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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