The primary difference between southern magic and spells of the north is the writing system used to record it - the Thoth mage script. This script, named in honor of the scribe of the gods, is indecipherable to a standard read magic spell. A read southern magic spell is required to perform this task, and mages in the south guard this ability with great secrecy in an effort to solidify their power and preserve their autonomy. Only through the direct tutoring of a southern mage can a wizard from elsewhere in the Realms gain this capability, and many northern mages have found frustration or worse when searching for a willing teacher.
Mages and priests in the south are exceptionally powerful, for in addition to their access to all spells listed in the Player’s Handbook, they have discovered and perfected many spells unknown elsewhere in the Realms.
For more information on these spells and other examples of southern magic, refer to FR 10 Old Empires.
First Level#
Abate Insanity (Necromantic)
Range: touch
Duration: 1d4 rounds + 1/level
Area of Effect: creature touched
Components: V, S
Casting Time: 1 segment
Saving Throw: None
This spell will temporarily alleviate all forms of insanity from the creature touched for the duration of the spell. In the case of types of insanity which are triggered by a specific thing, the bout of insanity will be completely ended if the trigger is no longer present when the spell’s effect wears off.
Beckon (Conjuration/Charm)
Range: 1 mile radius
Duration: Instantaneous
Area of Effect: 10’ cube
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Components: V, M
Casting Time: 1 round
Saving Throw: None
Sphere: Animal
This spell effects one semi-intelligent (or less intelligent) creature. The creature must either be susceptible to an animal friendship spell or be a domesticated pet of the caster. Once the spell is cast the creature hears the call and rushes to the side of the caster. If the creature is outside the one mile radius of the caster, it will not come.
The material component of this spell is a piece of food favored by the target of the spell.
Cleanse (Alteration)
Range: Self
Duration: Instantaneous
Area of Effect: Caster
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell causes grime, dirt and stains to be removed from the caster and his vestments, enabling the priest to present himself to his congregation in immaculate condition. All clothing that the caster wears is restored to its original color. If the caster was exposed to any minor, incidental diseases, the diseases are cured, provided they had not already reached a noticeable level. This does not affect diseases such as mummy rot, rat bites or lycanthropy. Even wounds are cleansed and infections are purified (healing 1 hp of damage if no cure light wounds had been applied previously). The material component for this spell is a piece of soap.
Stumble (Charm)
Range: 20 yds
Duration: 1 round/level
Area of Effect: 1 creature
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Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.
This spell causes one creature within its area of effect to stumble. While under the effects of this spell he suffers a -4 penalty to attack rolls, his movement rate is halved, and he loses all dexterity bonuses. The target is entitled to a saving throw vs. spells to resist the effects.
The material component is a drop of oil.
Second Level#
Inscribe (Alteration/Conjuration)
Range: 10’
Duration: 1 round/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell enables the words of the caster to be directly etched on a piece of paper, vellum or papyrus. All the caster need do is speak the words and they are inscribed in the appropriate language on any appropriate writing surface within 10'.
The material components for this spell are squid ink, a hawk’s feather and papyrus.
Note: in Mulhorand, this spell may be used only by priests of Thoth who are appointed to be scribes.
Omen (Divination)
Range: Special
Duration: Instantaneous
Area of Effect: Special
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Components: V, S, M
Casting Time: 2 segments
Saving Throw: None
When a priest casts this spell he is asking for the approval of his deity regarding an action. This does not tell the caster whether the character is in danger, merely if the deity approves of him performing the action. For instance a good character may want to know if bribing a government official into adjudicating a land dispute in his temple’s favor meets with his god’s approval. The deity disapproves of bribery so the answer would be “no”.
Stormvoice (Alteration)
Range: Special
Duration: 1 round
Area of Effect: Special
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Components: V, S
Casting Time: 2 segments
Saving Throw: Special
This spell enables the caster to speak with the voice of a storm. The caster can be heard clearly at 10x normal distance. All creatures within a 20’ radius must save vs. spell or be deafened for 1d4 rounds and be knocked from their feet.
Third Level#
Chill (Alteration/Evocation)
Range: 50 yds + 10 yds/level
Duration: 1 round/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 5 segments
Saving Throw: 1/2
This spell creates a 30’ radius area of cold air. The caster can center the coldness on one creature in that area, causing 1 point of damage per caster level, to a max of 10 points. A successful save vs. spell reduces the damage by ½.
Each succeeding round the caster can continue inflicting 1 point/level of damage to any creature that is still within the area of effect. If all creatures leave the original area of effect, this spell is negated.
The material component for this spell is a feather.
Detect Ambush (Abjuration) Reversible
Range: 50 yds + 10 yds/level
Duration: 1 turn/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg.
This spell detects people of hostile intent who mean to do harm to the caster by lying in ambush. It doesn’t detect traps that will surprise the caster, or individuals who might do harm to the caster if they are encountered; the target of this spell must be expecting the caster to come and be lying in wait to harm him.
The target gets a saving throw, modified by the caster’s Wisdom bonus: for instance, if the caster has an 18 Wisdom the target suffers a -4 penalty to his saving throw.
The reverse of this spell, undetectable ambush, makes a person waiting in ambush proof against this spell. The material component for this spell is a possession taken from an enemy (not necessarily one of those lying in ambush).
Detect Curse (Divination)
Range: 1 mile radius
Duration: 1 round/level
Area of Effect: 1 object
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Components: V, S
Casting Time: 3 segments
Saving Throw: None
This spell enables the caster to magically examine an item or creature to determine if it has been subject to a curse spell. At 12th level the caster is able to distinguish between bestow curse, major curse*, dying curse*, or bane*. This spell does not detect magical items that are designed to have a malign effect, such as a necklace of strangulation, which was designed to have a lethal effect.
- defined in this document.
Fourth Level#
Animal Vision (Alteration)
Range: 100 yds + 20 yds/level
Duration: 1 turn/level
Area of Effect: Caster
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell links the vision of the priest to that of a single animal, be it mammal, reptile or insect. Typically, the animal is one sacred to the priest’s religion, but it need not be.
As long as the animal remains within the range of the spell, the caster can see through its eyes, using whatever special visions it possesses. There is no other link between the caster and the animal: the priest has no control over where the animal goes (unless he employs other spells for this purpose) and he suffers no damage if the creature is killed.
The material component for this spell is a morsel that is desired by the animal (e.g. if the animal is a cat, then catnip is a suitable component).
Thunderstroke (Evocation)
Range: 40 yds + 10 yds/level
Duration: instantaneous
Area of Effect: 1 creature
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Components: V, S, M
Casting Time: 1 round
Saving Throw: 1/2
This spell enables the priest to call upon the wrath of his deity and summon a bolt of lightning to strike a single target.
This bolt causes 2 points of damage per level of the cleric, to a maximum of 40 points. If the target rolls a successful save vs. spell the damage is halved.
The material component for this spell is the priest’s holy symbol, which is not destroyed in the casting.
Weapon Immunity (Abjuration)
Range: Caster
Duration: 2 rounds/level
Area of Effect: caster
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Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
This spell enables the priest to become immune to one particular weapon. This includes such weapons as long swords, bastard swords, maces, heavy crossbow bolts or besotted Dzialos; it must be a specific weapon.
When the priest is struck by that weapon it will do no damage to him. This protects the priest even from magical weapons. Monster attacks, such as claws and fangs, are not included in the effect of this spell, nor are magical attacks such as fireball spells. Only one weapon immunity may be active at a time.
The material component for this spell is a piece of amethyst, jade or lapis lazuli.
Fifth Level#
Major Curse (Abjuration)
Range: Touch
Duration: Permanent
Area of Effect: 1 creature/item
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Components: V, S
Casting Time: 7 segments
Saving Throw: Special
This spell is similar to the 3rd level remove curse (PH pg. 47) except the spell effect is permanent. The curse can have one of the following effects (roll percentile dice):
| 01 - 50 | Reduces one ability score to 3 |
|---|---|
| (the DM determines which score randomly) | |
| 51 - 75 | -4 penalty to victim’s attack and saving throw rolls |
| 76 - 00 | Makes the victim 50% likely to drop |
| whatever he is holding (or do nothing | |
| in the case of creatures that don’t use tools); | |
| roll each round. |
If the victim fails a save vs. spell the curse becomes permanent. If the save is successful the curse lasts only one turn per level of the priest who cast it.
The spell can be cast on an item, typically in a tomb where and item is not to be disturbed. Those who touch it fall victim to the curse.
The reverse of this spell, remove major curse, removes the effects of a major curse or bestow curse spell.
Summon Minion (Conjuration/Summoning)
Range: 10 yds
Duration: 1 turn/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell enables the caster to summon one divine minion (see insert, following). The minion serves the priest faithfully, performing any command that does not violate the dictates of its deity; this includes giving up its life in combat. Only one minion may serve a priest at a time.
The material components for this spell are the priest’s holy symbol and a large gem of at least 1000 go value, which must be sacrificed to the deity in the casting.
Sixth Level#
Dying Curse (Abjuration) Reversible
Range: Unlimited
Duration: Permanent until dispelled
Area of Effect: Special
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Components: V, S
Casting Time: 2 turns
Saving Throw: None
When the priest casts a dying curse he is avenging himself against future death. Anyone who kills the priest, even if the priest is later resurrected, becomes the victim of a minor curse, with no saving throw. Only a wish or a remove bane spell can remove this curse.
Resist Magic (Abjuration)
Range: Self
Duration: 2 rounds/level
Area of Effect: Caster
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Components: V, S
Casting Time: 8 turns
Saving Throw: None
This spell grants the priest a 2% magic resistance per level of the priest, to a maximum of 40%. This magic resistance functions identically to the magic resistance possessed by certain monsters and bestowed by powerful artifacts and relics. This spell effect can be cast upon the priest, not upon others.
Seventh Level#
Bane (Abjuration) Reversible
Range: Touch
Duration: Permanent until dispelled
Area of Effect: 1 creature
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Components: V, S
Casting Time: 9 segments
Saving Throw: Special
When a priest casts a bane spell he bestows an extremely powerful curse on the target.
After casting the spell the priest must touch the intended target within one turn, or the spell expires. If he makes contact, the target gets a saving throw. If the save is successful the victim receives a major curse which only a remove curse or reverse bane or a wish can remove. If the saving throw fails the victim suffers the following effects:
- -5 penalty to all attack and damage rolls
- +5 to opponent attack and damage rolls
- victim fails all saving throws
- victim suffers max damage from all attacks
The reverse of this spell, reverse bane, removes the effect of any curse spell, except for instantaneous curse effects (e.g. it won’t teleport the party back to the dungeon after they’ve opened the cursed scroll).
Timewarp (Alteration/Divination) Reversible
Range: 1 creature
Duration: Instantaneous
Area of Effect: 1 creature
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Components: V, S
Casting Time: 4 segments
Saving Throw: None
This spell enables the priest to send a being back in time. The timewarp has a maximum range of 2 minutes, which enables the character to go back to an action he made in the previous round and negate it. It also grants saving throws, attack and damage rolls and forces opponents to make similar rolls. Note that this affects only those directly involved with the target; it does not give everyone in melee new rolls, just the target and those attacking him. This spell ages the caster 1 year.
The material component is sand.