NPC Closeup 11/11/2001

Taglaruth the Shadowmaster

New Spells

Net of Shadows
Illusion (Shadow)[Darkness]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: Up to one creature/level, no two of which can be more than 25 ft. apart
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes

You cause ordinary shadows to fly toward the creatures in the area, forming dark nets that cover and enfold the target or targets. The net does not hamper movement, but a creature enfolded in a net cannot see beyond 5 feet, even with darkvision.

The folds of a net hide the creature within it, giving the creature nine-tenths concealment (attacks suffer a 40%miss chance). The net also hampers the enfolded subject 's own attacks, granting nine-tenths concealment to creatures within 5 feet and total concealment to creatures more than 5 feet away.

Excerpted from Magic of Faeržn, page 110.

Shadow Well
Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cause the target 's shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway; inside the pocket realm he sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt him without causing actual harm. When the duration ends, the victim returns to the real world and suffers a secondary fear effect. The victim is frightened for 1d4 rounds and must flee. On leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears nearby.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell as normal (but the target is still frightened upon leaving).

Excerpted from Magic of Faeržn, page 116.

Shadow Hand
Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Effect: 5-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance:

You create a floating Medium-size hand out of shadow material. The shadow hand is an opaque gray color, 5 feet long, and that wide with its fingers outstretched. It can give cover as a Bigby's interposing hand spell (providing only one-half cover), carry materials as Tenser's floating disk, strike opponents, or point or gesture as a normal hand does.

The hand is AC 18 (+6 natural, +2 deflection) and has half as many hit points as you have when undamaged. It can be damaged just as Bigby's interposing hand can, and makes all saving throws as if it were you.

Changing the hand's task or target is a standard action, and it can move anywhere in range. If not given any commands, the hand follows you at your speed, maintaining the same distance from you. The spell ends if the hand ever exceeds its range.

If it is carrying items and commanded to do something else, the hand drops whatever it is holding in order to complete its task. (You can order the hand to rid itself of items gently as a standard action.) Unlike Tenser's floating disk, it does not have to follow you at a fixed distance -- you may direct where the hand goes.

If commanded to attack, the hand makes a slam attack at your base attack bonus (+4 for its 18 Strength), dealing 1d6+4 points of damage, attacking from your direction. It cannot perform any special combat actions such as bull rush, grapple, or trip.

Excerpted from Magic of Faeržn, pages 115-116.

References: Malaugrym appear in Spellfire (only offstage in the original version), Crown of Fire, and the Shadow of the Avatar trilogy. They are detailed in the Villain's Lorebook, pp. 99-101, and Monsters of Faeržn, pp. 64-65.

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