Abjuration Level: Cleric 4, Sorcerer 4, Wizard 4, Components: V, S, Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One dragon Duration: 1 day/level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
As you speak the ancient words, the torrent of rage begins to drain from the eyes of the dragon before you.
This spell helps calm the effects, of the Dracorage. It instantaneously restores 5 points of Wisdom damage resulting from the Dracorage (but not other sources) and returns the dragon's negative attitude toward nondragons one step closer in the positive direction (from unfriendly to indifferent, for example).
In addition, the spell also protects the dragon from having to make another save against the Dracorage for a number of days equal to the caster's level (maximum 20 days).
This spell counters or dispels aggravate Dracorage.
Origin: The abate Dracorage spell was rediscovered by the song dragon, Karasendrieth the Dragon Bard, while carrying out research at the Ilmatari Monastery of the Yellow Rose
Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 4, Sorcerer 4, Wizard 4, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One dragon Duration: 1 round/level Saving Throw: Will negates; see text Spell Resistance: No
The ancient words are no sooner spoken than you behold the twinkling fire within the dragon's eyes flare into a conflagration. This spell fuels the Dracorage for a short period. It causes the target to instantly and fully succumb to the Dracorage, shifting the target's attitude toward nondragons to hostile and instilling in the dragon a bloodthirsty desire to murder and wreak havoc. This usually causes the dragon (even a good metallic dragon) to immediately attack all nondragons nearby. Because aggravate Dracorage manipulates the existing Dracorage mythal, the Will save against the spell is 4 higher than normal and has a DC of 18 + the appropriate ability modifier. (Nevertheless, many casters of the spell will use subterfuge to trick the target dragon into allowing the spell to be cast freely upon it, thereby avoiding the dragon's high Will save bonus). As with the Dracorage mythal itself, this spell ignores a dragon's spell resistance. Aggravate Dracorage functions only during the period of the Dracorage and has no effect on dragons at other times. This spell counters or dispels abate Dracorage. Origin: As part of his research to control the Dracorage mythal, Sammaster (the once-human lich) crafted aggravate Dracorage and shared it with his most loyal minions
Antidragon Aura, GreaterEdit
Abjuration Level: Cleric 8, Components: V, S, AF, Casting Time: 1 standard action Range: 20 ft. Target: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Yes (harmless)
A phosphorescent green aura bursts from you, causing an area 20 feet around you to glow brightly. This spell creates a phosphorescent aura of protection around the subjects. This abjuration has four effects, as follows: First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. This benefit applies against all attacks, not just against attacks by dragons and dragonblood creatures. Second, each warded creature gains spell resistance 25 against spells cast by dragons and dragonblood creatures. Third, the abjuration blocks possession and mental influence, in the same manner as protection from evil. Fourth, if a dragon or dragonblood creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude save negates). Focus: A tiny reliquary containing some sacred relic, such as a shard from the sword of a famous dragon slayer. The reliquary must be worth at least 500 gp. Special: Members of the dragonslayer prestige class cast this spell at +1 caster level
Blunt Natural WeaponsEdit
Transmutation Level: Assassin 3, Bard 3, Sorcerer 3, Wizard 3, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes
The target's bite, claws, and other natural weapons appear to grow smaller and weaker. This spell weakens the natural weapons of the target creature. All the damage dice of the target's natural weapons are decreased by 1 step for every five levels of the caster. You cannot reduce the target's natural weapon damage to less than 1d2 points of damage. Special: Dragonblood creatures cast this spell at +1 caster level
Evocation [Evil] Level: Blackguard 4, Cleric 5, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Target: One good dragon or dragonblood creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes (object)
You fire a brilliant ray of white, black, green, blue, and red at the dragon. This spell calls upon the might of evil dragonkind to suppress the powers of a good dragon or dragonblood creature. You must make a ranged touch attack to hit the target. If the attack is successful, the dragon must make a successful Will save or become unable to use all its racial supernatural and spell-like abilities. This does not include the spells a dragon casts from its sorcerer spell progression. Special: If you receive your divine spells from Mask or Tiamat, you receive a +1 profane bonus on the ranged touch attack
Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, Sorcerer 3, Wizard 3, Components: V, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes
Though the creature struggles to contain itself, its breath weapon bursts forth explosively. The target of the spell is compelled to use its breath weapon as soon as it is capable. For instance, if a dragon must wait 1d4 rounds, and it rolls a 2, it must use its breath weapon after 2 rounds. The creature is capable of taking normal actions whenever its breath weapon is not available, though it cannot use any feats or spells that delay this result. Special: Sorcerers cast this spell at +1 level
Cone of EuphoriaEdit
Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, Druid 4, Sorcerer 4, Wizard 4, Components: V, S, M, Casting Time: 1 standard action Range: 20 ft. Area: 20-ft. cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
You dazzle your targets by breathing a beautiful cone of sparkling motes. As a standard action, you can breathe a cone of sparkling motes that causes euphoria. All those within the area must make a successful Will save or become dazed for 1d6 rounds. You must wait 1d4 rounds between each use. Material Component: A pinch of sparkling gem dust worth 10 gp
Diminish Breath WeaponEdit
Transmutation Level: Bard 4, Sorcerer 4, Wizard 4, Components: V, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 min./level Saving Throw: Will negates Spell Resistance: Yes
The creature looks confused as it exhales a much smaller breath weapon than expected. The targeted creature's breath weapon loses 1 die of damage per caster level. This spell cannot reduce the target's breath weapon to less than 1 die of damage. Special: If you sprinkle ashes of an object damaged or destroyed by the breath weapon of the type of dragon being targeted (worth at least 100 gp), the caster level of the spell increases by two
Evocation Level: Cleric 4, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaueous/1d4 rounds; see text Saving Throw: Fortitude partial Spell Resistance: Yes
A phosphorescent green cloud erupts in the air, causing the dragons within to shudder in revulsion. This spell calls upon the power of ancient wyrm-slayers to inflict grievous harm on dragons. The power takes the form of a phosphorescent cloud, causing great pain to dragons and dragonblood creatures within. The cloud deals 1d8 points of damage per two caster levels (maximum 5d8) to creature with the dragonblood subtype and 1d6 points per caster level (maximum 10d6) to creatures with the dragon type. Both kinds of creatures are also stunned for 1d4 rounds. A successful Fortitude save halves the damage and negates the stun effect. Special Component: By including the claw of a deep dragon (50-75 gp) of Large size or larger, the caster can increase the DC of the spell by 2. The claw is expended in the casting
Transmutation Level: Bard 3, Sorcerer 3, Components: Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living dragon or dragonblood creature/level, no two of which are more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
You feel the draconic blood stirring within you, strengthening your nearby kin. This spell summons the strength of your dragon heritage to empower other draconic creatures, instilling them with a powerful sense of pride. Each affected dragon or dragonblood creature gains a +2 bonus on saving throws, caster level checks, attack rolls, ability checks, skill checks, and weapon damage rolls. Special: Only dragons and dragonblood creatures can cast this spell
Transmutation Level: Sorcerer 5, Components: V, S, M, XP, Casting Time: 10 min. Range: Touch Target: You and one willing creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No
Magic swirls around you and your ally, sparkling with the intensity of secret knowledge. This spell allows two willing dragonblood creatures to trade known spells. The two creatures agree upon a spell to swap. These spells must be of the same level, though not of the same school. This effect does not grant the creatures the ability to learn more spells. When a spell is traded, it is no longer in the repertoire of the trader. Each participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell. For instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer). They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration. When the trade is decided and the spell cast, each expends 800 XP (100 × 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells). The old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen. Material Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade. XP Cost: 100 x the minimum caster level necessary to cast the traded spells. Both participants expend this amount. Special: Only dragons and dragonblood creatures can cast this spell
Enchantment (Compulsion) [Mind-Affecting] Level: Sorcerer 6, Components: V, Casting Time: 10 min. Range: 1 mile/level Target: One creature Duration: 1 day/level Saving Throw: Will negates; see text Spell Resistance: Yes
Your call for service immediately compels a nearby creature to hurry to your aid. This spell allows you to send out a call to the nearest intelligent creature. That creature receives one saving throw each day. If it fails, it must come to your location using the most expedient means available. The creature will not brave unnecessary harm, but it will disregard minor hazards (a snowstorm or traveling through bandit territory) to reach its destination. If the creature makes a successful save, it is free to act normally that day, but it must continue to make a new save each day for the duration of the spell. Once the creature arrives in your location, its reaction is improved by one step, but it is in no other way bound to you. Special: Only dragons can cast this spell
Abjuration Level: Cleric 2, Druid 2, Sorcerer 2, Wizard 2, Components: V, S, Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
You cup your hands as if to catch the light and then bend them outward, causing the air in front of the recipient's eyes to take on a shimmery, reflective quality. This spell creates a mirrorlike area around the recipient's eyes. This effect moves with the recipient and does not affect his vision. If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that he does not need to attempt a saving throw against the attack (just as if the recipient had averted his eyes). The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks, DMG 294). The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze
You rub the gem over the target, causing an image of the target to gradually materialize in the depths of the gem. As you complete the arcane gestures of the spell, the image becomes perfectly clear and then vanishes, leaving no trace of the spell on either the gem or the target. Powerful true dragons of all varieties commonly employ this spell. When the spell is cast, you create a permanent link between the focus and an object. Anyone who holds the focus can sense the target of the spell as the spell locate object, but with unlimited distance, as a standard action. In addition, anyone who holds the focus can scry the bearer of the object, as the scrying spell, as a standard action. The bearer of the object is entitled to a Will save, but is treated as if familiar to you and as if you possessed a lock of his hair. Focus: A gem worth at least 100 gp. Origin: According to draconic legend, gem tracer was created by the first dragon whose hoard was plundered
Conjuration (Summoning) Level: Sorcerer 8, Wizard 8, Components: V, S, AF, Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Effect: 5-ft. claw Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
You conjure a wraithlike, faintly glowing cloud of white vapor that coalesces into a disembodied dragon's claw made of ice. This spell creates a Medium four-taloned claw about 5 feet long. The icy claw has a fly speed of 60 feet (perfect maneuverability), hit points equal to your full normal total, saving throw bonuses equal to your own, and AC 25 (+10 Dex, +5 natural). It has damage reduction 15/magic and bludgeoning and is immune to cold, poison, critical hits, and magical effects that don't deal damage. It takes half again as much damage (+50%) from fire. An icy claw never provokes attacks of opportunity. It cannot push through a wall of force or enter an antimagic field, but it is affected by prismatic wall or prismatic sphere. A disintegrate spell or a successful dispel magic destroys it. An icy claw attacks an opponent of your choice once per round, and its attack bonus equals your level + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +10 for the claw's Strength score (31). An icy claw deals 1d6+15 points of damage plus 3d6 points of cold damage. If it successfully damages a Medium or smaller foe, it attempts to start a grapple as a free action without provoking an attack of opportunity, with a grapple check bonus equal to your caster level +10. On a successful grapple check, an icy claw deals normal damage (see above). The claw ignores effects intended to mask or conceal the selected target, including darkness, invisibility, displacement, hiding in plain sight, and the like. Directing an icy claw to a new target is a free action. Arcane Focus: A white dragon's talon
Light of XymorEdit
The object begins to glow brightly, imbued with the light of the Platinum Lord. The touched object radiates light with all the same properties of a daylight spell. The light from this spell also has a number of additional qualities. First, the radiance imbued by this spell is considered natural daylight for the purposes of creatures harmed by that type of light. Second, an evil dragon or dragonblood creature cannot enter the area of full daylight unless it makes a successful Will save (though it can enter the area of shadowy illumination outside this). If it makes the saving throw, it can enter the area, but each round that it remains in the area of daylight, it takes 2d6 points of damage and is dazed. A successful Will save halves the damage and negates the dazed effect. Third, light of Xymor counters and dispels shadow of the dark queen, and it also counters and dispels any. darkness spell of equal or lower level, such as darkness. Special: Divine spellcasters who derive their power from Xymor (Bahamut) cast this spell at +1 caster level
Enchantment (Compulsion) [Mind-Affecting] Level: Bard 4, Cleric 5, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Concentration, up to 1 min./level Saving Throw: None Spell Resistance: Yes
You calm your target by exhaling a peaceful breeze. This spell allows you to exhale a calming breeze, soothing one creature of your choice. The creature is affected as if by a calm emotions spell for as long as you concentrate, up to a maximum of 1 minute per caster level. You cannot affect creatures with more Hit Dice than you have caster levels. Special Material: If you blow dust of blue spinel (worth at least 50 gp) in the breeze when you cast the spell, its duration increases to 2 minutes per level
Evocation [Air] Level: Sorcerer 3, Wizard 3, Components: V, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-radius spread Duration: 1 round Saving Throw: See text Spell Resistance: No; see text
At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into the air to pelt your foes. This spell functions as gust of wind (PH 238), except as noted herein. Instead of a path of wind, you create a whirling mass of air. The whirlwind carries sand, dirt, and other small objects (nothing heavier than a chicken egg) into the air, creating an opaque cloud of debris. Creatures must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the spell. Creatures blown over or moved by the wind are pushed in a random direction. The flying debris causes 1d4 points of bludgeoning damage per caster level (maximum 10d4); this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage. If the debris is primarily composed of soft or very small objects, such as loose soil, the spell deals 1d4 points of damage per two caster levels (maximum 5d4). The spell deals damage to objects within the spread, though hardness will usually negate this damage
Evocation [Good] Level: Cleric 5, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Target: One evil dragon or dragonblood creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes (object)
With a gesture and a word, you fire a brilliant platinum ray at your target. This spell calls upon the might of good dragonkind to suppress the powers of an evil dragon or dragonblood creature. You must make a ranged touch attack to hit the target. If the attack is successful, the dragon must make a successful Will save or become unable to use all racial supernatural and spell-like abilities. This does not include the spells a dragon casts from its sorcerer spell progression. Special: If you receive your divine spells from Xymor (Bahamut), you receive a +1 sacred bonus on the ranged touch attack
Divination Level: Cleric 3, Sorcerer 4, Wizard 4, Druid 5, Components: V, S, M, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: 1 round Saving Throw: None Spell Resistance: No
A burst of purple light reveals all that is hidden. Revelation creates an area in which all things appear as they actually are. The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round. Unlike with true seeing, all creatures in visual range can see the effect of the spell. The spell does not dispel any magical effects—it only temporarily reveals them. Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area. Material Component: A clump of dandelion fluff and herbs worth 50 gp.
(Dragons of Faerun, p. 118)
Evocation [Darkness] Level: Sorcerer 3, Wizard 3, Components: V, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft.-radius burst Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No
When you speak the triggering phrase, six puffs of shadow burst forth from your location, flying out to cover the six areas you target in your mind.
You create four cylinders of magical darkness within the area, which randomly and rapidly move around at ground level, giving concealment to nearby creatures. The cylinders of shadow (called "glooms") occupy space as Medium creatures (a 5-foot square), are 10 feet tall, and cannot leave the area of the spell.
A creature fully engulfed by one or more of these glooms has concealment. This concealment applies to attacks made against or by creatures in these glooms.
The glooms are under your limited control. While the spell is in effect, you can use a free action on your turn to direct a controlled gloom to attach itself to and envelop a particular target and follow it. The target can attempt a Will saving throw to avoid being enveloped. Success indicates the gloom dissipates; failure means the target is surrounded by magical darkness. Once it is attached to a target, a gloom stays with that target until the spell's duration expires.
Origin: This spell was created centuries ago by a steel dragon who eschewed human contact and masqueraded as a cruel necromancer who dwelt in an isolated tower
Shadow of the Dark QueenEdit
Evocation [Evil] Level: Blackguard 4, Cleric 5, Components: V, S, Casting Time: 1 standard action Range: Touch Target: One touched object Duration: 2 rounds/level Saving Throw: Will partial; see text Spell Resistance: Yes
The object begins to darken, imbued with the malice of the Dark Lady. The touched object radiates darkness with all the properties of a. deeper darkness spell, except that evil dragons and dragonblood creatures can see normally. The darkness from this spell also has a number of additional qualities: First, the darkened area acts as a desecrate spell. Second, a good dragon or dragonblood creature cannot enter the area of darkness unless it makes a Will save. If it makes the saving throw, it can enter the area, but each round that it remains in the area of darkness, it takes 2d6 points of damage and is dazed. A successful Will save halves the damage and negates the daze effect. Third, shadow of the Dark Queen counters and dispels light of Xymor, and it also counters and dispels any light spell of equal or lower level, including daylight and light. Special: Divine spellcasters who derive their power from Tiamat cast this spell at +1 caster level
Necromancy Level: Sorcerer 6, Wizard 6, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One spectral dragon Duration: Concentration, up to 1 round/level Saving Throw: See text Spell Resistance: Yes
You summon a draconic mass made entirely of shadow. You create a Large dragon-shaped mass of shadows that attacks under your control. Each round, you can move the spectral dragon up to 60 feet and attempt a bite attack against a single creature. The attack bonus of the dragon is your caster level + your key ability modifier. If the dragon hits with its bite, the target takes 1d6 points of Strength damage and gains one negative level. After 24 hours, the victim is entitled to a Fortitude save to avoid losing the level permanently. The mass itself is not dangerous to the touch, and creatures can pass through it without suffering harm. A spectral dragon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. Its AC against touch attacks is 9 (10 minus size bonus for a Large creature). It can pass through solid objects, though it has no ability to see through them. If an attacked creature has spell resistance, make a caster level check (1d20 + caster level) against that spell resistance the first time the spectral dragon strikes it. If the attack is successfully resisted, the spell is dispelled. If not, the dragon has its full normal effect on that creature for the duration of the spell. An undead creature struck by the dragon's bite receives 1d4×3 temporary hit points that last for up to 1 hour. Special: Shadow creatures (such as shadows, shadow dragons, and shadar-kai) and creatures descended from shadow (such as half-shadow dragons and shadovar) cast this spell at +1 caster level and deal an extra 1 point of Strength damage with each attack. This bonus is also granted to creatures that derive their power from the Shadow Weave
Evocation [Force] Level: Sorcerer 4, Wizard 4, Components: V, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./levels) Area: Cylinder 10 ft. wide, 25 ft. long Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
Tiny pinpricks tingle over your entire body as if a swarm of needles is trying to emerge from beneath your flesh. As you complete the incantation, daggerlike shards of force burst forth from your skin. You create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area. All within the area take 1d6 points of force damage per caster level (maximum 10d6). The name is a misnomer, since the spell creates neither steel nor a true sting. Origin: This spell was created decades ago by Rythtalies of Amn, who patterned it after the blade barrier spell employed by a cleric of Bhaal. He then taught it to Jalanvaloss
Transmutation Level: Sorcerer 3, Wizard 3, Components: V, Casting Time: 1 standard action Range: Touch Target: One weapon of up to Large size in your possession Duration: Instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: No
You touch a weapon, causing it to shimmer briefly and then coalesce into three distinct duplicate images, each one gradually assuming physical form. Once they become solid, the three weapons shoot forward at your targets. This spell allows you to split a target weapon of up to Large size (such as a greatsword, shortspear, and so on) into three exact duplicates. These duplicates immediately launch themselves at a target or targets of your choice within close range. You can direct one or more of the weapons at the same target or split them up among three different targets. Make a ranged attack roll for each weapon (using your ranged attack bonus or the ranged attack bonus of a fighter of your caster level, whichever is higher) as if you were proficient with the weapon in the normal manner. (For example, if used on a greatsword, you would make a ranged attack roll as if you were proficient with the greatsword, without the normal penalty for using an improvised throwing weapon). The weapon gains a +1 enhancement bonus on attack rolls and damage rolls if it does not have an enhancement bonus already. Each duplicate that hits deals damage as if you had struck the target with the weapon in melee (including any special effects such as bane, smite evil, critical hits, sneak attack. Weapon Focus, and so on). Your Strength bonus does not apply, since the force of the weapon comes from the spell, not your own Strength. A duplicate does not get a flanking bonus or help a combatant get one. Casting the spell destroys the targeted weapon to create the duplicates, and the duplicates are destroyed whether or not they hit. Because of this, the spell is rarely used on magic weapons. It cannot be cast on artifacts, natural weapons, weapons animated with animate objects or similar spells, or weaponlike magical creations (such as Mordenkainen's sword). Origin: This spell was created by Delgarth of Sumbarin, a long-forgotten minor realm along the banks of the River Dessarin. Delgarth was a powerful barbarian who concealed his limited prowess as a sorcerer so he could use it as an unexpected advantage during the frequent assassination attempts launched by his estranged kinfolk