Realms Campaign Setting
the release date of the Forgotten Realms Campaign Setting
grows near, many gamers have wondered aloud about what spells are included
in the new campaign setting. Never say we don't aim to please, because
here's the list, plus what school and level each spell has.
"Hrp" in the level listing refers to the Harper Scout prestige
class, and the abbreviation "Hth" refers to the Hathran (witch
of Rashemen) prestige class. The level line may also refer to new domains
presented in the Forgotten Realms Campaign Setting such
as Craft, Gnome, Moon, and Trade.
Evocation [Fire]; Sor/Wiz 2; Path of fire deals 1d8/2 levels.
Divination; Brd 3, Portal 2, Sor/Wiz 3; Detects and analyzes portals
within 60 ft.
Transmutation; Spell 3; Read and prepare an arcane spell up to 2nd level.
Armor of Darkness;
Abjuration [Darkness]; Darkness 4; Aura gives darkvision and +3 +1/4
Evocation [Darkness]; Darkness 3, Sor/Wiz 3; 20-ft. radius of supernatural
darkness you can see through.
Claws of Darkness;
Illusion (Shadow); Sor/Wiz 2; Your hands become reach melee touch attacks
that deal 1d4 cold, plus slow.
Cloak of Dark
Power; Abjuration; Drow 1; Subject is protected from effects of
sunlight and resists light or darkness spells.
Tattoo; Conjuration (Creation); Sor/Wiz 2; Subject receives a magical
tattoo with various effects.
Evocation [Darkness]; Darkness 5; Shoot bolts of darkness that deal
2d8 damage plus daze.
Transmutation; Brd 2, Hrp 2, Sor/Wiz 2, Trade 3; Subject gains 1d4+1
Cha for 1 hr./level.
Evocation; Sor/Wiz; 9 Enhanced contingency spell that teleports you
under six possible conditions.
Illusion (Shadow); Craft 6, Gnome 6; Creates a Large animated object
that performs tasks.
Transmutation [Teleportation]; Sor/Wiz 4; Multiple-use dimension door
that works only through large fires.
Evocation [Fire]; Hth 3, Sor/Wiz 3; Flash of light dazzles and blinds
in a 20-ft. burst.
Evocation; Sor/Wiz 8; Trauma deals 2d6 hp damage and 1d6 Cha and Con
Abjuration; Brd 6, Clr 6, Drd 6, Sor/Wiz 6; Permanently seals a gate
Conjuration (Creation) [Force]; Gnome 2, Trade 2; Converts gems to bombs.
Evocation [Sonic]; Sor/Wiz 8; Deafens and stuns all within cone and
deals 2d6 damage.
Transmutation; Spell 6; Read and prepare an arcane spell up to 5th level.
Machine; Illusion (Shadow); Craft 9; As fantastic machine, but more
Necromancy; Sor/Wiz 5; Target is prevented from regaining hit points
by any means.
Abjuration; Sor/Wiz 5; Subject becomes immune to nonmagical metal.
Conjuration (Creation); Ocean 8; Vortex forms in water, sucking in creatures
and objects for 3d8 damage per round.
Maw of Stone;
Transmutation; Cavern 7; Causes a cave opening or tunnel to animate
and bite intruders.
Evocation; Hth 3, Moon 3; Touch attack deals 1d8 +1/2 levels, more to
undead, plus scrambles spellcasting.
Evocation [Force]; Hth 5, Moon 5; Creates a nearly indestructible bridge
that protects those on it.
Evocation [Light]; Hth 2, Moon 2; Moveable beam of light that penetrates
darkness and forces lycanthropes to change shape.
Evocation [Light]; Moon 9; Cone of moonlight deals 1d8 damage/2 levels,
more to undead and shapechangers, reveals magic and disguises, negates
Transmutation; Hrp 1, Hth 1, Sor/Wiz 1; Targeted items scatter in a
burst dealing 1d8 normal or subdual damage.
Illusion (Shadow); Hrp 2, Sor/Wiz 2; Shadows hide your face and protect
against darkness, light, and gazes.
Illusion (Shadow); Sor/Wiz 2; Shadows daze targets and deal 2 points
of Str damage.
Swarm; Evocation [Cold]; Sor/Wiz 2; Deals 1d6 cold/2 levels to a
Transmutation [Mind-Affecting]; Spider 6; Target becomes a driderlike
creature that obeys you.
Transmutation; Spider 9; Transform 1 willing creature/level into a poisonous
Transmutation; Drow 5; As polymorph self, but only into drider or spider
form, with poison and web use.
Transmutation; Spider 7; Transforms pebbles into stone constructs resembling
spiders, or gives vermin stoneskin.
Evocation [Force]; Sor/Wiz 4; Lance of force deals 2d6 damage, plus
can dispel force effects.
Conjuration (Creation); Ocean 7; Moving waterspout on water batters
for 3d8 damage, can trap creatures or very small boats.
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