Magic of Menzoberranzan
Menzoberranzan, like any drow city, is teeming with magic. It can even be purchased from certain vendors in town and magic-users, alchemists, savants, and clergy are all available for hire and to sell their wares. The hiring of mercenary spell casters is covered on the hirelings page.
Learning Spells: Magic-users, death masters, alchemists, illusionists, drow bards, and witches all use the intelligence-based magic-user chances to learn spells and maximum number of spells known (there is no minimum number of spells learnable). These classes can learn spells from scrolls and spellbooks (death masters and witches also occasionally gain spells in other manners, such as divine inspiration or a servant of their god). Note that the chance to learn a spell and maximum number of spells knowable doesn't apply if the spell is researched instead (see below). Clerics, druids, shamans, specialty priests, dwarven loremasters, and bards can all learn new spells from scrolls and some holy texts. Deity specific spells (not necessarily faith-specific spells) cannot be learned by the followers of other deities and sphere limitations usually apply to specialty priests.
Potions: Potions are fairly common in Menzoberranzan, at least the following varieties are: healing, extra-healing, fire breath, longevity, vitality, magic resistance, climbing, and water breathing. Potions can be created by any spell caster of any level. To do so without the aid of an alchemist requires the alchemy NWP but a skilled alchemist can make this unnecessary. In fact, since an alchemist can create potions on their own, the addition of another spellcaster is usually unnecessary. For this reason alchemists are usually hired to make potions, potions are purchased, or an alchemist is hired to aid the spell caster so they can learn to make a potion type.
Drow Runes: The process and requirements for learning to produce house defense glyphs, drow way-marker runes, and sacred glyphs is given on the Noble Houses page as this knowledge is limited to the nobles.
Scrolls: Scrolls are also fairly common in Menzoberranzan, being churned out by spell casters for money and purchased by other spell casters as emergency supplements, to gain or replace spells (the latter if a spell book is destroyed and there is no copy), to be able to use a normally unavailable spell, or to be able to use a spell at a more powerful level than the caster currently can. Spellcasters can only use spells of their own type. There are several types of scrolls: alchemist, clerical, death master (for obvious reasons these are not generally available for purchase and even openly seeking them can draw unwanted attention), druidic (rarely seen in the city and then held for sale to visiting surface dwellers), illusionist (generally captured from svirfneblin and held for sale to surface merchants), magic-user, and witch. Drow bards use magic-user scrolls and shamans, dwarven clerics, and dwarven loremasters use clerical scrolls. Specialty priests can only use spells they normally have access to (or a new spell they can learn), whether clerical or druidic spells from spheres they have access to or faith-specific spells. A minimum of a 6th level spell caster is required to scribe a scroll.
Common spells found on scrolls sold in the city are minor divinations (detect magic, read magic, detect charm, detect life, detect evil, locate object, etc.), minor healing spells (cure light wounds and slow poison), any cantrip or orison, certain minor useful spells (especially preserve), and minor defensive spells (alarm, shield, protection from evil, invisibility to undead, resist fire, etc.). The drow generally don't concern themselves with the selling of charm person, sleep, grease, wizard mark, and similar spells that are no threat to them and have valuable common usage (including controlling slaves) though seeking more dangerous spells (hold person, haste, silence, magic missile, etc.) usually leads to some attention being drawn. Of course nobles and known powerful spellcasters can get away with such without problem but even a minor priestess of Lloth should take care asking around for poison or flame strike as paranoid superiors wonder why. In general seeking any spell of 3rd level or higher other than cure blindness, cure disease, and remove curse is likely to attract attention (and the latter will for anyone looking to find who set off the curse they set up for defense of some item or area).
Spell Casting: Spell casting rates for spells are the same as noted in the DMG and UA. Openly seeking the casting of some spells can be very dangerous, however, as it attracts unwanted attention. Surprisingly few people seek out the ever present clergy of Lloth for healing spells, instead they prefer to purchase potions or find one of the few clergy of other deities available for such services. Such clergy have to maintain a low profile but since even low ranking clergy of Lloth seek them out they are generally not bothered too much so long as they stick to simply casting spells for fees and not attempting to proselytize. This danger makes the purchasing of priest spells from clergy more expensive than usual unless they are purchased by a worshipper of the deity or from a priestess of Lloth. Some of the notable (i.e., better known) clerical spell casters in the city are Drugar the Lame, a duergar priest of Ladaguer, Farthing Onslet, a human priestess of Loviatar, and Helsinth Noglory, a human priestess of Shar. Durk "the Terrible" (to some known as "the Terribly Drunk") is a half-orc priest of Garagos that ministers only to humanoids and those who can prove they worship Garagos (actually saying a prayer to Garagos or displaying his symbol in front of Durk is enough) though under no circumstances will he ever cast spells for a dwarf (including duergar but not derro).
Spell Components: Many common spells have easily located material components, even in the underdark. Those with expensive components usually also have a similar level of frequency to the surface. Unfortunately, a number of other components are not available in the underdark. In these cases it is sometimes necessary to acquire components from the surface (several merchants specialize in these items) or to find an alternate material component, which sometimes doesn't function as well. For instance, most spells requiring wood as a material component that have funguswood substituted lose up to 1/2 their duration or effectiveness (this is not true with all such spells, in some cases funguswood is just as effective as surface wood and in a few cases it can't be used at all). A variety of means of handling these issues have been developed and most drow houses assign mages to produce and preserve necessary spell components of all sorts. Certain cantrips and material spells are the most common methods of acquiring many simple components with certain other cantrips and preserve spells used to protect them in storage.
Spell Research: Any spell caster can attempt to research new spells of any level they can cast. This process varies heavily in chances of success. Any spellcaster that uses the magic-user chances to know spells and limits on spells known (see above) does not have a researched spell counted against their maximum number of learnable spells and doesn't roll against their chance to learn spells to learn the spell. Possessing a copy of a spell gives a +40% chance to be able to develop it and can cut down considerably on costs. Thus a magic-user who has already reached the limit of 3rd level spells that he can learn who wants to learn fireball might have a scroll of fireball and then research the spell, gaining a +40% modifier to his chance to successfully develop the spell himself (and thus have learned it).
Treated Items: Treated items are items that have undergone special treatment to make them more resilient. While not usually magical themselves, the treatments can give them magical-seeming properties. The best known treatment is the dwarven everbright. Any everbright treated item of metal is immune to any sort of rust or corrosion, even from a rust monster. Another common treatment is blueshine. Blueshined metals are more resistant to acids, bases, and other effects that would eat them away as well as being immune to [normal] rust (rust monsters and spells are still effective). There are many other treatments as well, most known only to a single clan or small number of people. One clan of Menzoberranzan's duergar neighbors in Gracklstugh have developed a unique treatment of their own for metals. Darkforge makes a forged item of ferrous metal (usually iron or an alloy like steel) dark and lusterless. Close examination shows tiny red speckles in the metal and even when enchanted such blades cannot be made to glow with their own light.
Darkforge items are treated as though cold forged (so a steel or iron mace would be treated as cold iron) for purposes of creatures able to be hit and any additional damage done. More importantly, darkforged items are always slightly below room temperature and do not conduct heat, even if a heat or chill metal spell is thrown on them (the spell takes effect but the user suffers no ill effects and won't even notice). They automatically save against all but prolonged magical fire and cold effects. Darkforged blades are preferred for use in making flame blades and frost brands due to these properties. Everbright and blueshined items cost 10 times the usual price and darkforged items cost 20 times as much as usual. Treatments cannot be combined.
True Magical Items: Other types of true magical items (not drow pseudo-magical items) are naturally rare in the city and highly valued. Even a lowly sword+1 that is truly magical offers many benefits over the more common drow version including better saving throws, immunity to the effects of sunlight, protection against some forms of attack, and, of course, prestige. Items like wands and rings offer powers all their own as well and so these items are always very expensive and in high demand. Most merchants who purchase these items already have standing agreements with multiple noble houses to allow them the first chance to buy the item. As well, just as with scrolls and potions, items can be made to order if the seeker has the money up front. Such work is not guaranteed (it's subject to all the usual chances of failure) but there are enough spellcasters in the city willing to do the work provided money, materials, and so on can be found that any basic magical item can usually be made for anyone seeking something specific.
New Spells:
Several new spells are common in Menzoberranzan. Some are full spells while others are minor cantrips and orisons. The powers of all priest orisons are listed below as well for reference.
Cantrips: Many new cantrips deal with conjuring a variety of creatures. The only commonly known cantrip that is reversible (i.e., its reverse is not a separate cantrip) is the hairy cantrip. Exactly why is not clear. Additionally, I have adopted some cantrips from this website. These cantrips are marked with an asterisk (*) as well as being presented here (since I usually made some changes).
- Airflow (Useful)*: I have renamed the windspeed cantrip from the website to make it more in line with my other adjustments. This cantrip allows the user to know the direction and speed at which air is moving at a set point in space within 1" of the caster. Other details, such as humidity, temperature, and purity are not determined. The somatic component of the cantrip consists of the caster touching his index finger to his tongue and holding the finger up to the wind. The verbal component is Hmmmmm.
- Bandage (Person-Affecting): A modification of the wrap cantrip, this cantrip produces a bandage that is tightly wrapped around an open wound. The wound must be open, so it must be a scratch, scrape, cut, or the like, not merely a bruise. Open lesions from a disease cannot be bandaged with this cantrip but lanced boils and blisters can. The bandage may not be sufficient to halt bleeding (just as with any bandage) and can be used on open wounds from the size of a pin-prick to moderate sized wounds. The bandage produced is not large enough to go around a chest or large limb (such as a giant's), limiting its use in some locations as well (since the conjured bandage can be removed and used, those needing emergency bandages for large or badly placed wounds have been known to inflict minor injuries the cantrip can handle and then salvage the bandage produced). As this spell is not magical healing, it can even work against a wound from a sword of wounding, halting further hp loss. If the bandage cannot handle the wound (whether it's a bruise or too large or poorly placed), the cantrip fails entirely and no bandage comes into existence at all. Bandages produced by this cantrip consist of silk web with an area of dried moss that sits over the wound itself to absorb blood. The DM determines how affective this cantrip is in any situation.
- Bloodtype (Useful)*: This cantrip requires a sample of blood or tissue (including hair but not nails, claws, or horns). It can only identify the species the tissue or blood came from, not individuals or gender, and then only if the caster has actually seen that species before (just knowing what a beholder is, is no help). Blood is the most reliable as some creatures will give false readings. For example, a feather from a griffon or hippogriff will register as being from an eagle rather than its real source. The somatic component of bloodtype is the act of touching the blood; the verbal component requires invoking the names of obscure magical hemogoblins.
- Bumblebee (Personal): This cantrip conjures a single bumblebee.
- Carpenter Ants (Personal): This cantrip conjures several worker carpenter ants.
- Clot (Person-Affecting)*: This cantrip will cause the bleeding of a single, open wound to stop as the blood immediately clots. It will not work on purely internal wounds, such as bruises, nor on species whose blood doesn't clot or who lack blood (e.g., a nereid). The scab can be removed or the wound reopened as normal. This cantrip reduces the chances of infection by 5% if used promptly and can prevent a creature from bleeding to death if they have only one wound (or at the DM's discretion). This cantrip is necromancy. The cantrip is not healing and so will work even on wounds created by a sword of wounding. The verbal is the magic word porbaybi. The somatic component is moving the hands as if wrapping the wound with a bandage.
- Cricket (Personal): This cantrip conjures a single cricket.
- Diceroll (Legerdemain)*: I have altered the cointoss cantrip that was presented on the webpage to be more generic. This cantrip can dictate the roll of one single die or toss of a coin as long as the coin or die is not magical and does not hold any other enchantments (such as continual light, magic mouth, fool's gold, or Nystul's magic aura). Even if multiple dice are rolled, only one can be affected by the cantrip at a time. Two people attempting to affect the same die or coin at the same time will negate each other, even if they are trying for the same result. The caster must point to the coin in the air while stating the result desired.
- Dull (Reversed): Essentially the opposite of the polish cantrip, this cantrip makes items dull and lusterless. They aren't necessarily dirty, just not highly buffed and polished so they don't shine well.
- Goldfish (Personal): This cantrip conjures a small goldfish (a small, ornamental carp).
- Hone (Useful)*: This cantrip sharpens a blade up to a longsword or broadsword in size. It will only sharpen one side of the blade (so a two-headed axe will require two uses of the cantrip as will double-edged swords, knives, and daggers). Larger weapons, such as bastard and two-handed swords require two uses of this cantrip to sharpen the entire blade on one side. The use of this cantrip grants no exceptional benefits such as bonuses to hit or damage. The caster must slide his finger along the blade's edge while verbalizing a shish sound.
- Hornet (Personal): This cantrip conjures a single hornet.
- Ladle (Alchemist): This cantrip conjures a bar of force in the shape of a stick, ladle, spoon or other object meant for stirring and mixing. The bar of force must be firmly grasped with one or both hands by the caster to be used and does not transmit temperatures or other effects from the caster to the substance to be mixed or vice versa. This is essential for the alchemist to work with some substances as well as to keep some formulas absolutely pure. Any attempt to use the bar of force for anything other than stirring or mixing a substance (like prying something open or using it as a weapon) will cause the cantrip to end. The ladle lasts as long as the caster concentrates and can be moved from item to item to stir various substances (it never carries residue from any substance it was used with). The conjured ladle will adjust in length from 8" to 4' long as appropriate to the substance and container it is used with.
- Locust (Personal): This cantrip conjures a locust or grasshopper.
- Mud Dauber (Personal): This cantrip conjures a single mud dauber (a type of wasp).
- Oil (Useful): This cantrip allows the caster to oil a square foot of an item. It can be used to properly oil leather (thus preserving and maintaining it), oil the hinge of a door, or the like. The oil is worked into the item by the spell. Living things cannot be oiled, nor can stone. Generally only metals and once living things (like wood, funguswood, and hides) can be affected by this cantrip. In other instances it simply fails.
- 'Pede (Personal): This cantrip conjures either a millipede or a centipede no larger than 6" in length.
- Pop (Haunting Sound)*: The noise made by this cantrip is equivalent to a paper bag bursting. Its point of origin can be dictated to anywhere within a 1" range so using it right behind someone's head (for example) is likely to cause them to react with surprise and possibly fright. The caster must vocalize a very small popping noise while pointing to where the sound is to originate from.
- Scarab (Death Master)*: This cantrip permanently animates a small beetle that is effectively a zombie or skeleton. The beetle can be no larger than 2 inches long and must be an insect, not an arachnid. It is always automatically destroyed by clerical turning. It will "instinctively" avoid holy places and holy objects and has only 1 hp. Spells and items that affect undead will have equal effect on the undead insect as though it were a zombie or skeleton (so holy water will destroy it). The scarab wanders aimlessly at 2'/round and will not attack anything. The caster has no control over it unless additional magic is used.
- Scorpion (Personal): This cantrip conjures a normal scorpion of some sort, no larger than the palm of the caster's hand.
- Snuff Flame (Personal): This cantrip instantly puts out a single flame in 1" of the caster. The fire must be small, a piece of paper with one end burning, a candle, a lamp, a lantern wick, and the like could all be extinguished through use of this cantrip. The cantrip affects any flame within range in the line of sight, even if the flame is behind a piece of glass or crystal (such as in a lantern). Note that a larger fire made smaller by affect normal fires can be extinguished in this manner. Magically sustained flames cannot be extinguished and flaming items still touching something hot enough to ignite them will reignite but the cantrip can extinguish magical items that are lit to use (such as magical incense and candles) and fires that were magically started. It will not damage a creature of elemental fire but will annoy it if used directly against it. The caster points to the targeted flame with one hand while making a waving motion with the other hand while it is cupped. At the same time a soft whooshing sound is made.
- Songbird (Personal): A small, normal, surface world songbird is conjured. Exactly why this cantrip was developed is unclear but any songbird fad that once existed has disappeared (though miners still use some to ensure good air). Fletchers in the city continue to demand a better spell that can conjure larger birds to provide them with better fletching (most of their fletching comes from webbirds). Someone may have finally developed one as surface feathers seem more common in the market of late.
- Stir (Alchemist): This cantrip causes something in a jar, pot, or other container up to the size of a large cauldron to begin mixing itself in a swirling motion as though it were stirred by a spoon, ladle, stick, or other appropriate device. The substance must be liquid or granular (like sand) in composition and no thicker than molasses (so glass, which is technically a liquid, could not be stirred unless sufficiently heated). The stirring is always horizontal in movement though vertical mixing will also occur in the substance. The stirring will continue for one turn, which may be insufficient to thoroughly mix a substance (DM will adjudicate).
- Stitches (Person-Affecting): A modification of the stitch cantrip, this cantrip stitches a wound closed. The edges of the wound must be close together (they must be held that way if the wound is too spread apart) for the stitches to hold (the cantrip brings them together as normal stitches would so the wound needn't be closed when this cantrip is used). A 1" long area is stitched together by this cantrip (or less, if the wound is smaller) and multiple uses of this cantrip can be used to close larger wounds. This cantrip does not guarantee the stitches won't pull out, they are real stitches and subject to the same limitations (a bandage cantrip is often used after the wound is stitched together). Like the bandage cantrip, this is not healing and so may even be effective against wounds from a sword of wounding. The stitches conjured by this cantrip are silk and have to be removed later on. The cantrip will not cause infection, but leaving the stitches in too long and not keeping the area of the wound clean could still lead to it. The DM determines how effective this cantrip is in any situation.
- Termites (Personal): This cantrip conjures several worker termites.
- Wasp (Personal): This cantrip conjures a single wasp.
Orisons: Generally the orisons listed here should not be considered unique to Menzoberranzan, they are merely listed here since orisons were never fully dealt with in 1st Edition Dragon Magazine articles (the orisons given were often poorly balanced and limited in both number and scope). Some orisons exactly mirror various cantrips. As with cantrips, 4 orisons can be memorized in place of a single 1st level spell.
- Aspiration: A d20 is prerolled but its result is unknown to the player. Any time during the duration that a d20 roll is called for (saving throw, attack roll, ability check, etc.) the player may choose to substitute an undesired roll for the previously made roll. This orison is based on the orison aspiration from Dragon #108.
- Benediction: This lesser form of bless causes one creature to benefit as though under that 1st level spell for 2 rounds. It is reversible (the reverse is called malediction). This orison is based on the orison in Dragon #108.
- Bird Call: This orison allows the caster to imitate the call of an avian creature he's heard before. Except for the increased duration, this is the same as the orison in Dragon #119.
- Bluelight: Creates a 3" diameter sphere of bluish light in the caster's palm. The sphere will illuminate a 5' radius. This orison is the same as the bluelight cantrip.
- Candle: This causes a candle (it may be in a holder or candlestick) to become lit if not already lit. The candle will stay lit as long as it remains in the caster's hand for the duration in anything less than a gale force wind. It may be smothered as usual, however. This is based on the candle orison from Dragon #108.
- Cure Minor Wounds: Heals 1 hp of damage. As with more powerful healing spells, this is always sufficient to halt any bleeding except in exceptional circumstances (such as a sword of wounding).
- Edible Plant: This orison helps the caster determine if a plant would be dangerous for him to eat. If the desired portion of the plant is separated from it (such as the fruit, stalk, or a leaf) the caster can determine the edibleness of just that portion. This orison is generally used by druids when in unfamiliar territory. It will not work on lichens or fungi. This orison is found in Dragon #119.
- Emboss: This orison allows the recipient to faithfully reproduce the holy symbol of the caster's god on an item even if they don't have any artistic talent (they merely need to be trained in whatever work they're doing, such as a metal worker when placing the symbol on a sword, a carpenter for a crossbeam, a potter for a clay urn, etc.). They must know what the god's holy symbol looks like (they don't need to be able to recall it as long as they've seen it and could identify it on sight as that deity's symbol--most priests show their own holy symbol to the recipient before using this orison anyway, just in case). The orison lasts until the craftsman stops working (such as to take a break) or the symbol is complete, whichever comes first. It is said some craft related faiths grant another version of this orison known as etch that allows the caster to produce any design they desire as long as they don't stop work until it's completed. Others say this is just jealousy and that those priests are simply skilled at their crafts.
- Empower: This makes a weapon or up to three small missiles (darts, arrows, crossbow bolts, etc--not throwing knives, throwing axes, clubs, spears, ballista bolts, or the like) magical. The effect lasts until the missile is used (whether or not it hits) or for up to one turn for melee weapons. Missiles that aren't used within 1 turn of casting also lose the benefits of this orison. The item(s) gains no bonus to attacks but may hit creatures only affected by magical weapons. The orison will only affect weapons allowed to the caster, even if other members of the faith may use other weapons (this is limited by class--such as cleric vs. druid--and not by proficiency). This orison has no effect if cast on a missile launcher (e.g., a bow instead of an arrow, an atlatl instead of javelin, etc.). This is based on the holy dart cantrip from Dragon #120.
- Flamefinger: This causes a small flame to appear on the end of the caster's finger (or glove, etc. if worn). The flame cannot be extinguished except by smothering but lasts only 1 round. During this time it may be used to light another substance. This orison is based on the flamefinger orison from Dragon #120.
- Humidity: This cantrip raises the humidity in a sphere 1" in radius centered on a point within 1" of the caster. The increased humidity is sufficient to cause water droplets to form on cool surfaces and creatures to notice a palpable dampness in the area. Under already humid conditions it can cause water to actually condense out of the air for one round similar to a precipitation spell. Windy areas, hot deserts in the middle of the day, and the like will be basically unaffected by this orison as the air is mixed with other air normal to the region. The reverse, dehumidify, will reduce the humidity in a like area. While this won't dry out items that have become damp due to the humidity, in an enclosed space it can prevent their absorbing moisture by reducing the local humidity. The reverse is often used to protect food (lower humidity impedes growth of fungi and mold), books and scrolls (which might be damaged by the damp), clothing, and metals that will corrode (silver, copper, iron, steel, etc.). This orison is based on the humidity orison from Dragon #120.
- Identify Animal: This orison allows the caster to identify the source animal type of any animal body part if the caster has encountered that species of animal before. Identification will be generic (e.g., "avian", "mammal", etc.), to specific (e.g., "eagle", "deer", etc.), to exacting (e.g., "golden eagle", "white-tailed deer", etc.) depending on exactly what sort of animal the caster has encountered in the past. Note that the orison is not perfect and will confuse a griffon's feather for that of an eagle, for example. It cannot identify magical or unnatural creatures (unless they are created from normal animals, in which case it will identify the component animal, such as the eagle portion of a griffon, if possible). Blood will never give a misreading of this sort. This orison is related to the bloodtype cantrip. The body part can be of any age. After 3rd level druids do not require this cantrip unless only a trace (such as a little blood) is all that's available. This orison cannot identify specific animals (e.g., "Joe's bear").
- Identify Plant: This orison is essentially the same as the identify animal orison except that it works on plants, fungi, and lichens.
- Insect Repellent: This orison causes the subject's natural body odor to change to act as a generic repellent to most common insects that would bother a creature of the recipient's type (e.g., cast on a human it would repel mosquitoes, flies, gnats, etc.). This orison is no proof against such creatures and cannot overcome any sort of compulsion the insect might be under (e.g., if summoned by a summon insects spell). Insects that are generally non-bothersome (e.g., bees, spiders, etc.) to the subject species are not effected by the repellent odor. In general the repellent is useless against giant-sized varieties of insect. This orison is reversible. Its reverse, attract insects, causes the subject to smell good to the same sort so insects that insect repellent attempts to repel. The reverse allows a saving throw though the subject may choose to wave it (sometimes a subject wants to attract insects). The two orisons will cancel each other out if cast on the same creature, even if one has almost no duration left when the other is cast. Herbal concoctions, stepping in manure, being covered in honey, and such may overwhelm either of these orisons. Standing next to someone affected by either orison may aid the unaffected person as the scent will carry. This orison is based on the orison repel insect in Dragon #119.
- Invoke: This orison has two forms. The first allows spells requiring the caster's holy symbol as a material component to be cast without it while in an area dedicated to the caster's faith or allied faith. The second version is used when outside such an area. The caster can cast one spell of 1st or 2nd level during the orison's duration that requires the caster's holy symbol as a material component to be cast without it. This version may only be used once/day and abuse of it (such as relying on it rather than attempting to gain a holy symbol) will cause it to be denied until the caster atones.
- Jolt: The opposite of the slumber orison, the recipient is jolted to greater wakefulness with a little bit of adrenaline. The recipient must be awake and be trying to stay awake (such as on guard duty or watch) for the orison to have any useful effect. The timely application of this orison usually allows late night guard shifts to be gotten through but the DM must adjudicate based on fatigue of the recipient and other factors (a guard that has been marching all day, has no desire for anything but going to bed, doesn't think anything is out there, and makes no attempt to stay awake on their own will only be aided by this orison for a few minutes at best while a well rested, dedicated guard perceiving a potential threat and trying to stay alert might only use this orison as a just-in-case). Use of this orison is said by some to have possible addictive qualities.
- Magic Sense: This orison allows the caster to determine if there is active magic within 1" in front of them. Magical items and active spells will give a positive indication but triggered spells that are currently "dormant" (this category does not include more active wards like wizard lock, wandering symbol, and wandering glyphs that are always operating), residual magic from past effects, and even some extremely weak effects will go unnoticed. The caster does not gain any idea where or what the magic is, nor knowledge of school or sphere except that it is in the 1" cube area in front of him.
- Meditation: The caster improves their saving throws vs. fear effects and morale by +2 for one turn. This is based on the orison in Dragon #108.
- Minor Darkness: This is essentially the reverse of the bluelight orison, creating a small globe of darkness. Note that while it can function in the area illuminated by a more powerful light producing spell it is destroyed if it comes in contact with the source created by such a spell. It can be used to negate a bluelight cantrip or orison just as darkness can negate a light spell. It can also be used to cover a small flame, such as a candle or a wick. The darkness forms at the end of the caster's finger and can be cast on items or in the air as with a light spell. If attempted to be cast in a creature's eyes the effect is treated as though the creature had made its saving throw vs. a darkness spell (the darkness forms but is next to the creature's head, not in its eyes, and will not move with it). No saving throw is actually required, the creature is assumed to automatically make it even if cooperative or unconscious.
- Numb: This orison allows the caster to numb a small area of the recipient's body so that they won't feel the pain as sharply. Only a small area may be numbed (usually a joint, a finger, a single wound, etc.) and if the recipient is not willing they are allowed a saving throw. The numbness lasts for only 1 hour and can be used to combat some effects of certain poisons and other wounds (including itching and so on). The numbness means a wound that would prevent concentration (such as that required for spellcasting or causing distraction to the point that there is a loss of AC, THAC0, dexterity, etc.) is reduced to that of a normal wound (i.e., the person is aware of it but it no longer distracts sufficiently to hamper their ability to perform actions any more than any normal wound). Note that as this orison doesn't provide any actual healing a broken wrist or other disability may still have full effect. This orison is based on the remove pain orison in Dragon #120. There is no reverse.
- Pet: The caster can tame any animal of low intelligence or less for up to one turn. The animal cannot be made to betray its natural instincts or training (a guard dog will still keep the caster away if it's been instructed to--it just won't be violent unless forced by circumstances). This orison grants no ability to communicate with the animal nor any loyalty or obedience from it. Mistreatment will end the effect immediately. This is based on the pet orison in Dragon #120.
- Polish: This will polish an otherwise clean (i.e., dusted, mopped, etc.) surface. 1000 sq feet or a single item will be affected and only items that can be polished are affected (any other use wastes the orison). This is similar to the polish cantrip.
- Preserve: This will preserve a small amount (can fit in the caster's hands cupped together) of perishable substances for one day/level. The preserved substance(s) will not spoil. This is usually used on spell components. It has no effect on living things. This orison is based on the preserve orison in Dragon #120.
- Protection from Magical Creatures: This orison prevents conjured, summoned, and extra-planar creatures from making contact with the recipient for 2 rounds (clarify, protection from evil). This orison was referred to as warding in Dragon #108.
- Remove Stain: Allows stains up to 2 days + 1 day/level old to be removed. Affects an area up to 1 square inch + 1 square inch/level. The stain may be on any material (metal, cloth, paper, etc.). The caster must trace the general outline of the area to be cleaned (it doesn't have to be perfectly exact, the orison will adjust some as the caster desires). This orison can even be used to remove dyes and so is sometimes used to create elaborate designs in items. The orison will not affect anything that's not truly a stain (for instance impurities in metal that discolor it in an area rather than a rust stain).
- Ripen: This cantrip will ripen a single piece of unripe fruit (on the plant or off) or cause a flower bud to open (as long as it isn't dead). This is based on the ripen orison in Dragon #108 and the sprout cantrip (see also the orison sprout below).
- Seal: This orison causes a seal (usually of mud or wax, though lead, gold, and other materials are possible) bearing their god's symbol to be detectable as magic. The seal will detect as magic until broken, though the orison does not make the seal any more resilient or resistant to breakage. If the seal is viewed with detect magic by another member of the faith using the priest spell detect magic (not the wizard version) the seal will stand out uniquely so they will know another of their faith cast the orison on it (thus presenting some level of authentication). If the magic sense orison is used by another member of the caster's faith it will identify the seal specifically as magical, despite its usually vague results.
- Slumber: This orison is the opposite of the jolt orison (above). It enables a recipient that is tired and desires rest to go to sleep easily and immediately. The recipient may be readily awoken by a loud noise, rough shake, or something more even during this orison's duration. This orison is used to help people get to sleep in moderate noise, on uncomfortable ground, while bothered by a [treated] wound, awake due to thinking, bothered by itches or a rash, or under similar circumstances. The orison doesn't guarantee a fitful sleep or even that the recipient will remain asleep if left undisturbed past the orison's duration, it often does the trick, however. This orison cannot overcome trying to sleep in armor (other than leather, padded, or hide which are no problem anyway), on particularly rough ground, and the like. This orison cannot put anyone to sleep. It is based on the restful sleep orison from Dragon #120.
- Smokepuff: This orison is the same as the smokepuff cantrip in UA.
- Sprout: This can cause a seed to sprout to a 1" high plant with roots, stem, and leaves as appropriate to a new plant of its species. The seed must be planted or laid on a surface the seed can sprout in or the orison is wasted. This is a more limited form of the sprout cantrip (see also the orison ripen, above).
- Test Soil: This orison allows the caster to determine how well a patch of soil (up to one cubic foot) will be able to support the growth of a new plant of a given type. A seed from the type of plant must be held in one hand while a pinch of the soil is placed between the caster's lower lip and gum and the jaw worked up and down (races without lips instead place the soil under the tongue). Except for the adjustments noted, this orison is the same as the test soil orison in Dragon #119.
- Test Water: This orison allows the caster to determine the purity of up to 100 gallons of water (the water may be frozen or liquid, the spell will not affect steam, fog, or the like). When the spell is cast the caster must touch the surface of the water to be tested (this will not protect the caster from damage if the water is too hot, too cold, actually a powerful acid or base, a gelatinous cube, etc.). If the water is not pure the caster will understand how it is impure and the dangers it possesses (if any) to common animals and plants but not what actual impurities exist or their source. Using this orison on running water it will not guarantee the water's consistency over any length of time. The orison will only determine the purity of the nearest 100 gallons of water if used on a larger body of water. Since druids gain the ability to determine water purity at 3rd level, this orison is rarely utilized after that.
Spells: The following spells are common in Menzoberranzan and most other drow enclaves.
- Block Faerzress Radiation (MU7): This spell, also known as shield faerzress radiation as it can be used in this way, can be a powerful way to preserve, concentrate, or deplete faerzress radiation in an area. The spell prevents faerzress radiation from passing through its barrier and the area it encompasses appears to be empty of faerzress radiation to any detect or locate faerzress radiance spells used from outside the area. Likewise, such spells used within it register all beyond the magical barrier has a none level of faerzress radiation. The area encompassed by this spell is carefully determined by the caster beforehand and must be completely planned out in three dimensions, failure to do so causes the spell itself to fail. Once the spell is cast an invisible magical barrier is established that prevents faerzress radiation from passing through it in either direction (it doesn't block anything else, including physical travel, the movement of drow quasi magical items or even sources of faerzress radiation, divination spells (though detect magic sees it as magical and cannot detect magic on the other side due to already detecting magic in the line of sight), and so on). Unfortunately the effects of this seem to be random. If the area contains no source of radiation, then levels usually drop to trace but rarely become none unless they were already none or trace. If the enclosed area includes a source of faerzress radiation (even one that only produces trace levels) it usually increases its levels of radiation by one place (e.g., trace to normal) if continuously shielded for one month.
Sometimes there is no effect on the level of radiation in the contained area, however, even if it contains no source. At other times the levels will increase by one step per month of continuous containment until they are at extreme if there is a source contained in the area but at other times the source will itself lose power at the rate of one step per month of containment until it fails altogether. If the only source in an area is contained, the levels of faerzress radiation in the area outside the barrier always drop to trace within a few tenday's time (or to none if they started at trace level) but do not disappear altogether. Some have theorized that the spell is flawed due to the randomness of these occurrences but no one has been able to improve on it to date.
This spell usually requires an extensive survey of the area before it's cast (mining or engineering NWP make this much more likely to be successful) and careful mental preparation of at least 1/2 an hour after several days of study and solidifying in the caster's mind the exact area the barrier is to enclose (21 days minus 1 per point of intelligence to a minimum of one day). The spell must be cast from within the area to be shielded (range 0) and can contain an area of 100 square yards + 100 square yards per level of the caster. The spell's boundaries must always be anchored to the floor, ceiling, and walls, though it may bend and turn in general ways (there can only be one bend in any plane between any two anchoring surfaces). This spell can be made permanent on an area with the permanency spell. Detect magic will note the barrier as a scintillating rainbow wall of abjuration magic. The entire spell is brought down if the barrier is magically breached in any location, such as by a wand of negation, dispel magic, or anti-magic shell. Some have suggested that the drow of Sshamath destroyed their own faerzress sources through the use of this spell, possibly deliberately (deliberately on the part of the magic-user casters so they would be able to increase their power in the city). Attempts to use this spell to increase the power of a faerzress item always fail (faerzress items "leak" their absorbed radiation, which is why they must return to a radiation rich area periodically and why they can be detected with a detect faerzress radiation spell).
- Continual Chill (Alc5, C3, MU2, W3): The magic-user and alchemist versions of this spell are not reversible but the clerical version is the reverse of the continual heat spell. This spell must be cast on an object (the object may be an area, such as a part of a wall, the seat of a chair, and so on but it may not be cast in the air). The area affected must be cubical or spherical unless the item itself's shape is different, in which case it spreads out equally from the source until a full cubic foot is affected (similar to the way fireballs spread out to fill their entire volume). This means that the spell cannot be used to make designs and symbols. This spell causes any item it is cast upon to absorb large amounts of infrared light in a 20' radius, similar to the way a darkness spell works. A side effect of this is that the item or area has an ambient temperature 20 degrees Fahrenheit below its surroundings and that any area it is in is chilled by 10 degrees Fahrenheit. If in an enclosed, insulated area (such as underground or in a building or vault) the area will get even colder over time until it is at least -20 degrees Fahrenheit (but only for very well insulted areas). This allows cold storage areas to be created and can be a long-term defense against brown mold (brown mold will die in such an area as it cannot get any heat for an extended period of time). Placing multiple items with this spell on them in one area has a limited cumulative effect (adjudicated by the DM based on the circumstances) and will increase the speed at which the area is chilled (this is because the spell does not remove all infrared radiation, unlike a darkness spell). It is rumored that svirfneblin illusionists have a version of this spell but, of course, they aren't saying and there is no way to tell as they have their own priests and alchemists as well.
This spell is based on references in Return of the Eight and the drow signal speculum.
- Continual Heat (Alc5, C3, MU2, W3): The magic-user and alchemist versions of this spell are not reversible but the clerical version is (see the continual chill spell for the effects of the reverse). This spell must be cast on an object (the object may be an area, such as a part of a wall, the seat of a chair, and so on but it may not be cast in the air). The area affected must be cubical or spherical unless the item itself's shape is different, in which case it spreads out equally from the source until a full cubic foot is affected (similar to the way fireballs spread out to fill their entire volume). This means that the spell cannot be used to make designs and symbols, though in many areas items (usually metallic or stone) are fashioned and then this spell is cast on them, followed by their being attached to a sign, placed in a wall (usually through stone shape), or the like. The last 1-3 miles of each of the trade routes into Menzoberranzan are marked in just this way at major intersections to help lead traders in. Other markers of the same sort were used to warn drow leaving the city in the direction of the drider rift to the east but were removed by female driders. Many of these items are now used by drider bands as signal speculums. This spell causes any item it is cast upon to radiate large amounts of infrared light. A side effect of this is that the item or area has an ambient temperature of 20 degrees Fahrenheit higher than normal--generally not too hot to handle but warmer than most mammals or other living things. By placing several items in a room, the room can be heated quite effectively. Sometimes this spell is cast on a large number of stones or disks and they are all placed together in a small area to create a magical oven or stove.
Other common uses are magical stones that are placed in metal boxes and used to warm hands, feet, or, when places under the mattress, a bed. This spell is used for producing signal speculums. This spell destroys combustible material over time, causing paper (and its variants such as papyrus) to scorch and slowly smolder away, turning into ashes over the course of several days (depending on surroundings this could take 24 hours to 10 days), wood chars and over time is eaten away, leaving behind charcoal, and so on. It is rumored that svirfneblin illusionists have a version of this spell but, of course, they aren't saying and there is no way to tell as they have their own priests and alchemists as well. This spell is based on references in Return of the Eight and the drow signal speculum.
- Detect Faerzress Radiance (Alc1, C1, MU1): This spell is essential to the drow way of life. Faerzress is the radiation that gives drow quasi-magical items their power and locating strong sources of it, as well as avoiding large areas that lack it (such as the area around Sshamath under the Far Hills) is essential for drow to produce and maintain their special items. The caster of this spell can see areas of faerzress in sight range. Areas can be checked at the same rate as with a detect magic spell and the overall level of radiance as well as sources in range (and their strength) can be determined. Faerzress levels always show up as one of the following: None, Trace (found on the outskirts of areas the radiation is present and in certain isolated caves and such in otherwise irradiated areas that are somehow shielded), Normal (this is the level in most of the underdark, including Menzoberranzan's main cavern, as long as a drow quasi-magical item spends at least 10 out of every 40 days in such an area they retain their powers indefinitely), Strong (in these areas piwafwi, drow boots, drow sleep poison, and items of +1 or +2 value may be created), and Exceptional (these areas are required for the creation of +3, +4, and +5 weapons and armor--and an appropriately skilled smith, of course). This spell can also detect faerzress items, though it takes 2-10 rounds to do so (based on the background level of faerzress radiation and how strong the item is--not based on "pluses" but rather if it has weakened by being away from a faerzress source for too long). Faerzress items "leak" their stored power, which is why they must return to faerzress rich areas periodically, to "recharge", and why this works.
The material component of this spell is a smooth, round adamantite rod of 8-12" in length and 3/4" to 1.5" diameter that has never been exposed to sunlight. The clerical version also requires the caster's holy symbol (if the caster's holy symbol is made of adamantite that has never been exposed to sunlight the rod is not required). The adamanatite rod (or adamantite holy symbol) must be held in one hand for the entire duration of the spell, if it is dropped, put down, or otherwise released the spell ends. None of the spell components is consumed in the casting of the spell. This spell is subject to a personal use of the permanency spell.
- Dowsing (D1): Also known as locate water, this spell is used by many underdark races to locate sources of water and to follow the unseen paths water takes through the ground. It is considered essential for those seeking to establish a new community, outpost, fortress, mine, or other area for long term occupation in the underdark. The caster holds a Y-shaped stick of real wood (funguswood has 1/4 the area of effect if used) and can check 1/8th of a circle around them per round. The dowser will feel the stick move toward any body of water in range (even if above or below), the more strongly for larger bodies of water. By walking at 1/4 movement rate and concentrating the dowser can even follow a stream or river through the rock, though the direction of flow is not determinable simply by the spell (noticing a downward angle to the flow can generally provide this information) nor will the dowsing note steam vents in the rock. It will detect pressurized, super-heated water that is still liquid but that will burst into steam once it finds release, however. If a water course branches or merges, the spell will follow the stronger source of water without indication of a second route, unless the two are of relatively great amount. The spell ends immediately if the caster stops concentrating at any time. Beyond the stick, which is not consumed, there are no additonal required material components. Dowsing sticks must to be at least 1' long but no more than 2', though shorter and taller races seem to require different (but proportional) size sticks.
Note that dowsing sticks cannot be carved or made and must be naturally occurring Y-split branches (which makes them even less common in funguswood) whose only cuts are to remove leaves (not additional branches or twigs) and to cut away the Y branch from the rest of the tree on each end. No dowsing wand can possess other magics, even spells cast on them such as continual light, nor can they be exceptionally thin or thick (usually 1/2" diameter is good), again by race.
- Identify Fungi (Alc2): This spell is essentially the same as the 2nd level alchemist spell, identify plants, however it applies to fungi, molds, and lichens. The material component is a small amount of fungal spores that are smeared on each cheek.
- Locate Faerzress Radiance (Alc5, C4, MU3): This spell is essential to drow that are relocating from known radiation-rich areas. This spell is used with detect faerzress radiance to locate areas of normal and high faerzress radiation. This spell locates the nearest higher level of radiation in spell range. So if the caster casts the spell in an area of trace level radiation and 50 yards away is an area of strong radiation the caster will know the straight line direction and distance to that area of radiation, even if areas of extreme and normal radiation levels are only 51 yards away from the caster's location. This spell provides no navigational aid and works through rock, metal, and the like (though areas protected against magical scrying will prevent the spell from working through their boundaries). The knowledge this spell provides is instantaneous, so a caster cannot move about in an attempt to triangulate or find out if any other stronger areas are located in any other direction nearby. The caster is not informed of the strength of the located area (other than that it's stronger than the location the caster's in) nor of the strength of the radiation in their own location. The area located must be in spell range, if no such area is in spell range (or is magically protected from divination) the spell indicates the caster as the nearest source of greater radiation. This spell is often cast several times over an area to attempt to determine the size of the located area, if any other higher radiation areas are in the vicinity, and to triangulate the area (while the information provided by a single casting is useful enough to locate the area the twisting passages of the underdark make triangulation essential to actually reaching the area in most cases.
The material component of this spell is three adamantine spheres (adamantine is an alloy of adamant, silver, and electrum or of mithril and steel) that have never been exposed to sunlight. The spheres are all the same size and may be between 1/2" and 5" in diameter. The spheres must be juggled in a vertical ring as the final portion of the spell's casting (this requires the juggling NWP). Each time the spell is cast the spheres lose 1/4" of their radius until, if cast with 1/2" diameter spheres, they are completely consumed. The cleric version of this spell does not require any additional material components.
- Preserve Fire Beetle Gland (Alc3, MU3): This spell acts much like the preserve spell but has a number of differences. The most important difference is that it preserves an ongoing minor chemical reaction without halting it so that it will still function. In this case, the reaction is the one that causes a fire beetle's glowing glands to glow. This preservation is permanent so long as the object is not destroyed. This spell will not keep a fire beetle's gland from being consumed as a spell component (such as in the alternate version of light described below), being used up to make magical ink or a potion, rotting away from age, being eaten, or otherwise being destroyed. If a standard preserve spell is to be cast on the fire beetle gland it must be cast after this spell (otherwise there will be no more reaction for this spell to preserve). As far as is known this spell has only ever been tested on a fire beetle gland, it may not work on any other chemical reaction, even related ones such as the glowing abdomen of a common firefly. This spell is not well known in the city and is not common knowledge at Sorcere, in fact even House Baenre apparently doesn't possess a copy (though Houses Xorlarin and Agrach Dyrr, among others, appear to possess it). This spell is sought by many mages in Menzoberranzan but isn't desirable enough to most of them to start a war over (or they likely would have researched it themselves by now). The competition among the city's alchemists for their version of the same spell is somewhat more heated, however. This alteration spell takes a full round to cast, has a range of touch, and requires as material components the fire beetle gland to be specially preserved and a ruby chip or bloodstone worth at least 10 gp that is consumed in the casting.
- Shadow Demon (DMas5): While death masters are not exactly common in most drow cities (Eryndlyn and Sshamath are rumored to be exceptions), this spell is known to some of those dwelling or trained in them. It probably came about due to drow's already close association with and knowledge of demons. Unlike other death master spells, this spell actually summons a demon rather than an undead, a shadow demon in fact. The demon summoned is not subject to any control by the death master and so is generally summoned to an appropriately inscribed summoning circle of some sort (in emergencies it may be used while the summoner is protected by a protection from good spell which will work to keep the demon away for its duration). Though death masters have no compulsion spells such as truename, their master is well known among demonkind and Orcus has many minions (not just shadows) on the plane of shadow which shadow demons also frequent (along with the Abyss). Since it is generally a minor matter for a death master to prove what he is to a shadow demon (convincing it to examine the spell that brought it here is really all it takes) most shadow demons are willing to perform some minor service or aid for the caster once their initial ire has been calmed so that they can be conversed with easily. Such service is based on the death master's standing as an agent of a powerful demon lord and should not be abused, however. Since death masters and shadow demons tend to have a lot in common things usually work out well and sometimes a shadow demon and a death master become friends or allies. Shadow demons that refuse to serve or lie to gain their freedom simply leave the area since they are under no compulsions and would rather not risk Orcus's wrath.
Many death master's trade freedom on the prime material plane for the services of a summoned shadow demon as this spell will leave a shadow demon free on the plane it is summoned to once it is cast (since shadow demons, like all demons, cannot freely travel to the prime material this is consider a boon by many who wish to build shadow empires for themselves rather than remaining one of the least of demons in the crowded Abyss). This spell requires essence of shadow to cast, though the essence can be of an undead shadow or of simple, normal shadows such as any object in a lit area will create.
Spell Alterations and Clarifications:
General Notes on Alchemist Spells:
Alchemists cast their spells at their level, not their HD. Alchemists cast all versions of glyph of warding as a 4th level spell, they can use electrical and fire glyphs at 9th level and higher and paralyzation and blindness glyphs once they reach 10th level. Alchemists in Menzoberranzan also have access to the spells firewater (MU1), melt (MU1), and wizard mark (MU1) from UA as well as continual faerie fire (D3) from FOR2.
General Notes on Death Master Spells:
I have decided not to follow the article's rule on casting times for death master spells and have stayed with the casting times for the original spell where applicable as these [usually] make a lot more sense. New death master spells have a casting time of 1 segment/spell level unless otherwise noted. Death masters cast spells at their actual level, not 3 levels less. Many death masters in the area of Menzoberranzan know the spell revenance (MU3) from REF5.
General Notes on Witch Spells:
Most witch spells are not limited by alignment despite the listings in the article in Dragon #114. For instance, any witch can cast cure wounds, give wounds, and purify food and drink, regardless of alignment. Witches in Menzoberranzan also have access to the spells alarm (MU1), protection from cantrips (MU2), wizard mark (MU1), alter self (I2), and preserve (MU2) from UA and spidereyes (C1) and continual faerie fire (D3) from FOR2.
- Alc3:
- Preserve:
If cast on a [dead] fire beetle's gland, [dead] firefly's abdomen, or other item involving an ongoing minor chemical reaction the reaction will be halted until the chemicals are forcibly mixed (thus ending the preserve). This is often done by mages who wish to possess an emergency source of light that is not continually glowing and will last for a long time (it is cast on a fire beetle gland). Generally steeping on the gland or vigorously throwing it against a wall is sufficient to remix the chemicals and begin the process anew (it continues with whatever remaining duration it had when it was preserved).
- C1:
- Ceremony
This spell may only be used by the clergy of a deity (paladins and rangers who aren't clergy can't use it). It is part of the all sphere and is known to all clergy that can cast 1st level spells. Normal ceremonies and other special ceremonies that have no special effect do not require the casting of a ceremony spell. Some faiths have other special ceremonies that require this spell be cast (anything listed in the deity write-up that has the potential of conferring a game benefit, for instance the Solonoran Cinnaelos'Cor archery competitions). The ceremony used is determined when the spell is cast, not when it's memorized. Most faiths have additional requirements for one or more ceremonies (for instance, Shar's must generally occur in darkness or on a moonless night while Lathander has the ceremony begun or ended at dawn and Selune only has ceremonies in the light of the moon--usually only the full moon). The following ceremonies will be used with the following effects (note that there is no cleric/druid distinction to ceremonies):
Coming of Age: This ceremony is only used in religious communities on those dedicated to a specific faith (many noble houses use it on all their nobles). Those who later become members of the faith (even clergy) will not benefit from this ceremony. And non-religious communities (including most humanoid communities) will rarely have non-clergy who benefit from it (though a few tribes will use it on potential future chiefs). All PCs who've benefited from this ceremony are assumed not to have used its one-time blessing in the past. The benefit may be used at the deity or player's will (the player must declare intent to use it beforehand, if the attempt fails--i.e., the spell cast didn't allow a save or no spell was cast--it is not wasted). Changing faiths before this benefit is used causes it to be lost irrevocably. This ceremony cannot usually later be used on a person, though some religions allow adoption into the faith celebrated through this ceremony (similar to the way some tribes allow slaves to eventually earn their way into membership in the tribe).
Create (Un)Holy Water: This ceremony is used to create holy water and replaces the list of spells found in the DMG on page 115. Water is first purified (or putrified) through the use of purify food and drink (or its reverse) and then the ceremony is performed (it must be begun within 3 days) by a priest of at least 5th level. Alternately, the ceremony can be performed by a 3rd or 4th level caster who has the assistance of at least 6 levels of other priests with him (the highest level priest must cast the ceremony spell) or a 1st level priest may perform the ceremony with the assistance of at least 20 lay worshippers. There are also circumstances in which a lone 1st level priest can create a single vial of (un)holy water by performing this ceremony for several days. As well, some faiths also teach other ceremonies that allow them to create (un)holy water. Containers used to create and store (un)holy water must have been subject to a consecrate item ceremony by a member of the faith. As long as a font and basin are not defiled, they can be reused an infinite number of times to create holy water. Priests are not limited to creating holy water only once/week as noted on page 115 of the DMG.
Rest Eternal: This prevents later animation with an animate dead spell and most more powerful undead creating spells. The body may still be used for spell components, contacted with speak with dead, become part of a flesh golem, etc. This ceremony is specific to each faith but generally speaking, any creature can benefit from it, regardless of race or faith in life. Priests may also attempt to grant the rest eternal ceremony of another, allied deity. Generally any non-opposed deity of the same pantheon's rest eternal ceremony can be performed by the clergy member (so a priest of Abbathor could perform Moradin's rest eternal ceremony but not Dumathoin's). Note that in the Fearunian pantheon, as it's not really an organized pantheon in the traditional way, only closely allied faiths can perform each other's rest eternal ceremonies. Some deities, when their rest eternal is cast by their own clergy, also grant the effects listed for the burial ceremony (which is not otherwise used in this campaign). Generally these deities are ones associated with protection of the dead such as Osiris and Dumathoin. Very few deities will not grant this ceremony (Kiaransalee and Orcus most notably).
Rest Unhallowed: Also referred to as Rest Uneasy, this ceremony is the opposite of the rest eternal ceremony. Once used on a particular corpse, neither ceremony can be reversed/undone by an application of the other. This ceremony increases the chances (if any) of a creature rising as undead. For some deities this only increases the chances of rising as undead of a particular sort (for instance Hoar only increases the chances of rising as a revenant). It may be even more powerful in some instances. This ceremony also makes the corpse easier to animate with an animate dead spell, either requiring one less level of caster to animate or granting +2 hps (up to usual max) once animated. Some deities that grant this ceremony also grant rest eternal (for example, Hoar). This ceremony must be used before any attempt to cast Zin-Carla on a corpse is made.
Investiture: This ceremony combines the investiture and dedication ceremonies. It generally must be used before a person can become a 1st level paladin, ranger, or priest (of any sort). Only Gwaeron Windstrom and Meilikki are closely allied enough in the Realms to allow the members of one's clergy to use this spell on the other's. A few other faiths can use it on "servant" faiths but the second faith cannot reciprocate (e.g., Lolth's clergy can use it to invest a priest of Selvetarm but Selvetarm's clergy cannot do the same for Lolth).
Consecrate Item: This must be used on an item to be made magical as well as on fonts in which holy water is produced. It is often used on holy water containers but usually needn't be. Altars in most temples and shrines usually are blessed with this ceremony in addition to the performing of consecrate ground. Some faiths use this ceremony in additional ways (for instance, Tempuran specialty priests use it to bond with their chosen weapon--and for this use only Tempus allows this ceremony to be cast even by 1st level priests). This ceremony is also used by rival faiths to desecrate each other's altars and holy objects.
Bless Newborn: This ceremony is rare (PC priests wishing to use it should contact the DM to see if they know it).
Curse Newborn: This is the opposite of bless newborn and equally rarely known. It may only be cast on specific babies, not whilly-nilly on any that is come across. It is generally used to open a baby up to possession of some sort, such as by an extra-planar servant of the deity, the spirit of one of the deity's dead mortal servants, or even to become an avatar of the god. A version of this requiring a 9th level priest to cast and referred to as High Blessing of the Newborn is used in Mulhorand and Unther to allow a baby of the correct lineage to become an avatar of a god when the current avatar's mortal body dies.
Special Vows: This ceremony is generally used only on the members of orders dedicated to the deity. It may be used on members of any class.
Consecrate Ground: Also known as Hallowed Ground, this ceremony is the opposite of desecrate ground and will negate that ceremony's effects. Once desecrated ground cannot then be consecrated by a second casting of this ceremony until sufficient time has passed in all but the most special cases (and sometimes never). Note that this ceremony is ineffective in many cases on large temple complexes and the like unless consecrate item has first been used on certain holy objects (especially the altar) therein. This ceremony is rarely granted to priests below 8th level or druids below 12th level (note these are also the levels in which druids gain groves and most priests can establish holy edifices).
Desecrate Ground: Also known as Unhallowing or Unhallowed Ground, this ceremony is the opposite of consecrate ground. See above for special rules governing it.
Anathematize: This ceremony combines the powers of the anathematize and casting out ceremonies as listed. Note that among druids it must be performed by a 12th level caster or higher (though they need not be a druid and may be another class of the deity's clergy) rather than a 9th level caster. This ceremony must be performed by a clergy member with a higher caster level (any clergy member of at least the base level can use it on any paladin or ranger of the faith who isn't a member of the clergy, however). Before this ceremony is used on priest spell casting member of the faith usually the deity has already revoked the granting of any spells.
>>>>Feel free to contact me about other ceremonies you'd like to see incorporated (note that Dragon had quite a few additions, see issues #108 and #120 especially). In creating your character, ask me about coming of age and special vows.
- C3:
- Glyph of Warding:
Of the standard effects of glyphs of warding the following effects are gained at the levels noted: blindness at 5th level, cold at 5th level, energy drain at 16th level, and paralysis at 5th level. Another effect usable by many spell casters is fear, available at 7th level. There are also said to be spider and tentacle summoning glyphs (the later used by Ghaunadan). Casters can only create glyphs that they have access to the related spell for (blindness=cure blindness, cold=resist cold, energy drain=restoration, fear=cloak of fear, paralysis=paralyzation), which means some effects cannot be created by certain specialty priests at all. All priests can create fire and electrical glyphs, unless their deity is opposed to that element (for instance Umberlee does not allow her clergy, whether clerics or specialty priests, to create fire glyphs of warding).
- C6:
- Spider Bite:
This spell is essentially a combination of the 4th level cleric spell poison (reverse of neutralize poison) and the 3rd level cleric spell venom immunity, hence its unusual placement in both the spheres of combat and protection.
- DMas2:
- Attract Ghoul:
Despite this spell's other similarities to find familiar in casting and the fact that only one ghoul can be kept at a time there is no link between the caster and the ghoul so they don't share hit points, knowledge, or the like. The chances of attracting a ghoul are much better than for a familiar since all that's required is a free willed (not controlled) ghoul in range that can reach the caster before the spell ends.
- DMas3:
- Ghast Production:
This spell may be used on a ghoul attracted by the spell, attract ghoul. If this is done the new ghast continues to serve normally as per the limitations of that spell and a new ghoul cannot be attracted.
- DMas4:
- Wight Production:
Only if the wight is produced using a cubic gate, amulet of the planes, or other magical item does the wight have maximum hps (other wights produced with this spell have usual, random hp totals) and the death master need to save to avoid losing a hp.
- Wraith Production:
Only if the wraith is produced using a cubic gate, amulet of the planes, or other magical item does the wraith have maximum hps (other wraiths produced with this spell have usual, random hp totals) and the death master need to save to avoid losing a hp. Since a wraith doesn't have a body, the corpse used in the spell is destroyed rather than animated when the wraith is created.
- DMas5:
- Cause Serious Wounds:
This spell can injure multiple targets. The portion of a ghoul or ghast used to produce one vial is equal to a hand or foot in size. The vial is enchanted immediately after preparation so the death master doesn't have to invoke the spell just before hurling the vial (most death masters expecting trouble prepare several vials ahead of time so they can memorize other spells).
- Ghost Production:
This spell must be cast on a corpse. The corpse is not consumed during the casting and must remain in existence for the full 48 hours before the ghost arises. Most death masters use this time to move the body to the location they want the the ghost to appear in (often transported by an undead minion, who is immune to the ghost).
- DMas6:
- Lichdom:
This spell can be used on anyone of at least name level (11th level for MU, 10th for I, 13th for DMas, etc.), not merely a cleric, magic-user, or death master. The recipient must be willing (compulsion magic cannot be used though other threats, such as "I will kill someone you love" will) or the spell will not work (a saving throw is still required to survive the toxic potion, however). Using this spell on an unwilling recipient always attracts Orcus's personal ire and he sends a powerful minion (or more than one) to investigate. If the recipient was being compelled unknown to the death master or simply had a last second change of mind, the death master will be left alone (Orcus isn't in the habit of wiping out his full powered death masters needlessly as they're too valuable) but if the death master is determined to be at fault, Orcus's minions will punish them--generally by hauling them bodily to the Abyss to face Orcus's wrath in person). A lich created by this spell is free to do as they will so most death masters will choose to administer the potion and cast the spell at a neutral location or will remove the recipient from their area once they are dead (not waiting to see if the spell succeeded). Note that these changes not only make this a dangerous spell to cast but extremely powerful and can lead to some very unusual undead.
- Undead Production:
This is a weak, cop-out, catch-all spell and I don't allow it. Those wishing to produce other types of undead need to research unique spells to do so, just like any other spell caster.
- Vampire Production:
If a spectre is produced with this spell, the corpse is not destroyed.
- MU1:
- Light:
An alternate version of this spell, created to copy observed effects of some svirfneblins' spells, uses a fire beetle gland as a material component. The spell has a casting time of 2 segments. Its duration is 13 rounds/level if the gland is no longer producing light and 3 turns/level if the gland still functions. The light produced using a non-glowing gland is normal in all other respects but the use of a still functioning gland causes an illumination as bright as that produced by continual light in a 4" radius globe. The alternate version of this spell is less used than the normal version but is taught at Sorcere to those desiring to learn it. It is often referred to by the unoriginal name fire beetle gland light. Another alternate version is the same as the usual light spell but requires only verbal and material components. This little used third variation is often referred to as moss light and requires the caster to have on their person or be touching with some part of their body the material component: a small bit of glowing phosphorescent moss. It is also copied from observed svirfneblin casters. Each of these versions is a separate spell for chances to learn, researching, and maximum number of spells learnable.
- MU2:
- Preserve:
If cast on a [dead] fire beetle's gland, [dead] firefly's abdomen, or other item involving an ongoing minor chemical reaction the reaction will be halted until the chemicals are forcibly mixed (thus ending the preserve). This is often done by mages who wish to possess an emergency source of light that is not continually glowing and will last for a long time (it is cast on a fire beetle gland). Generally steeping on the gland or vigorously throwing it against a wall is sufficient to remix the chemicals and begin the process anew (it continues with whatever remaining duration it had when it was preserved).
- Vocalize:
This can only be used with spells that have a somatic component as well as the verbal component. Spells that have a verbal component and no somatic component can't be cast at all while under the effects of a vocalize spell.
- MU4:
- Polymorph Self:
Only actual, existing creatures can be polymorphed into the forms of. Gender cannot be changed unless a different gender is the norm for that creature (all gynosphinxes are female, most ants are infertile females, beholders have no gender, etc.). Some creatures' forms can easily be assumed without having seen the creature, merely knowledge of its existence is required and a basic idea of its form (for instance, griffons, bears, etc.). In other cases, having seen the creature is necessary (dragons, beholders, etc.) and seeing one is not always seeing all (someone who saw a black dragon and tried to become a blue dragon might fail or become a black dragon with blue scales). Creatures using this spell cannot produce offspring though some creatures that can use it innately can (e.g., ogre magi can't but succubi can). Generally, only the forms of creatures native to the caster's own plane can be assumed. Most outer planar creatures that can use this ability innately can assume the forms of prime material creatures as well (or possibly, solely), however.
This spell cannot be used to duplicate a specific creature (this spell won't allow someone to look like someone else, merely become that race, so a caster could become a drow but not bear the form of Menzoberranzan's archmage). Certain characteristics such as apparent age, height, weight, build, skin, color, etc. can be chosen, however, so that sometimes a near resemblance is possible through luck. Scars, lost limbs, etc. of the original form can be erased in the assumed form (a one legged mage doesn't become a one legged orc unless they choose to) but no specific birthmark or scar patterns can be chosen, just whether or not there are any and where they are (color, texture, etc. are chosen by the DM). Tattoos and other body manipulations cannot be created but the original's tattoos and such can be carried over to the new form. Disabilities such as lost limbs can be assumed but no open wounds will be created (so a one armed ogre's form could be assumed but the stump will be healed over, not look like a fresh wound). Loss of body parts while in the polymorphed form causes the lost part to disappear and the original form is not affected (except for hp and any other applicable ability score loss). General wounds will be transferred however, along with the loss of hit points. Dying causes the spell to end immediately.
- Polymorph Other:
A creature who's system shock roll fails not only dies but also fails to transform (there are even stories of some creature's bodies exploding because the magic was too much for them). Reverting to the original form always works, though it may still kill the person transformed. Shapechangers are not only immune to this spell (they change form for only one round) but also need not make a system shock roll. It is well known by drow wizards that it's impossible to polymorph a drider to any other form, they always resume drider form within minutes (and, like shapechangers, they don't require a system shock roll).
The polymorphed body remains after death, though it is still subject to dispel magic. The polymorphed body cannot be used for magical components (for spells, magical items, potions, inks, or the like) for either the original form or the assumed form (so a wizard can't harvest usable troll blood simply be polymorphing someone into a troll). New races can be created through use of this spell, but only very carefully or completely by accident. The creatures have to breed to create the new race (only the offspring are true members of the new race as the original members are just polymorphed creatures). Magical abilities/creatures cannot be created except by accident (DM fiat) or copying another known race. Creatures can only be polymorphed into natives of their own plane (so turning a fire elemental into a bear creates a fire animental bear). Because of these limitations, most mages prefer to create other spells for use in modifying, combining, or creating creatures.
- MU5:
- Fabricate:
Use of this spell always requires a NWP check. What is produced is never better than average quality. Sometimes this spell requires multiple NWPs in order to produce something (to make a bridge from wood requires not only carpentry NWP but also engineering). This spell does not have to work with raw materials, it can also work with partially prepared materials. For instance, the bridge could be made from already cut boards as long as all the proper components were there (support beams, etc.). This spell cannot affect existing structures (like a house or boat, not even a crude pallisade unless the pieces are already dismantled before the spell is cast) or stone formations (it can't dig a mine shaft or even shape a stalactite unless the stalactite has already been cut away and so is now just a block of stone). It cannot even modify such items in place (so a pallisade of rough logs couldn't be smoothed and joined after the pallisade had already been constructed. This spell can be watched at work and if interrupted part of the task will be done. Sometimes this spell can be cast multiple times to finish a single project (for instance casting it to add to a section of a bridge or pallisade each time). In such instances, usually only a single caster can perform all the castings though if established plans have been made ahead of time simple constructions can be performs by multiple casters.
- MU6:
- Enchant an Item:
This spell can be used to recharge a magical item, though there are a number of specialized spells that have been developed for that purpose as well.
- MU8:
- Permanency:
I have decided not to use the UA rule that increases the chance of Con loss for use on a magical item from 5% to 100%. The original 5% remains.
- Polymorph Any Object:
See the notes for the polymorph other spell, above.
- MU9:
- Shape Change:
Generally, the notes for the polymorph self spell (see above) apply as well to shape change.
- W6:
- Cancel Life Level:
This spell cannot prevent a person from gaining in experience during the spell's duration, however, to rise in level the individual must gain as much experience as is normally required to go up in level for their real level, not their temporarily induced one. This spell cannot create undead and cannot reduce anyone's level below 0. It will not work on creatures that do not have true class levels. It can be ended by limited wish, wish, alter reality, dream, or restoration or at the desire of the caster. No individual can be under the effects of more than one cancel life level spell from a single caster at any time, though spells from multiple casters can affect them normally at the same time.
- Worship:
Spells and innate abilities used while in the trance cannot have a range greater than touch and cannot require the caster to concentrate on them or otherwise interact with them (such as controlling their effects after invocation). Every time a creature under the effects of this spell receives a shock (e.g., is wounded, has cold water thrown on them, etc.) they receive another save vs. spell with a +1 bonus per hp damage received. Creatures under the effects of this spell cannot engage in combat or other complex activity. Vicitims are immune to hypnotism, hypnotic pattern, rainbow pattern, and similar spells and effects for the duration. Suggestion spells (regardless of source) used on a victim of worship always work provided no complex task is required and the victim and other usual limitations (won't commit suicide, etc.). Victims will not part with treasured items (especially magical items and spellbooks) while under the influence of this spell and attempts to take them or make the victim give them up automatically break the spell. Other actions that are completely antithetical to the victim's nature will also break the spell or allow another save, possibly with bonuses (DM's discretion).
- W7:
- Love:
This spell can be ended by a limited wish, wish, dream, or alter reality spell. Abuse of or attacking the victim grants a new saving throw (this includes openly casting any spells on the victim that they would consider hostile--for a barbarian this is any spell). Ignoring or spurning an enamored victim for a long time (including disappearing without warning and then later reappearing) may cause the love to turn to hate and rage. Having a number of enamored subjects of this spell around can lead to conflict the caster cannot prevent. The material component of this spell must be a normal philter of love, not the special variety that only applies to the witch and can be made beginning at 5th level.
- W8:
- Mass Polymorph:
Those who make or fail to make their system shock survival roll are handled as normal per the polymorph other spell.
- High Secret Order Spells:
- Circle of Blindness:
Limited wish, wish, dream, and alter reality can all be used to end the effects of this spell on one creature (wish and dispel enchantment can cancel the entire spell). Anti-magic will operate normally with respect to this spell (sundering or suppressing it) as will wands of negation and rods of cancellation.
- Seek:
This spell will only be able to locate something the caster has carefully researched and is familiar with the history, abilities, and appearance of, or an object the caster has had personal contact with and taken specific note of in the past. The item sought must be on the same plane. Artifacts and relics can never be located with this spell nor the holy objects of another deity (though holy sites and individuals can be). Any spell that protects against scrying or divination will block this spell. The spell's material component of a platinum coin is consumed but the magnifying glass is not. Any sort of optical enhancement device such as spectacles, eyes of the eagle, eyes of minute seeing, etc. will work in place of the magnifying glass. Even if the spell succeeds, the caster may not be able to make out the surroundings of the object, such as if it's in a case, in the dark (the caster's own sight including infravision and ultravision will function normally but no magical vision enhancements will operate through this spell), or the like. This spell will not transfer optical defenses such as a mirror of life trapping or basilisk's gaze back to the caster (making them safe from such).
Cancelling spells: Some spells can be cancelled at the will of the caster, this requires an active attempt to do so and during that round no spellcasting can occur. This act is equivalent to activating an innate ability. Triggered spells, spells with a permanent duration, and some other spells, at the discretion of the DM, cannot be cancelled in this manner. Spells with a set duration or sequence of events usually cannot be cancelled early (for instance, heat metal) and spells that take a hold on others (such as charm person and feeblemind) usually can't be cancelled either. Likewise, most spells do not end prematurely with the caster's death, except certain personal spells that affect only the caster (e.g., shield) and some spells that hold another creature (e.g., charm person).
Spell Negation: Some spells are complete opposites, such as darkness and light. Of these spells, many coexist easily together (e.g., an area affected by both protection from good and protection from evil causes penalties to those of both alignments, they do not negate each other) while some actually negate each others affects. The most notable of these are the various light spells (light, darkness, continual light,, and continual darkness). These spells, when cast against each other, continue to coexist but seem to not be functioning until one of the spell's duration ends. Thus, a light spell cast to negate a darkness spell leaves both spells in existence. Once one of the spell's duration ends, the other appears to begin functioning normally once more (in fact, it was functioning normally all the time, it just couldn't be seen due to the other spell--though both will radiate magic at their source if detected for). When one of these is cast in the area of its opposite but the two spells do not target the same position as their source, each operates normally to one side with a zone between them filled with shadow as each negates the other. Continual chill and continual heat act in a similar manner.
Spell Suppression: Some magics, most notably globe of invulnerability and minor globe of invulnerability, suppress certain magic in their area of effect. Spell effects suppressed by these spells become fully active once more once outside the area of effect, though their durations continue to run down while in the area of effect so they may end before they reemerge. These spells affect even the caster's own defenses and so are often considered spells of last resort by most drow mages who use them as they cripple too many other magical defenses the mage would employ. As these spells only suppress the effects of such spells, those spells can even be cast while in their confines, though they can only have effect as usual when completely clear (e.g., fireball cast inside a minor globe of invulnerability is wasted as it must form inside the globe and move outward, with its formation suppressed it cannot move and with such a short duration it appears to fail entirely). Anti-magic shell suppresses all permanent magics, whether items or spells made permanent in the area or on the user. Generally, effects with durations are disrupted, not simply suppressed (so entering with a non-permanent protection from evil will cause the protection from evil to end instantly, regardless of how soon the person leaves the anti-magic shell). Spells cannot be cast and innate abilities used within the anti-magic shell. In fact, they cannot be called upon at all (spells cannot be recalled while innate abilities seem to be "just out of reach"). Triggered spells, even if not permanent, are merely held dormant and, since they are dormant, they will not trigger while within the anti-magic area.
Effects that are not magic (though they may have been caused by magic), such as metal treatments and drow quasi-magical items, are unaffected by anti-magic shells. Magical items with a limited number of uses per day (or other time period) will "recharge" while within the anti-magic, even though they can't be activated. The beholder's anti-magic ray is weaker than an anti-magic shell, and so only suppresses active spells, it won't sunder them. The spells begin again without loss of duration once they are out of the anti-magic ray. The beholder's ray does have advantages, however, since it's not a spell. For instance, it will suppress a black blade of disaster rather than being disrupted by it.
Use of Innate Abilities:
Innate abilities can be used once/round. They require the concentration of the caster and thus preclude spellcasting and some other activities during the same round. Most minor innate abilities (like those possessed by drow and svirfneblin) can be activated even while engaged in melee or missile combat (though the DM may rule penalties occur as the person splits their attention depending on the situation). More specific or powerful abilities, such as polymorphing, releasing a cone of cold, and so on will prevent anything else from being done during the round, except possibly defending oneself. The use of an innate ability usually doesn't hinder the user's defense the way casting a spell in melee does (again, situational modifiers may apply at the DM's discretion).
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