Level 8 Spells

Contents

Icy Meteor
Teleport Barrier
Chill Wind
Criogene Life Preservation
Chamdenfor's Stoney Spines of the Earth
Eldritch Fire
Nebuchzar's Horrible Transformation
Force Blade

Dragonloft


+ 8th level - Icy Meteor (Invocation)

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

Duration : Instantaneous  Casting time : 7  

Area of Effect : 60 foot radius  Saving throw : 1/2

     This spell causes a huge ball of ice to streak from the sky, 

smashing into it's target and exploding into deadly shards.  This 

icy sphere is about 10 cubic feet per level above 10, up to 100 

cubic feet (almost 6 feet diameter) and does 1d10 damage per level

over 10 (up to 10d10).

     The caster points his finger and states the intended target 

and range.  The target must be seen by the caster, at which time 

a blue streak of light flashes from the sky, with the ball forming 

as it descends.  After the projectile strikes, it explodes into 

thousands of razor sharp shards.  These affect any within 10 feet 

of the original strike per two levels over 10.  They do 1d6 damage

to those individuals within ten feet per two levels over 10; 1d6 

less per ten feet. (i.e. 5d6 at 50', 4d6 at 40' etc.)

     The material components for this spell are a drop of the 

casters blood and an object which has been subjected to the breath 

of a white dragon.  These are consumed during the casting.



8th level - Teleport Barrier (abjuration)

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

Casting time: 8  Area of Effect: special  Saving throw: -

     This spell is a powerful ward which the wizard uses to 

prevent creatures from extra-dimensional traveling or 

teleporting into, or out of,  the area of effect.  This spell is 

able to affect a sphere with a radius equal to 5 yards per level 

the caster has attained.  This sphere in effect crosses over all 

the planes.

     When a creature tries to enter the area of effect using 

extra-dimensional travel (including dimension door) or by 

teleporting, the spell activates.  The creature attempting to 

teleport is sent back to their original location, with a margin 

for error equal to that of the spell.  This factor does not 

affect the teleport without error  spell, in which case the 

creature is sent back to their exact original location.  

Creatures attempting a dimension door  spell will loop around 

and walk out of their starting point door.  This spell also 

effects creatures which are partly linked to another dimensional 

plane, as with those in ethereal form or those in gaseous form.  

Ethereal beings are prevented from entering the area of effect 

as by a wall.  The spell continues to persist to the limit of 

its duration despite the number of attempts a creature makes to 

bypass it by teleporting or extra-dimensional travelling.  No 

spell allowing a creature to teleport, gate, worldwalk etc. will 

function within the confines of the teleport barrier.  Since the 

spell crosses the planes, creatures from them cannot pass into 

the area of effect.

     The teleport barrier  spell does not prevent those creatures 

which are not attempting teleport, or extra dimensional travel 

into the area of effect from entering.  So a normal man could 

easily walk into the area, but a wizard attempting to teleport 

into it is held back.  Creatures using the word of recall spell 

stop at the edge of the area of effect.

     The material components for this spell are a tiny silver 

shield costing no less than 5000gp and a fine sprinkling of 

diamond dust which is spread the circumference of the sphere.  

After the dust is initially spread, disturbing it in no way 

effects the outcome of the spell.



+ 8th level - Chill Wind (Invocation)

Range : 50 feet  Components : V,M  Duration : instantaneous  

Casting time : 8  Area of Effect : cone 50 feet long, 30 feet 

wide at end, 2 feet wide at base  Saving throw : 1/2

     This is an improved version of the 5th level spell Cone 

of Cold.It opens a small gate to the para-elemental plane of 

ice and lets a powerful gust of wind blow forth.  The chill 

wind affects a cone 50' long, 30' wide at its apex and 2' 

wide at it's base.  It causes 1d8 dmg per level, up to a 

maximum of 20d8, as the wizard gains more experience in 

controlling the gate.

     The material components are a shard of para-elemental ice 

and the breath of the caster.



+ 8th level - Criogene Life Preservation (Necromancy)

Range : 0  Components : V,S,M  Duration : until dispelled  

Casting time : 8  Area of Effect : one individual  

Saving throw : neg.

     This powerful spell allows the caster to preserve one 

individual of up to L size(less than one foot up to 12').  

It is useful for preserving the bodies of the dead for long 

journeys, possibly for revival.  It can also be used to keep 

a living person in stasis, this power is most used for those 

who have strange diseases of which, at the time, no cure is 

known.  Those affected by this spell do not age, and the 

spreading of any disease is halted.  In combat, the mage 

may preserve an individual who is about to die from their 

wounds, to be brought to a healer afterwards.  Unwilling 

individuals are allowed a saving throw vs. spell.  Success 

indicates that the effects of the spell are negated.  The 

spell is permanent until the wizard dispels it, as long as 

the body is left in climes with an average temperature of 

0 or below.  Otherwise the body is preserved for as many 

weeks as the wizard has levels.

     The material components are a shard of para-elemental 

ice and the body to be preserved.



+(icy spines version) 

8th level - Chamdenfor's Stoney Spines of the Earth (alteration, invocation)

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

Casting time: 1 round  Area of Effect: special  

Saving throw: special

     With this powerful spell the mage can cause huge spines 

of stone to rip up through the earth in a 100 foot radius 

centered on the caster.  This spell can only be cast in places 

where there is at least a 50 foot thickness of solid stone in 

the spells radius.  This body of stone can be up to 20' under 

the overlying clay, sand, rock and soil.  After strongly 

proclaiming the words of invocation the caster then raises 

his hands skyward.  As long as the hands are upheld the spell 

will continue operating, the duration above is the time the 

spell continues when the caster drops his hands.  As the 

caster raises his hands the earth begins shaking and rumbling 

violently, knocking down those creatures of L size or less who 

fail their Dexterity checks.  Then huge spikes of stone rip 

through the surface.  There is a 15% chance per round that 

creatures who are trying to dodge will be hit.   This chance 

is modified by adding the creature's armor class to it.  The 

creatures armor class is modified for armor worn and dexterity, 

plus any other magical bonuses afforded (ring or cloak of 

protection, etc), but not shields or any magical bonus the 

shield has.  Therefore, a thief with a dexterity of 17 (+3 

defense adjustment) and wearing leather armor has an armor 

class of 5, so there is a 20% chance that the thief will be 

hit (15 + 5 = 20), while a fighter with a dexterity of 15 

(+1 defense adjustment) and a suit of full plate armor + 1 

has an armor class of -1 has only a 14% chance of being 

struck (15  + {-1} = 14).  There is a 25% chance that those 

creatures who are prone or immobile will be struck (modified 

by armor worn, without dexterity bonuses).  These chances 

triple when the wizard concentrates on hitting that creature 

with a spine.  When a creature is struck it suffers 3d10 points 

of damage.  Prone creatures suffer this damage and are also 

impaled, continuing to suffer 5d4 points of damage until they 

are somehow removed (if not already dead).  

     The material component for this spell is a piece of a 

natural stalagmite, which is driven into the ground at the time 

of the casting.

     There is a variation to this spell called Chamdenfor's Icy 

Spines of the Earth.  This spell duplicates the above in all 

respects except that it must be cast where there is a 50' 

thickness of ice within the radius (such as on a glacier), and 

the spines are hardened ice.  The material component for this 

spell is a shard of para-elemental ice which is placed 

perpendicular to the ground where the caster is standing. 

 

8th level - Eldritch Fire (invocation)

Range: 10 yards/level  Components: V  Duration: 1 round/level  

Casting time: 8  Area of effect: 5 square feet/level  

Saving throw: special

     This spell causes objects with up to 5 square feet 

of surface area per level of the mage to burn with an eerie 

blue flame.  It radiates no heat on the Prime Material plane, 

but still causes burning damage.  Eldritch flames burn for 1 

round per level and can affect creatures and objects which are 

in ethereal form.  Creatures partly out of phase are not immune 

to the effects of this spell, as are those on the Border 

Ethereal plane.  The spell causes 1d4 + 2 points of flame 

damage per round and cannot be extinguished by any means, 

including immersion in water or a wand of flame extinguishing.  

The only way for eldritch flames to be extinguished is by the 

will or death of the caster.  Creatures which are normally 

immune to flame (normal or magical) are not immune to the 

effects of the Eldritch flame spell.  Rings of Fire 

Resistance do not operate in the flame.  Several of these 

spells cast at one time are not cumulative.     



8th level - Nebuchzar's Horrible Transformation (alteration, necromancy)

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

Casting time: 8  Area of Effect: the caster  

Saving throw: special

     This powerful spell was used by the necromancer Nebuchzar.  

With it he could deplete the numbers in a small army to 

virtually zero.  When the spell is cast, the face of the caster 

assumes a most horrible and bestial form.  Any living and 

sentient creature is susceptible to the effects of this spell.  

Those who gaze upon the face of the caster must immediately 

save vs. death.  Those who fail are instantly killed, their 

faces twisted in horror, and cannot be resurrected through any 

means but divine intervention or a wish spell.  Those whose 

saves succeed still suffer 3-18 damage.  The maximum range for 

this spell is the minimum range which the victim can distinguish 

detail visually (see DMG).  Those who are killed in this method 

can be brought back as ju-ju zombies by the caster.  This is 

only possible if the victim has been dead for a maximum of 

1 day per three caster levels.  While this spell is in effect 

the caster may not cast any spells that require verbal 

components.

     The material components for this spell are an eye from a 

catoblepas and some blood from a greater medusa.  They are 

consumed during the casting.



8th level - Force Blade (invocation)

Range: 0  Components: V,S,M  Duration: 1 round/ 5 levels  

Casting time: 8  Area of Effect: special  

Saving throw: see below

     With this spell the mage can create a glowing blade of 

force which seems to spring into being from a bladeless hilt.  

The material components for this spell is the hilt of a 

magical sword which has had it's blade removed.  The mage 

casts the spell and a colored blade will erupt from the place 

where the metal blade would normally be.  This blade is 

magical and has a + 3 bonus to attack and damage.  It strikes 

those who are armored with metal or other armor as if they 

were armor class 10.  This is modified by a - 1 per plus of 

other magical protection provided by a ringorcloak of 

protection.  It does 1d8 damage for every two levels the mage 

has attained, to a maximum of 10d8 at 20th level.   Anyone 

struck by the force blade must make two saves.  One versus 

spells and one vs. paralyzation.  If the save vs. spells 

succeeds the victim suffers half damage.  If the save versus 

paralyzation succeeds the victim is knocked off their feet.  

A failed save indicates that the victim is knocked back 1 foot 

for every level the mage has attained.  Any item struck by the 

blade must save vs. crushing blow or be destroyed.  The blade 

negates all protective magical fields such as a wall of force

or protection from normal/magical weapons.  An anti-magic 

shell can take as many points of damage as it's caster has hit 

points X 2.  A force blade has a 5% chance per strike of 

severing the cord of an astral traveler.  A cube of force

negates a force blade, but must expend 20 charges to do so.  

If the cube has less than this much charges the blade passes 

through it's field and negates it, destroying the cube in the 

process.  The caster may give the blade to someone else to 

wield, but must remain concentrating to maintain it.  If the 

caster's concentration is broken, the blade fades from 

existence.  The hilt is not consumed with the casting of 

the spell.  



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