Level 7 Spells

Contents

Planar Bypass
Acid Rain
Water Lock
Ice Construct
Dragon Breath
Create Metamorphic Familiar
Zanzaaba's Negative Energy Transformation

Dragonloft


7th level - Planar Bypass (abjuration)

Range: 0  Components: V,S,M  Duration: see below  

Casting time: 7   Area of Effect: special  Saving throw: -

     This powerful spell was developed by a wizard who 

frequently traveled the outer planes.  With it the mage is 

allowed to use normally in the planes as many spells as they 

have as a function of level.  The caster is allowed to use 1 

spell for every 3 levels they have gained.  These spells 

function normally, without chance for failure, while in planes 

which would normally affect them adversely.  

     This spell actually creates a link to the Prime material 

plane, where spells function normally.  It wards off the 

effects of the plane where the wizard is located.  This spell 

has no effect if used on the Prime Material plane.  

     The material component for this spell is some item from 

the plane which is to be bypassed.  This includes any part of 

creatures native to the plane, or a normal item which has 

been placed there for a year and a day.



7th level - Acid Rain (conjuration)

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

levels  Casting time: 7  Area of Effect: see below  

Saving throw: 1/2

     This spell allows the mage to bring into being poisonous 

green clouds in a cube whose sides equal 10 feet per level the 

mage has attained.  The clouds immediately begin to rain down 

a filthy, viscous brown liquid.  This liquid is in fact acid, 

and it is potent.  Any creature caught in the area of effect 

suffer 3d4 damage per round from the acid, and all exposed 

items must make a save vs. acid each round or be destroyed.  

All plant life in the area of effect is destroyed, and the 

ground water in the area will be poisonous (save vs. poison, 

5/1) for 1d6 days; as will any lakes or bodies of water in the 

area of effect.  This usually kills most aquatic life.  

Creatures struck are also allowed a save vs. spell for half 

damage.  After the initial rain has fallen any being who was 

caught in them continues to suffer acid damage in the amount 

of 1d4 points per round.  This damage continues until the 

creature is completely immersed in water (3 full waterskins 

are sufficient for this matter for 1 M sized creature, 2 are 

needed for S, and 5+ are needed for creatures of G size or 

larger), or magically healed.  

     The material components for this spell are a vial of 

black dragon breath and a vial of freshly collected rainwater 

(within 2 days).  The vials are consumed during the casting.



+7th level - Water lock (Alteration)

Range : Special  Components: V,M  Duration: Special  

Casting time: 1 round  Area of effect: 1 body of water, 

special  Saving throw: Nil

     This spell can cause entire bodies of water to be frozen 

over with a base thickness of 5' of ice.  The spell can affect 

bodies of water of up to 50 miles square.  For every ten miles 

square the lake is the thickness of ice is reduced by one foot.  

At ten miles square = 5 feet thick, twenty miles square = 4 

feet thick.....up to 1 foot thick at fifty miles square.  The 

ice last until it melts, with ranges from 2 hours per foot in 

summer to the entire season in winter. 

     This spell is useful for characters who wish to cross large 

bodies of water.  The ice supports up to 500 pounds per foot 

thickness.  It is also useful for mages who wish to lock ships 

in large bodies of water.  The ship must wait until the ice 

melts or until they can break it up.  This is quite difficult 

for those partaking, since it is nearly impossible for someone 

to keep breaking up the ice as the ship travels.  The best bet 

for those who are ship locked in winter is to just pack up and 

travel across the ice.

     The material components for  this spell are a large body 

of water and a shard of para- elemental ice.



+ 7th level - Ice Construct (Alteration, Invocation)

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

Casting time : 1 turn  Area of Effect : One ice construct  

Saving throw : -

     With this spell the mage brings into being a minion of 

ice, this is somewhat like the 5th level spell Ice Monster, 

but the construct is much more powerful.  It is in effect an 

ice golem and obeys only the commands of its master.  The 

golem is vaguely humanoid, and, at the casters option, can 

stand up to 12 feet tall, but it moves stiffly and has 

searing blue-white eyes.  It is AC  0, MV 9 , Hit Dice 12, 

THAC0 8, # Attacks 1, Damage 5-30(5d6).  It has several 

special abilities, and they are : touch, save vs. 

paralyzation or paralyzed for 1d6 rounds; Breathe Ice, once 

per turn, 6d8 dmg, save vs. breath weapon for 1/2.  Phase 

through ice, disappears and 75% chance it will reappear 

behind the target (otherwise roll for random location).

     It is unaffected by electricity, sleep, charm and hold 

spells.  Any cold based attack heals it for half the damage 

it would have normally caused.  Fire based attacks do double 

damage.

     After the spells duration expires the construct melts 

away into nothingness.  The material components for this 

spell are at least twelve cubic feet of water, a small 

diamond humanoid statue costing no less than 5000 gp and a 

shard of para-elemental ice, which is destroyed during the 

casting.



+(white dragon version)

7th level - Dragon Breath (invocation, alteration)

Range: 0  Components: V,M  Duration: Instantaneous  

Casting time: 7  Area of Effect: See below  

Saving throw: 1/2

     This spell allows the caster to mimic the breath weapons 

of dragons, though they do this with deadly accuracy.  The 

caster has the option to use the breath weapons of the black, 

blue, red, green or white dragons.  The effects of each 

breath weapon and their area of effect are shown below:  

        Black - acid stream, 5' X 60'; does 6d4 damage

        Blue - stroke of lightning, 5' X 100' ; does 6d8 damage

        Red - cone of flame, 5' X 90' X 30' ; does 6d10 damage

        Green - cloud of chlorine gas, 50' X 40' X 30' ; does 

                6d6 damage

        White - cone of frost, 5' X 70' X 25' ; does 3d6 damage

     The material components for this spell are a tooth from 

the dragon type which is to be mimicked, which is consumed 

during the casting; and the breath of the caster.  The caster 

must inhale deeply for 1 combat round (segment) before 

breathing (adds an additional +1 to the initiative).  A save 

vs. spell indicates half damage.  

     The caster is not immune to the breath of a dragon, but 

are immune to the mimicked version they are casting, while they 

use it.  Therefore, breathing into the wind with chlorine gas 

will not harm the caster.



7th level - Create Metamorphic Familiar (enchantment,alteration)

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

Casting time: 6 hours  Area of Effect: special  

Saving throw: none

     This spell allows the caster to create a special familiar, 

one with the innate psionic ability of metamorphosis.  The 

ability consumes but 1 Psp and a power check, based on the 

casters constitution, is required.  This check is modified by 

+1 for each point of intelligence the caster possessed above 

13.  Maintaining a form costs 1 psp per day. The familiar may 

not assume the form of a specific person or creature, only an 

average creature of that type.  The familiar can assume the 

form of creatures which have 5 times their body mass, or fifty 

pounds (whichever is greater).  When a familiar is imbued with 

this ability, they possess 5 PSPs per level of the caster.  If 

the caster is also a psionicist or has psionic wild talent, 

the familiar gains psps equal to those of the caster.

     The spell takes 6 hours of constant chanting to complete.  

The mage must possess a familiar from using either the find 

familiar or Marcum's familiar summoning spells.  Then they must 

acquire an amount of doppleganger flesh equal to the mass of 

their familiar.  After this is accomplished the mage must 

consult a psionicist, who must successfully perform psychic 

surgery on the familiar.  It is not uncommon for the 

psionicist to charge extremely high amounts for this service.  

When the psychic surgery has been completed the mage implants 

a part of their psyche into their familiar, and they lose one 

point of Constitution.  Humans who are dual class 

psionicist/mages are capable of casting this spell by 

themselves, as long as they could use the psychic surgery 

power.

     The familiar is also strengthened by this spell.  They 

gain a + 1 to all hit dice, and are able to lower their 

armor class to 0, that of stone (with the metamorphosis

ability), otherwise their arrmor class drops by 1.  The 

familiar is now capable of different modes of travel, and 

different forms of attacks, and all other abilities gained 

using the metamorphosis ability (see the Complete Psionics 

Handbook).  They retain their hit points in any form assumed, 

and revert to their original form upon death (caster also 

suffers same effects as find familiarspell, plus a permanent 

1d3 hp loss).



7th level - Zanzaaba's Negative Energy Transformation (alteration, necromancy)

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

Casting time: 3 rounds  Area of Effect: 10 cubic feet/level  

Saving throw: -

     This spell allows a wizard to convert negative material, 

as from the Negative Material plane, into positive material.  

In effect the wizard can create matter out of negative energy.  

Any item of up to 10 cubic feet per level the caster has 

attained can be created.  The maximum range such items can be 

from the caster is 10 yards, after which they revert into 

negative matter.  Objects created with this spell are 

completely real in all ways.  They can be seen, touched, smelt, 

felt,heard and even tasted.  When the caster uses this spell 

they create a gate to the negative material plane.  There is 

a 5% chance on each round that the gate is open that some 

extraplanar creature will be attracted to it and will come 

through.  The spell is not limited to creating inorganic 

positive matter, organic matter that simulates life can be 

created also.  Creatures created thus must be within the 

limit of 10 cubic feet per caster level.  Creatures do not 

have any spell like attacks or abilities, nor do they have 

any special defenses or magic resistance.  They attack as 

the caster directs them, doing damage as listed, and last as 

long as they remain within 10 yards of the caster.    

     The reverse of this spell, Zanzaaba's Positive Energy 

Transformation,allows the caster a powerful attack.  They can 

transform up to 5 cubic feet of positive energy into negative 

energy.  Creatures strongly linked to the Negative Material 

plane, such as shadows or wraiths are instantly banished 

there permanently if they fail their saves vs. death magic.  

As many creatures as the caster has levels of this type can 

be affected.  Normal creatures must save vs. death magic or 

be instantly dispersed into negative energy.  One normal 

creature per 5 levels the mage has attained can be affected.  

They cannot be resurrected by anything less than a wish spell.  

Creatures who succeed in their saves suffer 3d12 damage.  

Items affected by this spell must save vs. disintegration or 

be instantly destroyed.  A save indicates no damage.

     The material components for this spell are a small hoop 

fashioned from platinum, costing no less than 500 gp, and the 

essence of a ghost.



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