Level 6 Spells

Contents

Nullach's Dehydration Bomb
Kyung's Elemental Conjuration
Frost Finger
Electrical Storm
Ice Cage
Protection from Cold
Summon Least Yugoloth

Dragonloft


6th level - Nullach's Dehydration Bomb (invocation)

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

Duration: Instantaneous  Casting Time: 4  Area of Effect: 

5' radius sphere/level (max 100 feet)  Saving Throw: special

	This devastating spell resembles a fireball in effect, 

but its destructive power is considered by some to be much 

more terrible.  When the spell is uttered, the caster points 

his fingers towards the intended target.  A small white mote 

fires from his fingertip, streaking to where it is directed 

and exploding with a dull whoof.  The dehydration bomb is a 

cloud of a salt-like substance, which instantly begins acting 

on exposed organic material.  All creatures exposed to the 

bomb suffer 1d4 points of damage per caster level (up to 20d4).  

Also, each of these creatures loses 1 point of strength for 

every 2 levels of the mage.  For monsters, a -1 penalty to hit 

is suffered for every 2 caster levels.  Two saves are allowed 

to avoid the spells full affect.  If the first save is 

successful, the creature suffers only half damage from the 

bomb and gets a +2 bonus to their next save.  If this save is 

successful, the creature only loses half the amount of 

strength.  Any creature reduced to 0 strength is killed 

instantly (for monsters, if their thac0 goes over 20).  

Creatures killed in this manner are hideous to behold, they 

are but mummified, dessicated husks of their former form.  

	This spell instantly destroys all plant life in the 

area of effect.  Large trees are allowed a save versus 

disintegration to avoid being completely destroyed.  This 

spell causes triple damage to creatures entirely composed of 

water, and double damage to water-based creatures (strength 

loss is increased to 1 point per caster level, to a maximum 

of 20 points.)  If cast on a water source, the dehydration 

bomb changes the water into a wet, dusty substance, instantly 

killing all minor marine life in the area of effect.  

	The material components for this spell are a pinch of 

pure salt mixed with the dust of a diamond costing no less 

than 5000 gp.  These two components are mixed with lye and 

formed into a ball, which is consumed with the casting of 

the spell.



+ (ice elemental version)

6th level - Kyung's Elemental Conjuration (conjuration/summoning)

Range: 60 yards  Components: V,S,M  Duration: 1 turn/level  

Casting time: 1 turn  Area of Effect: Special  

Saving throw: none

     This spell has four versions.  The caster can elect to 

summon elementals from the para-elemental planes of smoke, 

ice, ooze or magma.  Also this spell can conjure elementals 

from the quasi-elemental planes of lightning, steam, radiance, 

minerals, vacuum, salt, ash and dust.  This spell was created 

by Kyung Sho'ar, an ogre mage who turned away from his clans 

evil ways to live the life of a mage and scholar.  Conjured 

elementals of these types have 8 hit dice.  

     It is possible to summon successive elementals of 

different types, as long as they have the spell memorized that 

many times.  Each type of elemental can only be summoned once 

per day.

     The elemental conjured must be controlled by the wizard 

- the spellcaster must concentrate on the elemental doing his 

commands - or it turns on the wizard and attacks.  The elemental 

will not break off from combat to do so, but it will avoid 

creatures while seeking its conjurer.  If the wizard is grappled 

or wounded, there is a 10% cumulative chance per round that they 

will lose control of the elemental.  There is always a 3% chance 

that the elemental will turn on the caster.  Freed elementals 

can be dispelled by the caster, with only a 65% chance of 

success.  The elemental remains in it's form on the plane until 

the spell expires, at that point it vanishes.  Ice elementals 

will begin to melt after 5 rounds in climes of 5 degrees above 

zero.  Steam elementals must remain within 50 feet of a heat 

source or they condense into a puddle, effectively ending the 

spell.  

     All elementals are AC 2, HD 8, require a +2 weapon or 

better to hit, and have a morale of 15-16 unless noted as 

otherwise.  They cannot be harmed by creatures of 4 HD or less, 

unless they possess magical items or abilities.  They cannot 

pass within the boundaries of protection from evil  spells.  

Though they cannot attack physically creatures protected thus, 

they can use area affecting abilities to harm the individual 

(i.e. lightning, smoke, steam)  All elementals, unless 

otherwise noted have 1 attack per round.  Other more powerful 

elementals may be summoned by other means.  The limit for 

conventional items is 16HD and 16'.  The material components 

and abilities of the respective elementals are as follows:

      Smoke - any smoky fire source.  Mv FL 24(A), Dmg 2-12, 

SA choke (-4 attack and 1d4 damage per round until elemental 

is dissipated, dispelled of destroyed)  The gust of wind spell 

does 3d10 damage to the elemental.  It is not affected by 

normal winds.  Sz 8'.  XP 3000

      Ice - any large water or ice source.  Mv 9, Dmg 4-32, 

SA freeze by touch (on a successful hit with 3 more than was 

needed to hit the armor class of the target they can elect to 

grapple.  The elemental puts its victim in a viscious bear hug, 

which does automatic damage each round plus 1-8 cold damage.  

Save vs. paralyzation or paralyzed by cold for 1-6 rounds.  

Also works on water, 1' X 1'r / round) Sz 8'  XP 3000

      Ooze - a part of a living ooze.  Mv 6, Dmg 2-20, 

SA corrodes metal (eats through metal armor in 1 round, with 

another round for each magical plus the armor possesses.  

This ability has no effect on leather or wooden armor) 

suffocate (on a successful hit can elect to flow over the body 

of any M size of smaller victim.  Causes 1-10 damage per round 

until dispelled or destroyed) Sz 8'  XP 3500

      Magma - any fresh lava from a natural source (as from a 

volcano)  Mv 9, Dmg 5-30, SA ignites any flammable material 

touched.  Can throw flaming missiles, 2 / round. Dmg 1-12.  

Splash damage 1-4 to those within 3 feet.  Sz 8'  XP 3000

      Lightning - a lightning storm.  Fl 48(A), AC 0, 

# ATT 2/1, Dmg 3-18/3-18, SA chain lightning (divide remaining 

hit points by 6.  Result = the number of hit dice the 

lightning bolt is. Can do this three times each day)   

Sz 8'  XP 3000

      Steam - any large body of water and a heat source.  

Mv FL 24(A), Dmg 3-18, SA area attack (the elemental is as 

many feet across as it has hit dice, multiplied by 2.  Anyone 

within the area suffers damage from the scalding heat, 1-8 

per round they remain in the cloud.  1 time every 3 rounds 

the elemental can elect to make a concentrated attack.  

They can cause double damage with this attack, 6-36; 

concentrated attacks are not possible in cloud form) 

Sz 8'  XP 3000

      Radiance - any bright magical light source and a 

5000 gp diamond.  That from a light or continual light spell 

will suffice.  Mv  96 AC -3, # ATT 2/1, Dmg 1-8/1-8, SA ray 

attack ( this is a concentrated attack not unlike a LASER 

beam.  This attack does 5-50 damage and can be used 3 times 

per day, once every turn ) Sz 8'  XP 4000

      Mineral - 5000 gp in precious minerals, ores etc. Mv 6, 

AC 0, Dmg 5-40, SA mineral shards(by slamming its two massive 

fists together, the elemental may create a spray of mineral 

shards which affect all creatures 20' in front of it in a 

120 degree arc.  Damage is 1-12), SD redirection (any light 

or lightning based attacks are deflected off the elemental 

due to its crystalline structure.  These attacks are treated 

as if they were directed at the original caster.) 

Sz 8'  XP 4000

      Vacuum - any negative material, (i.e. essence of 

shadow) and a perfect sphere of obsidian, costing no less 

than 5000 gp.  Mv 0(see below)  AC (see below)  Dmg 1-6 + 

special  SA/D vacuum (all attacks with any type of weapon are 

immediately vacuumed into the elemental.  This also holds true 

for magical attacks.  Holding onto items requires a successful 

strength check with a -10 penalty.  Spells are lost and have 

to be memorized again.)  The elemental is stationary and 

remains in existence for 1 turn only.  Anything within 25' of 

it is affected by it's abilities, and they lose 1 point of 

strength per round.  For each round the victim is in the area 

of effect they must make a strength check.  Failure means that 

they are sucked 5 feet closer to the vacuum.  Success means 

that they move 5 feet farther away from the elemental.  

Victims which escape from the area of effect regain strength 

at a rate of 1 point per hour.  Victims reduced to 1 point of 

strength collapse from weakness.  Anything vacuumed into the 

elemental is sucked into the plane of vacuum, where most 

creatures cannot survive (lack of air).  They can only be 

retrieved via a wish or divine intervention.  Sz 8'  XP 5000

      Salt - any large amount of salt.  Mv 9, Dmg 5-30, 

SA dehydrate (with each hit the victim must save versus 

paralyzation or lose 1 point of strength, dexterity and 

constitution.  Victims reduced to 1 in any stat passes out 

from dehydration.  This is ineffective on undead or creatures 

which require no moisture to exist; such as things of rock.  

Lost ability points are regained at a rate of 1 per turn.)   

Sz 8'  XP 3000

      Ash - the remains of a fire.  Mv 12, Dmg 2-20, 

SA blinding/choking cloud (once every two rounds the elemental 

may dissipate into a cloud as many feet across as they have 

hit dice multiplied by 2.  Anyone in the area of effect is 

blinded, -4 att, no dex bonuses to AC, and suffers 1d6 damage 

from the ash entering their lungs.  The elemental can hold 

this form for 3 rounds, after which time it must coalesce into 

it's solid form)  Sz 8'  XP 3000

      Dust - any large amounts of fine, granular substance 

(sand, silt, dust).  Mv 12, Dmg 2-12, SA/SD see below.  When 

magic dusts are used for the material components in this 

spell, the dust elemental gains any abilities the dust would 

normally grant to those using it.  They may also disguise 

themselves as normal dust by dissipating and coating an area 

equal to twice their size in square feet.  Sz 8'  XP 3000



+ 6th level - Frost finger (Alteration, Evocation)

Range : 10 yards/level  Components : V,S  

Duration : Instantaneous  Casting time : 6  

Area of Effect : one creature  Saving throw : neg.

     This spell causes a beam of blue light to streak from 

the finger of the mage.  Any being of up to L size struck by 

it must make a save vs. death magic or become frozen.  This 

somewhat resembles the 7th level spell Finger of Death, but 

has a different effect.  It does not instantly snuff out the 

life force of the individual affected, rather, it freezes 

them into solid ice.  If the wizard does not chose to 

reverse the spell, the creature affected will either melt, or 

is at the mercy of the wizard, who has the choice of smashing 

them into tiny pieces. 



6th level - Electrical Storm (invocation)

Range: 5 yards/level  Components: V,S,M  

Duration: Instantaneous  Casting time: 6  

Area of Effect: 5 foot cube/level  Saving throw: 1/2

     Lightning streaks back and forth in a 5 foot cube per 

level at the casting of this spell.  Everyone in this area 

suffers 1d4 + 1 damage per 2 levels of the wizard, to a 

maximum of 10d4 + 10.  Anyone who succeeds in their saving 

throw vs. spells only suffers half damage.  Those characters 

who are unfortunate enough to be wearing metal armor suffer 

+1 damage per die and can only make their saves with a -3 

modifier.  Any character that is standing in water or is wet 

(water-based or otherwise) suffers double damage, a save 

indicates normal damage.

     The chaotic streaks of lightning resemble snow being 

swept in the wind.  Anyone within 25 yards and looking at 

the area of effect is stricken blind if they fail a save 

vs. spell.  This blindness lasts for 1d4 hours, but can be 

dispelled with a successful heal, restoration, wish or limited 

wishspells  Anyone within 50 yards only suffers blindness to a 

lesser degree, which lasts for 1d10 rounds.

     The material components for this spell is a glass cube 

which has been rubbed with wool 10 rounds prior to the casting 

of the spell.

    

+ 6th level - Ice Cage (Conjuration)

Range : 5 yards/level  Components : V,M  

Duration : 1 round/level  Casting time : 6

Area of Effect : 5 foot cube/level  Saving throw : -

     This spell causes the wizard to bring into being a cage 

made of ice which encloses a cube with sides of 5 feet in 

length per level (the actual size of the cage is up to the 

caster, though it may be noted that creatures cannot be 

crushed by placing them in cages smaller than they are.  If 

this is attempted the spell is cancelled).  The bars are 4 

inches apart, and there is a solid roof and floor.  The bars 

are not easily broken, and characters can attempt to make a 

bend bars/lift gates roll with a - 40% modifier (making it 

impossible for even the strongest human to breach).  Each 

bar is stronger than steel, being frozen directly by matter 

from the para-elemental plane of ice.  Bars are AC -1 and 

each takes 150 points of damage before breaking.  Anyone 

caught in the cage suffers 1d6 points of cold damage per 

round from cold, but after the spell expires the cage melts 

into a puddle of water.  Anyone contacting the bars 

themselves before the spell expires gets 2d4 points of cold 

damage and can get their hand/limb frozen to the bar(1d4 

dmg per round) if they fail a dexterity check.  Limbs receive 

an additional 1d6 dmg if the victim chooses to tear them 

off the bars.

     The material components for this spell are a small 

silver cage of no less than 1500gp value and a shard of 

para-elemental ice.



+ 6th level - Protection from Cold (Abjuration, Alteration)

Range : 0  Components : V,S,M  Duration : 1 turn/level  

Casting time : 5  Area of Effect: personal , touch  

Saving throw : -

     This spell protects the caster and up to 2 other creatures 

per level from all types of cold and ice.  They can stand 

temperatures of up to -273 degrees below zero(absolute zero).  

The mage is also unaffected by all forms of magical cold, 

including white dragon breath.  Characters protected by this 

spell may travel in the para-elemental plane of ice at their 

normal movement rate without any penalties.  They also gain a 

+5 to any saves vs. ice spells of 6th level or lower.

     The material components of this spell are a piece of the 

clothing that the individual protected is wearing and a shard 

of para-elemental ice.



6th level - Summon Least Yugoloth (Conjuration/Summoning, Necromancy)



	This spell was recorded for reference in case of loss of 

source.  It is originally found in the Wizard's Challenge II by

Kevin Melka.



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

Casting Time: 2 turns  Area of Effect: 5 foot cube  

Saving Throw: special

	By use of this spell, a wizard can summon a least 

yugoloth guardian to protect something of importance.  The 

yugoloth is under the wizard's complete control, and will obey 

the commands of its master even after the mages death.

	The main component for this spell is the name of the 

yugoloth to be summoned.  Finding such a name is a difficult 

task, and only through research or dark pacts with other fell 

creatures can a wizard obtain a yugoloth's name.  

	The reverse of this spell, banish least yugoloth, will 

send a yugoloth back to its home plane.  If cast by the wizard 

who summoned the beast, the yugoloth is not allowed a saving 

throw to resist the banishment.  If the caster did not summon 

the yugoloth, the creature gets a saving throw vs. spells at 

-2 to resist.

	The material component for this spell is a ruby worth 

at least 500 gp, which is destroyed in the casting.



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