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Altered Magic

Table of Contents

Tis not the moment still and dread, when sorcerers use their baleful power; when graves give up their buried dead, to profit by the sanctioned hour. -Matthew Lewis, The Monk

A cleric uses a magical glyph to seal an ancient crypt, trapping the evil within. A necromancer toils in a moonlit graveyard, animating a horde of undead minions. Many characters in Ravenloft possess the power to twist or even shatter the laws of nature for their own ends. Magic allows mortals to control men's minds, smite their foes with supernatural energies, or even grant life to the dead. In short, magic allows mortals to play at being gods.

Spellcasters native to Ravenloft have learned most of the limitations of magic through generations of research. Folklore is likewise filled with warnings against the risks of tampering with the laws of nature, though these superstitions often exaggerate or distort the truth. If a spell effect simply doesn't function in Ravenloft, most spellcasters believe that the effect is inherently impossible. They may even scoff openly at the though that such things may be possible in "other lands".

Spellcasters from other worlds have to learn how magic has been warped through trial and error. If you're playing an "outlander" spellcaster, you may want to skip this section to preserve the mystery and allow yourself to learn magic's secrets along with your character.


The Demiplane of Dread is isolated from all other planes, included the Material Planes of other worlds, hemmed in at all sides by the malevolent Mists. No spell, not even wish, allows one to escape from Ravenloft. Astral projection, teleport, plane shift, and similar domains cast for purposes of leaving the demiplane simply fail, as do effects that banish a creature to another plane of existence. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes.

For the purpose of spells whose effects change across or are blocked by planar boundaries (such as sending), each dread domain is considered its own plane. Magic that summons creatures or objects from other planes function normally in Ravenloft, as does magic that involves an extradimensional space. Any spells cast within such an extradimensional space (such as that created by Mordenkainen's magnificent mansion) are subject to the same restrictions as magic cast in Ravenloft.

Spells that allow contact with beings from other planes function normally, with one proviso: The darklord of the current domain you reside in can sense when someone is casting such a spell in their domain, and can choose to make themselves the spell's recipient, so that they are the one who is contacted instead. Alternately, the DM may rule it's the Dark Powers themselves who are contacted, and whose answers may or may not be accurate.

Below are general spell considerations in Ravenloft, should a specific spell not be listed further down. I've tried to account for most of what appears in published material but this may need to be shifted or adjusted.

Abjuration

Any spell that would return an extraplanar creature to its home plane instead transports the creature to a random location in Ravenloft (but not across closed domain borders). The Dark Power's don't allow such easy escape from their realm.

Astral

Ravenloft's connection to other planes is severely constricted. Astral matter can be drawn into Ravenloft but any spell that would normally project a person into the Astral Plane automatically fails.

Closed Domain Borders

No amount of mortal magic can overcome the effects of a closed domain border. However, a creature's natural abilities may render it immune to the specific effects of one. For example, a creature with no biological processes, making it immune to poison by its very nature, could pass through a poison-based closed border effect without harm. Said creature still can't leave the domain until the borders reopen but would be unaffected by the poison.

Conjuration

Conjured creatures in Ravenloft, unless summoned from within the domain or from the Mists, can't return to their home planes when the spell ends. These creatures become free-willed at that time and may become volatile.

Detecting Alignment

The Dark Powers shield evil in their realm. Any attempt to detect a target's moral alignment automatically fails. Some spells can or must be defined as affecting a specific alignment at the time of casting. In these cases, you can specify only the intended target's ethical alignment (Lawful, Neutral, Chaotic). The spell then targets any applicable subject with the chosen aspect. However, these spells can be specifically targeted to affect Innocents. So a spell defined to affect 'neutral' creatures would affect neutral good, true neutral, and neutral evil creatures equally. Magic effects that detect alignment only in an indirect fashion often still work normally. Consult the DM for clarification.

Death Spells

Spells that attack with necrotic damage harm their target by directly attacking their life force - their soul, in essence. Such spells are often empowered in Ravenloft but almost always require a powers check. Targets killed by necrotic damage often return from the grave as undead creatures.

Divination

Divination is notoriously untrustworthy in Ravenloft, except in the hands of the Vistani. Attempts to peer into the future or to petition one's god for guidance often produce misleading results or fail completely.

The Dark Powers also shield undead creatures in their realm. Such beings can always attempt a saving throw to avoid any spell effect that would reveal their undead nature.

Spells that allow remote viewing, such as arcane eyes or scrying, create visible, ghostly sensors of the corresponding sense organ which can be seen with a Perception check equal to the caster's spell DC. The caster may also be vulnerable to attacks sent through the sensor. Visual sensors can channel gaze attacks, auditory ones can channel sonic attacks, etc.

Enchantment

If you force a compelled creature to commit an act requiring a powers check, it's you who must make it, not your unwilling minion.

Some darklords have the ability to control certain creatures within their domains. If you attempt to control the mind of a being under the influence of a darklord, they save against your spell with advantage. No creature under the influence of a darklord can be directed to attack that darklord; if ordered to do so, the pitiful creature likely resolves its confusion by fleeing.

Ethereal

Any spell that would transport someone to the Ethereal Plane instead leads them to the Near Ethereal, the borderland between Ravenloft and the Deep Ethereal. A character in the Near Ethereal is still within Ravenloft and can't travel deeper into the Ethereal Plane. Known by man names in Ravenloft (The Other Side, the Gray Realm, the Spirit World), it's a land of lingering memories and of the dead, where incorporeal undead linger, unable or unwilling to move on to their final rest. Strong emotions can take on tangible form in the Near Ethereal as well (see Sinkholes of Evil).

Extraplanar

Though the Realm of Dread is located in the Deep Ethereal, by fiat of the Dark Powers, all spell effects function as though it were on the Material Plane. Creatures from outside Ravenloft, such as heroes drawn inside it, are considered to be on their "home plane". Only outsiders and elementals are considered extraplanar.

Illusions/Shadows

Ravenloft has strong ties to the Plane of Shadow. Spells that utilize shadows are more effective but dangerous to cast.

If you cast a spell involving shadows, such as Summon Shadowspawn or Evard's Black Tentacles, you gain an effective +1 to the spell slot for purposes of effects.

However, at the end of the spell's duration, you must make a Wisdom save against your own spell DC. If you fail, the shadows become free-willed instead of vanishing.

Mind-Affecting

The Dark Powers shield undead within their realm. Intelligent undead can choose to project false thoughts to those who use mental powers on them. It can do this automatically, without need for a saving throw, but it must be aware of the attempt. If caught by surprise, it can't hide its true thoughts.

Typically, undead project peaceful, friendly, and reassuring thoughts to lull the caster into a false sense of security. The creature can allow access to its true thoughts, if it desires.

If you contact the mind of an aberration, elemental, ooze, outsider, plant, darklord, or any creature suffering a Madness effect, you must make a madness save. Druids and clerics with the Nature domain are exempt from this when contacting plants.

Necromancy

Necromantic spells disrupt the natural cycle of life and death. The only ones that don't require powers checks are those which are purely defensive, don't create or enhance undead, and don't require the manipulation of your life force or that of another's.

In Ravenloft, it's often easier to create undead but harder to control them.

Necromancy spells that require powers checks often feature enhanced effects. Others carry risks not found when cast in other worlds. Ask the DM for clairification.

Teleportation

In Ravenloft, teleportation is instantaneous transportation through the Mists. For most purposes, each domain within Ravenloft is considered a separate plane. No spell can transport anyone or anything across a closed domain border or out of Ravenloft.

Weather

Some darklords can control the weather in their domains, or at least influence it. Spell effects can't override the darklord's control. The darklord may choose to let the spell work normally, but will be aware the spell was cast, even if they take no action to thwart it.


Spells in Ravenloft

This list is by no means definitive. I tried to encompass most the spells with altered rules but this list may evolve over time as magic is introduced.

  • Abi-Dalzim's Horrid Wilting: Any living creature slain by this spell must make a second Constitution saving throw against your spell DC or become an Ancient Dead bent on destroying you. This monster usually won't attack immediately, as it has years to plan its revenge. Casting this spell requires a powers check.
  • Alarm: Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream.
  • Antimagic Field: This spell can't overcome a closed domain border.
  • Animal Friendship: If the animals are under the control of a darklord, they make the save with advantage.
  • Animal Messenger: If the animal is under the control of a darklord, it delivers your message to them instead of the target you specify.
  • Animate Dead: Casting this spell requires no material components but requires a powers check.
  • Arcane Eye: See scrying.
  • Awaken: If you awaken a plant to humanlike intelligence, it slowly and inexorably absorbs the evil taint of the Realm of Dread from the very soil. Once a month, it must succeed on a Wisdom saving throw (DC = the number of months that have passed since it was awakened) or have its moral alignment permanently shift to evil.
  • Banishment: This spell transports the target to a random location in Ravenloft, or if the domain borders are closed, to a random location in the same domain.
  • Bestow Curse: Casting this spell requires a powers check.
  • Bigby's Hand: The conjured hand is skeletal.
  • Blight: This spell does +2d8 damage. Casting this spell requires a powers check.
  • Blink: This spell transports you to the Near Ethereal, not out of Ravenloft.
  • Calm Emotions: If the creatures are under the influence of a darklord, they make their Charisma save with advantage.
  • Ceremony (Atonement): This spell can't remove the effects of a failed powers check.
  • Charm Monster: If under the control of a darklord, the save is made with advantage.
  • Charm Person: If under the control of a darklord, the save is made with advantage.
  • Circle of Death: Creatures killed by this spell must succeed on a Wisdom saving throw or spontaneously animate as zombies or skeletons under the caster's control. Casting this spell requires a powers check.
  • Clairvoyance: See scrying.
  • Clone: If you grow a duplicate while the original still lives, the Dark Powers infuse the clone's flesh with its own life force, mirroring that of the original at the time the piece of flesh was taken. The duplicate's moral alignment is always evil and it will be obsessed with the goal of destroying the original so it can replace them.
  • Command: If the target is under the influence of a darklord, the save is made with advantage.
  • Commune: This spell contacts either the Dark Powers or the realm's darklord (DM choice).
  • Commune with Nature: The radius of effect never extends beyond domain borders. You may attempt to sense the general location of the darklord as one of your three facts, so long as they're within range. If you select this option, however, the darklord gets a Wisdom save to avoid detection. Whether or not the darklord succeeds, they instantly become aware of your general location.
  • Contact Other Plane: This spell opens a mental conduit to the darklord. You know only that you have contacted a powerful, malevolent force. The darklord need not answer truthfully; in fact, they need not answer at all. Neither party can make attacks through this mental contact but the darklord discovers your location to within two miles. The darklord may humor your questions or dispatch minions to hunt you down. Contacting a mind so filled with evil forces a Madness save. The darklord can willingly project thoughts of evil and despair at you; if they do, the Madness save is made with disadvantage.
  • Contagion: Casting this spell requires a powers check.
  • Control Weather: You cannot control weather past a domain border. If the darklord controls the weather in the domain, you can't seize control from them. The darklord may allow your changes to take place but will be aware of your spell.
  • Create Undead: Casting this spell requires a powers check.
  • Daylight: Although light from this spell is as bright as sunlight, it's not considered to be true sunlight. Creatures affected by sunlight, such as vampires, suffer no ill effects from daylight.
  • Destructive Wave: If the subject of this spell is killed by necrotic damage, they may return as a type of incorporeal undead. This incorporeal undead is not under your control. Casting this spell and dealing necrotic damage requires a powers check.
  • Detect Evil and Good: Undead can make a Wisdom save to avoid being detected by this spell.
  • Dimension Door: You cannot use this spell to cross domain borders. If you arrive in a place that's already occupied, you don't take damage, but become trapped in the Mists. Otherwise, using this spell has the thematic sensation of running through a space with some unseen thing chasing you.
  • Dispel Evil and Good (Dismissal): See banishment.
  • Dispel Magic: This spell can't negate the effects of a closed domain border. This spell cannot dispel curses of vengeance.
  • Divination: This spell contacts the Dark Powers but otherwise functions as normal on the first casting. Additional castings before a long rest incur a cumulative 25% chance of a misleading or possibly malicious answer. You are unaware of the percentile roll.
  • Divine Word: See banishment.
  • Dominate Beast: If the animal is under the darklord's influence, they make the save with advantage.
  • Dominate Monster: If the monster is under the darklord's influence, they make the save with advantage.
  • Dominate Person: If the person is under the darklord's influence, they make the save with advantage.
  • Drawmij's Instant Summons: The item can't be summoned through closed domain borders. Items from outside Ravenloft can be summoned in but items within can't be summoned out.
  • Dream: If the victim is killed by the damage inflicted by this spell, they return from death as an Allip. The creature is free-willed but remembers nothing of its mortal life, so doesn't seek revenge. Casting this spell to cause harm requires a powers check.
  • Etherealness: You transport to the Near Ethereal but cannot leave Ravenloft by this spell.
  • Find Familiar: The familiar can be undead instead of a celestial, fey, or fiend, and would be immune to features that turn undead if so. Any familiar summoned within Ravenloft is a Dread Companion.
  • Find Greater Steed: See find steed.
  • Find Steed: The mount can be undead instead of a celestial, fey, or fiend, and would be immune to features that turn undead if so. Any steed summoned within Ravenloft is a Dread Companion.
  • Find the Path: A child's spirit appears and guides the caster to the desired location. The spirit can't be harmed and doesn't speak. This spell can't find locations outside the domain it's cast. The Realm of Dread contains a few physical portals to other worlds. If such an exit is within the domain, this spell can guide you to it, provided you know what you're looking for. As some portals only appear under specific conditions, find the path has no effect if the portal isn't present when cast.
  • Finger of Death: One day after being killed by this spell, the victim's body automatically animates as a revenant. It retains its original Intelligence score and has as many hit dice as the victim had levels (if greater). If you are present when this happen, the revenant must make a Charisma save against your spell DC or fall under your control. On a success, or if you're not present, it becomes free-willed. The revenant despises you and will seek you out, hoping to take vengeance. Casting this spell requires a powers check.
  • Fog Cloud: Misty, harmless claws form in the fog.
  • Freedom of Movement: This spell can't transport one across closed domain borders. If the darklord is the recipient of the spell, it cannot free them from their domain.
  • Gate: The gate created by this spell is one-way only, leading into but not out of Ravenloft. This spell can transport you to any domain but not through a closed domain border. If you summon a creature into Ravenloft, it comes through but also becomes trapped in the Realm of Dread. Alternately, you can call a specific creature in Ravenloft to come to you. This spell can summon the darklord but not free them from their domain. Intentionally conjuring an evil creature with this spell requires a powers check.
  • Geas: Use of this spell may require a powers check.
  • Gentle Repose: If cast on a corporeal undead, that's freshly dead, it can maintain a lifelike appearance for the duration of the spell.
  • Glyph of Warding: You cannot filter by moral alignment (ie., the glyph can't be triggered by an evil being by dint of alignment along). Storing a spell that requires a powers check in the glyph requires a powers check as if you'd cast it yourself.
  • Guiding Hand: The hand appears skeletal. It can't cross domain borders. If the target is in a different domain than you, the hand doesn't find it, even if it's within visual range.
  • Gust of Wind: A ghastly moan accompanies the summoned wind.
  • Hallow: If not regularly maintained, the effects of this spell will fade after one year per caster level. The darklord can sense the area of the hallow spell and knows precisely where it's located. Hallow can't keep a darklord out, but if any of the effects would apply, the darklord has disadvantage on all rolls while on hallowed ground unless it succeeds on a Charisma saving throw. This spell works against the darklord's servants per normal. Hallow cannot cross domain borders or negate the effects of a closed domain. If used to fill an area with unholy power, this spell requires a powers check.
  • Harm: Casting this spell requires a powers check. Anyone slain by harm will rise as an undead creature the following day.
  • Imprisonment: This spell cannot affect darklords, who are protected by their innate connection to their domains. When cast by a cleric of Ezra, the subject can also be trapped within the Mists.
  • Inflict Wounds: Casting this spell requires a powers check.
  • Leomund's Secret Chest: The hidden chest is located in the Mists. It can't be summoned while you're in a domain with closed borders.
  • Lesser Restoration: This spell doesn't allow one to negate the effects of a closed domain border.
  • Locate Creature: This spell doesn't function across domain borders. The darklord can make a Wisdom saving throw to avoid being detected, if the target of the spell.
  • Locate Object: See locate creature.
  • Mage Hand: The summoned hand is visible and skeletal.
  • Magic Jar: If your host's body is slain, your spirit doesn't necessarily return to the magic jar. You must succeed at a Wisdom saving throw against your own spell DC or be bound to your host's corpse. If the save succeeds, the spell works normally. Otherwise, you become an undead monster occupying the host's body. Your type becomes Undead and you may gain other powers at the DM's whim. Your original body also animates as an undead creature under your control. This creature has no Intelligence score and only half as many Hit Dice as you had caster levels. The DM may specify what type of undead is created. The life force of the host remains trapped in the jar. This imprisoned life force should be considered a ghost, and it may eventually learn how to reach out from its prison to avenge itself. Destroying the receptable kills the life force within it but doesn't end the spell. When the spell duration runs out, your life force is still expelled from the host's body, but is unable to return to your own, becoming a ghost. Casting this spell requires a powers check.
  • Maze: The surfaces of the demiplane's maze are made of mortared skulls and bones.
  • Modify Memory: This spell can negate the effects of a failed Fear or Horror save and can be used to restore memories lost to failed Madness saves. You either wipe the memory of the event from the subject's mind or alter their memory so the horror of the situation is masked. This spell can also cause sinister effects. If used to force the subject to relive a scene that was originally cause for a Horror save for that situation failed, then the results of that check may come back to haunt the victim. If the previous Horror save succeeded, the subject needs to make a new save but a +1 bonus for having survived the scene before. This spell can't be used to alter a subject's personality or alignment. Making a person relive a scene of horror almost certainly warrants a powers check.
  • Negative Energy Flood: This spell does +1d12 extra damage. Casting this spell requires a powers check.
  • Phantom Steed: The steed resembles a skeletal horse.
  • Planar Ally: Any being summoned from outside Ravenloft is trapped when the spell ends. Upon realizing it can't return to its home plane at the completion of its service, the creature will feel betrayed. Depending on its nature and alignment, it may have a volatile reaction. Intentionally stranding a creature in Ravenloft requires a powers check. You can also use this spell to compel the darklord to aid you. Doing so requires a powers check and the servant who answers will surely demand repayment that advances the darklord's goals.
  • Planar Binding: Summoned creatures are trapped in Ravenloft. Upon completion of their task, and finding they're unable to return to their home plane, they may seek revenge.
  • Plane Shift: This spell allows you to transport yourself or another subject to a different domain. To choose a specific domain as your destination, you must have personally visited it at least once. If you don't specify a destination, you appear in a random domain in a random location within it. Also see banishment.
  • Project Image: The duplicate is so real it becomes partially tangible; the image can manipulate objects with an effective Strength of 1.
  • Protection from Poison: This spell doesn't protect from the effects of a closed domain border.
  • Raise Dead: This spell requires the deceased to make a Constitution save at DC 15. If the save succeeds, the spell performs normally. If the creature fails its save, it animates as one of the Reborn. Adjust as necessary. Casting this spell requires a powers check.
  • Rary's Telepathic Bond: Characters linked together by the spell can't shake the feeling that something vile is telepathically eavesdropping on them.
  • Reincarnate: In Ravenloft, this spell may reincarnate a person as an undead creature, as the Dark Powers funnel the returning spirit into a random corpse rather than a living animal. The returning spirit must make a Wisdom saving throw at DC 15. If the saving throw is successful, the spell performs normally. On a failure, the spirit returns as one of the Reborn. Casting this spell requires a powers check.
  • Remove Curse: This spell works poorly in Ravenloft, where its duration is limited rather than instantaneous. The subject of the spell must make a successful Wisdom saving throw against the original curse DC to be temporarily rid of it. The duration of relief is 10 minutes per caster level.
  • Resurrection: As raise dead.
  • Scrying: The sensor is a ghostly, floating version of the caster's perceiving sense (an eyeball, a nose, etc). This sensor can be spotted with a Perception check, DC equal to the spell saving throw. The caster is vulnerable to attacks channeled through the sensor (such as a vampire's dominating gaze). Any creature in a different domain is considered to be on another plane for purposes of this spell.
  • Soul Cage: Casting this spell requires a powers check. If you use the Eyes of the Dead feature, you may be vulnerable to certain attacks (see scrying).
  • Speak with Dead: Casting this spell requires a powers check.
  • Spirit Guardians: The spirits appears as ghostly, skeletal warriors, wicked cathedral gargoyles, or haunting silent angels.
  • Storm of Vengeance: See control weather.
  • Summon Elemental: This spell summons dread elementals. They gain the 'Mists' type and are conjured from the planar fabric of Ravenloft itself. The summoned elementals moral alignment is always evil.
  • Summon Shadowspawn: The spirit gains the 'Mists' type and is conjured from the planar fabric of Ravenloft itself. It's moral alignment is always evil.
  • Sunbeam: The light from this spell is considered to be equal to true sunlight. In addition to its normal effects, it harms any creature vulnerable to sunlight as if they were standing outside on a clear day.
  • Sunburst: See sunbeam.
  • Symbol: This spell can't be triggered by moral alignment.
  • Teleport: Should a "mishap" result in one or more characters taking enough damage to reduce them to 0 or fewer hit points, their bodies warp and merge to become a single, twisted broken one. Teleport only works for travel within the same domain. Teleport can't overcome the effects of a closed domain border.
  • Teleportation Circle: See teleport.
  • Transport Via Plants: This spell can't cross a closed domain border.
  • Tree Stride: This spell can't cross a closed domain border.
  • True Resurrection: As raise dead.
  • True Seeing: This spell functions as described with the following clarifications: You can use this spell to see ethereal creatures and resonance. Unless these objects have an obviously ghostly appearance, however, you don't automatically sense that they're ethereal. This spell also states the subject sees the true form of polymorphed, changed, and transmuted things. In Ravenloft, this generally refers only to changes created through spells or spell-like powers, not supernatural or extraordinary means. Thus, "natural" shapeshifters like vampires, lycanthropes, and doppelgangers always appear in their current form, whatever their true form may be.
  • Vampiric Touch: For every die of damage inflicted, the subject takes 1 point of permanent hit point damage unless a cleric casts lesser restoration on them within one week or greater restoration within 30 days. Three days after being killed by this spell, the victim's body animates as a vampire (or vampire spawn if they had 4 or fewer Hit Dice) unless the appropriate preventative measures are taken. If you're present when this happens, the new vampire must make a Charisma saving throw against your spell save DC or fall under your control. On a success, it remains free-willed. If you're not present when the vampire animates, it becomes free-willed automatically. A free-willed vampire despises you and seeks revenge. Casting this spell requires a powers check.
  • Wall of Stone: A wall created by the spell has ghastly faces sculpted into it, as though tortured spirits are somehow trapped within the stone.
  • Wish: This spell functions only if the Dark Powers allow it to. They'll usually grant the wish but try to pervert its intent. Thus, this spell rarely functions as desired when cast in Ravenloft. When evil characters wish for something dark and twisted, they have a 50% chance of receiving their wish exactly as requested, indicating that the Dark Powers deemed the wish/s intent to be already corrupted. A wish intended to allow you to escape from Ravenloft, destroy a darklord, or otherwise violate one of the basic tenets of the land simply fails. Any wish used for evil requires a powers check.
  • Word of Recall: See teleportation.