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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