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Elves of Faern

Volume III
The Spells of the Elves
Project Manager: Steve Sypa
Lead Designers: Nicolas Costa, Steve Sypa, Markus Taylor
Contributors: Nicolas Costa, Dark Wizard, Erik de Bie, Mark Diffendal II, Matt
Drozdowski, Daniel Felshiem, Ed Greenwood, Brian James, Sonja Laflure, Longarm,
Bradley McGrath, Quale, Serge Racamy, roll8dn, Penknight, Steve Schend, Steve
Sypa, Markus Taylor, Marybeth Thompson, Zireael
Editor: Steven Sypa
Cover Art: Races of the Wild, Larry MacDougall
Interior Illustrations: Stephanie Pui-Mun Law

Table of Contents
Forward
Mundane Spells
Epic Spells

Page 3
Page 4
Page 27

Forward
The Forgotten Realms is a very epic place, not in terms of D&D levels, but in
terms of the sheer scope and depth of the setting. As a friend has put it, looking up
information is an adventure in and of itself, since nine time out of ten, in doing your
research, youll find a new tidbit of information you were not aware of. Thats the beauty
of the Forgotten Realms- no matter how much you know, theres always one more little
bit that you dont.
Of the many races living in the Forgotten Realms, perhaps none as so iconic and
important to the setting as Elves. Many are first exposed to the Forgotten Realms through
Drizzt DoUrden, himself a Drow Elf. The Elves of Faern are so often tied to extremely
important things and events, such as the Rage of the Dragons, the Sundering, and Myth
Drannor, among others.
While Cormanthyr: Empire of the Elves, written by Steve Schend was an
excellent sourcebook, ever since coming to the setting, I always wondered why a
sourcebook detailing the Elves of Faern, and chronicling their impact on the Forgotten
Realms was never made, or ever in the works. After enough times of wondering out loud,
and doting on how nice such a sourcebook would be, I decided that it was better to be
proactive, and began the Elves of Faern project.
Embarrassingly, a number of years has passed since then, and Elves of Faern
still isnt finished! It truly was, and still is, a titanic undertaking. Perhaps it is impossible
to find and compile every little tidbit and factoid into a fully comprehensive compilation
on all matters Elven. This project represents a massive undertaking none the less, where
every precaution was made to leave no rock unturned.
Contributors- ranging from those simply voicing their support, to those
contributing entire articles- have come and gone over the years, but I feel that it is
necessary to give a special word of thanks to one particular individual, one Markus
Taylor. Markus has been with the project nearly since its inception, and has always been
around contribute ideas, constructively criticize ideas, to always be there to lend some
support, and to provide all kinds of other assistance. If this project can be compared to a
baseball game, and I am the manager of the club, Markus is my bench coach, the guy Id
go over strategy and bounce ideas over, the guy Id want to replace me if I got thrown out
for arguing.
For as much as this current PDF has in it, the project is nowhere near done. I
decided that, because certain portions of the project were complete, while others were
not, it was in the best interests of the project, and for the fans of the setting, to release
what has been finished, to be used as an informational resource. In the future, as more is
completed, more will be added. Heres to that goal.
I welcome any continued support, critique, criticism, comments and concerns.
Feel free to drop by the official Wizards of the Coast Forgotten Realms message board
Elves of Faern Project thread.
Steve Lord Karsus Sypa

Mundane Spells
Alediran's Storm Shield
Evocation [Electricity]
Level: Wizard/Sorcerer 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/level until discharged
Saving Throw: See Below
Spell Resistance: Yes
This spell creates an invisible barrier of electricity around the caster. The field gives the caster protection
against metal weapons. Anybody striking the caster with a metal weapon suffers a 1d6 of electrical damage and must
make a Fortitude Saving Throw. If they pass the save, nothing happens, and the attack functions normally. If they fail, the
attack is stopped by muscle spasms generated by the electrical field protecting the caster.
If the attacker is wearing metal armor, they receive a -6 circumstance penalty to their saving throw, and receive
an additional 1d6 points of electrical damage. Weapons made mostly of non-metallic materials are unaffected.
Material Components: A small ring of iron.
Amorphous Form
Transmutation
Level: Cleric 5 (Ghaunadaur)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Caster changes forms
Duration: 1 round/level
The caster of this spell assumes the form of a deadly Pudding, Ooze, Slime, Jelly or Roper. This spell grants
the caster the physical form, mode of transportation and mode of breathing of the selected creature, and in addition, also
provides the new forms other abilities (magical abilities, attacks, etc.), with the exception of being able to split into multiple
forms. Should this situation arise, the multiple shapes automatically rejoin as a free action the next round.
The caster cannot choose a new form once he/she casts Amorphous Form, except to resume his/her original
form. When the caster reverts to his/her original form, the spell ends. The type of creature the caster can transform into is
dependent upon his/her level. A caster can choose a lesser form, should he/she elect to. Possible Amorphous Forms
appear on the following chart.
When Amorphous Form is cast, all equipment the caster has on his/her person melds into the new form as well.
Furthermore, all magical items continue functioning normally, if possible. Though the caster retains all of his/her mental
functions, magic and psionics are not functional while in Amorphous Form.
Employing this spell does not run the risk of the caster permanently changing personality and/or mentality.
There is, however, a small (1%) chance that when the spell ends, the caster permanently is transformed into a
Ghaunadan, and loses all class levels. Only a powerful spell, such as Wish or Miracle can reverse this.
Material Component: Ichor/fluid from the amorph into which the caster wishes to transform into
Caster Level
09-10
11-12
13-14
15+

Form
Gray Ooze, Crystal Ooze, Gelatinous Cube
Mustard Jelly, Ochre Jelly, Slithering Tracker
Deadly Pudding (Black, White, Dun or Brown)
Roper

Anti-Magic Aura
Abjuration
Level: Cleric 6, Wizard/Sorcerer 6
Components: V, S
Casting Time: 1 standard round
Range: Close (25 + 5/Level)
Targets: One Being
Duration: 1 Round/Level
Saving Throw: Will (Negates)
Spell Resistance: No
This spell acts similarly to the spell Anti-Magic Shell, but is intended to be used against enemy spellcasters,
enchanted creatures and/or items, or creatures that can summon magical effects innately. When the spell is cast, a
glittering aura of light appears around the target, conforming exactly to the targets shape. For the duration of the spell, the
being within the glittering aura cannot cast magic successfully, nor can they call upon innate magical abilities, or use
magical abilities weaved into items, such as weapons, potions, wands, or scrolls.

This spell does not function against extraplanar creatures on their home plane. It does work, however, on
extraplanar creatures on a foreign plane. The Anti-Magic Aura can be negated if an unaffected caster successfully dispels
it.
Augment Artistry
Universal
Level: Cleric 1 (Corellon Larethian)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched Creature
Duration: Special
This spell magically enhances the quality if some kind of artistry by the augmenting the recipient of the spell.
For every three levels the caster is, the recipient gains a +1, for a maximum of +3 to any artistic endeavor. Some
examples include singing, dancing, and gem cutting, but in the end, the DM adjudicates the applicability of this spell to
any particular endeavor.
Material Components: Clerics Holy Symbol and a scroll containing some form of artwork (It need not be original)
Beast Tattoo
Transmutation
Level: Cleric 1 (Fenmarel Mestarine)
Components: V,S
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Hour/Level
Saving Throw: None
Spell Resistance: No
This spell conjures a magical tattoo of an animal on the caster. This augments one of the casters ability scores,
corresponding to the animal that appears on his/her body. The tattoo almost always appears on the casters bicep, though
its location, ultimately, is up to the DM.
Roll
Beast
Effect
01-10
Bull
+1 STR
11-20
Cat
+1 DEX
21-30
Eagle
+1 CHA
31-40
Bear
+1 CON
41-50
Fox
+1 INT
51-60
Owl
+1 WIS
61-70
--Any Two (Players Choice)
71-80
--Any Two (DMs Choice)
81-90
--+1 All
91-100 --Roll Again
Bloom
Conjuration (Creation)
Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Effect: Creates 1 bundle of feather light-flowers
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
The casting of this spell causes a bouquet of brilliant, feather-light flowers of the casters choice to appear
anywhere within range. The flowers are caught by even the slightest breeze and drift like dandelion seeds on the wind.
After an hour they dissolve without a trace. Elven wizards and bards will occasionally choose a particular kind of flower as
a signature, and the spell is often used for celebration, courting, or decoration.
Bloom is common amongst Elven wizards and bards of the Dalelands and is known to some Daleland human
wizards as well. Outside of the Dalelands this spell is known by only the rare conjurer. This spell can be granted to any
cleric or druid devoted to Angharradh, Aerdrie Faenya, Hanali Celanil, Sehanine Moonbow, or Rillifane Rallathil but only
those from the Dalelands use it on a regular basis.
This spell can be made permanent with the permanency spell (9th level caster; 500 XP).
Celestial Army
Conjuration (Calling)
Level: Sorcerer/Wizard 9
Components: V, S, M, Backlash
Casting Time: 1 minute
Range: Special (see text)
Effect: 1 or more summoned celestial creatures
Duration: Special; see text

Saving Throw: None


Spell Resistance: No
This spell, though a normal wizard spell, is a secret known only to a very small number of the Elven High Magi
on Evermeet. It is unknown if a caster of another race would receive any aid when casting this spell, even if it were cast to
aid an Elven realm. The spell opens a gate from Arvandor for 5 rounds and calls forth a host of celestial creatures to fight
in defense of threatened Elven lands. The gate opens at any point the caster can see. The caster may not cross into
Arvandor through the gate, as it is a one-way effect. If the spell is used in an attempt to summon aid for a situation in
which an Elven homeland, such as Evermeet, is not directly threatened, or should the situation not appear sufficiently dire
to the Seldarine, no creatures will appear to aid the caster and the spell fizzles (the caster is still subject to backlash; see
below).
The creatures dispatched to aid the Elves are always powerful and will fight for the elves until the battle is won or they
have been slain. Although this is a calling spell, all of the creatures are native outsiders and thus subject to dismissal or
banishment spells. As with all calling spell the creatures that arrive are allowed to use summoning abilities, as well as any
teleportation or planar travel abilities they possess in order to aid the elves. In order to determine what aid arrives roll d20
and refer to the following table:

Due to the powerful nature of the forces channeled in this spell, the caster must make a fortitude saving throw
(DC equal to that which is listed in the table above to determine the creatures summoned). If the saving throw is made the
caster suffers only 1d10 points of HP damage. If the saving throw fails consult the backlash table below to determine the
penalty the caster suffers. The caster is affected as soon as the spell casting is complete, and a failed fortitude save can
only be annulled by the personal intervention of a deity.

Material Component: A mirror made of crystal worth at least 1,000 GP.


Cetacean Form
Transmutation
Level: Cleric 7 (Deep Sashelas), Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Change into a cetacean creature
Duration: 2 rounds/level
This spell is similar to the Shapechange spell, in that it allows the caster to change his form. The Cetacean
Form spell only allows the caster to assume the form of cetaceans, or partial cetaceans, of any species, except for giant
whales, and Leviathan. Cetaceans include dolphins, narwhales, seals, walruses, manatees, and so on.
The caster gains all of the chosen creatures abilities, except for innate magical abilities, magical resistances
and abilities dependent on intelligence. The caster also adopts the forms immunities and vulnerabilities. Foe example, a
caster who becomes a dolphin cannot survive out of water for any longer than 24 hours. On the other hand, he/she does
gain the ability to survive deep under the sea for prolonged periods of time.

The caster may change forms as many times as desired while the spell is in effect. For example, the caster may
change from a dolphin while swimming in shallow seas, to a sperm whale, to dive deep underwater. Changing forms is
counted as a partial move action.
Material Components: A pinch of ambergris and a holy symbol.
Climb
Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Climb checks. The enhancement bonus increases to +20 at
caster level 5th, and to +30 (Maximum) at caster level 9th. Unlike Spider Climb, this does not allow the target to climb on
ceilings, and it does not give him/her a Climb speed.
Material Component: A drop of tree sap or equally sticky material.
Cloak of Dark Power
Evocation [Darkness]
Level: Cleric 1 (Lolth), Druid 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard round
Range: Personal
Targets: Self
Duration: 1 Hour/Caster Level
This spell creates a dark aura of coursing, swirling darkness around the caster. The casters body, and anything
he/she wears is protected by this aura from the effects of full sunlight, even under the open, noontime sun on the surface
world. Drowcraft arms and armors, imbued by the power of Underdark Faerzress are protected from dissolving and being
disintegrated while the caster is under the effects of this spell. The caster of the spell does not suffer any penalties after
being exposed to sudden bright lights, either. A Continual Light spell cast directly against a Cloak of Darkness negates
both spells.
Material Components: A drop of darkoil.
Conduit
Evocation/Transmutation
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Allows 1 missile/3 levels (5 maximum) to be ensorcelled with spells of the 4th level or lower
Duration: special (see text)
Saving Throw: None
Spell Resistance: No
Using the conduit spell allows the caster to enchant 1 missile per 3 caster levels with spells of the 4th level or
lower. The mage must cast these spells separately to enchant each arrow as the conduit spell only provides the
architecture for binding the magic to each missile. For example, a wizard with only a single fireball spell memorized could
only place the fireball spell on one missile. After completing the conduit spell the mage has 5 rounds to embed a spell into
each missile before the power fizzles. Only one spell may be added to an individual missile, and once enchanted with a
spell the missile retains its spell for only an hour before the magic fades. Only the caster of the conduit spell may enchant
the arrows.
The spell discharges when the missile strikes something, which need not be the intended target. Needless to
say, area-of-effect spells are usually better for enchanting the arrows than single target spells. Targets are allowed to
save against the spells as if the mage had cast them if applicable. Likewise, spell resistance applies if the spell effect is
normally subject to it. All parameters of the spell must be set at the time of casting, and spells with a range of personal
cannot be used to enchant a missile (as they can't be cast into the missile).
Material Component: A copper wire shaped into an arrow.
Conjure Water Elemental
Conjuration [Summoning]
Level: Cleric 6 (Deep Sashelas)
Components: V,S
Casting Time: 1 Standard Action
Range: Close (25 + 5/Level)
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

This spell opens a special gate to the Elemental Plane of Water, and summons a Water Elemental to do the
bidding of the caster. The caster simply needs to command the summoned Elemental, and it does as he/she desires, as
the Water Elemental views the caster as a friend. The Elemental remains until destroyed, dispelled, dismissed, or the
spells duration expires.
Roll
Result
01-65
12 HD Medium Water Elemental
66-80
16 HD Medium Water Elemental
81-90
1d3 + 3 Vardigs
91-99
Marid
100
24 HD Huge Water Elemental
Construction
Transmutation
Level: Cleric 6, Wizard/Sorcerer 6
Components: V, S, M
Casting Time: Special
Range: Touch
Area: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Many buildings in Elven settlements are construction using this spell, as are pieces of Elven art. With it, natural
materials, such as stone, crystal and wood can be transformed into works of art, buildings, or even grand palaces. The
material that is to be worked must maintain contact with the ground at all times, including at the zenith of the spell.
The material that is to be worked must be within a radius of 10multiplied by the Caster Level. The caster can
create any object with a volume equal to or less than 1,000 cubic feet per level. Each 1,000 cubic feet takes an entire day
to create and fashion. Once created, the object can be added to at the same rate of 1,000 cubic feet per day, for as long
as the caster is able to, and wishes to. Once construction is complete, the structure is permanent, and needs no further
construction, maintenance or enhancement.
Things created in this fashion retain the appearance and texture of the substance they were created from.
Things created using this spell are much stronger than those constructed using non-magical techniques. A DM should
work with his/her players to determine the exact nature of the object or structure created.
Material Component: Raw material, such as wood, or rock, to work on and shape.
Crystallomancy
Divination
Level: Cleric 5 (Corellon Larethian)
Components: V, S, M
Casting Time: One Standard Action
Range: Special
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell causes a clear or translucent gemstone to serve as a scrying device. It functions exactly as a crystal
ball while under the effects of the spell. For every 1,000 GP the gemstone is worth, the caster may scry for one round,
th
with a maximum of one hour. For every three levels in Cleric above 7 , the caster may cast a single divination spell into
the area of observation. Only detection spells may be cast, however.
Material Components: Holy symbol and a crystalline gemstone worth at least 1,000 GP.
Curse of the Revenancer
Necromancy
Level: Cleric 6 (Kiaransalee)
Components: V, S, DF
Casting Time: 8 standard rounds
Range: Touch
Area: One living creature
Targets: One living creature
Duration: Special
Saving Throw: Special
Spell Resistance: No
This spell causes a single creature to be haunted by the vengeful spirits of the dead. After casting this spell, a
cleric must make a successful touch attack against the creature that it to be afflicted. Affected creatures may make a
saving throw to shrug off the effects of the spell, but those who fail can only hope to be freed from the curse via the
Remove Curse, Miracle, Wish or Limited Wish spells.
Once the spell is laid, any foe slain by the victim of the spell has a five percent (5%) chance of rising from the
grave as a Revenant- regardless of their ability scores. If the foes CON is at least 18, and their INT or WIS is at least 17,
the chance to rise as a Revenant rises to thirty percent (30%). If the foe slain is a worshipper of Kiaransalee, the chance
to rise as a Revenant rises to a fifty percent (50%). If the foe slain was the being who originally laid the Curse of the
Revenancer, the chance to rise as a Revenant rises to one hundred percent (100%).

The effects of this spell are more pronounced as the victim of the spell causes more and more deaths. If the
victim of the spell kills a large number of creatures shortly after the spell is cast, he/she may be up against an army of
Revenants before he/she even realizes that they are enchanted. For the purposes of this spell, the victim is deemed to
have killed a foe if he/she delivers the killing blow through the use of psionics, physical assault, poison or magic.
Dark Embrace
Conjuration (Summoning)
Level: Cleric 4 (Vhaeraun)
Components: V
Casting Time: 1 Standard Action
Range: Personal
Target: You
Effect: Magical mask
Duration: 1 Round/Level
Saving Throw: Special
Spell Resistance: Special
This spell is a two-part spell that first manifests as a dark shadow that flits around the caster for a few moments
before settling on his/her face, and coalescing into a half-mask made of black velvet that hangs from the casters lower
face. The magically conjured mask lasts for 1 round per caster level. If the second part of the spell is not utilized within
that timeframe, the mask simply fades away into nothingness.
Once the magical mask is on the casters face- although not in the same round as the spell was cast- the caster
rd
may unleash another memorized spell of 3 level or lower with a single word of power. In other words, the power of the
rd
Dark Embrace mask allows the caster to use a memorized spell of 3 level or lower as a free action. Treat the spell the
caster chooses to cast as if it were Quickened.
After casting a spell in this fashion, the black, velvet mask dissolves into Shadowstuff once again, and the spell
ends. If the spell the caster chooses needs material components, the Dark Embrace mask serves as such.
Depress Resistance
Abjuration
Level: Cleric 4 (Shevarash)
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Two Rounds
Saving Throw: Special
This spell temporarily dampens the spell resistance of the creature touched. This spell resistance need not be
natural- this spell effects temporary magical spell resistance enchantments as well. The caster makes a touch attack
against the desired target. If the caster misses, the spell is lost. If the target is hit, he/she/it must make a saving throw.
Failure:
Spell Resistance is lessened by 100%
Pass by 00-03:
Spell Resistance is lessened by 50%
Pass by 04-07:
Spell Resistance is lessened by 25%
Pass by 08-10:
Spell Resistance is lessened by 10%
Pass by 10+:
No Effect
Material Component: Holy symbol and a broken iron rod.
Detect Spirits
Divination
Level: Cleric 3 (Sehanine Moonbow) (Kiaransalee)
Components: V, S, M
Casting Time: One Standard Action
Range: Special
Duration: One Round / Two Levels
Saving Throw: None
Spell Resistance: No
This spell reveals to the caster the presence of disembodied or incorporeal spirits, such as ghosts, wraiths,
specters, astral-projecting creatures, and so on. Spirits of any type appear to the caster in their preferred form. The caster
is revealed the presence of spirits in a 10 by 60 line emanating from his/her front. As the caster moves, this line moves
with him/her.
Simply detecting a spirit does not give the caster any special abilities to communicate with it, or interact with it in
any way, shape or form. The spell simply allows the caster to see the spirits, and nothing more.
Material Components: Small pendant of copper wire worth at least 20 GP
Discord
Enchantment (Charm)
Level: Bard 3, Wizard/Sorcerer 5
Components: V, S, M
Casting Time: 1 standard round
Range: Close (25 + 5/Level)

Targets: One hostile individual


Duration: 1 Round/Caster Level
Saving Throw: Yes (Will Negates)
Spell Resistance: No
This spell affects any individuals who are openly hostile towards the caster, and are within the area of effect of
the spell. These individuals must successfully make a Will Save, or immediately attack their closest friend or ally. They
continue attacking their friend or ally for a number of rounds equal to the casters level.
Material Components: A small mirror
Dragonrage
Transmutation (Polymorph)
Level: Sorcerer/Wizard 8
Components: V, S, M, XP (250)
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes / level (D)
Saving Throw: None
Spell Resistance: No
This spell, though a normal wizard spell, is a secret jealously guarded by some circles of Elven High Magi found
on Evermeet. It does not change the casters appearance or size, but temporarily grants the caster some powers of a
metallic dragon. The type of metallic dragon scale used as a material component determines which kind of metallic
dragon the caster's powers mimic. For determining the strength of the casters assumed powers, use the age category of
the dragon type in question that has HD equal to the caster level of the character, up to a maximum of 25. The caster
retains his spell casting abilities.
The caster assumes the dragon's physical ability scores for a dragon of his or her type and gains all bonuses
one would expect for having those ability scores. Hit points gained from the constitution modifier should be treated as
bonus hit points and lost first; the caster retains his or her original hit-dice. The caster has an attack bonus appropriate for
a dragon of his or her age and type, and despite not changing forms, gains a dragon's claw, bite, and breath attacks. The
character has movement characteristics, including flight, like that of the dragon whose powers are assumed, and gains
the dragons frightful presence ability.
Despite retaining his own mental ability scores, the caster takes on many of the personality traits of the type of
dragon whose powers he or she has assumed for the duration of the spell. This can occasionally make the caster far
more reckless than he or she would have been as a mage.
Material Component: The scale of a Metallic Dragon of the type the caster wishes to assume, and a small candle.
Elder Eye
Necromancy
Level: Cleric 5 (Ghaunadaur)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Effect: Eye becomes a glowing, golden orb of evil
Duration: 7 rounds
The caster of this spell transforms one of his/her eyes into a glowing, golden orb of evil. Each round, the caster
may balefully glare at a single living creature within a twenty-foot radius with his/her Elder Eye as a free action. Any
creature that fails a WILL saving throw with a 3 penalty, is magically blinded, and stays in that condition until healed with
a Remove Curse or Remove Blindness spell. The caster may also engage in combat while under the effects of Elder Eye.
The casters gaze attack can be reflected back at him/her.
There is a slim (1%) chance that the caster is permanently blinded when the spell ends. In such circumstances,
only Heal spells, or spells stronger, can restore the casters sight in the affected eye.
Elf Disguise
Illusion (Glamer)
Level: Bard 1, Cleric 1 (Vhaeraun), Sorcerer/Wizard 1
Components: V, S, DF
Target: Self
Duration: 1 hour/level
Known as Golhydarthiir, which translates literally as Surface Elf Disguise, this spell functions very similarly to
the Disguise Self spell, except that the caster cannot change his/her height, weight and build. This spell only changes the
casters hair color, eye color and complexion, until the three match that of a particular kind of Elf. The spell can only
emulate Sun Elves, Moon Elves, Wild Elves, Wood Elves, Star Elves and Drow Elves.
The coloration the caster chooses is limited to the common colors of that particular Elven subrace. For example,
because Moon Elves always have fair skin, the caster cannot make him/herself a Moon Elf with a bronzy complexion.
Because the spell does not change the casters physical appearance, those who are familiar with him/her can easily
recognize the caster.
Faerie Form
Transmutation
Level: Cleric 7 (Erevan Ilesere)

10

Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Duration: 2 Rounds/Level
Saving Throw: None
Spell Resistance: No
This spell allows the caster to take the form of any kind of Fairy, as adjudicated by the DM. The spell grants the
caster the forms innate magical abilities and resistances, as well as the forms innate weaknesses.
When the new form is assumed, the casters equipment melds into the new form. Magical effects granted by
items, such as a Ring of Feather Fall continue to work. Magical effects granted by items that need to be activated, such as
a Ring of Invisibility do not work.
The caster may change forms as many times as desired, within the duration of the spell. For example, he/she
can change into a Sprite, fly away, and then transform into a Nixie, and dive into a lake. Subsequent forms carry on the
casters current Hit Points. Transforming is a standard action, and provokes an attack of opportunity.
Material Components: Locks of hair from three different species of Fairy.
Faerie Sword
Evocation [Force]
Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Effect: Creates 1 highly magical sword
Duration: 1 round / 2 levels (D)
Saving Throw: None
Spell Resistance: No
This spell is rare amongst even Elves and has not been seen in the hands of other races. Bladesingers that are
inclined toward wizardry (rather than bardic magic) are the most common wielders of the faerie blade. The spell creates a
slender, shimmering plane of force in the casters hand that acts as a blade and may be wielded by the caster (and only
the caster) as a long sword. The sword acts as a +4 magical blade, and as a force weapon receives no penalty when
used against ethereal creatures (19-20 threat range; critical multiplier of x2). Each time the caster successfully strikes an
opponent the caster can elect to inflict 4d4+4 points of damage (no bonus for strength modifier) or a random magical
effect on the opponent. To determine the nature of the effect, roll d%, add the caster level to the result, and consult the
table below (spell resistance must be overcome with a caster level check if indicated and saving throws, when applicable,
are made against DC 17 to negate the effect):

Material Component: Tiny gold or crystal sword worth 250 GP.


Fatigue
Enchantment (Compulsion) [Mind Affecting]
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone shaped burst
Duration: Special (see text)
Saving Throw: Will Negates
Spell Resistance: Yes
This spell is uncommon among Elves and unheard of among other races; it has in some cases been replaced
with the superior 5th level spell waves of fatigue even amongst tradition bound Elves. The spell is common only among
specialist wizards that abstain from using spells of the school of necromancy.
The spell causes all creatures within the cone of effect to feel weary and tired. The affected creatures will
behave as if they are fatigued; if a creature already affected by fatigue is hit by this spell they will believe they are
exhausted. Fatigue or exhaustion generated by this spell has an effect indistinguishable from the conditions of the same
name, but are entirely in the minds of the creatures under the affect (unlike the necromancy spells that cause fatigue by
tiring the targets muscles). The affected creatures will feel fatigued until the spell is subject to a successful dispel magic
effect or the creatures rest for 8 hours (as per the rules exhausted creatures require 1 hour rest to be upgraded from

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exhausted to fatigued condition). Creatures, such as elves, that are immune to magic sleep effects are immune to this
spell.
Find Sustenance
Abjuration
Level: Cleric 4 (Fenmarel Mestarine)
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Day
Saving Throw: None
Spell Resistance: No
This spell gives the caster a sixth sense as to where to look for food and water. This translates into a +5 to the
casters Survival skill checks, and a +20 to the casters Survival skill checks when it has to do with food and water, as
rd
adjudicated by the DM. For every caster level over 3 , the caster can innately find enough food and water to sustain one
Humanoid for one day. Find Sustenance fails if there is absolutely no food or water to be found, a scenario that, luckily,
almost never occurs if the caster has unrestricted access to the natural world.
Flight of Remnis
Conjuration [Summoning]
Level: Cleric 4 (Aerdrie Faenya)
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 1 Mile
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell is a variant of the Summon Natures Ally that Aerdrie Faenya blesses her Clerics with, thanks to a
pact she made long ago with Remnis. This spell allows the caster to call a number of non-magical birds of prey, such as
eagles, owls, falcons, and so on. The caster makes only one call, and does not get to choose what sort of avian answers
his/her summons.
A total of 1d20 + 1 per caster level Hit Dice worth of avians show up to aid the caster, with a maximum of 32 Hit
Dice worth of avians. The summoned creatures aid the caster by whatever means they possess. The spell ends when the
avians complete the task that the caster summons them for, such as sending a message, or when the caster dismisses
them.
Fortitude
Necromancy
Level: Cleric 2 (Selvetarm)
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: One living creature
Duration: Two Rounds/Level
Saving Throw: None
Spell Resistance: No
This spell gives the ability to ignore mortal wounds for a limited time. The being whom this spell is cast on may
continue fighting for 1d4 + 1 Rounds after he/she is brought to 0 to 9 Hit Points. Any damage past 9 Hit Points causes
the creature to die, as is normal. When the spell ends, and the creature is within the 0 to 9 Hit Point medium, he/she falls
unconscious.
Material Components: Several drops of cave bear blood.
Gift of Life
Necromancy [Good]
Level: Sorcerer/Wizard 9
Components: V, S, M, Backlash
Casting Time: 1 standard action
Range: Touch
Effect: Returns touched undead creature to life
Duration: Instant
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Gift of Life is known only to a small number of Elven High Magi on Evermeet. It was originally discovered by a
High Mage as a wizardly adaptation, after many long year of research, of one of the features of the Suyoll Ritual of
Complement.
If the caster succeeds at a touch attack against an undead creature and the creature fails its fortitude saving
throw, it is instantly returned to life as it was just before death. If the creature died of natural causes it is restored to life as
it was 10 years before it died of old age. The restored creature is stunned for 1d4 rounds, while it recovers from the shock
of what happened. The creature returns with an appropriate experience level, the proper number of hit-points, and with its
original alignment. It possesses all of the racial and class abilities it had in life, but is wearing and holding whatever

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equipment it used while it was an undead creature.


A lich can retreat from its body into its phylactery rather than being subject to this spell; however, it must decide
to do so before rolling its fortitude saving throw. If the lich elects to remain in its body and fails the saving throw its life
force is severed from the phylactery, and it is instantly returned to life like any other undead creature. If it chooses to
retreat to its phylactery the spell fails, but the lich must reconstitute its body in the usual manner after 1d10 days. If the
caster has the lichs phylactery in-hand, the lich is neither entitled to spell resistance or a saving throw, nor does the
caster need to make a touch attack.
This spell does not necessarily change the alignment of a creature that was originally evil, but there are legends
of wicked liches and vampires who were restored by this spell, repented their evil ways, and changed alignment.
Due to the power of this spell a magical backlash ensues if the casting is successful, and the caster must make
a fortitude saving throw (DC 10 + HD of creature affected). If the saving throw is made the caster takes only 1d6 damage,
while if the saving throw is failed the following table should be consulted to determine the effect. The caster is affected as
soon as the spell casting is complete, and a failed fortitude save can only be annulled by the personal intervention of a
deity

Material Component: A medallion made of gold worth 500 GP, depicting the symbol of at least one of the deities of the
Seldarine.

Infrainvisibility
Transmutation
Level: Wizard/Sorcerer 5, Cleric 4 (Shevarash)
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Special
This spell works exactly like Infrainvisibility, except that when the creature under the influence of this spell
attacks, the infrainvisibility does not wear off.
Material Components: Holy symbol and 10 GP worth of precious gems.
Greater Infravision
Transmutation
Level: Cleric 4, Druid 4, Wizard/Sorcerer 4
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Special
This spell allows the recipient to see in the infrared spectrum up to 120 feet. Invisible creatures that give off heat
or cold are visible with infravision, but creatures that do not are completely invisible with infravision. Note that light sources
can obscure vision, or even temporarily blind the recipient of the spell.
Material Components: A pinch of dried carrot or agate.
Gullship
Transmutation
Level: Sorcerer/Wizard 7
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Effect: Allows one ship to fly
Duration: 1 hour / level (D)
Saving Throw: None
Spell Resistance: No
Gullship is a common spell among only the mariner mages of Evermeet. It is not exclusively Elven, and some
human wizards of Halruaa also know how to work this spell. Once cast, this spell allows a single water-borne vessel to fly
(when the spell is cast the vessel must be afloat in water). The vessels length x breadth cannot exceed 10 x the caster's

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level for this spell to function. For instance lifting a galley that is 130 ft. long and 20 ft. wide would require a caster level of
26. The vessel must rely on the winds to move while it is flying, so the galley in the above example would be unable to
use its oars. The caster can control the vessel's altitude by as mush as 100 ft. per round, with a maximum altitude of 100
ft. per caster level. This counts as a full round action for the caster; other than changing altitude the caster need not
concentrate on the spell.
When the spell ends or the caster dismisses it the ship gently lowers itself into the water, or to the ground if it is
no longer over water (since the spell can only be cast while the vessel is floating in water gullship cannot be cast a second
time to lengthen the amount of time the ship can spend in the air). If the caster dies while the ship is under the affect of
gullship, the ship's altitude cannot be changed and the ship must continue at its current altitude until the spell ends. If the
spell is subject to a successful dispel magic effect the ship immediately falls under the influence of gravity, very likely
killing all on board.
Material Components: A seagull feather, and a small model boat.
Haunted Reverie
Necromancy
Level: Cleric 5 (Kiaransalee)
Components: V, S
Casting Time: 8 standard rounds
Range: Touch
Area: One Elf
Targets: One Elf touched
Duration: Special
Saving Throw: Special
Spell Resistance: No
This insidious spell affects only Elves. It draws them into a world of nightmares when they attempt to enter
Reverie, the Elven equivalent of sleep. After casting this spell, a cleric must make a successful touch attack. If he/she
succeeds, the spell activates. But, if he/she fails, the spell dissipates harmlessly. Only a Remove Curse, Limited Wish,
Wish or Miracle spell can reverse the effects of this spell.
Once an affected Elf enters Reverie, he/she must make a saving throw against spells with a 3 penalty. If the
Elf in question passes the saving throw, the effects of Haunted Reverie are held back, until the next time the Elf enters
Reverie. He/she is alerted that there is something wrong, although they are able to discern the exact nature of the
problem. Every time an Elf enters Reverie after this, the penalty against his saving throw decreases by one. If the Elf
passes successfully into Reverie four times, the effects of Haunted Reverie simply dissipate.
If the Elf in question fails any saving throw, he/she slips into a nightmarish perversion of what Reverie really is.
The Elf is consumed with visions of Thanatos, Kiaransalees tower in the Demonweb Pits. Memories of friends, relatives
and places are intermingled with visions of death, decay and undeath. Physically, the Elf thrashes around in agony, and
cannot be wakened without magical intervention.
For every round an Elf is in Haunted Reverie, he/she must make a saving throw- with a 1 penalty for every
round trapped- to escape the nightmarish, horrific dreamscape. For every round that an Elf is trapped in Haunted Reverie,
he/she loses 1 point in INT, CON and WIS. Should any attribute drop to 0 in this manner, the Elfs psyche is drawn into
Kiaransalees grasp, and the Elf is permanently dead.
Once an Elf escapes Haunted Reverie, the spell ends. Lost INT, CON and WIS are regained at the rate of 1
point for every hour.
Imposing Presence
Illusion (Phantasm) [Mind Affecting]
Level: Bard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1
Components: V,S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 Levels)
Targets: All Creatures within Range
Duration: 1 MinuteLevel (D)
Saving Throw: Will Negates
Spell Resistance: Yes
Imposing Presence creates an illusion that portrays the caster a somewhat larger and more imposing than before
to all who gaze upon him/her. Druids tap into elemental forces to power this spell, Bards use their showmanship, Clerics
appear to have a divine aura about them, and Wizards & Sorcerers seem to crackle with eldritch might.
This spell is mostly used to impress others, and/or gain a groups attention. The caster may adjust the spell, so
that he/she appears either threatening, or inspiring. The caster cannot make him/herself appear both threatening and
inspiring at the same time. Imposing Presence is useful for those in leadership roles, and often changes the attitudes of
those the caster is interacting with.
Infrainvisibility
Transmutation
Level: Wizard/Sorcerer 3, Cleric 2 (Shevarash)
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Special

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This spell masks the heat signature of the creature touched, rendering him/her invisible to infravision, though
the target can still be seen with normal vision, and Darkvision. Spells such as Invisibility Purge cancel the effects of this
spell, and cause the recipient creature to become visible in the infrared spectrum.
The spell remains in effect for twenty-four hours, or until the magic is dispelled, the recipient voluntarily cancels
it, or if the recipient attacks. The Infrainvisible creature can make any other kind of action, such as walking, talking,
drawing a weapon, and the like, without dispelling the magic of the spell.
Items dropped, or put down by the infrainvisible being become visible to infravision. Likewise, any items that are
picked up become infrainvisible.
Material Components: A pinch of dried carrot or agate.
Infravision
Transmutation
Level: Cleric 3, Druid 3, Wizard/Sorcerer 3
Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Special
This spell allows the recipient to see in the infrared spectrum up to 60 feet. Invisible creatures that give off heat
or cold are visible with infravision, but creatures that do not are completely invisible with infravision. Note that light sources
can obscure vision, or even temporarily blind the recipient of the spell.
Material Components: A pinch of dried carrot or agate.
Lesser Spellsong
Evocation
Level: Cleric 4 (Eilistraee)
Components: V, S
Casting Time: One Standard Round
Range: See Text
Target: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
This spell enables the caster, through song, dance, prayer and supplication, to cause an effect that mimics any
rd
desired Cleric spell of 3 level or less. In effect, the casting of the spell occurs normally, with the usual effects, range,
targets, and so on, but without the normal gestures, words, or material components of any kind.
The caster must be able to freely move his/her entire body, and must be able to freely sing, without interruption.
Should the caster lose the ability to do either in mid-spell, it is up to the DM to decide if the spell works successfully, fails,
or partially goes off. Clerics of Eilistraee are trained to sing while in pain, and to dance while in combat. They cannot do
both, however, when launching physical attacks of their own.
Leviathan
Conjuration (Calling)
Level: Sorcerer/Wizard 8
Components: V, S, M, XP (450)
Casting Time: 1 minute
Range: Special (see text)
Effect: 1 or more summoned sea creatures
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell has never been known outside of the ranks of the Elven High Magi, and is a guarded secret called
upon when Evermeet is threatened at sea. The spell conjures whales, or perhaps a leviathan, to aid Elven ships at sea;
the caster must have a particular task in mind for the sea creatures when the spell is cast or the spell will fail. The
creatures arrive at a random location underwater near the caster and take 1d10 minutes to arrive before immediately
setting about the specific task for which they were called (such as destroying an enemy fleet). If they are called to engage
an enemy they will fight until the battle is won or until they die. The type of creatures summoned is random, roll d20 and
consult the following table:
d20 Roll Effect
1-6
1d6 Orca Whales (MM1) of 9 HD
5-8
1d4 Baleen Whales (MM1) of 12 HD
9-12
1d4 Cachalot Whales (MM1) of 12 HD
13-15
1-3 Orca Whales (MM1) of 14 HD
16-17
1-2 Baleen Whales (MM1) of 19 HD
18-19
1-2 Cachalot Whales (MM1) of 19 HD
20
1 Leviathan (MM2) of 32 HD
Material Component: A small carving of a whale, and a gold ring worth 500 GP.

15

Lively Step
Transmutation
Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard round
Range: 30 radius emanating from the caster
Duration: 1 hour/Level
Saving Throw: None
Spell Resistance: No
This spell enchants all Elves and Half-Elves within the radius of the spell. A sprightly, energetic tune and
corresponding magic lends energy and animation to those who listen, and their speed is slightly improved for dancing,
running, and broader movements (but not for use in direct combat). In essence, it is a spell that increases the
movement rates of Elves or Half-Elves by 50% (MV rate 18) and cancels fatigue,
allowing them continued movement at this enhanced speed for extended periods of time without any corresponding
penalties
Material Component: A sheet of music.
Mantle of the Slime Lord
Abjuration
Level: Cleric 7 (Ghaunadaur)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Effect: Nimbus of divine energy
Duration: 10 Minutes/level
Saving Throw: None
Spell Resistance: No
The spell causes a glossy nimbus of energy to surround the caster. The barrier looks like a gelatinous layer of
thick, dirty water to observers. The caster has his sight impeded in no way, however. While the Mantle of the Slime Lord is
active, nonintelligent oozes will not attack the caster, unless he/she attacks them first. In addition, the caster gains
immunity to poisons, sleep effects, as well as polymorph and stunning effects. Finally, when a critical hit or sneak attack
hits the caster, there is a three in four chance (75%) that the critical hit or sneak attack is negated, and damage is dealt
normally.
Mists of Ghaunadaur
Conjuration
Level: Cleric 3 (Ghaunadaur)
Components: V,S
Casting Time: 1 standard action
Range: Personal
Effect: Cloud of mist around the caster
Duration: 1 round/level
The caster of this spell cloaks his/herself in mauve or violet mists that eddy and flow around him/her. This
effectively makes the caster invisible, bestowing upon them 100% cover, for the purposes of attacks. The spell also
thwarts heat-related abilities, such as Infravision. While they are cloaked in the fog, the caster of the spell is granted a +2
bonus to his/her Armor Class. True Seeing pierces through the Mists of Ghaunadaur.
Moon Blade
Conjuration [Creation]
Level: Cleric 3 (Sehanine Moonbow) (Selne)
Components: V, S
Casting Time: One Standard Action
Range: Personal
Duration: One Round / Level
Saving Throw: Special
Spell Resistance: No
This spell creates a silent, weightless, translucent blade made of moonlight that projects four feet from the
casters clenched fist. Because it projects from them, the blade cannot be dropped, fumbled, or stolen, and because the
weapon is wraith-like, it cannot be damaged or destroyed.
The Moon Blade is treated as a +4 weapon, for the purpose of bypassing damage reductions. The caster uses
his/her unarmed attack bonus to strike with this magical weapon. To living beings, a successful hit deals 1d12+4 points of
damage, and leaves no physical wounds. To Undead creatures, a successful hit deals 2d12+4 points of damage, and
burns, boils and chars anything it touches.
A successful hit temporarily scrambles magic, as well. Those that are struck and wounded cannot cast spells or
conjure innate spell-like abilities for one round if they fail a Will save. Functioning spell effects, such as Mage Armor, do
not disappear, but, instead, are temporarily suspended. The being struck by the Moon Blade cannot summon the powers
of magical items during this time, either. Repeatedly being struck by a Moon Blade causes the individual being struck to
make Will saving throws each turn.

16

A Moon Blade vanishes if the caster is slain, the spell is dispelled, the spells duration expires, or if the caster
casts a spell that involves somatic components, such as hand gestures. Only spells without somatic components, or still
spells, can be cast without dispelling the Moon Blade spell.
Moonbow
Conjuration [Creation]
Level: Cleric 4 (Sehanine Moonbow)
Components: V, S, M
Casting Time: One Standard Action
Range: Personal
Duration: One Round / Two Levels
Saving Throw: None
Spell Resistance: No
This spell creates a crystalline bow the size of a long or short bow, depending on the preference of the caster. A
thin beam of silvery light serves as the bowstring. When drawn back, a silver, spectral arrow appears in the proper
knocked position. When fired, each arrow leaves a trail of Motes of Moonlight, which last 1d4+1 Rounds. These Motes of
Moonlight follow the path of flight of the loosed arrow.
At most, the caster may fire two arrows per round, depending on his or her Base Attack Bonus. When an arrow
is shot, regardless of whether it hits its intended target or not, it fades into a silvery radiance that lingers in the immediate
area for 1d4+1 Rounds, before completely dissipating. The bow itself disappears similarly when the spell ends.
The effects of these arrows differ, depending on the target. If shot into an area of magical darkness, the
darkness is dispelled. If shot into a living creature, the bolt delivers 7d4 points of damage, due to pure energy from the
Positive Energy Plane. Undead fueled by negative energy from the Negative Energy Plane, as well as natives to that
plane, receive 14d4 points of damage, and are highlight in Faerie Fire. Undead fueled by positive energy, such as
Mummies, Undead fueled by an alternate source, such as Baelnorn, and natives to the Positive Energy Plane only take
7d4 points of damage if struck by a bolt.
Material Components: A silk thread coated in dew gathered underneath a full moon.
Moonbridge
Conjuration [Creation]
Level: Cleric 4 (Sehanine Moonbow)
Components: V, S, M
Casting Time: One Standard Action
Range: 120 Yards
Duration: One Round / Two Levels
Saving Throw: None
Spell Resistance: No
This spell bends and manipulates shafts of moonlight (magical or natural) into a translucent bridge capable of
supporting individuals. At most, a Moonbridge is three feet wide, but during the initial casting, the width can be diminished
to at least a foot. A Moonbridge must be at least 20 yards long, but can be no more than 120 yards long. The caster
decides on the length at the time of the initial casting as well. Once the width and length are declared, they cannot be
altered. When the spell ends, or when the moonlight source is obscured or extinguished, the bridge immediately fades
away, causing those on it to fall.
Only beings of a good alignment can walk on a Moonbridge. Those with evil alignments find the bridge as
insubstantial as normal moonlight. Those with neutral alignments can walk on Moonbridges, but only if they keep in direct
physical contact with the original caster, or form part of a chain, with one end in direct physical contact with the original
caster. Otherwise, they find Moonbridges insubstantial as well.
Material Components: A vial filled with holy water that has been bathed in the light of the full moon for six consecutive
hours.
Moonfire
Conjuration [Light]
Level: Cleric 2 (Sehanine Moonbow) (Eilistraee)
Components: V, S
Casting Time: One Standard Action
Range: Personal
Effect: Wisps of Moonlight appear on caster, up to 1 cubic foot per level
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No
This spell cloaks the caster in moonfire. The glow can range from a faint glow, to a steady, crisp, bright light.
The glow can also range in colors, from a faint white, to a bright green, and everything in between. Moonfire serves as a
source of light as strong as the full moon, and as a beacon for others.
Moonfire always appears to emanate from some part of the body of the caster. The caster can, however, will
th
the moonfire to spread out around his/her body. Clerics who are 4 Level or higher can will moonfire to dance around
them, and not on them, as well as to jump onto items.
Motes of Moonlight
Evocation [Light]
Level: Cleric 1 (Sehanine Moonbow)

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Components: V, S
Casting Time: One Standard Action
Range: 10 / Level
Duration: One Round / Two Levels
Saving Throw: None
Spell Resistance: No
This spell creates a white beam that leaves a trail of shimmering, sparkling, flickering silvery lights in its wake.
The beam itself is completely harmless, and does nothing to those accidentally or purposefully struck with it, as it is
composed of light. The flickering motes it leaves behind provide weak illumination. Clerics of Sehanine Moonbow,
however, are able to see in this faint illumination as if it were the light from the full moon on a clear night.
Nymph's Aura
Transmutation
Level: Cleric 7, Sorcerer/Wizard 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No
The arcane version of this spell is known only by the Elven high magi, and its origin has been long forgotten. Clerics of
Hanali Celanil or the Triune Goddess, Angharradh, are granted this spell. For the duration of the spell the caster has the
beauty of a nymph and all of the attendant dangers that this beauty entails. Those who look upon the caster must make a
DC 17 fortitude save or be permanently blinded. The caster also has the ability to stun a creature for 2d4 rounds with a
glance as a standard action (DC 17 fortitude save negates). The caster gains the nymph's unearthly grace and wild
empathy features.
This spell functions equally well for male casters as it does for female casters, and the nymph's abilities function
equally well on male and female opponents of all humanoid races. If the caster disrobes the saves made against the
stunning glance and blinding beauty abilities receive a -2 circumstance penalty.
Material Component: A Nymphs tear placed on the tongue.
Seeking
Evocation/Transmutation
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Enchant 1 missile/3 levels (5 maximum) with a seeking enchantment
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
This spell is common for the Elves of Evermeet, but rare otherwise. A variation of this spell is commonly found
amongst Arcane Archers. The caster can enchant a number of non-magical missile weapons, no larger than a javelin, with
a seeking enchantment. One missile per three caster levels may be prepared with this spell to a maximum of 5 missiles at
15th caster level. The enchanted missiles can be used by the caster or given to a companion for use. They still strike as a
normal missile for the purposes of overcoming resistances and no other enchantment can be laid on the missile.
When shot or hurled the missiles unerringly seek the target, though the target must be within the weapons
normal range when it is fired. The missile can follow the target around objects and corners so long as some part of the
target is visible when the weapon is fired (i.e. cover is of no use against these missiles). It cannot pass through solid
objects; if the target closes a door, for instance, the missile slams into the door and cannot be dislodged until the spells
duration ends. A creature can escape the missile by any means of instantaneous travel, like Dimension Door.
Shark Charm
Enchantment [Charm]
Level: Cleric 2 (Deep Sashelas)
Components: V,S
Casting Time: 1 Standard Action
Range: Close (25 + 5/Level)
Duration: 1 Minute/Level
Saving Throw: Will
Spell Resistance: No
This spell creates a series of hypnotic patterns designed to cause one or more sharks to cease all activity,
except for side-to-side swaying. If the sharks are charmed while swimming, and are otherwise doing nothing else, they are
dazed for 1d4+2 Rounds. If the sharks are angry, or smell blood, the charm lasts for 1d3 Rounds. If the sharks are angry,
or a Sahaugin is within 30, the charm lasts 1d4+4 Rounds. A single Cleric can charm a total number of Hit Dice of sharks,
or shark-like creatures such as Were-Sharks, or Bunyip, equal to his/her total Hit Dice.
Shevarashs Infravision
Transmutation

18

Level: Cleric 3 (Shevarash)


Components: V, S, M
Casting Time: 1 standard round
Range: Touch
Targets: Creature Touched
Duration: Special
This spell allows the recipient to see in the infrared spectrum up to 120 feet. Invisible creatures that give off heat
or cold are visible with infravision, but creatures that do not are completely invisible with infravision. Note that light sources
can obscure vision, or even temporarily blind the recipient of the spell.
Material Components: A pinch of dried carrot or agate.
Sixth Sense
Divination
Level: Cleric 2 (Corellon Larethian)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One Hour
This spells bestows upon the caster a magical sixth sense, alerting him/her to unexpected danger (to
himself/herself or an ally) within ten feet of the casters current position. The exact nature of this danger is not revealed,
but the caster becomes aware that some kind of danger is about to reveal itself before it actually happens. After being
alerted, the caster cannot be caught flat-footed if attacked in the subsequent round. The caster receives an additional +3
to all immediate skill checks related to reacting to the dangerous situation.
So, for example, if a Cleric cast this spell, he would be altered the round before an assassin jumped out of the
shadows to attack him. Therefore, the Cleric would not be caught flat-footed. If a Cleric cast this spell, he would be altered
the round before a large explosion. Therefore, the Cleric would receive a +3 to his Jump check when trying to leap out of
the way.
Material Components: A drop of sweat.
Slime Hurl
Conjuration (Creation)
Level: Cleric 5 (Ghaunadaur)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 + 5/2 levels)
Effect: Three globs of green slime
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster conjures and hurls three roughly spherical dark green globs of slime. He/she must succeed on a
ranged touch attack to strike a target with a glob of slime. Any creature struck by a slime glob is coated in a patch of green
slime (See Dungeon Masters Guide, Pg. 76), and begins to feel its effects immediately. The caster can target one victim
multiple times, or attack three separate beings. The conjured slime does not automatically disappear after the spell ends.
It must be destroyed in the same fashion that all other slimes are destroyed.
Solitude
Abjuration
Level: Cleric 4 (Fenmarel Mestarine)
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Area of Effect: 10/Level Radius
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell significantly reduces the likelihood that the caster is somehow disturbed by other sentient beings. As
long as the caster remains within the fixed radius of his/her spell, there is a reduced chance that anyone intrudes upon the
caster purely by happenstance, as decided by the DM. Those who are actively seeking the caster are unaffected by the
spell, though the caster is alerted once this person crosses the boundary of the Solitude spell.
Material Components: A handful of soil sprinkled along the perimeter of the spell boundaries.
Song of Battle
Enchantment (Compulsion) [Mind Affecting]
Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 minute
Range: 100 ft.
Area: 100 ft. radius centered on the caster
Duration: 10 minutes / level

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Saving Throw: Will Negates (harmless)


Spell Resistance: No
This spell is known only amongst Elven High Magi, and serves as a truncated and lesser version of the powerful
EvaliirEnevahr Ritual of Solitude. The caster must strum a stringed instrument while casting this spell, but he or she need
not have any knowledge of the tune, and the instrument is not harmed during the casting. The magic of the spell will
ensure that the instrument sounds true.
The caster sings a brief stanza of ancient chant while playing the stringed instrument, to inspire Elven troops as
they enter battle. All who are within a 100 feet of the caster and hear the song are emboldened and cannot be made to
flee the battle for any reason, magical or mundane. The affected troops are immune to all fear affects of any kind,
including the fearful emanations of powerful foes such as dragons. Caster level checks to dispel this protection are made
as though the caster of the Song of Battle was 4 levels higher than he or she really is. Singing the song requires a DC 10
performance (Sing) skill check, and the song cannot be sung in an area under the Silence effect (or using the silent spell
metamagic feat).
Soul Charge
Necromancy
Level: Cleric 3 (Vhaeraun)
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 24 hours or until discharged
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell allows the caster to drain a portion of the targets soul, and use it to activate any spell-trigger item,
such as wands. The spell bestows a negative level on the target, and transfers the souls energy to a crystal that the
caster has upon him.
When the crystal holds a charge, you can use the energy within it to power a spell effect from a spell-trigger
item, instead of using a charge from the item itself. So, in other words, the spell allows the caster to save a charge on
his/her spell-trigger item by using the energy within the crystal, instead of the energy in the item itself. Even if the spell
normally expends two charges from an item, Soul Charge can only as one charge per use. To use this spell to activate an
rd
item, you must first be able to activate the item. The spell also must be 3 Level or lower, and the casters level must be
equal or less than the casters current level.
Material Component: A small shard of crystal, worth at least 100 GP.
Soul Freedom
Enchantment (Charm) [Good, Mind Affecting]
Level: Sorcerer/Wizard 9
Components: V, S, Backlash
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels)
Effect: One evil creature is converted to a good alignment
Duration: Special; see text
Saving Throw: Will Negates
Spell Resistance: Yes
This spell is common amongst Elven High Magi of both Evereska and Evermeet, but is unknown outside of these powerful
circles. The spell can only be used against creatures of evil alignment with an intelligence score of at least 3. If the target
fails a will save it is instantly converted to good alignment. It will behave as good creature of its intelligence would be
expected to behave. Note that it is still possible the creature will find itself in conflict with the caster, but it will only do so if
there is a reason that is not inherently evil. In other words an Illithid affected by this spell will not desire to abstract the
casters brain in the selfish pursuit of knowledge, but will still be at odds with the caster over plans to steal the Illithids
spell book. The Illithid in this example, however, will try to reach a peaceful solution and will result to violence only as a
last resort.
The subject is entitled to a new save once per month for one year (the DC of the save remains the same as it
was for the initial saving throw). If the creature fails its will save, it continues to behave in a manner consistent with a good
alignment. If the will saving throw is made the creature can reconsider its alignment and revert to its evil ways. The choice
the creature makes upon reconsidering its alignment is permanent in the sense that it is no more susceptible to alignment
change than any other creature of its intelligence (i.e. if the creature elects to remain good it is no more likely to revert to
evil at this stage than any other creature that is good and has similar mental statistics). Obviously the environment the
creature is in, its mental characteristics, and the emotional support and example set by other creatures the affected being
interacts with will affect this decision. If soul freedom is successfully dispelled the creature immediately reconsiders its
alignment and must choose to remain good or revert to its evil ways. If the creature is in combat it will wait until the battle
is complete to undertake this objective contemplation.
After a year has elapsed the affected creature is entitled to a new saving throw every year for ten years. If the
creature succeeds with any of these it is entitled to reconsider its alignment as stated above, if it fails at all of the saving
throws the creature remain good permanently.
Due to the power of this spell a magical backlash ensues if the casting is successful, and the caster must make
a fortitude saving throw (DC 10 + HD of creature affected). If the saving throw is made the caster takes only 1d4 damage,
while if the saving throw is failed the following table should be consulted to determine the effect. The caster is affected as

20

soon as the spell casting is complete, and a failed fortitude save can only be annulled by the personal intervention of a
deity.

Speak with Avians


Divination
Level: Cleric 1 (Aerdrie Faenya), Druid 1, Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5/Level)
Effect: Can Speak with Avian Creatures
Duration: 2 Round/Level
Saving Throw: None
Spell Resistance: No
This spell empowers a caster to comprehend and communicate with any avian creature. The cleric is able to
ask questions, and receive answers, but the quality of those answers is dependent on the intelligence of the avian
creature the caster is speaking with. If the avian creature the caster is speaking with is of the same alignment as the
caster, the creature is extremely helpful, resulting in a +2 to all CHA based skills for the duration of the conversation. If the
avian creature the caster is speaking with is of an opposite alignment as the caster, the creature often reacts negatively,
resulting in a 2 to all CHA based skills for the duration of the conversation.
Speedmount
Transmutation
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: One Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 Round/Level
Saving Throw: No
Spell Resistance: No
This spell affects one horse or other riding animal. When this spell is cast, the subject creatures movement is
doubled for a number of turns equal to the casters level.
Material Components: A horseshoe.
Spider Hand
Transmutation
Level: Cleric 3 (Lolth), Wizard/Sorcerer 4
Components: V, S
Casting Time: 1 Standard Round
Range: Close (25 + 5 / 2 Levels)
Target: One Humanoid Creature
Duration: 1 Round / Level
Saving Throw: Will Negates
Spell Resistance: None
Through magic, you turn the hand of the target into a spider. The process of the transformation is painful, and
the target automatically takes 1d4 points of damage. Once the targets hand is transformed into a spider connected to his
arm, it begins viciously attacking him. Use the stats of a Diminutive Spider in the Monster Manual. When the spell expires,
the targets hand transforms back to normal, once again dealing an automatic 1d4 points of damage to the target.
Spidereyes
Divination (Scrying)
Level: Cleric 1 (Lolth) (Selvetarm), Wizard/Sorcerer 1
Components: V, S, M
Casting Time: One Standard Round
Range: Touch
Target: One Arachnid
Duration: 1 Round/Level

21

Saving Throw: None


Spell Resistance: No
This spell enables the caster to see through all of the eyes of the chosen arachnid creature. This spell does not
give the caster any kind of ability to establish mental contact with the spider, command/control the spider, or read the
thoughts or emotions of the spider. Frustratingly, the spider does not do what the caster wishes it to do, or go where the
caster wishes it to go.
Most spiders have eight eyes, two compound and six simple. Because its vision is not readily understandable,
the caster must successfully make a Concentration check (DC 15 Spellcasting Level) in order to see through the
spiders eyes, and make sense of what he/she sees.
The spell is broken when the duration of the spell expires, if either the spider or the caster die, shift to another
plane, or if some kind of magical barrier, such as Mordenkainens Private Sanctum, is interposed between the two.
Material Components: A strand of web from the chosen spider.
Sprites
Conjuration (Summoning)
Level: Cleric 7, Wizard/Sorcerer 7
Components: V, S, M
Casting Time: 1 standard round
Range: Close (25 + 5/Level)
Area: Special
Duration: 6 Rounds + 1/Caster Level
Saving Throw: None
Spell Resistance: No
This spell was created long ago, in honor of an ancient pact between Elves and Sprites. When cast, 2d10
Sprites immediately appear anywhere within range, and fight alongside the caster for the duration of the spell, after which
time they simply vanish. Slain Sprites vanish as well, in the same manner as creatures summoned by a Summon Monster
spell.
Where exactly these Sprites come from is unknown. There is no evidence to suggest that the summoned
Sprites come from anywhere on Toril, causing some to believe that these Sprites are actually the spirits of slain Sprite
warriors from the past, who died while in service to Elves. All of the Sprites summoned have the stats as provided in the
Monster Manual.
Material Components: A small piece of Sprite clothing, and a small silver bell.
Summon Cetacean
Conjuration [Summoning]
Level: Cleric 3 (Deep Sashelas)
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 1 Mile
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell is a variant of the Summon Natures Ally that Deep Sashelas blesses his Clerics with. This spell
allows the caster to call a number of non-magical cetaceans, such as whales, dolphins, porpoises, and so on. The caster
makes only one call, and does not get to choose what sort of avian answers his/her summons.
A total of 1d20 + 1 per caster level Hit Dice worth of cetaceans show up to aid the caster, with a maximum of 32
Hit Dice worth of cetaceans. The summoned creatures aid the caster by whatever means they possess. The spell ends
when the cetaceans complete the task that the caster summons them for, such as sending a message, or when the caster
dismisses them.
Sunbolt
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30 + 30/Level
Area: 30 Radius
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
This spell creates a blinding discharge of sunlight, which engulfs all those within the 30 radius of the spell for
1d4 points of damage per level. The target, and all who observe the Sunbolt, except the caster, must make a successful
Reflex Save, or be blinded for 2d4 rounds.
The Sunbolt is most effective against the Undead. Damage against such creatures is doubled. They receive a
2 to their Reflex Saves, and are blinded for 2d4 rounds upon failure. The blinding effect is only effective against self-willed
Undead, such as Liches,
Vampires, or Mummies. It is not effective against mindless Undead such as Skeletons and Zombies.
Material Components: A small sunstone worth at least 25 GP.

22

Surface Sojourn
Abjuration
Level: Cleric 1 (Deep Sashelas)
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No
This spell allows aquatic beings capable of existing on land for short periods of time, as decided by the DM, to
do so, by enveloping them in a thin mantle of water that keeps him/her/it wet and moistened. Such beings include, but are
not limited to, Aquatic Elves, Malenti, Merfolk and Sahuagin. For the duration of the spell, the recipient does not drown by
breathing in air, nor are they affected by the normal discomforts, restrictions and penalties for being out of the water.
Sylvan Form
Transmutation
Level: Cleric 4 (Corellon Larethian)
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Personal
Duration: 2 Rounds/Level
Saving Throw: None
Spell Resistance: No
This spell allows the caster to take the form of any non-evil, Humanoid Sylvan creature, as adjudicated by the
DM. The caster may take the form of a creature as small as a Gorse (3) to as large as a Voadkym (96). The spell does
not grant the caster the forms innate magical abilities, but it does give them the assumed forms mode of locomotion and
breathing.
When the new form is assumed, the casters equipment melds into the new form. Magical effects granted by
items, such as a Ring of Feather Fall continue to work. Magical effects granted by items that need to be activated, such as
a Ring of Invisibility do not work.
Only one form can be assumed by means of this spell per casting. The caster can revert to his/her true form at
any time, ending the spell. Upon a voluntary transformation, the caster is healed 1d12 HP. If the caster is slain while in
his/her assumed form, or if the spell is dispelled, the caster reverts back to his/her normal form, and is not healed.
Threnody
Enchantment (Charm) [Mind-Effecting, Sonic]
Level: Cleric 2 (Kiaransalee)
Components: V
Casting Time: 1 standard round
Range: Close (20 + 5/Level)
Area: All within a 20+ Radius, extending from the caster
Targets: Any sentients within range
Duration: Special
Saving Throw: Special
Spell Resistance: No
This spell, also known as Kiaransalees Song of Lament, allows the caster to evoke images of lost friends and
family in the minds of those who are fighting the undead. This hinders their ability to bring harm upon the undead
creatures, since those under the influence of the spell believe the undead to be reanimated friends and love ones, staying
their hands.
After the caster sings the spell, all within the area of influence must make a DC 15 Will Save, or fall under the
influence of the spell. Anyone who passes this check must do so again the next round, and all subsequent rounds
afterwards. The only way to escape the influence of the spell is to kill the caster, or escape beyond 30 of the caster.
If a character falls under the influence of Threnody, all undead creatures within the area of influence appear to
be deceased persons for whom the subject cared deeply for. This makes it harder to fight the undead, resulting in a 2 to
all attack and damage rolls.
The fortunate few who have never actually lost a friend or loved one (Typically the young, or the sheltered) are
unaffected by Threnody. Should a being actually encounter the body of an undead loved one through sheer coincidence,
or evil machinations, while under the effect of Threnody are totally unable to attack the creatures. They also receive a 4
AC penalty against these (and only these) creatures who they once knew.
Venom Blade
Necromancy
Level: Cleric 4 (Selvetarm)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Bladed Weapon
Duration: Special
This spell has multiple functions. Firstly, it enchants a bladed weapon so that it has the venomous property for
three attacks, or twenty-four hours, whichever comes first. Secondly, the poison and physical damage caused by the

23

Venom Blade cannot be healed naturally, or with any scroll, wand or potion weaker than the Heal spell. Lastly, the wielder
of the blade, while it is enspelled, is immune to all poisons, magical and natural.
Material Components: Clerics Holy Symbol and the venom sac from a poisonous spider.
Venom Immunity
Conjuration (Healing)
Level: Cleric 3 (Lolth) (Selvetarm)
Components: V, S
Casting Time: One Standard Round
Range: Touch
Target: Creature Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell makes the target immune to a specific type of poison. It renders the target immune to the effects of
one specific poison permanently, after the enchantment is laid. Should this type of poison already be inside of the target, it
is not affected, and it runs its course as normal.
The caster must choose ahead of time what kind of poison the target becomes immune to. The caster must also
be specific. The caster cannot make the target immune to insect venom, but he can make the target immune to the
scorpion venom, spider venom, and so on.
Once this spell is cast, Dispel Magic has no effect on it. Only Remove Curse, Limited Wish, Wish and Miracle
have the power to dispel the effects of this spell.
Vhaeraun's Nightshield
Abjuration
Level: Cleric 1 (Vhaeraun)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
The caster calls forth a cloak-like aura of black energy. The aura has two effects. Firstly, it absorbs up to five
points of Magic Missile damage per caster level. Secondly, it provides the caster with a +1 resistance bonus to all saving
throws. The resistance increases by +1 after every three levels, so that at level 6, the resistance bonus is +2, at level 9,
the resistance bonus is +3, and so on.
Wall of Tentacles
Conjuration
Level: Cleric 7 (Ghaunadaur)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall-shaped area, six inches thick, with a surface up to 10 sq. ft./level
Duration: 1 day/level
Saving Throw: Special
This spell allows the caster to create a quasiliving elemental barrier. On the safe, inner side, the wall appears as
a shadowed section of wall. On the outside, it initially appears as a purplish hued wall. The caster, and clerics of the same
faith can move freely through the wall, as if it did not exist. If any other living creature touches the wall (except for when
they are in contact with a living, mobile cleric of Ghaunadaur), four tentacles emerge to grasp the being, and hiss to alert
those inside.
The wall can extend 20 sixteen-foot tentacles, and two beaks. These appendages shift about the wall, and can
only make four attacks per round on a single target. The tentacles are the primary offense of the Wall of Tentacles. They
whip about, beating and bludgeoning their targets. Any being struck by a tentacle must make a WILL Save, or be
magically held, as per the Hold Person spell. Severing a tentacle automatically breaks this spell. A tentacle is severed
after twelve points or more of damage is inflicted upon it in a single round. All severed tentacles vanish after being hacked
off.
The poison from the beaks is quite debilitative. Once bitten, the poison takes effect in 2d4 rounds, and reduces
all of a characters ability scores by half during its duration. Furthermore, the character can only move at half his/her
speed. The poison can only be cured by magical means, or until the poison runs its natural course, which takes about 3d4
days.
Material Component: Any sort of snake, living or dead, and the beak from an octopus, or any avian creature.
Wall of Tentacles
Armor Class: 22
Size: Huge-Gargantuan
Alignment: Neutral
Hit Die: 10
Hit Points: 200
Attacks: 22 (Maximum of four 16-foot tentacles and two beaks per target)
Attacks: +11

24

Damage: 1d20 (Tentacle)


1d10 + Poison (Beak)
Special Ability: Poison: See Above
Hold Person at will (Tentacles)
Darkness (15 radius)
Immunity to all Non-Magical Weapons
Immune to Dispel Magic (Causes 50 points of damage)
Immune to Disintegrate (Causes 100 points of damage)
Windblast
Evocation
Level: Cleric 3 (Aerdrie Faenya)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (Special)
Effect: Gust of Wind
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a powerful, cone-shaped gust of wind originating from the outstretched arm of the character
that casts it. The gust appears as a visible whirlwind of air, and extends 5 feet long, and 1 foot in diameter per level, for a
total of 50 feet in length and 10 in diameter.
The force of Windblast deals 4d4 points of force damage to all creatures medium and larger. Creatures that are
small, or smaller must make an additional Reflex saving throw, or risk being picked up and thrown by the wind, in addition
to the 4d4 points of damage. Small creatures that fail this saving throw are thrown a maximum of 25 feet backwards, and
risk further damage from hitting other objects, as well as being stunned.
Material Components: A small paper fan.
Windsong
Transmutation
Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 + 5/Level)
Effect: Alter one Gate
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows the caster to alter the conditions of a preexisting Gate, and allows him/her to transport
him/herself to the main entry chamber of the central keep of Windsong Tower, in Myth Drannor. The spell allows the
caster to bypass any normal limitations on the Gate, including distance. In other words, as long as the caster has this spell
memorized, and there is a Gate nearby, he/she can transport themselves to Windsong Tower. The Gate being modified
can be newly cast, or it can be one that has lingered a long time, due to permanence magic.
The effect of Windsong is instantaneous, and fades away quickly after being cast. After being cast, the caster
has 1d6 seconds to step into the Gate, and be transported to Windsong Tower. If these 1d6 seconds pass, the spell fades
away, and the Gate functions as it was intended to.
Windsong only transports the caster. If another individuals enter the Gate during the 1d6 seconds the spell is in
effect, they are transported normally. Only the caster can be transported to Windsong Tower.
Wrath of the Just
Evocation
Level: Sorcerer/Wizard 9
Components: V, S, Backlash
Casting Time: 1 day
Range: 1 mile/level
Area: 1 mile/level centered on caster
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No
This is a massive spell of catastrophic power that is to be used only if the Elves very existence is threatened,
and perhaps not even then. It creates massive earthquakes, fissures, lightening storms, floods, and other natural
disasters to strike everywhere within the area of effect. All creatures within the area are subject to the most extreme
climatic events possible, and while they are entitled to a saving throw to mitigate some of the damage (DC depends on
what effect and what the creature in question is). Nearly all conceivable natural disasters occur, and a large number of
unnatural ones can be observed as well. When the spell ends the affected area is destroyed, all but the most powerful
living things are dead, and the landscape is radically altered. The weave may be damaged within the area (10% chance of
a wild magic zone and a 2% chance of a dead magic zone within any given square mile). The very earth is poisoned and
for 1d% years nothing can grow without being twisted or stunted within the area of effect.
This spell is a scorched earth spell, it is a holdover from bygone days when the Elves knew many such spells
and even ventured to use them at times. This particular spell has not been cast for at least several thousand years but it is
known by many circles of High Magi on Evermeet. It is also known to the Srinshee, who is one of only 2 High Mages who

25

know the UaulSeluKeryth ritual from which it was developed.


The caster of this spell is irrevocably lost when the casting is complete. His or her spirit is unraveled in both the
past and present, along with the weave when Wrath of the Just is cast. It is as though the caster never existed; instead a
knot in the weave is formed that slowly tightens until it snaps unleashing the storm. The fidelity of the timeline is
maintained. All of the actions and events that the caster would have taken part in if he or she had existed still occur, but
other actors take the casters place in this timeline. The implication of this magic for free will is a subject of deep debate
amongst the High Magi of Evermeet, and it is this mystery that has led many High Magi to learn the spell to better
understand said mystery

26

Epic Spells
Elven High Magic: Rituals of Solitude
Adoessuor / Reverie of Ages (Elven High Magic)
Conjuration [Teleportation]
Spellcraft DC: 42
Components: V, S, F, XP, attunement
Casting Time: 10 minutes
Range: 75 ft.
Target: One Elf
Duration: Permanent (D)
Saving Throw: Will Negates
Spell Resistance: Yes
Development: 378,000 GP; 8 days; 15,120 XP. Seeds: contact (DC 21), transport into a slower time stream (DC 35).
Factors: make permanent (x5 DC), dismissible (+2 DC). Mitigating Factors: 10 day meditation time to attune to the weave
(-20 DC)*, increase casting time by 9 minutes (-18 DC), Elves of the community and the caster contribute 20,000 XP (-200
DC)**, spell effect is tied to a capstone (-20 DC)
The caster places the subject into stasis, but makes contact with the targets mind, forging a connection
between the subject and the collective Elven spirit. This allows the Elf under the stasis effect to enter a state of reverie
and commune with collective emotional spirit of the community. The forging of the link requires the individuals of the Elven
community be supportive and sacrifice a small portion of their power to maintain the emotional contact with the subject. A
crystal statue carved with ancient runes and words or Seldruin is needed to maintain the effect; if this statue is destroyed
(or damaged) the spell ends immediately (it functions like the capstone of a mythal). The statue is not damaged in any
way by the spell and it may be reused, though only one Adoessuor spell effect can be supported by the statue at a time.
Manufacturing a new statue requires raw materials that cost 25,000 GP and a successful Craft (Carving/Stone-Working)
skill check (DC 19). The Elven High Mage must have spent ten days attuning his or herself to the weave before
performing this ritual.
AkhFaenTelQuess / Life of Duty, Form of the Peoples Need (Elven High Magic)
Transmutation
Spellcraft DC: 42
Components: V, S, XP, attunement
Casting Time: 4 minutes
Range: 300 ft.
Target: One Elf
Duration: Permanent (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Development: 378,000 GP; 8 days; 15,120 XP. Seeds: transform (DC 21). Factors: dismissible (+2 DC), +10 to DC of
subjects save (+20 DC), allow any Elven subrace as new form (ad. hoc. +30 DC), functions in an anti-magic field and
may not be dispelled (ad. hoc. +25 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC)*,
increase casting time by 3 minutes (-6 DC), caster or coronal contributes 3000 XP each (-30 DC)**.
This ritual can alter the race of any one Elf. The target may be an Elf of any subrace, and the new form can be
chosen from among any other subrace that sill exists in the world. The altered target gains all physical advantages and
drawbacks of his or her new form, though he or she retains her own mental characteristics and knowledge. The ritual
accounts for differences in age between the original and new form (the target is in the same age class as they were in
their original form) and the target ages as a member of its new subrace.
This effect is permanent and may only be dismissed by the caster or coronal of the realm, and the spell leaves
no trace by which it can be detected (i.e. detect magic, arcane vision, and other spells like it fail to reveal the
transformation, even if of epic level). The transformation is not undone in an anti-magic field and the target does not revert
to its true form until 1d12 hours after death. This ritual is most often used to disguise spies or change those banished from
a community. It is customary for the coronal to provide the power to drive the spell if it is being cast at his or her behest
and they must be present at the casting in order to do so (if the Elven realm in question has no coronal, a ruling elder can
be used in place). The high mage can work the spell his or herself but abusing this ritual is a sure way to be cast from a
circle of high mages or even banished from the realm. The Elven high mage must have spent ten days attuning his or
herself to the weave before performing this ritual.
The ritual has additional limits; it can only be used on a target twice in their lifetime, and the two castings must
be separated by 3d% years. If these limits are exceeded the spell fails.
DaoinTeagueFeer / Starshine Upon the People (Elven High Magic)
Transmutation
Spellcraft DC: 40
Components: V, S, attunement
Casting Time: 10 minutes
Range: 60 ft.
Target: All creatures in a 60-ft.-radius spread, centered on caster

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Duration: Instantaneous and 20 hours; see text


Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
Development: 360,000 GP; 8 days; 14,400 XP. Seeds: fortify (DC 23), heal (DC 25). Factors: target to 20-ft-radius (+12
DC), radius increased by 40 ft (+8 DC). Mitigating Factors: 1 day meditation time to attune to the weave (-2 DC)*, increase
casting time by 9 minutes (-18 DC), caster must make a Perform (Sing) or Perform (Dance) skill check at DC 12 (ad. hoc.
-8 DC).
The Elven High Mage leads his or her allies in a ritual dance and chant under the stars. Glittering stardust
settles on all participants of the ritual curing all disease, blindness, deafness, damage, and temporary ability damage. It
also remedies feeblemindedness and other mental disorders brought about by spells or injuries to the head. The ritual
also neutralizes all known poisons, ensuring that victims suffer no further ill effect from toxins. All effects penalizing
abilities are dispelled regardless of their source or strength.
The ritual also blesses the participants with a +1 morale bonus on attack rolls for the next 20 hours. This ritual only
succeeds if the caster makes a Perform (Sing) or Perform (Dance) skill check at DC 12. The Elven High Mage must have
spent one day attuning his or herself to the weave before performing this ritual and it must be performed at night.
EvaliirEnevahr / Song of Enevahr (Elven High Magic)
Enchantment (Compulsion) [Mind-Affecting] [Fear]
Spellcraft DC: 55
Components: V
Casting Time: 4 minutes or more; see text
Range: 100 ft.
Target: All creatures in a 100-ft.-radius spread, centered on caster
Duration: 1 hour
Saving Throw: Will Negates
Spell Resistance: Yes
Development: 495,000 GP; 10 days; 19,800 XP. Seeds: afflict (DC 14), fortify morale bonus (DC 23). Factors: target to
20-ft-radius (+12 DC), radius increased to 100 ft (+16 DC), extend duration to 1 hour (+4 DC), no somatic component (+2
DC), increase moral penalty of enemies to -4 (+4 DC). Mitigating Factors: extend casting time by 3 minutes (-6 DC),
caster must make a perform(sing) skill check at DC 18 (ad. hoc. -14 DC).
The Elven High Mage loudly sings of Elven glory inspiring the Elves and their allies while singing the folly of
those who oppose the might of the elves. At the beginning of the song the Elven High Mage makes a DC 18 Perform
(Sing) check, if he or she fails the spell fizzles. This ritual inspires all Elves and creatures allied with the elves within 100
feet of the caster to heights of bravery, providing a +1 bonus to all will saves. All enemies of the Elves within 100 feet are
stricken in terror and suffer a -4 morale penalty on attack rolls, checks, and saving throws.
st
The 1 stanza of the song is 4 minutes long, only this part needs to be sung in order for all allies who have
spent the full 4 minutes in the area to gain the effects of the spell. All enemies who are within 100 feet of the caster for 1
minute during the 1st four minutes of the casting time are affected by the spell. Additional stanzas of the EvaliirEnevahr
may be sung, and the entire song takes 30 minutes to sing. During this additional time, any enemy that approaches within
100 feet of the Elven High Mage must make a saving throw or suffer the -4 penalty. If the enemy succeeds at their saving
throw they need not make it again for 24 hours, even if the EvaliirEnevahr is sung a second time. Allies must spend 4
minutes or longer within 100 feet of the caster to gain the moral bonus to will saves if they enter the area of affect after the
4th minute of casting begins.
The caster may take a move action during the casting of this spell if he or she succeeds at a concentration
check (DC 20). Additionally, if the caster knows any Bardic Music abilities he or she may incorporate them with the
EvaliirEnevahr with a concentration check (DC 20 + performance check needed for the Bardic Music ability being used)
while the song is being sung (they may not use Bardic Music during the 1st 4 minutes of the song).
KaiSoehtakal / Skin and Breath of the Wyrm (Elven High Magic)
Transmutation
Spellcraft DC: 59
Components: V, S, M, attunement
Casting Time: 6 rounds or more; see text
Target: Personal
Duration: 24 hours (D)
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
Development: 531,000 GP; 11 days; 21,240 XP. Seeds: transform (DC 21). Factors: creature of 41 HD (+52 DC),
assume some dragon extraordinary and supernatural abilities (+80 DC), increase size category by 4 (+18 DC), change
creature type to dragon (+5 DC), reduce casting time by 4 rounds (+8 DC), dismissible (+2 DC). Mitigating Factors:
requires expensive material component (ad. hoc. -8 DC), change to personal (-2 DC), 3 day meditation time to attune to
the weave (-6 DC)*, duration reduced from permanent to 24 hours (ad. hoc. DC/3).
The Elven High Mage gains some attributes and abilities of a dragon. He gains his first ability after 6 rounds and
then gains one ability per additional round of casting. Regardless of the time spent casting the spell the mage gains
DR/magic. All abilities gained are used as a metallic wyrm with as many HD as the caster has character levels (up to 41
HD). A scale of the kind of metallic dragon the caster wishes to become is consumed in the casting of the ritual. Between
rounds 6 and 9 he may select one ability from the following list: Frightful Presence, Spell Resistances, Blind Sense, and
Keen Senses. If the caster ends the spell before round 10 he retains his own form. At round 10 the caster assumes a
dragon form and gains the dragons bite and claw attacks as well as modes of locomotion and size category (as

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appropriate for a dragon with the number of HD equal to the casters character level, maximum of 41 HD). The caster
retains his own mental characteristics and may choose from the following list of extraordinary and supernatural abilities for
each round of casting starting at the 11th round (he chooses no new abilities at 10th round, instead gaining the dragon
form): Breath Weapon, Alter Form, Tail Sweep, and Crush Attack. To gain all abilities requires 14 rounds.
This transformation lasts only for 24 hours. If the caster does not cast any non-epic spells during these 24
hours, the spell can be renewed for an additional 24 hours by expending an epic spell slot. While the spell is active the
caster cannot replenish epic spell slots used to cast this spell, thus the transformation can be extended for as many days
as the caster has epic spell slots so long as his attunement to the weave is not lost due to casting a non-epic spell. The
Elven High Mage must have spent three days attuning his or herself to the weave before performing this ritual.
KaiSoehtakal / Skin and Breath of the Wyrm (Elven High Magic) (Variant)
Transmutation
Spellcraft DC: 67
Components: V, S, XP, attunement
Casting Time: 8 hours
Target: Personal
Duration: Permanent
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
Development: 603,000 GP; 13 days; 24,120 XP. Seeds: transform (DC 21). Factors: creature of 41 HD (+52 DC),
assume all dragon extraordinary and supernatural abilities (+120 DC), increase size category by 4 (+18 DC), change
creature type to dragon (+5 DC), gain dragons mental abilities (+25 DC). Mitigating Factors: casting time increased by 9
minutes (-18 DC), casting time increased by 1 day (-2 DC), change to personal (-2 DC), 10 day meditation time to attune
to the weave (-20 DC)*, caster contributes 12,400 XP (-124 DC), requires willing telepathic connection with a metallic
dragon (-10 DC).
The caster transforms into a dragon with which he has a telepathic link (this link can be established in a manner
of the casters choosing, but may not violate the attunement requirement for this ritual). The Elven High Mage gains all
abilities of the dragon he has established a mental link with. If the mage has fewer hit dice than the dragon he gains the
abilities the dragon possessed when it had that number of hit dice (maximum of 41 HD). The mages personality and
memories are irrevocably lost and are overwritten by those of the dragon. He is no longer an Elven High Mage and looses
all class levels. This change is irreversible, even in death, and no known spell can reverse its effects. The caster must
have spent ten days attuning his or herself to the weave before performing this ritual. This ritual was used only in the
direst circumstances. Use of this spell was a cause for great mourning in the Elven community, but the sacrifice made
could turn the tide of a war and save the lives of thousands.
Oliirtal Eitlum / Flights of True Mark, Arrows of the Art: Dispel Arrows (Elven High Magic)
Abjuration
Spellcraft DC: 67
Components: V, S, F, attunement
Casting Time: 3 minutes or more; see text
Range: Touch
Target: One Arrow
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Development: 603,000 GP; 13 days; 24,120 XP. Seeds: dispel (DC 19), transform (DC 21). Factors: contingent spell
(+25 DC), increase dispel check by 10 (+10 DC). Mitigating Factors: 2 day meditation time to attune to the weave (-4
DC)*, casting time increased by 2 minute (-4 DC).
This ritual imbues arrows with the power to dispel magical affects upon contact with their target (make a caster
level check at 1d20+20). The arrows are not created by the spell and must be provided (they serve as the focus). One
arrow can be imbued every 3 minutes to a maximum of 20 arrows. The power of the arrows fades after 24 hours. This
spell counts as a contingent spell until the arrows power fades or all of the imbued arrows have been used. The Elven
High Mage must have spent two days attuning his or herself to the weave before performing this ritual.
Oliirtal Eitlum / Flights of True Mark, Arrows of the Art: Snuff Arrows (Elven HIgh Magic)
Evocation [Cold]
Spellcraft DC: 39
Components: V, S, F, attunement
Casting Time: 3 minutes or more; see text
Range: Touch
Target: One Arrow
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Development: 351,000 GP; 7 days; 14,040 XP. Seeds: energy (DC 19), transform (DC 21). Factors: contingent spell (+25
DC). Mitigating Factors: 2 day meditation time to attune to the weave(-4 DC)*, casting time increased by 2 minute (-4 DC),
only effects fires (ad. hoc. -18 DC).
This ritual imbues arrows with the power to suppress fires in a 5 foot radius. These arrows put out any nonmagical fires and reduce the damage of magical fires by (two arrows striking the same magical fire are not cumulative).
The arrows are not created by the spell and must be provided (they serve as the focus). One arrow can be imbued every

29

3 minutes to a maximum of 20 arrows. The power of the arrows fades after 24 hours. This spell counts as a contingent
spell until the arrows power fades or all of the imbued arrows have been used. The Elven High Mage must have spent
two days attuning his or herself to the weave before performing this ritual.
Oliirtal Eitlum / Flights of True Mark, Arrows of the Art: Eagles Mark Arrows (Elven High Magic)
Evocation [Force]
Spellcraft DC: 43
Components: V, S, F, attunement
Casting Time: 3 minutes or more; see text
Range: Touch
Target: One Arrow
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
Development: 387,000 GP; 8 days; 15,480 XP. Seeds: energy (DC 19), transform (DC 21). Factors: contingent spell (+25
DC), guided arrows (ad. hoc. +2 DC), force effect (ad. hoc. +2 DC). Mitigating Factors: 2 day meditation time to attune to
the weave (-4 DC)*, casting time increased by 2 minute (-4 DC), damage reduced by 9d6 (ad. hoc. -18 DC).
This ritual imbues arrows with the abilities of a magic missile that deals 1d6 damage as magical force and
unerringly strikes its target. The arrows are not created by the spell and must be provided (they serve as the focus). One
arrow can be imbued every 3 minutes to a maximum of 20 arrows. The power of the arrows fades after 24 hours. This
spell counts as a contingent spell until the arrows power fades or all of the imbued arrows have been used. The Elven
High Mage must have spent two days attuning his or herself to the weave before performing this ritual.
Oliirtal Eitlum / Flights of True Mark, Arrows of the Art: Targeting Arrows (Elven High Magic)
Divination
Spellcraft DC: 86
Components: V, S, F, attunement
Casting Time: 3 minutes or more; see text
Range: Touch
Target: One Arrow
Duration: 24 hours
Saving Throw: Will Negates
Spell Resistance: Yes
Development: 774,000 GP; 16 days; 30,960 XP. Seeds: contact (DC 23), reveal (DC 19), transform (DC 21). Factors:
contingent spell (+25 DC), cast spells through sensor (+6 DC). Mitigating Factors: 2 day meditation time to attune to the
weave (-4 DC)*, casting time increased by 2 minute (-4 DC).
This ritual imbues arrows with a unique divination effect. For 1 round after the arrow hits the target, all Elven
spell casters knowing a trigger word set by the Elven High Mage at the time of the casting can see the target as though it
were viewed through a scrying sensor. During this round, these mages may launch spells through the sensor regardless
of their actual distance from the target. The sensor may be dispelled by enemies to end the effect early. The arrows are
not created by the spell and must be provided (they serve as the focus). One arrow can be imbued every 3 minutes to a
maximum of 20 arrows. The power of the arrows fades after 24 hours. This spell counts as a contingent spell until the
arrows power fades or all of the imbued arrows have been used. The Elven High Mage must have spent two days
attuning his or herself to the weave before performing this ritual.
Oliirtal Eitlum / Flights of True Mark, Arrows of the Art: Message Arrows (Elven High Magic)
Divination
Spellcraft DC: 29
Components: V, S, F, attunement
Casting Time: 3 minutes or more; see text
Range: Touch
Target: One Arrow
Duration: 24 hours
Saving Throw: Will Negates
Spell Resistance: Yes
Development: 261,000 GP; 6 days; 10,440 XP. Seeds: contact, delivery of message (DC 20), transform (DC 21).
Mitigating Factors: 2 day meditation time to attune to the weave (-4 DC)*, casting time increased by 2 minute (-4 DC),
message length reduced to 30 words (ad. hoc. -4 DC).
This ritual imbues arrows with the ability to deliver a message of up to 30 words. The message can be set to
appear on a surface struck by the arrow or made audible and may be seen or heard by anyone within 20 feet of the
location the arrow strikes. The arrows are not created by the spell and must be provided (they serve as the focus). One
arrow can be imbued every 3 minutes to a maximum of 20 arrows. The power of the arrows fades after 24 hours, but
unlike other arrows imbued by Oliirtal Eitlum rituals, these do not count as a contingent spell. The Elven High Mage must
have spent two days attuning his or herself to the weave before performing this ritual.
SalohCintNias / Gift of Alliance (Elven High Magic)
Conjuration (Summoning)
Spellcraft DC: 82
Components: V, S, XP, attunement, sacrifice
Casting Time: 10 minutes or more; see text

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Range: 75 ft.
Effect: One or more summoned creatures; see text
Duration: Permanent (D)
Saving Throw: Will Negates
Spell Resistance: Yes
Development: 738,000 GP; 15 days; 29,520 XP. Seeds: summon (DC 14). Factors: make permanent (x5 DC), allow any
creature type (ad. hoc. +40 DC), allow up to CR 20 (+36 DC). Mitigating Factors: 10 day meditation time to attune to the
weave (-20 DC)*, casting time increased by 9 minutes (-18 DC), caster ages 2d10 years (-20 DC), caster sacrifices 1 level
(-60 DC), caster expends 20,000 XP (-200 DC), caster is petrified and acts as an anchor for the spell (ad. hoc. -50 DC).
This ritual allows the caster to summon one or more creatures of any type to aid an Elven realm. The creatures
must come from the surrounding area and be of a kind appropriate to the location they are summoned to (that is the
caster may not summon a whale on land and other things of this sort). For every ten minutes of casting, 12 hit dice of
creatures may be summoned, though no individual creature may have a challenge rating higher than 20. In addition every
ten minutes of the casting the caster ages 2d10 years, and the casting ends when the Elven High Mage chooses or when
they exceed their natural life span. When the casting is complete the mage is instantly petrified. The petrified caster
serves as an anchor that allows the summoned creatures to remain for extended periods of time and defend the Elven
realm. The spell ends if the casters statue is destroyed or the petrifaction effect is reversed, and all of the summoned
creatures return to whence they came. After all of the summoned creatures are killed or dismissed, the caster remains
petrified; the petrifaction effect can only be removed by epic magic or the casting of a Wish or Miracle spell. If the caster
exceeded their natural age limit they die of old age immediately upon being freed of the petrifaction effect. The Elven High
Mage must have spent ten days attuning his or herself to the weave before performing this ritual.
TheurFoqal / Summoned Shield, Conjured Screen (Elven High Magic)
Conjuration (Creation) [Force]
Spellcraft DC: 44
Components: V, S, XP, attunement
Casting Time: 5 days or more; see text
Range: Touch
Effect: Create one field of magical force; see text
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
Development: 396,000 GP; 8 days; 15,840 XP. Seeds: armor (DC 14). Factors: make permanent (x5 DC), unique use of
the armor seed (ad. hoc. +7 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC)*, casting time
increased by 9 minutes (-18 DC), casting time increased by 4 days (-8 DC), requires an enclosed space (ad. hoc. -10
DC), caster expends 500 XP (-5 DC).
This ritual summons an invisible field of magical force within a small enclosed space, such as a window frame.
Even the weakest of these fields keep out all solid objects but allow breezes to pass through with the touch of a hand.
This basic field requires 5 days to create, but for each additional day spent casting this ritual one additional ability may be
crafted into the field. These additional abilities allow the field to be turned opaque, made heat proof (in both directions), or
sound proof with a touch of the hand. The maximum area of a field crafted by this ritual is 25 square feet. The Elven High
Mage must have spent ten days attuning his or herself to the weave before performing this ritual.
UAestarKess / One Heart, One Mind, One Breath (Elven High Magic)
Divination
Spellcraft DC: 53
Components: V, S, M, XP, attunement
Casting Time: 10 minutes
Target: Two willing creatures
Effect: Forge an empathic bond between creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 474,000 GP; 10 days; 19,080 XP. Seeds: contact (DC 23). Factors: make permanent (x5 DC), allow
telepathic communication (+4 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC)*, casting
time increased by 9 minutes (-18 DC), two participants provide 2,000 XP each (-40 DC), requires a material component
(ad. hoc. -4 DC).
This ritual permanently forges a mental link between two creatures; most often it is part of a marriage rite linking
the spouses. The two creatures are partners, friends, lovers, or kindred in all but form, and each knows when the other is
endangered. The link is always semi-empathic, but with intense concentration it allows for telepathic communication. The
linked creatures need not share a common language. An Elf, and only an Elf, involved in an UAestarKess bond can
withstand the call to Arvandor for a longer period of time (add 2d10 years to the Elfs maximum age).
If one partner is unable to expend the 2,000 XP, as in the case of bonding an Elf to his animal mount, the other
partner may provide the entire 4,000 XP required. The caster may not provide any experience for this ritual, unless he or
she is one of the pair of creatures being linked. The creatures to be linked must share a goblet of wine blessed by the
Seldarine as part of this ritual. The Elven High Mage must have spent ten days attuning his or herself to the weave before
performing this ritual. Additionally, a creature can be part of only two UAestarKess linkages in their lifetime.
VuorlKyshuf / A Message on Birds Wings to Silver (Elven High Magic)
Divination

31

Spellcraft DC: 48
Components: V, S, F
Casting Time: 1 minute
Target: One willing and known creature on the same plane of existence
Effect: Allow communication and scrying
Duration: 40 minutes (D)
Saving Throw: None
Spell Resistance: No
Development: 432,000 GP; 9 days; 17,280 XP. Seeds: contact (DC 23), reveal (DC 19). Factors: hear and see the target
(+2 DC), allow the use of magical senses through the sensor (+4 DC), mobile sensor (+2 DC), increase duration to 40
minutes (+2 DC). Mitigating Factors: requires a focus (ad. hoc. -4 DC)
This ritual allows an Elven High Mage to use a physical medium (the spell focus) such as a pool of water, a
polished shield, or a mirror to summon the image of a person and their immediate area (as though using a scrying spell)
with whom they wish to converse. The target immediately knows the Elven High Mage is trying to contact them, and if
they are unwilling to speak, the spell fails. The sensor may follow the target at a speed of up to 30 feet per round, and the
high mage may use all of his or her magical senses through the sensor. The target and high mage may converse for as
long as 40 minutes using this ritual.
The Elven High Mage may invoke this ritual again while a previous casting is still active to converse with several
scattered persons simultaneously. Each casting requires its own focus. For instance, if three high mages wished to
converse from separate sites scattered across Toril (or even Realmspace), each could cast this spell twice to see and
hear the other two high mages. The three wizards could then confer as if they were in the same room.
Elven High Magic: Rituals of Complement
Ahrinaesuol / The High Revival, Restoration: Greater Version (Elven High Magic)
Evocation/Conjuration [Healing]
Spellcraft DC: 78
Components: V, S, XP, attunement
Casting Time: 1 day
Range: 2640 ft. and 264 miles; see text
Effect: Heals a large tract of forest and controls the weather; see text
Duration: Instantaneous and 200 hours; see text (D)
Saving Throw: None
Spell Resistance: No
Development: 702,000 GP; 15 days; 28,080 XP. Seeds: dispel (DC 19), energy, weather (DC25), heal (DC 25),
transform (DC 21). Factors: touch to 20-ft-radius (+12 DC), radius increased to 2,640 ft (+524 DC), extend duration to 200
hours (+18 DC), dismissible (+2 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC), increase
casting time by 9 minutes (-18 DC), increase casting time to 1 day (-2 DC), two additional casters contribute epic spell
slots (-38 DC), two additional casters must know and meet the requirements for casting a particular epic spell (-20 DC),
the elven community and/or spell casters contributes 45,000 XP (-450 DC), spell only effects plants and creatures of
animal and plant types (ad. hoc. -20 DC).
This spell heals all plants and creatures with the plant and animal type to full health, removes any diseases, and
dispels all curses afflicting these creatures or plants. It also removes blindness, deafness, and all temporary ability
damage to creatures of the plant and animal type. The ritual degrades all dead matter into nutrients that enrich the soil; as
a side effect this prevents the dead from being raised as Undead by necromancers. These effects occur instantaneously
at the completion of the casting and extend for a mile in all directions from the ritual site.
The spell carries an additional effect; it allows for the Elven High Magi to change the weather (causing cold
snaps, heat waves, thunderstorms, gentle rain, fog, or blizzards). This weather effect extends to a radius of 264 miles and
lasts for as long as 200 hours. The type of weather can only be set at the time of casting, and this weather effect begins
about ten minutes after the casting is complete and disperses (returning to the regions original weather pattern) within ten
minutes of the spells end.
This ritual requires three Elven High Magi, all of whom know and can cast this version of the Ahrinaesuol ritual.
All three magi must have spent ten days attuning themselves to the weave before performing this ritual.
Ahrinaesuol / The High Revival, Restoration: Lesser Version (Elven High Magic)
Evocation/Conjuration [Healing]
Spellcraft DC: 58
Components: V, S, XP, attunement
Casting Time: 10 minutes or more; see text
Range: 2700 ft. and 10 miles; see text
Effect: Heals 1 to 6 plants and animals and controls the weather; see text
Duration: Instantaneous and 200 hours; see text (D)
Saving Throw: None
Spell Resistance: No
Development: 522,000 GP; 11 days; 20,880 XP. Seeds: dispel (DC 19), energy, weather (DC25), heal (DC 25),
transform (DC 21). Factors: touch to target with 300 ft. range (+4 DC), range increased to 2,700 ft (+16 DC), extend
duration to 200 hours (+18 DC), dismissible (+2 DC). Mitigating Factors: 4 day meditation time to attune to the weave (-8
DC), increase casting time by 9 minutes (-18 DC), two additional casters contribute epic spell slots (-38 DC), two
additional casters must know and meet the requirements for casting a particular epic spell (-20 DC), each caster expends
600 XP (-18 DC), spell only effects plants and creatures of animal and plant types (ad. hoc. -20 DC).

32

For every ten minutes of casting, this spell heals 1 plant or creature with the plant or animal type to full health,
removes any diseases, and dispels all curses afflicting that creature or plant. It also removes blindness, deafness, and all
temporary ability damage to the creature. The ritual degrades 1 dead entity into nutrients to enrich the soil per ten minutes
of casting; as a side effect this prevents the dead from being raised as Undead by necromancers. Each target of this ritual
must be within 2,700 feet of the ritual site. A maximum of 6 valid targets may be designated for healing and 6 dead targets
can be designated for decomposition. The maximum length of this ritual is 1 hour.
The spell carries an additional effect; it allows for the Elven High Magi to change the weather (causing cold
snaps, heat waves, thunderstorms, gentle rain, fog, or blizzards). This weather effect extends to a radius of 10 miles and
lasts for as long as 200 hours. The type of weather can only be set at the time of casting, and this weather effect begins
about ten minutes after the casting is complete and disperses (returning to the regions original weather pattern) within ten
minutes of the spells end.
This ritual requires three Elven High Magi, all of whom know and can cast this version of the Ahrinaesuol ritual.
All three magi must have spent ten days attuning themselves to the weave before performing this ritual.
FhaorAkhTelQuess / Tribute of Ones Duty to the People: Baelnorn (Elven High Magic)
Conjuration (creation)
Spellcraft DC: 48
Components: V, S, XP, attunement
Casting Time: 20 days
Range: 300 ft.
Target: One willing elf with caster level 11th or base fortitude save of +8
Effect: Transforms target into a baelnorn
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 432,000 GP; 9 days; 17,280 XP. Seeds: transform (DC 21). Factors: creature of 40 HD (+50 DC), assume
all Baelnorn extraordinary and supernatural abilities (+220 DC), change creature type to Undead (+5 DC), gain Baelnorns
mental abilities (+25 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC), increase casting
time by 9 minutes (-18 DC), increase casting time to 20 days (-40 DC), three additional casters contribute epic spell slots
(-57 DC), three additional casters must know and meet the requirements for casting a particular epic spell (-30 DC), target
willingly sacrifices their afterlife to serve a specific cause (ad. hoc. -25 DC), all four casters donate 600 XP (-24 DC), the
target donates 4,800 XP (-48 DC), target must be an Elf with caster level 11 or +8 base fortitude save (ad. hoc. -11 DC).
This is the most common form of the FhaorAkhTelQuess ritual. After the 20 day ritual the target becomes a
Baelnorn. They gain all of the Baelnorns abilities (both extraordinary and supernatural). The target retains all class
abilities and can continue to advance in class levels (the target has a +4 LA after the transformation). The target retains its
memories. The target has as many hit dice after the transformation as it had before the transformation up to a maximum
of 40 (though all hit dice are now d12, as per the lich template). This transformation is permanent; the Elf does not resume
its normal form, even in death.
The transformed Elf must be willing to undergo the ritual. They always do so in order to serve a particular
purpose, such as to guard an important site, educate young Elves in the ways of magic, or guard a home. In order to
serve this role they must willingly forego the call to Arvandor, but the nature of the ritual allows the elf to retain their sanity
even after serving for many years. This ritual requires that all four casters know and be able to cast the ritual; this includes
having meditated to attune to the weave for ten day before the ritual is performed.
FhaorAkhTelQuess / Tribute of Ones Duty to the People: Treant (Elven High Magic)
Conjuration (creation)
Spellcraft DC: 45
Components: V, S, XP, attunement
Casting Time: 10 days
Range: 300 ft.
Target: One willing creature
Effect: Transforms target into a Treant
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 405,000 GP; 9 days; 16,200 XP. Seeds: transform (DC 21). Factors: creature of 21 HD (+12 DC), assume
all treant extraordinary and spell-like abilities (+100 DC), increase size category by 3 (+12 DC), change creature type to
plant (+5 DC), gain treants mental abilities (+25 DC). Mitigating Factors: 10 day meditation time to attune to the weave (20 DC), increase casting time by 9 minutes (-18 DC), increase casting time to 10 days (-20 DC), two additional casters
contribute epic spell slots (-38 DC), target willingly sacrifices their afterlife to serve a specific cause (ad. hoc. -25 DC), the
target donates 900 XP (-9 DC).
This version of the FhaorAkhTelQuess ritual transforms a willing creature into a Treant, with all of the abilities
and features this entails, including ability scores. The creature loses all of its class levels and abilities, and is a Treant with
racial hit dice equal to their former character level (minimum of 7 hit dice, maximum of 21). The Treant is a huge creature
if it has 7-16 hit dice and gargantuan if it has 17-21 hit dice. The target may not advance in any class levels and retains
only the knowledge of vague facts about its former life; though it understands its duties and can effectively plan and think.
This transformation is permanent, and the creature does not resume its normal form, even in death.
The transformed creature must be willing to undergo the ritual (the creature is almost always an Elf, but there is
nothing intrinsic to the ritual that requires it to be so). They always do so in order to serve a particular purpose, such as to
defend a sacred grove of trees. Elves serving this role must willingly forego the call to Arvandor, but the nature of the ritual

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allows the creature to retain their sanity even after serving for many years. This ritual requires three Elven High Magi to
cast, but only the central caster must be attuned to the weave via ten days of meditation.
FhaorAkhTelQuess / Tribute of Ones Duty to the People: Dryad
Conjuration (creation)
Spellcraft DC: 38
Components: V, S, XP, attunement
Casting Time: 10 days
Range: 300 ft.
Target: One willing female Elf
Effect: Transforms target into a Dryad
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 342,000 GP; 7 days; 13,680 XP. Seeds: transform (DC 21). Factors: creature of 25 HD (+20 DC), assume
all Dryad extraordinary, supernatural, and spell-like abilities (+100 DC), change creature type to Fey (+5 DC), gain
Dryads mental abilities (+25 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC), increase
casting time by 9 minutes (-18 DC), increase casting time to 10 days (-20 DC), two additional casters contribute epic spell
slots (-38 DC), target willingly sacrifices their afterlife to serve a specific cause (ad. hoc. -25 DC), the target donates 800
XP (-8 DC), target must be female (ad. hoc. -4 DC).
This version of the FhaorAkhTelQuess ritual transforms a willing female Elf into a Dryad, with all of the abilities
and features this entails, including the strength, dexterity and constitution scores. The elf retains all of its class levels and
abilities as well as using its original intelligence, wisdom, and charisma or that of a standard Dryad, whichever is superior.
The target gains four Fey hit dice (d6), and is considered to be of fey type. The final number of hit dice the Dryad possess
may not exceed the Elven High Mages caster level or 25, whichever is lower. The target may continue to advance in any
class levels and retains all knowledge about its former life. The four additional hit dice means the Dryad has an ECL of +4
as there is no additional LA. This transformation is permanent, and the elf does not resume its natural form, even in death.
The transformed female Elf must be willing to undergo the ritual. They always do so in order to serve a
particular purpose, such as to defend a sacred grove of trees. In order to serve this role they must willingly forego the call
to Arvandor, but the nature of the ritual allows the creature to retain their sanity, even after serving for many years. This
ritual requires three Elven High Magi to cast, but only the central caster must be attuned to the weave via ten days of
meditation. It must be performed at the location of the tree to which the dryads life force is tied.
Ghaatiil / The Traveling Path: Two-way Portal (Elven High Magic)
Conjuration [Teleportation]
Spellcraft DC: 58
Components: V, S, XP, attunement
Casting Time: 10 minutes
Effect: Creates a 2-way portal; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 522,000 GP; 11 days; 20,880 XP. Seeds: transport (DC 27). Factors: make permanent (x5 DC), allow for
keyed portals (ad. hoc. +2DC). Mitigating Factors: 1 day meditation time to attune to the weave (-2 DC), increase casting
time by 9 minutes (-18 DC), two additional casters contribute epic spell slots (-38 DC), one additional casters must know
and meet the requirements for casting a particular epic spell (-10 DC), the spell may only be used in conjunction with the
Vuorlkyshuf ritual (ad. hoc. -4 DC), 3 casters contribute 500 XP each (-15 DC).
After two Elven High Magi perform the Vuorlkyshuf ritual to allow themselves to both speak and see one
another the Ghaatiil ritual can be used to establish a two-way gate between the two linked sites. To do so requires that
one High Mage at each site be able to cast the Ghaatiil ritual and one additional High Mage who maintains the link
throughout the casting (this High Mage need not know the Ghaatiil ritual and can be at either site). Visually each Elven
High Mage is surrounded by a light mist, and as each performs his or her part in the ritual, he or she is joined by ghostly
apparition of his or her counterparts at the other site. The ritual takes 10 minutes to complete and is closed by each High
Mage using the gate to join his counterparts at first one and then the other portal terminus. The portals can be keyed if the
casters desire it. The two central casters who must know the Ghaatiil ritual must meditate to attune themselves to the
weave for one day before casting this ritual.
Ghaatiil / The Traveling Path: One-way Portal (Elven High Magic)
Conjuration [Teleportation]
Spellcraft DC: 58
Components: V, S, XP, attunement
Casting Time: 10 minutes
Effect: Creates a 1-way portal; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 522,000 GP; 11 days; 20,880 XP. Seeds: transport (DC 27). Factors: make permanent (x5 DC), allow for
keyed portals (ad. hoc. +2DC). Mitigating Factors: 1 day meditation time to attune to the weave (-2 DC), increase casting
time by 9 minutes (-18 DC), three additional casters contribute 8th-level spell slots (-45 DC), 3 of the 4 casters must know
the exit site of the portal (ad. hoc. -2 DC), 4 casters contribute 500 XP each (-20 DC).

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This ritual establishes a one-way portal to a site known by any three of the four ritual participants. Only a single
Elven High Mage is required for this ritual; he is the central caster while the other three casters need only contribute an
8th-level spell slot (the ancillary casters need no special knowledge to participate in this ritual). If the High Mage desires to
make the portal keyed then he or she may do so. This ritual requires that the caster meditate to attune his or herself to the
weave for one day before the ritual can be performed.
LalyshaeSeldarWihylos / Sacraments of the Seldarine Blessing (Elven High Magic)
Divination/Transmutation
Spellcraft DC: 57
Components: V, S, M, XP, attunement
Casting Time: 10 minutes or more; see text
Effect: Creates magical items endemic to elves; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 513,000 GP; 11 days; 20,520 XP. Seeds: contact (DC 23), two uses of fortify (DC 34), transform (DC 21).
Factors: make permanent (x5 DC), allow for a +6 bonus with both uses of fortify seed (+20 DC). Mitigating Factors: 10 day
meditation time to attune to the weave (-20 DC), increase casting time by 9 minutes (-18 DC), three additional casters
contribute epic spell slots (-57 DC), one additional caster contributes a 9th-level spell slot (-17 DC), two additional casters
contribute 5th-level spell slots (-18 DC), four additional casters contribute 3rd-level spell slots (-20 DC), five additional
casters contribute 1st-level spell slots (-5 DC), requires 12 priests of deities of the Seldarine (ad. hoc. -24 DC), three
additional casters must know and meet the requirements for casting a particular epic spell (-30 DC), requires material
component (ad. hoc. -4 DC), each elven high mage contribute 5,000 XP each (-200 DC), each Elven High Mage may be
sundered from the weave for 5d6 years (ad. hoc. -20 DC).
This ritual creates many different items of magic for the Elves. The items that are created depend on which of
the Seldarine are invoked in the ritual. For instance arrows and bows are often blessed by Rillifane or Solonor, bracers by
Solonor or Corellon, boots by Rillifane, cloaks by Rillifane or Deep Sashelas, gems by Labelas or Corellon, and swords by
Corellon, Sehanine, Erevan, or Labelas. Other members of the Seldarine may participate or bless items as well, but these
are the most commonly invoked. The priests involved (the 12 ancillary casters) attempt to invoke their gods attention
while the four high mages (all of whom must know this ritual) bind the summoned godly power to the items in question.
The ritual proceeds in stages and requires material components that can be used to construct the base items to
be enchanted. For instance if the High Magi want to enchant 20 swords for a cadre of Elven warriors they need sufficient
raw materials for the crafting of 20 swords. This spell requires that the items be intended for a specific purpose (wanting
swords to better equip the troops of an army is too vague, but desiring swords to vanquish a legion of orcs threatening an
Elven realm is sufficiently concrete).
In the first stage of the ritual the Elven High Magi craft (using the transform seed) the raw materials into the
proper base items; this requires that they make the appropriate craft skill check for crafting a given base item. Often the
base items are provided as the material component negating the need of this craft check (i.e. in lieu of having the raw
materials for constructing 20 swords, in the example above, the High Magi could use 20 swords). This phase of the ritual
takes 10 minutes regardless of the number of items being created, if the proper base items are provided this step is not
necessary.
In the second phase, the 12 priests begin to pray to their respective deities for divine favor (contact seed). If the
deities heed the call, they allow the priests to channel some divine might for the High Magi to bind into the items being
created (fortify seed). Each item may have two magical properties, only one of which may be combat related. These
properties can be equivalent in power up to a +6 enhancement bonus. Each item requires 10 minutes per caster level
required to manufacture the resulting item by crafting (to enchant 20 swords that would require a caster level of 17 to
manufacture by crafting would take 56 hours and 40 minutes). More problematic for the High Magi is the side effect of
channeling so much divine energy. Upon completion of each item the high mages make a fortitude saving throw against
DC 10 + caster level required to craft the item in question. If the mage fails he of she is sundered from the weave and may
cast no spells of any kind for 5d6 years. A sundered High Mage may not continue in the ritual, but another high mage
standing by can take his place if he knows this ritual and is eligible to cast it (i.e. properly attuned to the weave).
Rarely an invoked god or goddess of the Seldarine will take personal interest in the endeavor for which items
are being created. If they do take such an interest, they can create items for the purpose that far exceed the power and
scope normally achievable by this ritual. These items are created by divine favor and given to the Elves, the casting in
such a case lasts only 10 minutes, and there is no chance of the High Magi being sundered from the weave. These items
can be of any level of power; the most famous instance of this was the creation of the Moonblades. It has also resulted in
creation of Telkiira and Selukiira. The items so created might not be of the type originally intended.
This ritual requires that the caster meditate to attune his or herself to the weave for ten days before the ritual
can be performed.
NMaernthor / Hidden Homeland: Lesser Variant (Elven High Magic)
Evocation
Spellcraft DC: 27
Components: V, S, XP, attunement
Casting Time: 1 day
Area: 3,000 ft. radius
Effect: Creates a magical ward that hides an area
Duration: Permanent
Saving Throw: None
Spell Resistance: No

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Development: 243,000 GP; 5 days; 9,720 XP. Seeds: mythal (DC 25). Factors: mythal seed prevalent spells (+33 DC),
saving throw DC against prevalent spells raised by +10 (+20 DC), radius increased to 3,000 feet (+116 DC). Mitigating
Factors: 10 day meditation time to attune to the weave (-20 DC), increase casting time by 9 minutes (-18 DC), increase
casting time to 1 day (-2 DC), one additional caster contributes an 8th-level spell slot (-15 DC), one additional caster
contributes a 4th-level spell slot (-7 DC), one additional caster contributes a 3rd-level spell slot (-5 DC), one ancillary
casters must know a specific 8th, 4th, and 3rd-level spell (-15 DC), Elves of the community and the caster contribute
8,500 XP (-85 DC).
Most mythals are custom made. However, this ritual represents a minor mythal that has limited scope and
power compared to the iconic mythals, such as the one protecting Myth Drannor. It is a relatively commonly known ritual,
and often serves as a platform when an Elven High Mage wishes to design a mythal. This mythal has a radius of 3,000
feet, and creates an illusory effect which combines with a compulsion effect to trick unwanted guests into departing an
Elven realm without ever realizing they had entered it. The buildings within the mythal site are completely masked, and
the terrain appears difficult to pass and leads the unwanted guest away or around the site. The compulsion effect subtly
reminds the guest of myriad reasons to turn back or to the side, and may even seize upon surface thoughts to try to
compel them away. The saving throw DC to rebuff these compulsions and detect the illusions (if interacted with) is made
against the usual DC for the spell +10 (i.e. the saving throws against the prevalent spells are 20 + the spell level + the
central casters intelligence modifier). If the site is scryed the illusions perfectly mask it, no saving throw is allowed in this
case (as per the Screen spell).
This mythal has three prevalent spells, all of which are keyed to affect all that are not welcomed by one of the
community. This mythal has no capstone, and is neither corruptible nor anchored. Furthermore, it has no arointed spells,
vanguard spells, or prevalent powers. This ritual requires that the caster meditate to attune his or herself to the weave for
ten days before the ritual can be performed.
NMaernthor / Hidden Homeland: Greater Variant (Elven High Magic)
Evocation
Spellcraft DC: 56
Components: V, S, XP, attunement
Casting Time: 1 day
Area: 3,000 ft. radius
Effect: Creates a magical ward that cloaks an area
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 504,000 GP; 11 days; 20,160 XP. Seeds: mythal (DC 25). Factors: mythal seed prevalent spells (+79 DC),
saving throw DC against prevalent spells raised by +10 (+20 DC), radius increased to 3,000 feet (+116 DC). Mitigating
Factors: 10 day meditation time to attune to the weave (-20 DC), increase casting time by 9 minutes (-18 DC), increase
casting time to 1 day (-2 DC), one additional caster contributes a 9th-level spell slot (-17 DC), one additional caster
contributes an 8th-level spell slot (-15 DC), one additional caster contributes a 4th-level spell slot (-7 DC), one additional
caster contributes a 3rd-level spell slot (-5 DC), one ancillary casters must know a specific 8th, 4th, and 3rd-level spell (15 DC), elves of the community and the caster contribute 8,500 XP (-85 DC).
This spell has all of the effects of the lesser variant, but has one additional prevalent spell that causes unwanted
intruders to be teleported away from the Elven realm they are approaching. This means that if they approach a city that is
under the influence of this mythal they are immediately teleported to the other side of the city. The illusion magics of this
mythal cloak the teleportation, making the target unaware that they have shifted position. In all other ways, including the
attunement component, this spell is identical to the lesser variant described above. The intruder may be teleported as
often as once every ten minutes while they are within the mythal.
NTelOrar / Corrosion/Erosion (Elven High Magic)
Evocation/Transmutation
Spellcraft DC: 49
Components: V, S, attunement
Casting Time: 10 minutes
Area: A quadrilateral with no side longer than 300 ft.; see text
Effect: Rapidly weathers and destroys buildings within the area; see text
Duration: Concentration or 20 hours and then instantaneous; see text
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Development: 441,000 GP; 9 days; 17,640 XP. Seeds: energy, weather (DC 25), destroy (DC 29), transform (DC 21).
Factors: allow transform seed to operate on objects of hardness up to 10 (+5 DC), energy seed weather effects in a
limited area (ad. hoc. +10 DC), change transform/destroy seed from target to four ten foot cubes (+12 DC), change each
10 foot cube into 1,000 one foot cubes (ad. hoc. +8 DC), increase to 92,000 one foot cubes (+88 DC). Mitigating Factors:
10 day meditation time to attune to the weave (-20 DC), increase casting time by 9 minutes (-18 DC), three additional
casters contribute epic spell slots (-57 DC), three additional casters must know and meet the requirements for casting a
particular epic spell (-30 DC), all four casters must maintain concentration of the spell (ad. hoc. -24 DC).
In this casting each Elven High Mage takes up a position that corresponds to the vertex of a quadrilateral with
no side longer than 300 feet. Within the area of the defined space, a storm is conjured. Each of three High Magi has
control of one aspect of this storm- one controls the wind, one debris and abrasives, and one the water and rain. The
fourth High Mage maintains the boundaries of the storm keeping it from spilling out of the defined area. The storm wears
down and demolishes buildings of wood in about one hour and those of stone in six to 18 hours. The storm rages for as
long as all four high mages maintain concentration, to a maximum of 20 hours. At the end of the storm all of the debris

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settles to the ground and the top 1-foot of the layer of debris within the entire ritual area is subject to transformation into
soft loam (this only affects debris of hardness less than or equal to 10). Any debris that is not transformed in this layer is
subject to a disintegration effect (20d6 damage).
While the ritual is not intended to be used with living creatures occupying the site, if they do so they are subject
to the weather effects of the storm such as tornado force winds, pelted by abrasives, and possibly flattened by flying
debris. Any creature surviving the storm is immune to the transformation effect (they are not considered debris) but must
make a fortitude saving throw for half damage against the disintegration effect. Magical items and or even magical debris
may make a fortitude saving throw to negate the transmutation effect and another to take half damage from the
disintegration effect.
Interrupting this ritual can have dire consequences. If the concentration of any High Mage is broken against
their will while the storm is in effect the spell is interrupted. Within 10d6 minutes the storm dissipates, but the
transformation and disintegration effects do not occur. If the central caster cannot (or does not) maintain concentration for
the 10d6 minutes the storm takes to dissipate it spills beyond the boundaries of the site rapidly expanding to a radius of
two miles. This destroys vast tracks of forest, pelts the area with flying debris, and kills many creatures (and quite possibly
the high mages themselves). Due to the dire consequences of interrupting this spell and the vast energies at play, the
high magic ritual wards for this spell are those usually associated with rituals of myriad (learning this ritual means the
Elven High Mage must sacrifice a 9th-level spell slot to power wards for rituals of the myriad if they have not already done
so). The wards for this spell are in place until the storm abates (rather than ending at the close of the ten minute casting
time).
In order to cast the spell all four Elven High Magi must know and be able to perform the ritual. This requires that
they all be attuned to the weave by having meditated for at least ten days.
OacilQuevan / The Forms of Unity and Age Among the Forests (Elven High Magic)
Transmutation
Spellcraft DC: 48
Components: V, S, XP, attunement
Casting Time: 10 days
Area: A cylinder 200 ft. in radius and 90 ft. high
Effect: Allows construction of tree structures; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 432,000 GP; 9 days; 17,280 XP. Seeds: transform (DC 21). Factors: allow transform seed to operate on
objects of hardness up to 10 (+5 DC), change from target to cylinder with a ten foot radius and 30 foot height (+12 DC),
expand cylinder radius to 200 feet and increase the height to 90 feet (+236 DC). Mitigating Factors: 10 day meditation
time to attune to the weave (-20 DC), increase casting time by 9 minutes (-18 DC), increase casting time to 10 days (-20
DC), two additional casters contribute epic spell slots (-38 DC), two additional casters must know and meet the
requirements for casting a particular epic spell (-20 DC), only effects plant material (ad. hoc. -20 DC), each caster
contribute 3,000 XP each (-90 DC).
This ritual allows for construction of buildings out of living trees, and can also be used to petrify dying (or dead)
trees in order to preserve such a building. While they are working (the ritual requires that the casters work about 8 hours
per day for 10 days) the high mages take up a position that defines the boundaries of the cylinder (each caster is
separated by an arc of 120 degrees) within which they may work. This cylinder may be up to 200 feet in radius and has a
height of 90 feet. The changes take time and each mage guides and shapes the plants within the working space to take
the form they desire (crafting skill checks may be required to create some forms) and attempt to craft their own individual
contributions into a whole that is both elegant and functional.
At its maximum this ritual can fuse a grove of trees into single monstrous tree with a diameter of almost 400
feet. This tree could be made hollow (allowing a large enclosed space for a public building) or left solid. Many homes in
Elven cities such as Myth Drannor were constructed in this manner (though with much smaller diameters). This ritual can
also be used to create walls of petrified wood or even impenetrable barriers of thorns and brambles as defensive
fortifications.
This spell may be cast several times in succession to create works that are taller than 90 feet. If the spell is cast
again, immediately after completing a casting, it is possible for the High Magi to work on the next 90 feet of height while
retaining the ability to work on the bottom 90 feet. This process can be repeated for as many times as the high mages
have epic spell slots, and the cylinder for each casting must be exactly the same size and in the same location. All three
casters must be the same for each casting to gain this ability. For example, if all three High Magi have 4 epic spell slots
they can cast this spell four times in succession, spending the XP each casting; for the entire first ten days of the ritual the
high mages can work within the bottom 90 feet of the cylinder, for the next 10 days they can work within the bottom 180
feet, for the next ten the bottom 270 feet, and for the final 10 days they could work on the entire structure up to 360 feet.
Separate casting of this spell can be used to create structures adjacent to one another (for instance to lengthen a city
wall) but these gain no special dispensation.
In order to cast the spell all three Elven High Magi must know and be able to perform the ritual. This requires
that they all be attuned to the weave by having meditated for at least ten days.
Quamaniith / The Vow Tangible (Elven High Magic)
Conjuration (creation)
Spellcraft DC: 42
Components: V, S, XP, attunement
Casting Time: 10 minutes
Effect: Creates a vowstone; see text

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Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 378,000 GP; 8 days; 15,120 XP. Seeds: conjure (DC 21), contact, message (DC 20). Factors: make
permanent (x5 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20 DC), increase casting time by 9
minutes (-18 DC), three additional casters contribute 9th-level spell slots (-51 DC), requires a genuine agreement between
two parties (ad. hoc. -24 DC), each party donates 2,500 XP distributed across all representatives of the agreement (-50
DC).
This ritual summons a physical symbol of a vow made between two parties. The vow itself is inherent to the
symbol (called a vowstone or oathstone) and the object cannot be marred or affected by any means less than the
personal intervention of a deity. If either party involved in the vow flagrantly and intentionally breaks its word beyond the
spirit of the agreement, the symbol shatters. The Elven High Magi are not involved in the vow; they bond the High Magic
to the Quamaniith and the thoughts and spirits of the representatives involved in the vow to the vowstone.
The size of the vowstone is relative to the number of people the vow encompasses. A vow between cities may
be the size of a small boulder, while one used in a marriage rite is the size of a fist (this ritual is most commonly used as
part of a marriage ritual). The Standing Stone is the most famous example of a vowstone, and sealed the pact made long
ago between the Dalesmen and the elves of Cormanthyr. If any representative of the vow is artistic the vowstone can
manifest as a statue or figurine rather than a simple stone (use an appropriate crafting skill check). Regardless of the
vowstones form, the vow made is carved upon it in a language that is known to the representatives of the vow.
The Elven High Mage must mediate to attune to the weave for at least ten days before performing this ritual.
The ritual requires three additional casters who are usually high mages but can be any casters capable of casting 9thlevel spells. The XP cost of this spell is distributed across all representatives of the vow being made and may not be
donated by the Elven High Mage performing the ritual (i.e. when the Standing Stone was raised the Coronal Eltargrim
donated 2,500 XP and the three representatives of the Dalesmen donated 833 XP apiece). The casters are expressly
forbidden from serving as representatives of either party involved in making the vow, though they may be members of a
group to which the vow applies. For instances the Elven High Magi of Cormanthyr are bound by the pact of the Standing
Stone, but it was Eltargrim who served as Cormanthyrs representative.
Suyoll / The Revival (Elven High Magic)
Conjuration (Healing)
Spellcraft DC: 47
Components: V, S, DF, XP, attunement
Casting Time: 10 minutes
Effect: Restores 1 elf to his or her former state
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Development: 423,000 GP; 9 days; 16,920 XP. Seeds: heal (DC 25), life (DC 27), dispel (DC 19). Factors: return Undead
to life (ad. hoc. +12 DC), restore permanently drained ability scores (+6 DC), restore negative levels drained in the last
year (+66 DC), removes curses (ad. hoc. +2 DC). Mitigating Factors: 10 day meditation time to attune to the weave (-20
DC), increase casting time by 9 minutes (-18 DC), three additional casters contribute 9th-level spell slots (-51 DC), elves
of the community and the casters contribute 3500 XP (-35 DC), requires 3 priests of deities of the Seldarine (ad. hoc. -6
DC).
This ritual restores an Elf to their natural state, neutralizing all disease, poison, blindness, deafness, and ability
score drain (both temporary and permanent except for constitution lost due to death). It also cures mental disorders,
regardless of cause and can counteract all curses except those personally placed on the individual by a deity. It restores
all negative levels lost within the previous year (except those lost due to death), and completely heals the target to full hit
points. Spells active on the subject are subject to a dispel effect with a caster level check of 1d20 + 10.
The Suyoll ritual can be used to return and Undead Elf to life. The Elf cannot have been Undead for more than
200 years and the central caster must make a fortitude save (DC 10 + targets hit dice) to succeed. If the save is
successful the target returns to life as he or she was 100 years before becoming Undead, and is subject to the loss of one
level that cannot be restored in any way. This may not be used on unwilling targets.
This ritual requires only one Elven High Mage who has spent 10 days becoming attuned to the weave; however,
the support casters must be priests of the Seldarine and a Divine Focus (which the ancillary casters may provide) is
necessary to cast this spell. The central caster must have 24 ranks in Knowledge (Nature) or Knowledge (Religion) to cast
this spell and must worship a member of the Seldarine.
Elven High Magic: Rituals of Erosion
Elaorman / Home Of Summoning (Elven High Magic)
Conjuration (Creation)
Spellcraft DC: 100
Components: V, S, XP, Ritual, Attunement
Casting Time: 10 days, 10 hours 11 min
Range: 300 ft
Target: 1 cylindrical area 360 ft large * 120 ft high
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 900,000 GP, 18 days, 36000 xp; Seeds: Conjure (DC 21), Transform (DC 21); Factors: material has
hardness of stone (DC + 4), target to area (DC + 10), change area to cylinder (DC + 2), swap cylinder dimensions (height

38

width) (ad hoc DC + 3), increase area to 120 ft high * 360 ft radius (DC + 48), prepare terrain (ad hoc DC + 4), created
object is harmonized with nature (ad hoc DC + 6), make permanent (DC x 5); Mitigating Factors: Ritual 4 additional
spellcaster epic lvl (DC 76), each spellcaster must know the spell (DC 40), 10 day meditation to attune to the weave
(DC 20), increase casting time 10 min (DC 20), increase casting time 10 hours *(DC 20), increase casting time 10
days (DC 20), burn 8000 xp (DC 80), burn 3500 xp per participant (DC 140), Elven community must provide 7900 xp
(DC 79)
The magic of the Elaorman ritual allows buildings to be creatively constructed, and the inherent magic of
creation allows the structure to stand. Thus, buildings in the shapes of waves, monstrous spiders, or other strange,
nonsensical configurations are supported by the Weave as if they had solid supports.
If the Elaorman summons a stone structure, the area around the building becomes a very fertile patch of land
for trees or crops, with all the larger, extraneous rocks removed from the soil. Large buildings can be created from plants
as well, though the wood and plant matter calcifies and petrifies as part of this process, making it a nonliving permanent
shape. This process also can be adapted to create the uniquely Elven crystalline Spelljamming ships, and in fact is
necessary to create Elven Monarch crafts.
Storm Erosion (Elven High Magic)
Transmutation
Spellcraft DC: 60
Components: V, S, XP, Ritual, Attunement
Casting Time: 10 hours 11 min
Range: 12,000 ft
Target: One 750 ft cube + 10 ft. lvl
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes
Development: 540,000 GP, 11 days, 21600 xp; Seeds: Destroy(DC 29), Energy(weather)(DC 25), Transform(DC 21),
Dispel(DC 19); Factors: Increase area (750 ft cube)(DC + 300), increase area with caster lvl (DC + 25), selective
destruction(ad hoc DC + 20), restore previous state(ad hoc DC + 6); Mitigating Factors: Ritual (4 additional spellcaster
epic lvl) (DC 76), increase casting time 10 min (DC 20), increase casting time 10 hours *(DC 20), 10 day meditation
time to attune to the weave (DC 20), four additional casters must know and meet the requirements for the spell (DC
40), caster burn 8300 xp (DC 83), each participant burn 2900 xp (DC 116)
By wrapping all the High Magi of this casting in a near-solid ward, five High Magi can weather away an entire
city. Unlike the near-untamed forces of the NTelOrar ritual, these forces find any unnatural states for living and nonliving
matter and restore them to their most natural states. Stone buildings are reduced to the soil from whence they came,
wooden buildings are reduced to seedling trees, and so on.
This ritual effectively deconstructs and reduces all artificial constructs (including trees altered by High Magic) to
their natural states. All buildings vanish, reduced to component matter. This ritual has no destructive effect on living matter
such as plants, though it restores them to full natural health. Like the lesser NTelOrar ritual, this ritual cleanses pollution
by civilization and restores the natural order of a place. All that remains of an entire city is enriched soil (as well as
surrounding plant life) and loam.
The Banishing (Elven High Magic)
Conjuration (Summoning) / Enchantment (Compulsion) [Mind - Affecting]
Spellcraft DC: 114
Components: V, S, XP, Ritual, Attunement
Casting Time: 10 days, 10 hours, 11 min
Range: 75 ft.
Target: One avatar
Duration: Permanent (D, see text for dismissal conditions)
Saving Throw: Will negates
Spell Resistance: Yes
Development: 1,026,000 GP, 21 days, 41040 xp; Seeds: summon (DC 14), compel (DC 19); Factors: summon 1 creature
(CR 75) (DC + 146), summon unique being (DC + 60), unreasonable action (remain bound) (DC + 10), dismissible (DC +
2), override immunities (mind affecting) (ad hoc DC + 50), make permanent (DC x 5); Mitigating Factors: increase
casting time 10 min (DC 20), increase casting time 10 hours *(DC 20), increase casting time 10 days (DC 20), ritual
(11 additional spellcaster epic lvl) (DC 209), primary spellcaster die (DC 50), each additional spellcaster die (DC
550), 10 days meditation attunement (DC 20), each additional casters must know and meet the requirements for the
spell (DC 110), Elven community and/or additional casters must provide 39200 xp (DC 392)
Just as the Ghaatiil ritual allows High Magi to create a spatial vortex between two points (a gate), this great
ritual of at least nine High Magi both summons a physical form of an extraplanar entity (such as a Demon Lord or a godly
avatar) and binds it, setting certain limitations upon the target entity. In its least form, the ritual banishes the entity
temporarily from the Material Plane, while the most advanced form of this ritual fully banishes the entity permanently from
Realmspace and confines said physical avatar in a subdimensional prison. All levels of binding must have one way to
undo the binding set by the High Magi.
Any extraplanar creature or entity is bound to a certain place by directly anchoring said creatures avatar or
Prime Material form to the Weave in that implicit spot. These bindings are physically unbreakable and immune to all
magics including wish and other High Magics, even the influence of other gods (though not the Overpower Ao, Corellon,
or Mystra). The avatar is bound and the creatures influence is banished from the Realms and limited to his prison
dimension.
There must always be a way to unlock the binding ritual, and the binding must be released at the exact site, not

39

by faraway magics. Given the cost of a binding, it is understandable that the elves make the keys nigh-impossible
stipulations; for instance, dissolving a bind through the efforts of a unborn child, by moistening with the tears of Kossuth
(the Lord of Elemental Fire), or via spells cast by the human son of a dwarf or elf.
This is the most costly of rituals, since all casting High Magi are either consumed utterly or turned into Baelnorn
by this ritual. The god or creature is bound using the pure life force of the casting High Mages and any supporting
members of the ritual. Supporters are necessary, since the ritual needs additional life force to finish the binding,
supporters drained of all their EXP suffer the same fate of the primary casters

40

Source Credits
Please Note: If source materials have been used, and not given credit, for whatever reason, please contact me to I can fix
any accidental oversights.
Elves of Evermeet
Hellgate Keep
On Hallowed Ground
The Complete Book of Elves
Lands of Intrigue
The Fall of Myth Drannor
Volos Guide to All Things Magical
Players Guide to the Forgotten Realms
Powers and Pantheons
Demihuman Deities
The Villains Lorebook
The Shining South
Old Empires
Cormanthyr: Empire of the Elves
The Vilhon Reach
Spellbound
Red Wizards
Menzoberranzan Box Set
Monster Mythology
Gold and Glory
Auroras Whole Realms Catalogue
Dead Gods
Drow of the Underdark
Draconomicon
Drizzt DoUrdens Guide to the Underdark
Forgotten Realms Campaign Setting
Magic of Faern
Monster Compendium: Monsters of Faern
Lords of Darkness
Dragons of Faern
Sea of Fallen Stars
Shining South

Underdark
Players Guide to Faern
A Grand History of the Realms
Lost Empires of Faern
Races of Faern
Champions of Ruin
Draconomicon: The Book of Dragons
Unapproachable East
Races of the Wild
Book of Vile Darkness
Book of Exalted Deeds
Unearthed Arcana
Spell Compendium
Forsaken House, Richard Baker
Evermeet: Island of Elves, Elaine Cunningham
Realms of the Elves. Phil Athans
Daughter of the Drow, Elaine Cunningham
Tangled Webs, Elaine Cunningham
Silver Shadows, Elaine Cunningham
Elfshadow, Elaine Cunningham
Darkvision, Bruce Cordell
Bladesinger, Keith Strohm
Elminster in Myth Drannor, Ed Greenwood
Frostfell, Mark Sehestedt
The Sorcerer, Troy Denning
Depths of Madness, Erik Scott de Bie
Stardeep, Bruce Cordell
Curse of the Witch-King, R.A. Salvatore
Road of the Patriarch, R.A. Salvatore
Sentinelspire, Mark Sehestedt
Best of the Realms III: Elaine Cunningham, Phil Athans

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