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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