can another creaturebe enabled to see it by having the caster(or another who can see it) describe it tothem. The scar fades at the spell expira-tion, and can be removed by dispelmagic or remove curse. It does not radi-ate magic, and cannot be thus detected.The scar shows through clothing, dis-guises, etc., and to those who can see it,appears to glow sl ightly—thus, amarked person can be readily distin-guished in a crowd if one is within vis-ual range. This spell is primarily used totrace thieves or murderers who escapefrom the scene of a crime but live orremain in the area (so that they can beapprehended later).

    Backlash (Enchantment/Charm)Level: 3 Components: V,SRange: TouchCasting Time: 4 segmentsDuration: SpecialSaving Throw: Neg.Area of Effect: One creature

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  • The Shadowtome

    Explanation/Description: By means ofthis spell, a magic-user can affectanother spellcasting being. (This spellwill not work on creatures who havespell-like natural powers.) The magic islost and wasted if cast on a non-spellcaster. The backlash leaves only afaint magical trace, and can only beremoved by a remove curse or strongerspell, not by a dispel magic. It does nottake effect until the victim employs anoffensive spell that fails (regardless ofdistance or time removed from theplacing of the backlash). A backlash willoccur when a victim’s target is unaffect-ed by making its saving throw, whenthe victim has spellcasting interruptedor ruined, or when an offensive spell isincorrectly used on a target that isimmune to it. The backlash causes thespell to work (even if the casting wasbotched) with full effects upon the cast-er of the offensive spell, who is allowedno saving throws or immunities in thiscase.

    The backlash only works once,although any number of backlash spellsmay be placed on a single spellcaster;only one will take effect at a time.

    Ironguard(Abjuration/Alteration