“There are darknesses in life and there are lights,
and you are one of the lights, the light of all lights.”
―
DraculaNystul |
Would he have
been so inclined to protect the oppressed of his native Tenh if he hadn’t been taken
in by a small sect of pacifist Pholtan monks living near the Phostwood. [LGJ#0 – 10]
I suspect not.
On the other hand,
he has little faith in the altruism of his native gentry when the
court of Duke Pet'yeu saw the proud clan brought low on charges of sedition and
insurgency [,] despite his clan’s good reputation among many fellow
nobles [.] [LGJ#0 – 10]
It comes has no
surprise then that his spells revolve around light and shadow, on the deep
heart of darkness. Do they not illuminate the hidden, and cloak the
illuminated? Do they not smite darkness? And harness it?
The Spell Book |
Nystul's Magic Aura
Nystul’s Dancing Werelight
Nystul’s Flash
Level Two
Nystul’s Blackmote
Nystul’s Blazing Beam
Nystul’s Crystal Dagger
Level Three
Nystul’s Crystal Dirk
Nystul’s Expeditious Fire Extinguisher
Nystul’s Golden Revelation
Nystul’s Radiant Baton
Level Four
Nystul’s Blacklight Burst
Nystul’s Grue Conjuration
Nystul’s Lightburst
Level Five
Nystul’s Enveloping Darkness
Nystul’s Radiant Arch
Nystul's
Magic Aura
(Illusion/Phantasm)
Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 day/level
Saving Throw: Special
Area of Effect: Special
Explanation/Description: By means of this spell any
one item of a weight of 50 g.p. per level of experience of the spell caster can
be given an aura which will be noticed if detection of magic is exercised upon
the object. If the object bearing the Nystul's Magic Aura is actually held by
the creature detecting for a dweomer, he, she or it is entitled to a saving
throw versus magic, and if this throw is successful, the creature knows that
the aura has been placed to mislead the unwary. Otherwise, the aura is simply
magical, but no amount of testing will reveal what the magic is. The component
for this spell is a small square of silk which must be passed over the object
to bear the aura.
[PHB 1e – 67]
Nystul’s Dancing Werelight (Alteration)
Nystul’s Dancing Werelight |
Components: V, S, M
Range: 60 yds + 20 yds/level
Casting Time: 1 segment
Duration: 2 hours + ½ hour/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates a mote of
light completely under the caster’s control. The light shed by the mote can be
increased or decreased at the caster’s will, ranging from the brightness of a
light spell to the dim glow of a candle. The werelight can flit about from
place to place as the caster directs, as long as it stays within the range of
the spell. The werelight could be called upon to hang over the caster’s head as
a convenient reading light. The werelight spell cannot be attached to an object
or creature. It can only exist as a mote hanging in the air. The material
component is a live firefly.
[GA – 58]
Nystul’s Flash (Evocation)
Level: 1
Components: V, S
Range: 30 yds + 5 yds/level
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: Special
Area of Effect 10’ radius globe
Explanation/Description: This spell creates a sudden
flash of bright light in a 10’ radius globe. All creatures within the area of
effect who fail a save versus spells are blinded for 1d4 rounds. Those who make
their saving throw are merely dazed for 1d4 rounds, suffering a - 2 penalty on
all hit rolls. They are also off-balance in melee, so any attack made against a
dazed creature has a +2 hit modifier. Creatures outside the globe facing the
flash do not suffer any ill effects. Creatures without eyes are not affected by
the spell.
[GA – 59]
Nystul’s Blackmote (Evocation)
Nystul’s Blackmote |
Components: V, S, M
Range: 30 yds + 5 yds/level
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell summons a
microscopic mote of energy from the Negative Material Plane to the caster’s
hand. The caster must immediately roll a saving throw versus death magic at +2
to be able to control the blackmote. If the caster saves, the blackmote will
lie dormant in the mage’s hand for one round, building up power. The caster can
do nothing else during this period, as he or she must concentrate fully on the
blackmote. If the caster’s concentration is broken during this time, the
blackmote is dispelled. At the end of the round, the spell is at full power,
and the blackmote can be hurled at a creature within the range of the spell.
The blackmote automatically strikes, exploding in a burst of darkness and cold,
inflicting 2d6 damage plus one point of damage per level of the caster. Undead
and creatures from the Negative Material Plane or lower outer planes are
unaffected by a blackmote. If the caster fails the initial save versus death
magic, the mage loses control of the mote. It immediately explodes in the
caster’s hand, inflicting one point of damage and paralyzing the mage for 1d4
rounds. The material component is a sliver of bone taken from an undead
skeleton.
[GA – 59]
Nystul’s Blazing Beam (Evocation)
Level: 2
Components: V, S
Range: 30 yds + 10 yds/level
Casting Time: 2 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
Explanation/Description: This spell draws a parcel of
energy from the positive material plane to the caster’s hand, which can be
fired in a ray 1‘ wide and up to 30’ + 10’/level of the caster in range. Except
for undead, a creature struck by the beam is entitled to a saving throw. A
creature that successfully saves is struck by a glancing shot and is only dazed
for 1d4 rounds, suffering a - 2 penalty on hit rolls and a +2 penalty to armor
class. A creature that fails is struck full in the face by the beam and is
blinded for 2d4 rounds, suffering a -4 penalty on hit rolls and a +4 penalty to
AC. An undead creature struck by the beam is not entitled to a save, and is not
dazed or blinded, but suffers 4d6 points of damage.
[GA – 59]
Nystul’s Crystal Dagger (Evocation-Conjuration)
Nystul’s Crystal Dagger |
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell summons into the
caster’s hand a dagger composed of material from the quasi-elemental plane of
mineral, strongly infused with energy drawn from the Positive Material Plane.
The crystal dagger has no hit bonus and inflicts 1d4 +2 points of damage to
opponents struck in melee. Against undead and creatures from the lower outer
planes, the dagger inflicts 1d4 + 3 points of damage. If the crystal dagger
does maximum damage to an undead or a lower plane creature, that monster is
paralyzed for the next melee round and the dagger vanishes. The material
component is a tiny dagger made from fine lead crystal, worth 250 g.p.
[GA – 59]
Nystul’s
Crystal Dirk
(Evocation-Conjuration)
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/description: This spell creates a weapon
similar to that described in the 2d-level crystal dagger spell. The dirk is
faintly magical, granting a + 1 bonus on attack rolls. The dirk does 1d4 + 2
points of damage when it hits. Against undead and monsters from the lower outer
planes, the dirk does 1d4 + 3 points of damage on a successful hit. If the
crystal dirk scores maximum damage, the monster will be paralyzed until the end
of the next round following the hit. The material component is a tiny dagger
made from lead crystal worth 350 g.p.
[GA – 59]
Nystul’s Expeditious Fire Extinguisher (Evocation)
Level: 3
Components: V, S, M
Range: 20 yds/level
Casting Time: 1 segment
Duration: 1 segment
Saving Throw: Special
Area of Effect: Special
Explanation/Description: This more powerful version of
the affect normal fires spell enables the caster to quickly extinguish a large
fire. When the spell is cast, anti-energy from the quasi-plane of ash is
momentarily drawn down upon the fire. An area of non-magical fire up to 10 feet
by 10 feet per level of the caster can be put out in just one segment, so the
spell is ideal for combatting forest and brush fires. The spell is less
effective against magical fire. The chance of extinguishing a magical fire is
only 60%, and a maximum area of 10 yards by 10 yards, regardless of the level
of the spellcaster, can be snuffed. The spell has no effect on a fire-based
creature or flames emanating from a creature’s body, such as fire elementals,
fire grue, or the type VI demon. The material components for the spell are a pinch
of cold ash mixed with salt.
[GA – 59]
Nystul’s
Golden Revelation
(Alteration)
Nystul’s Golden Revelation |
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 30’ wide cone 60’ long
Explanation/Description: With this spell, the mage can
reveal hidden, concealed, or invisible creatures within the conical area. The
concealed creature will be surrounded with an aura of golden light, shining out
in a 1-foot diameter about the creature, making it easily seen. The mage can
make a full 360 degree sweep-search of the area in one round. The spell might
reveal a thief hiding in shadows, a barbarian concealed in natural terrain, or
a creature hiding behind an obstacle. The spell creates a glow around an
invisible, out-of-phase, ethereal, duo-dimensional, or astral being in the area
of effect, as well as a creature using a cloak of elvenkind, robe of blending,
or ring of chameleon power. A saving throw against being affected by the golden
revelation is not permitted, although successful magic resistance protects a
creature from being outlined by the spell. The material component is a box
wrapped with waxed parchment, containing a glowworm.
[GA – 60]
Nystul’s Radiant Baton (Evocation)
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: When the mage casts this
spell, it summons into the caster’s hand a slender baton formed from energy
drawn from the quasi-elemental plane of radiance. The baton can be one of the
seven colors of the rainbow as the caster chooses. The attack form of the baton
will correspond to the color chosen, being similar to the attack of a radiance
quasi-elemental creature, as follows:
Red baton: cold energy (+ 1 damage to fire-based
creatures, no damage if cold-based)
Orange baton: heat energy (+ 1 damage to cold-based
creatures, no damage if fire-based)
Yellow baton: acid damage (save vs spells to take no
damage)
Green baton: neutralize poison (per cleric spell)
Blue baton: electrical energy (+ 10 damage to metal
armored enemy)
Indigo baton: undead specific (only undead harmed)
Violet baton: vegetation specific (only plants harmed)
The baton will do a base 2d4 points of damage plus one
point of damage per level of the caster when a hit is scored. The type of
damage corresponds to the color of the baton. The color of the baton is chosen
during casting, and cannot be changed thereafter. Creatures are allowed no
saving throw versus the effects of the radiant baton. The baton automatically
hits any creature that successfully strikes the caster in that melee round, otherwise
the caster must use his own THACO to determine a successful strike on an enemy.
The material components are a crystal prism (which shatters after the spell)
and a set of seven small, silver rods.
[GA – 60]
Nystul’s Blacklight Burst (Evocation)
Level: 4
Components: V, S, M
Range: 10 yds/level
Casting Time: 4 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 20‘radius sphere
Explanation/Description: This risky spell brings forth
a blast of energy from the Negative Material Plane for an instant. Those within
the area of effect suffer 1d4 points of damage per level of the caster, or only
half damage if a save vs. death magic is successful. Affected creatures who
fail their save will also be slowed (as the spell) for 1d4 rounds. Creatures
from the Positive Material Plane or upper outer planes take an additional point
of damage per level of the caster, and the saving throw is made at -2. Such
creatures who fail their save will also be stunned for 1d4 rounds, rather than
slowed. There is always a 10% chance that the mage will lose control of the
spell and be affected by its attack, as a ray from the area of effect bounces
back to strike the caster. Undead are never affected by the spell. The material
component is a bit of earth taken from the grave of a ghoul or ghast.
[GA – 60]
Nystul’s Grue Conjuration (Conjuration/Summoning)
Components: V, S, M
Range: 60 yds
Casting Time: 1 turn
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: Special
Explanation/description: This spell, which is actually
a group of four risky spells, will summon one grue – harginn, ildriss,
chaggrin, or varrdig – from one of the four elemental planes:
Air – Incense
Earth – Soft Clay
Fire – Sulfur
Water – Sea Water
These material components must be used when summoning
the grue desired. The type of grue to be summoned must be decided before the
caster memorizes the spell. Grue are notoriously untrustworthy and difficult to
control, so the caster must rely on more than just concentration to keep the
grue under his command. As soon as the grue is summoned, it will demand a
payment from the caster for its service. The payment offered must be at least
500 g.p. worth of goods of interest to the grue, or the grue will be angered
and immediately attack the caster. If the grue is satisfied with the offer, it
will grudgingly perform one service for the caster for the duration of the
spell. The grue will try to subvert or openly disobey the caster’s orders if
the grue finds them unpleasant.
[GA – 60]
Nystul’s Lightburst (Evocation)
Nystul’s Lightburst |
Components: V, S, M
Range: 10 yds/level
Casting Time: 4 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 20’ radius sphere
Explanation/Description: This spell summons a burst of
energy from the Positive Material Plane. All creatures within or facing the
sudden blaze of energy are blinded for one round, with no saving throw.
Creatures without eyes cannot be blinded. In addition, all undead, creatures
from the Negative Material Plane, or beings from the lower outer planes within
the area of effect take 1d6 points of damage per level of the caster. Such
creatures suffer only half damage if they make their saving throw, but undead
make their save at -2. The material component is a small, solid gold orb worth
500 g.p. It is destroyed after the spell dissipates.
[GA – 61]
Nystul’s Enveloping Darkness
(Evocation-Alteration)
Nystul’s Enveloping Darkness |
Components: V, S, M
Range: 0
Casting Time: 5 segments
Duration: 5 rounds + 2rounds/level
Saving Throw: None
Area of Effect: 20’ radius globe about the caster
Explanation/Description: This spell creates a zone of
impenetrable darkness around the mage 20 feet in radius. Although the caster
can see in and through the zone of darkness without trouble, all others cannot
see through the envelope, not even with infravision or ultravision. In
addition, a distortion exists within the globe, appearing as if the caster has
the power of displacement as a displacer beast. The caster is attacked at -2,
in addition to the darkness penalty. Nystul’s Instant Daylight will negate the
spell. The material components are a drop of pitch, a whisker from a black cat,
and a bit of fur from the coat of a displacer beast.
[GA – 61]
Nystul’s Radiant Arch (Alteration)
Level: 5
Components: V, S, M
Range: 10 yds/level
Casting Time: 1 round
Duration: Special
Saving Throw: Half damage
Area of Effect: One creature
Explanation/Description: This spell creates a
glimmering rainbow of light that arches between the caster’s open hands. Once
the rainbow takes form, the caster can choose to fire a ray 1 foot wide from
the rainbow, aimed at one creature up to 10 feet away per level of the mage.
The ray can take the form of one of the seven colors of energy drawn from the
quasi-plane of radiance.
Red: cold energy (+ 1 damage to fire-based creatures,
no damage if cold-based)
Orange: heat energy (+ 1 damage to cold-based
creatures, no damage if fire-based)
Yellow: acid damage (save vs spells to take no damage)
Green: neutralize poison (per cleric spell)
Blue baton: electrical energy (+ 10 damage points to
metal armored enemy)
Indigo: undead specific (only undead harmed)
Violet: vegetation specific (only plants harmed)
The ray will inflict 1d6 points of damage per level of
the caster, of a type corresponding to the color of the ray. If the creature
makes its save, only half damage is suffered. The mage must concentrate to keep
the radiant arch active, so any attack that breaks the caster’s concentration
will dispel the rainbow and prevent the caster from launching a ray. The
material components are a crystal prism (which breaks after the spell) and a
small black board with a pinhole through the center.
[GA – 61]
Sadly,
Nystul’s array of spells was dropped from subsequent editions.
Nystul’s
Magic Aura is the only one to see publication beyond the Greyhawk Adventures
release.
“How far that little candle throws his beams! So
shines a good deed in a weary world.”
―
The Merchant
of VeniceOne must always give credit where credit is due. This History is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E.
Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining.
The list is interminable.
Special thanks to Jason Zavoda for his
compiled index, “Greyhawkania,” an invaluable research tool.
The Art:
Harginn illustration, by Harry Quinn, from Monster Manual II 1e, 1983
Sources:
3010 Players Handbook 1e,
1978
011A Dungeon Masters Guide,
1st Ed., 1979
2011 Unearthed Arcana, 1985
2023 Greyhawk Adventures,
1988
Living Greyhawk Journal #0
Dragon Magazine
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