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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