User Guide
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Feather Fall
RANGE: Long DURATION: Medium AREA OF EFFECT: The party
When this spell is cast, the party immediately assumes the mass of a
piece of down. Rate of falling is instantly changed to a mere two feet
per second, and no damage is incurred upon landing while the spell
is in effect.
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Jump
RANGE: Touch DURATION: Medium AREA OF EFFECT: The party
When this spell is cast, the party gains the ability to leap from one
level to the next. It is especially helpful when the only way to proceed
forward is through an opening high above the party’s present posi-
tion. By use of the jump spell, the party can leap straight up and
through such an opening.
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Light
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ radius globe
This spell creates a luminous glow, equal to torchlight, within a fixed
radius of the spell’s center. It needs no target and is a good spell to
cast when the party is low on torches.
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Magic Missile
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 1 target
The mage creates a bolt of magic force that unerringly strikes one
target. If there are two monsters, the missile automatically hits the
one on the same side as the caster. Magic missile spells do greater
damage as a mage increases in level. Initially, magic missiles do 2–5
points of damage, and for every two extra levels of the caster the spell
does 2–5 more points. For example, a magic missile spell cast by a
first- or second-level mage does 2–5 points of damage, but one cast
by a third- or fourth-level mage does 4–10, and so on.
Mage Spells
FIRST-LEVEL MAGE SPELLS
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Armor
RANGE: Touch DURATION: Special AREA OF EFFECT: Character touched
When casting this spell, a mage surrounds himself or another charac-
ter with a magical field that protects as scale mail (AC 6). The spell
has no effect on characters who already have AC 6 or better and it
does not have a cumulative effect with the shield spell.
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Burning Hands
RANGE: Close DURATION: Instantaneous AREA OF EFFECT: Caster
When a mage casts this spell, a jet of searing flame shoots from the
character’s fingertips. The damage inflicted by the flame increases as
the mage increases in level and gains power. The spell does 1–3
points of damage plus two points per level of the caster. For example,
a 10th-level mage would do 21–23 points of damage.
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Chill Touch
RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
When casting this spell, a blue glow encompasses the mage’s hand.
This energy attracts the life force of any living thing upon which the
mage makes a successful melee attack. To reflect this, the creature
suffers a -1 to its attack rolls for every other successful touch. This
spell can be deadly in Ravenloft, doing from 1–8 points of damage.
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Detect Undead
RANGE: 0 DURATION: Long AREA OF EFFECT: 60’+10’/level
Is your party being assaulted by creatures of the undead at every turn?
This spell displays the dungeon map and attempts to show the location
of any undead creature on that map. Unfortunately, undead in
Ravenloft possess a limited natural resistance to such detection. When
successful, the mage detects the undead through walls and obstacles,
giving the party a chance to formulate a plan or run for safety.
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