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#
Ladder (Alteration)
Range: 20 yds
Duration: 1 turn
Area of Effect: Special
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Components: V, S, M
Casting Time: 1 segment
Saving Throw: None
The caster can use this spell to create a firmly anchored ladder of force, 1’ wide, and 10’ long plus 10’ per level of the caster, to a maximum of 60’. This ladder is easy to climb (no dexterity check required).
The ladder may be used to climb walls and pits, or it may be laid horizontally and used to cross chasms. The material component is a knot of wood.
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Fifth Level#
Mummy (Necromancy)
Range: 50 yds
Duration: 1 turn/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 5 segments
Saving Throw: None
With this spell, the mage can animate one corpse for every four levels of experience he possesses. These corpses have all the characteristics and abilities, including hit points, of a mummy.
When the spell’s duration has expired or the mummies are slain, the corpses crumble to dust. The material component is mummy dust.
Seventh Level#
Time Loop (Alteration)
Range: Self
Duration: 1 round/level
Area of Effect: 10’ cube
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Components: V, S, M
Casting Time: 7 segments
Saving Throw: Special
This spell creates an area where the flow of time repeats itself continuously, until the duration of the spell (as timed in the outside word) expires.
Creatures caught in the time loop see the world as flickering chaos and are unable to affect it in any way. Anyone outside the loop perceives those trapped within as endlessly repeating one set of actions; those outside may affect the beings within the time loop with ranged spells and attacks, but if they physically enter it, they too are trapped
The material component for this spell is a powder of crushed diamond, ruby, emerald and sapphire dust, with each crushed gem being of at least 100 gp value.