Level 5 Spells

Contents

Spell Touch
Flame Field
Icy Path
Shape Ice
Ice Monster
Snow Fort
Lightning Blade
Snow
Shadow Ray
Nebuchzar's Wall of Darkness
Apparition
Nullach's Gel Bomb
Seeker Sword

Dragonloft


5th level - Spell Touch (enchantment/charm, alteration)

Range: 0  Components: V,S,M  Duration: 3 rounds + 1 

round/level  Casting Time: 5  Area of Effect: the caster  

Saving Throw: none

	With this spell the caster gains a unique ability - 

that of transferring spell effects from spells of 5th level 

or less not normally utilized thus by touch.  The number of 

creatures affected remains the same, however, they usually 

do not comprehend what is transpiring, often failing their 

saves vs. the spell.  This enchantment is cast prior to 

further spells.  As long as it is in effect, the caster may 

elect to forgoe immediately putting forthcoming spells into 

effect, instead waiting to touch intended targets later.  

The spells effects are held for the duration of this spell.  

If they are not used during that time, they are spent, 

costing against the wizards normal allowance of spells for 

that day to no effect.  Some examples of the use of this 

spell could be using a sleepor blindnessspell on a person 

while shaking hands, transferring the shock of a lightning 

bolt to an unsuspecting target in an assassination or using 

a gust of windspell in a fistfight to knock down opponents.  

The actual spells affected by this enchantment are left up 

to the DM.

	The material component of this spell is a piece of 

flesh from any creature that has a touch attack (lich, 

mummy etc.)



5th level - Flame Field (alteration, invocation)

Range: 0  Components: V,S,M  Duration: 1 round + 1 round

per 5 levels  Casting time: 5 Area of Effect: 40 foot 

radius sphere  Saving throw: 1/2

	With this spell the mage brings into being an 

invisible field in a 40 foot radius centered on himself.  

It does not have any effect whatsoever on the caster or up 

to 1 other individual per level who is specified during 

the casting of the spell.  When anyone else steps into the 

radius of the field they burst into flame, suffering 6d6 

initial damage and 3d6 damage per round they remain in the 

sphere.  These creatures are allowed a save vs. spell for 

half damage, each round.  The duration for the spell shown 

above only becomes apparent after a creature steps into the 

field, otherwise the field remains in effect for 1 hour per 

level of the mage.  Creatures who are in the area of effect 

when the spell is being cast are not affected, but if they 

leave the field, and reenter, they suffer damage.  Only 

those individuals who have been specified during the 

casting of the spell may enter the field without suffering 

any damage.

	The material components for the spell are a pinch 

of sulfur, and some powdered magnesium cast into the air in 

a circle around the mage.



+ 5th level - Icy path (Alteration, Evocation)

Range : 5 yards  Components : V,S  Duration : Permanent  

Casting time : 5  Area of Effect : Special  Saving throw : -

     This spell gives the wizard two options:

(1) Ice tunnel - the wizard creates a tunnel approximately 6 

feet in diameter, which appears 5 feet in front of the 

wizard.  It is useful for traveling through glaciers and any 

other large bodies of ice.  The tunnel made has smooth, 

glossy walls and can be used as a slide for traveling.  It 

can also be used as a trap.

(2) Icy Walkway - this version of the spell cause a sheet 

of ice to spread out in front of the wizard.  It is 8 inches 

thick and can support the weight of the wizard, along with 

up to 10 pounds of gear per level.  The wizard simply points 

his finger in front of himself and murmurs the spell.  Then a 

white beam shoots from his finger, hitting the ground in 

front of him.  By pointing the beam upwards the wizard can 

take to the air.  The beam pulls the wizard behind it, at a 

rate of 15.  Behind him is left an icy walkway, which lasts 

until it melts.



+ 5th level - Shape Ice (Alteration)

Range : 10 yards  Components : S,M  Duration : Special  

Casting time : 5  Area of Effect : 5 cubic feet ice/level  

Saving throw : -

     This spell allows the caster to shape ice into any 

form that suits their purpose.  Be it a crude weapon, a 

chair or an ice sculpture, as long as it conforms to the 

limits.  The shapes that are formed with this spell have 

greater durability than normal ice; they are much denser 

and cannot be easily broken.  The items manufactured 

using this spell will last for 1 turn per level of the 

caster, after which they melt into nothingness.  The size 

of items to be created are limited in dimensions of 20 

cubic feet per caster level.

     The material component for this spell is a piece of 

wax, which must be warmed and then shaped into a crude 

model of the item to be created.



+ 5th level - Ice Monster (Alteration)

Range : 25 yards  Components : V,S,M  Duration : 5 rounds 

+ 1 round/level  Casting time : 5  Area of Effect : up to 

1 cubic foot ice/level  Saving throw : -

     With this spell the mage can create for their uses 

creatures made of ice.  These creatures can be up to L 

size or smaller ( as long as it fits the spells area of 

effect : 1 cubic foot per level).  Any creature that the 

mage has seen with his own eyes can be formed thusly.  

These creatures have roughly 2/3 the hit points the 

actual creature would have, and have the natural attack 

forms of these creatures.  They are modified thusly : all 

attacks do + 2 damage, because of the density of the ice.  

Their movement rate is 2/3 that of the creature mimicked.  

The armor class of the ice monster is 2 less than the 

normal creature (10 minimum).  Flight is not possible.  

     The ice monsters disappear into a puff of steam after 

the spell expires.  The material components for this spell 

are the ice needed to form the creatures mass, and a piece 

of wax which is molded into a crude representation of the 

creature to be mimicked.



+ 5th level - Snow Fort (conjuration/summoning)

Range: 0  Components: V,S,M  Duration: special  

Casting time: 1 round  Area of Effect: see below  

Saving throw: -

     Using this spell the caster can create a temporary 

fortress.  When the spell is cast hundreds of cubic feet 

of snow are gated in from the closest location.  There 

must be some snow within a 50 mile radius or the spell 

will fail.  The snow is compressed into blocks and forms 

a circular wall, fully 5 feet thick and 20 feet high.  

There is no gate of drawbridge, the spell centers around 

the caster.  It takes only 1 round to complete the 

construction.  The wall has a 45 foot diameter and 

turrets are located along it.  In the center of this all 

is a tower which stands 30 feet tall, giving the mage a 

good view over the wall.  From the inside there are 

stairs leading to the top of the wall.  The exterior of 

the walls are coated with an extremely hard layer of ice, 

and cannot be climbed.  The fortress will last 

indefinitely if in climes of -10 degrees or lower.  If 

this condition does not exist the fort will last for 2 

turns per level the wizard has gained.  The walls can 

take as much damage as stone walls of their size and 

dimensions during a siege, but when a wall is breached 

it rapidly deteriorates.  Any successful hits in a 5 foot 

radius of the hole will cause the it to expand at double 

the normal rate, but the mage can successfully repair 

the damage with another casting of the spell.

      The caster must have a piece of shell from any snow 

dwelling creature which has one (i.e. Haundar) to cast 

this spell.



5th level - Lightning blade (invocation, alteration)

Range: 0  Components: V,S(M)  Duration: 2 rounds + 1 

round/level  Casting time: 5  Area of Effect: special  

Saving throw: 1/2

     With the use of this spell the wizard can create a 

blade of crackling energy.  It may vary in size from 

that of a dagger to that of a longsword.  The caster uses 

their own thac0, but anyone in metal armor is considered 

AC 10 (modified for every plus the armor has).  Anyone 

struck by the blade suffers 1d4 damage per 2 caster 

levels, and a save for half damage is possible; with 

dexterity modifier.  Any creature which is in metal armor 

suffers + 1 damage per die and any creature which is wet 

or standing in water suffers double damage.  The blade is 

considered a + 2 weapon for purposes of what it can hit.  

     This spell may be also used to enchant a normal blade 

to do electrical damage.  The blade immediately crackles 

with mystical energy, and glows a bright white/blue.  The 

blade does double weapon damage and is considered + 2 for 

purposes of what it can hit.  It does, in addition to the 

damage listed above 4d4 points of lightning damage (save 

for half).  The enchanted blades lightning attack may arc 

to metal armor, negating dexterity bonuses to the save 

vs. spell.  If the character wielding the blade is hit 

with water, they do not suffer a shock, but when the spell 

expires the blade melts into a molten puddle.



+ 5th level - Snow (conjuration)

Range: 0  Components: V,S,M  Duration: special  

Casting time: 1 turn  Area of Effect: 5 mile radius  

Saving throw: -

     After the casting of this spell snow which is 

1 inch thick per 2 levels of the mage blankets the 

surrounding land.  The spell is centered on the caster 

and it stops after covering a 5 mile radius.

This snow falls at three times the speed normal snowfall 

occurs.  This spell hinders combat, in reducing 

visibility ranges to about 3 feet.  When it melts the 

snow turns into normal water, and may be used to help 

desert plains recover.  The effects of this spell are 

cumulative, but after 3 castings the caster must not 

attempt to cast it again until a full week has passed.  

In cold climes the snow may remain permanently, and will 

clog roads and waterways.  The snow reduces the overall 

temperature in the area of effect to about 10 degrees 

above zero, on a cloudy day.  The sun can raise the 

temperature back to normal in about 1 hour, but at night 

the snow is perpetual (unless there is a high nightly 

temperature).  This spell may kill all surrounding plant 

life if it does not melt within a day, but delicate 

vegetation like flowers are immediately destroyed.

     The material components for this spell are diamond 

dust (which costs 500+gp) which is sprinkled into the 

air around the wizard.



5th level - Shadow Ray (invocation, alteration)

Range: 50 yards  Components: V,S,M  Duration: see below  

Casting time: 5  Area of effect: the caster's hand  

Saving throw: special

     With the use of this potent spell the wizard can 

alter the physical makeup of a number of objects which 

do not exceed 2 cubic feet per level the mage has 

attained.  This spell affects both organic and inorganic 

matter, and it can affect 1 creature for every 5 levels 

the mage has attained.

     The mage utters the incantation and points their 

finger at the object(s) to be influenced.  Then a thin 

beam of midnight black light streaks forth from the 

mages fingertip.  This beam will split and actively seek 

the objects indicated by the mage during the casting.  

The objects struck are cloaked in a film of utter 

darkness, and are transformed into shadow (not to be 

confused with the undead shadow  in the MC1).  This 

shadowy form of the object is not subject to any form 

of attack, and is not influenced by wind, or any other 

forces of nature.  They cannot be grasped, as if they 

are nonexistent.  

     Creatures who are unwilling recipients of this 

spell are allowed a save vs. spell.  Success negates 

the spell, but failure makes them subject to its full 

effect.  Creatures under the effect of this spell are 

immune to attacks from nonmagical weapons.  Though 

they cannot be struck by magical weapons, they cannot 

attack; and they cannot speak out loud or be felt.  

Spells requiring verbal or material components are 

impossible to cast while the creature is in shadow form.  

Creatures affected by this spell make no sound, and are 

not visible when they hide in shadows.  They are not 

affected by light spells, since light is necessary to 

form a shadow.  They can pass through the smallest crack 

or crevice, and can walk upon liquids as if they were 

solid.   If they could fly they retain this ability in 

shadow form. 

     The material components of this spell are a film of 

black gauze, and a tiny special lantern manufactured 

from drow elvish adamantite and etched with the runes 

for the spell.  A fuel is made from the essence of a 

shadow (the undead monster) and exotic oils costing no 

less than 2000 gp.  A light is lit in the lantern (this 

happens during the casting of the spell, the mage need 

not light it manually), and the spell remains in effect 

until the fuel is consumed and the light goes out, which 

ranges from 1 to 8 hours depending on the type of fuel 

used.  The lamp can be re-used.



5th level - Nebuchzar's Wall of Darkness (invocation)

Range: 10 yards/level  Components: V,S,M  Duration: 1 turn 

+ 1 round/level  Casting time: 5  Area of Effect: Up to 

10-foot square/level  Saving throw: none

     This spell creates an utterly jet black wall in the 

locale desired by the caster.  The wall of darkness does 

not move, and is unaffected by most spells.  The wall of 

darkness absorbs light.  Any light source brought within 

60 feet of the wall is automatically extinguished, normal 

or magical.  Indeed, the wall of darkness absorbs heat.  

Any warm blooded creature approaching within 30 feet of 

the wall suffers 2d4 points of cold damage per round.  

This damage increases as a creature draws nearer to the 

wall, 3d4 at 20 feet and 4d4 at 10 feet.  Cold blooded 

creatures must save vs. spell also or become unconscious.  

A successful dispel magic will negate a wall of darkness, 

but items such as a rod of cancellation or a sphere of 

annihilation do not affect this wall.  Items such as 

these are actually strengthened when they contact it.  

     Spells and objects can also pass through this wall.  

Any handheld projectile that passes through this wall is 

slowed and frozen, so vials of liquid will shatter but 

cause no damage.  This applies to living creatures also.  

They suffer 3d10 points of damage and must save versus

spells or become paralyzed until a heal spell is cast on 

them (or a wish).  Spells that pass through this wall 

have their effective caster level halved, and spells 

based on fire or light such as fireball or continual 

light simply cease to function.

     The material components for this spell are a perfect 

globe of obsidian (which is costly and may be hard to 

obtain) and the essence of a shadow.  They are consumed 

with the casting of the spell.



5th level - Apparition (necromancy)

Range: 60 yards  Components: V,S,M  Duration: Instantaneous  

Casting Time: 5  Area of Effect: special  Saving Throw: 1/2

	This spells allows the caster to summon a physical 

apparition to combat their opponents.  The caster summons 

an apparition which increases in strength with the caster's 

level.  These apparitions are almost always skeletal or 

zombie like, and can carry any weapon that the caster 

desires.  Apparitions do damage based on physical weapons, 

cold and fear.  Creatures immume to either cold or fear 

suffer half damage automatically.  An apparition causes 1d8 

damage per 2 levels the caster possesses and can attack one 

creature.  When confronted by an apparition, the victim is 

allowed a save vs. spells.  If the save succeeds, they 

suffer half damage, if the save fails they suffer full 

damage.  If the save is failed by more than five, then the 

victim is so terrified that they suffer double damage.  A 

creature attacked by an apparition must make a second save, 

also against spells.  Those who failed their initial save 

by five or more save with a -5 penalty.  Those who 

succeeded save with a + 5.  Others save normally.  If this 

second save fails, the victim is stricken with such fear 

that they are paralyzed for 1 turn per caster level.  Fire 

based creatures suffer + 2 damage per die.

	The material components for this spell are a piece 

of bone and a piece of steel.



5th level - Nullach's Gel Bomb (conjuration)

Range: 10 yards/level  Components: V,S,M  

Duration: instantaneous  Casting Time: 3  

Area of Effect: 5 square foot area/level  

Saving Throw: special

	The Nullach's gel bomb spell is quite devastating.  

When it is cast a purple globule, about the size of the 

caster's fist, streaks toward the intended target.  Upon 

impact, the gel bomb explodes outward, engulfing one or 

several targets, depending on their size.  The gel bomb can 

engulf up to 10 tiny sized creatures (more for extremely 

tiny creatures such as insects), 5 small creatures, 3 man-

sized creatures, 2 large creatures or 1 huge creature.  

When engulfed, the captured creature(s) are covered in 

purple slime, which quickly begins to harden.  The gel will 

completely harden in 5 rounds, less or more, depending on 

the heat and relative humidity of the area.  Engulfed 

creatures initially find themselves severely constricted, 

their movement rate is reduced 1/3, they gain no dexterity 

bonuses to any skill or armor class, they suffer a -2 to 

all saves and there is a 25% chance that they will have 

their mouth and nose covered, stopping them from breathing.  

If this is so, a creature can hold its breath for a number 

of rounds equal to 1/3 of their constitution score (see the 

Player's Handbook on holding breath).  On the last round the 

creature cannot draw sufficient oxygen and falls 

unconscious, dying 2 rounds after.  As the gel hardens, 

movement rates are reduced by 1/3 on subsequent rounds until 

they reach 1 on the fourth round and movement is completely 

restricted on the 5th round.  Armor class is penalized 1 

point for every round after the first while the gel hardens.  

On the fifth round they creature can be hit for maximum 

damage with any hit.  The creature cannot successfully save 

against any magical attack which requires movement to avoid 

(eg. a lightning bolt).  Attack, spellcasting and the 

performance of any manual skill is impossible on the 4th 

round.  The gel lasts until it is dispelled by the caster, 

a dispel magic spell is successfully cast, or a carefully 

worded wish is cast.  If acted on before the 5th round, the 

gel may be removed with immersion in any oil.  Select areas 

(mouth, nose) can be targeted.  Water will not affect the 

gel.  The hardened gel cannot be cracked with weapons 

without killing those trapped inside.  

	The material components for this spell are several 

smooth, polished amethyst, and a small rope made of golden 

twine and enchanted with the slow spell.  The total cost 

of these items is around 1000gp approximately, with no 

goods of lesser value workable with the spell.



5th level - Seeker Sword (enchantment/charm)

Range: touch  Components: V,S,M  Duration: 1 week 

+ 1 day/level  Casting Time: 24 hours  

Area of Effect: object touched  Saving Throw: none

	With the use of this spell, a mage can bestow on 

a weapon great power when it is used against a particular 

foe.  The spell can only be cast on exceptional weapons, 

including magical weapons.  The spell can bestow power on 

a sword against an individual of any race.  The sword is 

considered to be a +5 weapon when used against that 

individual, and any hit automatically scores triple 

damage.  When used against any other creature of that 

race, the sword is considered to be a +3 weapon, and does 

maximum weapon damage.  The sword bestows upon the bearer 

the ability to empathically detect the targetted 

individual.  The strength of this empathy is relative to 

the distance the sword is from the individual.  It also 

begins glowing with a faint blue light if brought within 

120' of the intended target.  The duration above is 

relative to the amount of time the enchantment lasts 

until it is taken into a fight with the individual.  If 

a fight with the individual occurs, the enchantment 

persists for the duration of the fight, and 1d10 hours 

afterwards, after which it fades away.  If used against 

a creature of the same race as the individual, the 

duration time above is halved for each fight it is 

brought into.  After the enchantment fades out on the 

weapon, it must save vs. disintegration or crumble into 

dust.  No sword may ever be enchanted twice with this 

spell.

	Before the spell can be cast the mage must obtain 

some personal article from the intended target.  This 

must be one of the most valuable items that individual 

possesses.  Also, a physical sample of the intended 

target must be obtained.  This may be some blood, a small 

piece of flesh or a fingernail, but no insignificant item, 

such as dead skin or a hair may be used.  When these two 

components are found, they must be placed together in a 

furnace, the fire of which will be used to temper the sword.  

After this is done, the sword must be cooled in a solution 

of water and a potion of invulnerability.  After all this is 

done the final enchantments are placed on the sword and it 

is ready to be taken into battle against its intended foe.



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