New Spells

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This section of the wiki describes new spells (i.e. those other than listed in the Dark Dungeons book) that are discovered during play. The type of spell (magic-user, elf, etc. is listed next to the name of the spell). Note that unless otherwise stated magic-users and elves can cast each other's spells; the terms are used to simply diffentiate between those who can learn them originally. Typically, an elf is extremely loath to teach clan/tribal spells to non-elves.


First Level

Second Level

Third Level

Fourth Level

Sixth Level


  • Tracing Beast/Woodland Spy (Elf)

Level: 3

Range: 10'

Duration: 1 hour

Effect: creates clairvoyant link to 1 animal

This idiosyncratic version of the Clairvoyance spell is used by the forest Elves to keep track of interlopers and strangers in the Elvish homelands. The spell allows the casting Elf to see through the eyes of one particular animal for the next hour, enabling the Elf to trace her target for the next hour without being seen. The spell grants no control over the linked animal; some other magic must be used for that purpose, or the Elf must spend weeks or months training the creature (requiring the Animal Training skill) to follow a person marked with a particular scent - most users of this spell carry small blowpipes which shoot a scent-soaked ball at the target, unobtrusively marking them with the necessary odour.

The effective range of the link is 300' for the Tracing Beast spell, or 400' for the Woodland Spy - although the Callarii developed the spell first, the Vyalia have managed to improve on it in the last 50 years of use. Should the beast and caster be separated by greater distance than the spell's limit, the enchantment is broken.

The Callarii use Tracing Beast mostly to track unknown intruders so that they may direct them gently away from centres of population, or ensure they do not blunder into danger because of their ignorance. The Vyalia employ Woodland Spy to help them in driving invaders out of the forest, or into traps. Favoured beasts used by the Callarii include squirrels, thrushes, and rabbits (for open areas). The Vyalia prefer foxes, otters and (if they wish to make the intruders nervous) wolves.

  • Leafy Haven/GreenwallsLevel: 4

Range: 10'

Duration: 12 hours, or see below

Effect: 10'x10'x10' cube

This spell provides a safe haven for travelling Elves in unfamiliar woodlands. Upon casting, all plants within the area of effect around the caster animate and move away to the edge of the spell's range, where they interweave with each other, forming dense walls and a ceiling over the denuded area. The outside of the cube is disguised by the spell, so that its artificial nature is not readily apparent (roll 1 on 1d6 to spot the structure; 1-2 on 1d6 if searchers are specifically looking for it); any creature which tries to enter from the outside will be gently resisted. The Leafy Haven can take up to 25hp before disintegrating, and regenerates 1hp/round (not including fire or acid damage). The Haven dissolves back into its original configuration when the spell expires, when the caster wishes it, or upon destruction. If the caster wishes, gaps can be left in the walls or ceiling (arrow-slits in the walls, for instance, or a smoke-hole in the roof).

Treesense Level: 5 Range: caster Duration: 1d4+2 Turns Effect: allows spiritual merge with trees This spell is reserved for the Treekeepers of the Callarii and Vyalia, and their assistants. The spell allows the caster to link his spirit with a chosen tree, merging with it on a fundamental level. The caster becomes aware of the vegetable "consciousness" of the tree, and can sense the presence and nature of any "blackness" in its aura (decay, damage, poison etc). The Keeper can use this gestalt of spirit to range out over the forest, touching all other trees of the same genus within range (an oak-gestalt, for instance, allows the caster to touch only oak-trees in range). The spell allows the Treekeeper a range of 500 yards radius/level of caster; therefore, to scan an entire forest will require many days of travelling.

The Treesense spell is used to detect corruption and sickness within the forest, hopefully with sufficient warning to cure or limit the infection. Until recently, the Treekeeper would make a Grand Procession once every ten years, casting the spell in different areas in order to scan the entire forest; since the corruption of the Canolbarth Forest by the Shadow Elves, however, the spell is employed at least once a year - more often, if possible - - to ensure the same transformation does not occur in Karameikos or Thyatis.

The spell may also be used to enable the Treekeeper to achieve communion with the Tree of Life itself; since the Tree is sentient, this is a much more equal and satisfying gestalt. Every new Treekeeper must cast this spell as part of his investiture, to allow the Tree of Life to recognise and become accustomed to his aura (and also, potentially, to allow the Tree to veto the new Treekeeper, although this has happened only once in living memory). If the Treekeepers of "mother" and "daughter" Trees (or "sisters" from the same "mother") both link to their respective Trees at the same time, they may communicate telepathically with each other for the duration of the spell.

Many Elven nations - the former residents of Alfheim and the Callarii & Vyalia Clans in particular - have a rich magical heritage, and many Elves practice the tradition of creating "signature" spells. These are new spells, or personal adaptations of existing ones, which are used by that Elf alone (although some creators are happy to share their signature spells with others), and often reflect their philosophy or personality. Most Elves create only a single signature spell during their long lifetimes, while others may formulate two or more. Over the centuries, the Lore-keepers of the clans have built up a large collection of these spells, some of which become part of the "common spells" list for that Clan. Simenodar of Greenheight's "Cold Flame" and Alerivyn Feadiel of Alfheim's "Missile Storm" and "Waiting Storm" are examples of signature spells; a further selection is detailed below.


Hivelar's Peacebringer Level: 2 Range: 150' Duration: 1 round Effect: 1 bolt (+2 per 5 levels) Hivelar of Foreston was an assistant Treekeeper for her Clan when she devised this spell, 150 years ago. A pacifist, with an unusual degree of empathy for non-Elven beings, she sought to create a spell which would prevent bloodshed by peaceful means.

Hivelar's Peacebringer creates a glowing arrow of pale yellow which, upon striking its target, disrupts violent emotions (anger, hate, fear, etc). A saving throw vs. spells applies; if failed, the target is confused for one round, unable to perform any action which requires thought. Anyone attacking during this round does so with automatic initiative. In the round following, the target recovers rational thought, and may resume their former actions (and work back up to their former emotional state) if they desire. Whilst of little combat use, this spell can prevent harm caused unintentionally in the heat of the moment and defuse short tempers. It is particularly effective against animal life, who may be driven to attack from hunger, injury, or a need to defend their young. The caster gains two additional bolts at 8th level, which may be fired at different targets; additional bolts fired at the same target have no cumulative effect.

NB: Should a non-Elven spellcaster be permitted to learn the spell, he will continue to gain additional bolts every 5 levels (5 at 13th, 7 at 18th, etc).

Faery Wings Level: 3 Range: touch Duration: 1d6+6 Turns Effect: allows recipient to fly Camellara of Blueleaf, a former adventurer, devised this signature spell as an attractive variant of the traditional Fly spell. An artist and designer of considerable flair and talent, she uses the optional aspects of the spell (see below) to try out new patterns or complement new designs.

The Faery Wings spell causes diaphanous, butterfly-like wings to grow from the shoulderblades of any elf it is cast upon - the spell works *only* for Elves, and those of Elven descent (N'djatwa could be affected, as could Pegataurs - if they needed it - and Half-Elves, such as those found in Eusdria). These allow the recipient to fly, at a rate of 360', for up to 3 Turns continuously; the wings are a living, albeit temporary, part of the Elf, so continuous flight is tiring. After continuous flight of more than 1 Turn, a rest period of 1 Turn is required before taking off again.

The Faery Wings themselves are AC 7, no matter what the normal AC of the recipient may be; armour cannot be worn in conjunction with them. Rings of Protection, and other similar magics, can improve this Armour Class. The Wings can take up to 10 hp worth of damage (calculated separately from normal hp) before disappearing and ending the spell.

The normal appearance of the Faery Wings is plain, translucent white. However, if the caster chooses, they may be coloured or decorated in any design or pattern she desires. As stated above, Camellara usually patterns her own Wings to complement the designs of her latest gowns.

Antivenin Level: 5 Range: caster Duration: 1 turn Effect: creates antidote This spell is ancient, created as a signature spell by Dorenam Treekeeper of the Callarii over 600 years ago. Dorenam, an aged Elf when he took the post, found his mate late in life; they had barely 10 years together before Reyneva was slain by a poisoned arrow. Dorenam, for all his magic, could not save her, so he devoted years of his life to creating a mighty spell which would ensure others did not suffer the same fate.

Antivenin allows the caster to create an antidote to one specific poison (natural or chemical) within his own body. A sample of the poison must be ingested immediately after the spell is cast (unless it is the caster who is poisoned, in which case this is unnecessary). Within 1d4 rounds, the poison within his body is neutralised, and the caster's canine teeth lengthen, sharpen and become hollow, like those of a snake. To administer the antivenene, the caster must pierce the skin of the affected being and inject it through the hollow fangs (this causes 1 hp of damage). The caster's "antidote sacs" contain enough antivenene to cure 5-10 (1d6+4) human-sized beings. Once the spell ends, the unused antivenene dissolves back into the caster's body and the fangs revert to canine teeth. There is no way to retain this antidote for later use; antivenene "milked" from the caster's fangs becomes simple water (or perhaps blood) after the spell expires. The spell is only effective against ingested or injected poisons; magical poisonous effects are immune to this spell. Note that any damage caused by the poison before administering the Antivenin must be cured by normal means.

Unlike many Treekeeper-created spells, this one is held in the common domain, at Dorenam's request. Any Callarii, Vyalia or (since the exodus) Alfheim Elf of sufficient level can learn to cast this spell, if they so choose.

Vyalia Spells:

The Vyalia are always described as reclusive, wanting little to do with the outside world. Most of the following spells were designed to confuse and repel inquisitive explorers, making Vyalian woodlands dangerous, mysterious, forbidding places.


Grab Grass Level: 2 Range: 10'x10' area Duration: 1d6 hours Effect: animates area of grassland This spell works best when cast on sleeping or otherwise unsuspecting victims, and requires an area of grassy soil (as found in a clearing, for instance). All grass in the area of effect animates and binds any object, living or otherwise, in a steel-like grip. Those caught lying down within the area must make a save vs. Spells to avoid being utterly pinned and helpless by the Grab Grass; success means that they managed to stand in time, so only their feet are caught. Those with trapped feet must make a successful Bend Bars roll at -2 to snap their bonds. Sleeping victims have no saving throw. Anyone completely bound is vulnerable to attacks as if under the effect of a Sleep spell, whilst those with bound feet are at +2AC vs. missile attacks, reflecting their inability to dodge. Vyalia Elves use this spell to safely entrap and capture potentially dangerous intruders. The spell is partially responsible for the many stories concerning the "haunted forest", which do as much to keep people away as any efforts by the Elves themselves.

Moving Path Level: 3 Range: 100'+ Duration: 1d6 hours Effect: alters pathways This spell is often used by Vyalia Elves to cover their tracks, to hide known pathways, or to change the path around intruders in order to get them lost. It causes an illusion which covers up existing trails and makes them seem to wend elsewhere, vanishing at the limit of the spell - an additional 50' of path can be misdirected for every level of the caster above 5th. The illusion is so perfect, only someone with True Seeing, or a trained Forester, can tell that the path is false. The caster has the option of either creating a random false trail, or directing the path of the new track - to lead interlopers into a trap, for instance.

Menacing Gloom Level: 5 Range: 100'x100' area Duration: permanent Effect: creates area of unease This spell causes an area of woodland to take on an ominous aspect; the trees appear to loom over and clutch at passing travellers, the shadows are deeper and seem to shimmer as if hiding evil secrets, and normal sounds of the forest are muted and distant. It's all an illusion, of course; the Menacing Gloom spell is designed to subtly affect the emotions of living things within its area of effect, heightening tension and causing them to become jumpy, if not outright terrified. Normal Man-level humans, creatures with less than one HD, or any being of animal-level intelligence will refuse outright to enter the affected area, and will do all they can to flee such a place as soon as possible. Higher-level characters are allowed a saving throw vs. Spells at -4 to resist the effect; if successful, that particular Menacing Gloom area - and any others contiguous with it - can never affect them again, although it remains in force for everyone else. Non-intelligent creatures or constructs, like slimes or golems, are unaffected by the spell. Vyalian settlements will often be surrounded by vast tracts of land enchanted by this spell as a protection, with one or two paths left free to allow easy access.

Callarii Spells:

Unlike their reclusive cousins, the Callarii are an open, friendly breed - more Elven adventurers come from Callarii stock than almost any other Elven colony, apart from Minrothad. Although they have their secrets - who doesn't? - - much of their unique magic is designed for helping others, creating beauty, and friendly humour.


Woodshape Level: 2 Range: touch Duration: 1 hour Effect: one plant or wooden item This spell, which is also known by the Elves of Alfheim and used to sculpt their treehouses (see GAZ5), enables the caster to mould a single tree or plant, or a piece of dead wood, into any shape they can imagine. An average Elf can mould simple shapes and hollows; artistic or craft-working skills are required to make full use of this power. An Elf with the relevant skill can create works of art, items of furniture, hollows in living trees for storage or living space, sculpt handholds for climbing, or even shape weapons - this last use duplicates, to some extent, the Forester spell Deadwood Blade, although it is neither as quick nor (usually) as accurate.

The spell may be used to both heal and harm plant-based creatures, such as Treants or Dryads (but NOT Shambling Mounds, which are composed of loose, decaying matter). The effect is the same as a Cure/Cause Wounds spell on animal life. The caster may inflict or cure 1d6 damage, +2 points per caster's level.

Bows made by skilled bowyers using this spell are particularly strong and supple. Such bows, even if not further enchanted, provide an additional +10' to each range category and +1 to hit rolls.

The wood-shaping ability granted by this spell lasts until the moulding is finished, or until one hour has elapsed, whichever is the shorter.

Dance of the Sidhe Level: 3 Range: touch Duration: sunset to sunrise Effect: polymorphs an Elf into a Sprite This is a very specific Polymorph Self/Other spell, originally designed for celebration, which has since been put to several other good uses. It is an ancient spell, taught to the Callarii by the Sidhe long ago, and is considered one of the great treasures of the Callarii. The spell transforms the chosen Elf into a Sprite, granting both small size and winged flight; however, like the Polymorph Self spell, this enchantment grants no magical powers - the transformed Elf lacks either the innate Curse magic or the Invisibility to Mortals ability of a Sprite, although he retains his own magical powers. The spell must be cast at sunset, and lasts until the first rays of dawn.

The Callarii use this spell to join the Sprites and Pixies in their twice-yearly celebration dances; at other times of the year, it allows them to travel considerable distances in a single night, gain access to otherwise-inaccessible places (like offshore islands, high cliffs, second-story windows, etc) and eavesdrop on private conversations.

Gremlin's Curse Level: 4 Range: 5' Duration: 72 hours Effect: bad luck This capricious spell is used both as a punishment for those who prove false to the Callarii and, more innocently, to test the good humour of a stranger. The spell enchants the victims with bad luck; everything they touch goes awry, and they become clumsy and forgetful at the worst possible times. The effect is much like the chaos aura of Gremlins (see PC2, Top Ballista), from which the name is derived. The effects of the spell are usually annoying, but not dangerous; however, it is inadvisable for the victim to place herself in situations where luck can have an important effect on the outcome, such as fighting or adventuring - Callarii sometimes use the spell to help them defeat enemies, although it is considered "unsporting". The actual effects of this spell are up to the DM, who can use it for either comic or dramatic purposes.

Note: as stated above, Callarii often use this spell to as part of a test of character for promising newcomers; if they pass the test, they are welcomed as Elf-Friends. DMs wanting to role-play this situation are advised not to let the players know they are either under a spell or being tested; let the actions of the players (and their characters) determine the outcome.