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Watch out for that beholder! It might just use its death ray next...

Death magic was an effect that guaranteed death, usually immediately, though it was possible to resist it.[1][note 1]

Description[]

Main Forms[]

Death magic came in many forms, the most common of which were spells, such as finger of death, and supernatural creature abilities, such as a beholder's death ray.[1] However, there were other forms of death magic, some embodied in magic items,[2] some involving transportation to other planes,[3] or otherwise.[4] Most of these effects could specifically cause instant-death to an inhabitant if they failed to resist it.[5] Death magic was not dependent on the amount of damage a spell or effect could deal. As such, a highly powerful fireball was not a form a death magic, even though it could kill most beings outright.[1]

Other Forms[]

Almost all death magic caused instantaneous death. However, some forms, such as the effect of breath of death spell, instead instantly infected a being with a fatal disease. The infected beings were unable to heal naturally or via magical curing, meaning they would certainly die, unless they somehow found a way around it.[6]

Another form of death magic was noted to exist in Constabulary Branch One of Karsus Enclave in Netheril. A net of interwoven spells within this maze-like building could cause a refraction effect, causing the being to instantly undergo reincarnation.[4]

When travelling to the Ethereal plane, i.e., via blink or ethereal jaunt, it was possible to reappear inside of a solid object. Failing to resist this form of death magic would cause instant death, though managing to resist it would cause the affected being to plummet into the Deep Ethereal.[3]

Notable Death Magic Spells[]

There were several spells that utilized death magic, such as finger of death,[1] wail of the banshee,[7] implosion,[8] death spell,[9] power word, kill,[9] and black blade of disaster.[9] Some of these spells drew magic from either the Negative (or positive) energy plane in order to harm good (or evil) creatures.[10] Spells that involved death magic could be resisted by the death ward spell, as long as it was cast on the target beforehand.[9]

Some notable spells were:

  • Slay living, the reverse of raise dead, would instantly kill a target if they could not save themselves against its death magic.[11]
  • The great circle spell, a very powerful spell that could only be cast by a group of of four or more priests. It instantly destroyed all lesser undead within a huge radius, though it was possible for other evil beings to resist the death magic. The opposite of this spell, the black circle, had a similar effect on goodly creatures, especially if they were paladins or good-aligned priests.[10]

Notable Death Magic-using Beings[]

Nabassu - Anne Stokes

A nabassu waits to use its death-stealing gaze upon its foe.

Creatures[]

  • Nabassu, known as death stealers, were able to "steal the death" of their victims via a deadly gaze. As such, the victims would not experience death at such a moment, but instead would become a ghast or a ghoul as soon as they were actually killed. The ghoul or ghast would become controllable by the nabassu. As the nabassu had already "stolen death", it was able to bestow the stolen death upon a victim, instantly killing them.[12]
  • Ochimo, evil spirit warriors from Kara-Tur, whose gaze could capture the entire spirit of a being.[13]

Inhabitants[]

  • Tyranthraxus, the possessing spirit, was known to literally transfer his life force into anothers body.[14]

Notable Death Magic-immune Beings[]

Creatures[]

Inhabitants[]

Appendix[]

Notes[]

  1. Note that death magic was not specifically linked to necromancy. Several schools of magic utilized death magic, such as evocation, conjuration, abjuration, etc.

References[]

  1. 1.0 1.1 1.2 1.3 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 228. ISBN 0-9356-9601-6.
  2. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), pp. 92–93. ISBN 978-0786903283.
  3. 3.0 3.1 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 12. ISBN 0880383992.
  4. 4.0 4.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 98. ISBN 0-7869-0437-2.
  5. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 79. ISBN 0-9356-9601-6.
  6. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), pp. 105–106. ISBN 1-56076-107-5.
  7. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 47. ISBN 1-56076-107-5.
  8. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 116. ISBN 1-56076-107-5.
  9. 9.0 9.1 9.2 9.3 BioWare (September 2000). Designed by James Ohlen, Kevin Martens. Baldur's Gate II: Shadows of Amn. Black Isle Studios.
  10. 10.0 10.1 Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), pp. 100–101. ISBN 1-56076-107-5.
  11. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 285. ISBN 0-7869-0329-5.
  12. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 40. ISBN 0-88038-031-4.
  13. Jeff Grubb (1987). Ochimo: The Spirit Warrior. (TSR, Inc), p. 47. ISBN 0-88038-393-3.
  14. Mike Breault, David "Zeb" Cook, Jim Ward, Steve Winter (August 1988). Ruins of Adventure. (TSR, Inc.), p. 5. ISBN 978-0880385886.
  15. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 43. ISBN 0-88038-031-4.
  16. Douglas Niles (November 1987). Moonshae. Edited by Mike Breault. (TSR, Inc.), pp. 25–26. ISBN 0-88038-494-8.
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