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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