Level 7 Spells
Contents
Planar Bypass
Acid Rain
Water Lock
Ice Construct
Dragon Breath
Create Metamorphic Familiar
Zanzaaba's Negative Energy Transformation
Dragonloft
7th level - Planar Bypass (abjuration)
Range: 0 Components: V,S,M Duration: see below
Casting time: 7 Area of Effect: special Saving throw: -
This powerful spell was developed by a wizard who
frequently traveled the outer planes. With it the mage is
allowed to use normally in the planes as many spells as they
have as a function of level. The caster is allowed to use 1
spell for every 3 levels they have gained. These spells
function normally, without chance for failure, while in planes
which would normally affect them adversely.
This spell actually creates a link to the Prime material
plane, where spells function normally. It wards off the
effects of the plane where the wizard is located. This spell
has no effect if used on the Prime Material plane.
The material component for this spell is some item from
the plane which is to be bypassed. This includes any part of
creatures native to the plane, or a normal item which has
been placed there for a year and a day.
7th level - Acid Rain (conjuration)
Range: 0 Components: V,S,M Duration: 1 round + 1 round/3
levels Casting time: 7 Area of Effect: see below
Saving throw: 1/2
This spell allows the mage to bring into being poisonous
green clouds in a cube whose sides equal 10 feet per level the
mage has attained. The clouds immediately begin to rain down
a filthy, viscous brown liquid. This liquid is in fact acid,
and it is potent. Any creature caught in the area of effect
suffer 3d4 damage per round from the acid, and all exposed
items must make a save vs. acid each round or be destroyed.
All plant life in the area of effect is destroyed, and the
ground water in the area will be poisonous (save vs. poison,
5/1) for 1d6 days; as will any lakes or bodies of water in the
area of effect. This usually kills most aquatic life.
Creatures struck are also allowed a save vs. spell for half
damage. After the initial rain has fallen any being who was
caught in them continues to suffer acid damage in the amount
of 1d4 points per round. This damage continues until the
creature is completely immersed in water (3 full waterskins
are sufficient for this matter for 1 M sized creature, 2 are
needed for S, and 5+ are needed for creatures of G size or
larger), or magically healed.
The material components for this spell are a vial of
black dragon breath and a vial of freshly collected rainwater
(within 2 days). The vials are consumed during the casting.
+7th level - Water lock (Alteration)
Range : Special Components: V,M Duration: Special
Casting time: 1 round Area of effect: 1 body of water,
special Saving throw: Nil
This spell can cause entire bodies of water to be frozen
over with a base thickness of 5' of ice. The spell can affect
bodies of water of up to 50 miles square. For every ten miles
square the lake is the thickness of ice is reduced by one foot.
At ten miles square = 5 feet thick, twenty miles square = 4
feet thick.....up to 1 foot thick at fifty miles square. The
ice last until it melts, with ranges from 2 hours per foot in
summer to the entire season in winter.
This spell is useful for characters who wish to cross large
bodies of water. The ice supports up to 500 pounds per foot
thickness. It is also useful for mages who wish to lock ships
in large bodies of water. The ship must wait until the ice
melts or until they can break it up. This is quite difficult
for those partaking, since it is nearly impossible for someone
to keep breaking up the ice as the ship travels. The best bet
for those who are ship locked in winter is to just pack up and
travel across the ice.
The material components for this spell are a large body
of water and a shard of para- elemental ice.
+ 7th level - Ice Construct (Alteration, Invocation)
Range : 0 Components : V,S,M Duration : 1 turn/level
Casting time : 1 turn Area of Effect : One ice construct
Saving throw : -
With this spell the mage brings into being a minion of
ice, this is somewhat like the 5th level spell Ice Monster,
but the construct is much more powerful. It is in effect an
ice golem and obeys only the commands of its master. The
golem is vaguely humanoid, and, at the casters option, can
stand up to 12 feet tall, but it moves stiffly and has
searing blue-white eyes. It is AC 0, MV 9 , Hit Dice 12,
THAC0 8, # Attacks 1, Damage 5-30(5d6). It has several
special abilities, and they are : touch, save vs.
paralyzation or paralyzed for 1d6 rounds; Breathe Ice, once
per turn, 6d8 dmg, save vs. breath weapon for 1/2. Phase
through ice, disappears and 75% chance it will reappear
behind the target (otherwise roll for random location).
It is unaffected by electricity, sleep, charm and hold
spells. Any cold based attack heals it for half the damage
it would have normally caused. Fire based attacks do double
damage.
After the spells duration expires the construct melts
away into nothingness. The material components for this
spell are at least twelve cubic feet of water, a small
diamond humanoid statue costing no less than 5000 gp and a
shard of para-elemental ice, which is destroyed during the
casting.
+(white dragon version)
7th level - Dragon Breath (invocation, alteration)
Range: 0 Components: V,M Duration: Instantaneous
Casting time: 7 Area of Effect: See below
Saving throw: 1/2
This spell allows the caster to mimic the breath weapons
of dragons, though they do this with deadly accuracy. The
caster has the option to use the breath weapons of the black,
blue, red, green or white dragons. The effects of each
breath weapon and their area of effect are shown below:
Black - acid stream, 5' X 60'; does 6d4 damage
Blue - stroke of lightning, 5' X 100' ; does 6d8 damage
Red - cone of flame, 5' X 90' X 30' ; does 6d10 damage
Green - cloud of chlorine gas, 50' X 40' X 30' ; does
6d6 damage
White - cone of frost, 5' X 70' X 25' ; does 3d6 damage
The material components for this spell are a tooth from
the dragon type which is to be mimicked, which is consumed
during the casting; and the breath of the caster. The caster
must inhale deeply for 1 combat round (segment) before
breathing (adds an additional +1 to the initiative). A save
vs. spell indicates half damage.
The caster is not immune to the breath of a dragon, but
are immune to the mimicked version they are casting, while they
use it. Therefore, breathing into the wind with chlorine gas
will not harm the caster.
7th level - Create Metamorphic Familiar (enchantment,alteration)
Range: 0 Components: V,S,M Duration: permanent
Casting time: 6 hours Area of Effect: special
Saving throw: none
This spell allows the caster to create a special familiar,
one with the innate psionic ability of metamorphosis. The
ability consumes but 1 Psp and a power check, based on the
casters constitution, is required. This check is modified by
+1 for each point of intelligence the caster possessed above
13. Maintaining a form costs 1 psp per day. The familiar may
not assume the form of a specific person or creature, only an
average creature of that type. The familiar can assume the
form of creatures which have 5 times their body mass, or fifty
pounds (whichever is greater). When a familiar is imbued with
this ability, they possess 5 PSPs per level of the caster. If
the caster is also a psionicist or has psionic wild talent,
the familiar gains psps equal to those of the caster.
The spell takes 6 hours of constant chanting to complete.
The mage must possess a familiar from using either the find
familiar or Marcum's familiar summoning spells. Then they must
acquire an amount of doppleganger flesh equal to the mass of
their familiar. After this is accomplished the mage must
consult a psionicist, who must successfully perform psychic
surgery on the familiar. It is not uncommon for the
psionicist to charge extremely high amounts for this service.
When the psychic surgery has been completed the mage implants
a part of their psyche into their familiar, and they lose one
point of Constitution. Humans who are dual class
psionicist/mages are capable of casting this spell by
themselves, as long as they could use the psychic surgery
power.
The familiar is also strengthened by this spell. They
gain a + 1 to all hit dice, and are able to lower their
armor class to 0, that of stone (with the metamorphosis
ability), otherwise their arrmor class drops by 1. The
familiar is now capable of different modes of travel, and
different forms of attacks, and all other abilities gained
using the metamorphosis ability (see the Complete Psionics
Handbook). They retain their hit points in any form assumed,
and revert to their original form upon death (caster also
suffers same effects as find familiarspell, plus a permanent
1d3 hp loss).
7th level - Zanzaaba's Negative Energy Transformation (alteration, necromancy)
Range: 10 yards Components: V,S,M Duration: Special
Casting time: 3 rounds Area of Effect: 10 cubic feet/level
Saving throw: -
This spell allows a wizard to convert negative material,
as from the Negative Material plane, into positive material.
In effect the wizard can create matter out of negative energy.
Any item of up to 10 cubic feet per level the caster has
attained can be created. The maximum range such items can be
from the caster is 10 yards, after which they revert into
negative matter. Objects created with this spell are
completely real in all ways. They can be seen, touched, smelt,
felt,heard and even tasted. When the caster uses this spell
they create a gate to the negative material plane. There is
a 5% chance on each round that the gate is open that some
extraplanar creature will be attracted to it and will come
through. The spell is not limited to creating inorganic
positive matter, organic matter that simulates life can be
created also. Creatures created thus must be within the
limit of 10 cubic feet per caster level. Creatures do not
have any spell like attacks or abilities, nor do they have
any special defenses or magic resistance. They attack as
the caster directs them, doing damage as listed, and last as
long as they remain within 10 yards of the caster.
The reverse of this spell, Zanzaaba's Positive Energy
Transformation,allows the caster a powerful attack. They can
transform up to 5 cubic feet of positive energy into negative
energy. Creatures strongly linked to the Negative Material
plane, such as shadows or wraiths are instantly banished
there permanently if they fail their saves vs. death magic.
As many creatures as the caster has levels of this type can
be affected. Normal creatures must save vs. death magic or
be instantly dispersed into negative energy. One normal
creature per 5 levels the mage has attained can be affected.
They cannot be resurrected by anything less than a wish spell.
Creatures who succeed in their saves suffer 3d12 damage.
Items affected by this spell must save vs. disintegration or
be instantly destroyed. A save indicates no damage.
The material components for this spell are a small hoop
fashioned from platinum, costing no less than 500 gp, and the
essence of a ghost.
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