Level 8 Spells
Contents
Icy Meteor
Teleport Barrier
Chill Wind
Criogene Life Preservation
Chamdenfor's Stoney Spines of the Earth
Eldritch Fire
Nebuchzar's Horrible Transformation
Force Blade
Dragonloft
+ 8th level - Icy Meteor (Invocation)
Range : 10 yards + 10/level Components : V,S,M
Duration : Instantaneous Casting time : 7
Area of Effect : 60 foot radius Saving throw : 1/2
This spell causes a huge ball of ice to streak from the sky,
smashing into it's target and exploding into deadly shards. This
icy sphere is about 10 cubic feet per level above 10, up to 100
cubic feet (almost 6 feet diameter) and does 1d10 damage per level
over 10 (up to 10d10).
The caster points his finger and states the intended target
and range. The target must be seen by the caster, at which time
a blue streak of light flashes from the sky, with the ball forming
as it descends. After the projectile strikes, it explodes into
thousands of razor sharp shards. These affect any within 10 feet
of the original strike per two levels over 10. They do 1d6 damage
to those individuals within ten feet per two levels over 10; 1d6
less per ten feet. (i.e. 5d6 at 50', 4d6 at 40' etc.)
The material components for this spell are a drop of the
casters blood and an object which has been subjected to the breath
of a white dragon. These are consumed during the casting.
8th level - Teleport Barrier (abjuration)
Range: 0 Components: V,S,M Duration: 1 hour/level
Casting time: 8 Area of Effect: special Saving throw: -
This spell is a powerful ward which the wizard uses to
prevent creatures from extra-dimensional traveling or
teleporting into, or out of, the area of effect. This spell is
able to affect a sphere with a radius equal to 5 yards per level
the caster has attained. This sphere in effect crosses over all
the planes.
When a creature tries to enter the area of effect using
extra-dimensional travel (including dimension door) or by
teleporting, the spell activates. The creature attempting to
teleport is sent back to their original location, with a margin
for error equal to that of the spell. This factor does not
affect the teleport without error spell, in which case the
creature is sent back to their exact original location.
Creatures attempting a dimension door spell will loop around
and walk out of their starting point door. This spell also
effects creatures which are partly linked to another dimensional
plane, as with those in ethereal form or those in gaseous form.
Ethereal beings are prevented from entering the area of effect
as by a wall. The spell continues to persist to the limit of
its duration despite the number of attempts a creature makes to
bypass it by teleporting or extra-dimensional travelling. No
spell allowing a creature to teleport, gate, worldwalk etc. will
function within the confines of the teleport barrier. Since the
spell crosses the planes, creatures from them cannot pass into
the area of effect.
The teleport barrier spell does not prevent those creatures
which are not attempting teleport, or extra dimensional travel
into the area of effect from entering. So a normal man could
easily walk into the area, but a wizard attempting to teleport
into it is held back. Creatures using the word of recall spell
stop at the edge of the area of effect.
The material components for this spell are a tiny silver
shield costing no less than 5000gp and a fine sprinkling of
diamond dust which is spread the circumference of the sphere.
After the dust is initially spread, disturbing it in no way
effects the outcome of the spell.
+ 8th level - Chill Wind (Invocation)
Range : 50 feet Components : V,M Duration : instantaneous
Casting time : 8 Area of Effect : cone 50 feet long, 30 feet
wide at end, 2 feet wide at base Saving throw : 1/2
This is an improved version of the 5th level spell Cone
of Cold.It opens a small gate to the para-elemental plane of
ice and lets a powerful gust of wind blow forth. The chill
wind affects a cone 50' long, 30' wide at its apex and 2'
wide at it's base. It causes 1d8 dmg per level, up to a
maximum of 20d8, as the wizard gains more experience in
controlling the gate.
The material components are a shard of para-elemental ice
and the breath of the caster.
+ 8th level - Criogene Life Preservation (Necromancy)
Range : 0 Components : V,S,M Duration : until dispelled
Casting time : 8 Area of Effect : one individual
Saving throw : neg.
This powerful spell allows the caster to preserve one
individual of up to L size(less than one foot up to 12').
It is useful for preserving the bodies of the dead for long
journeys, possibly for revival. It can also be used to keep
a living person in stasis, this power is most used for those
who have strange diseases of which, at the time, no cure is
known. Those affected by this spell do not age, and the
spreading of any disease is halted. In combat, the mage
may preserve an individual who is about to die from their
wounds, to be brought to a healer afterwards. Unwilling
individuals are allowed a saving throw vs. spell. Success
indicates that the effects of the spell are negated. The
spell is permanent until the wizard dispels it, as long as
the body is left in climes with an average temperature of
0 or below. Otherwise the body is preserved for as many
weeks as the wizard has levels.
The material components are a shard of para-elemental
ice and the body to be preserved.
+(icy spines version)
8th level - Chamdenfor's Stoney Spines of the Earth (alteration, invocation)
Range: 0 Components: V,S,M Duration: 1 round/3 levels
Casting time: 1 round Area of Effect: special
Saving throw: special
With this powerful spell the mage can cause huge spines
of stone to rip up through the earth in a 100 foot radius
centered on the caster. This spell can only be cast in places
where there is at least a 50 foot thickness of solid stone in
the spells radius. This body of stone can be up to 20' under
the overlying clay, sand, rock and soil. After strongly
proclaiming the words of invocation the caster then raises
his hands skyward. As long as the hands are upheld the spell
will continue operating, the duration above is the time the
spell continues when the caster drops his hands. As the
caster raises his hands the earth begins shaking and rumbling
violently, knocking down those creatures of L size or less who
fail their Dexterity checks. Then huge spikes of stone rip
through the surface. There is a 15% chance per round that
creatures who are trying to dodge will be hit. This chance
is modified by adding the creature's armor class to it. The
creatures armor class is modified for armor worn and dexterity,
plus any other magical bonuses afforded (ring or cloak of
protection, etc), but not shields or any magical bonus the
shield has. Therefore, a thief with a dexterity of 17 (+3
defense adjustment) and wearing leather armor has an armor
class of 5, so there is a 20% chance that the thief will be
hit (15 + 5 = 20), while a fighter with a dexterity of 15
(+1 defense adjustment) and a suit of full plate armor + 1
has an armor class of -1 has only a 14% chance of being
struck (15 + {-1} = 14). There is a 25% chance that those
creatures who are prone or immobile will be struck (modified
by armor worn, without dexterity bonuses). These chances
triple when the wizard concentrates on hitting that creature
with a spine. When a creature is struck it suffers 3d10 points
of damage. Prone creatures suffer this damage and are also
impaled, continuing to suffer 5d4 points of damage until they
are somehow removed (if not already dead).
The material component for this spell is a piece of a
natural stalagmite, which is driven into the ground at the time
of the casting.
There is a variation to this spell called Chamdenfor's Icy
Spines of the Earth. This spell duplicates the above in all
respects except that it must be cast where there is a 50'
thickness of ice within the radius (such as on a glacier), and
the spines are hardened ice. The material component for this
spell is a shard of para-elemental ice which is placed
perpendicular to the ground where the caster is standing.
8th level - Eldritch Fire (invocation)
Range: 10 yards/level Components: V Duration: 1 round/level
Casting time: 8 Area of effect: 5 square feet/level
Saving throw: special
This spell causes objects with up to 5 square feet
of surface area per level of the mage to burn with an eerie
blue flame. It radiates no heat on the Prime Material plane,
but still causes burning damage. Eldritch flames burn for 1
round per level and can affect creatures and objects which are
in ethereal form. Creatures partly out of phase are not immune
to the effects of this spell, as are those on the Border
Ethereal plane. The spell causes 1d4 + 2 points of flame
damage per round and cannot be extinguished by any means,
including immersion in water or a wand of flame extinguishing.
The only way for eldritch flames to be extinguished is by the
will or death of the caster. Creatures which are normally
immune to flame (normal or magical) are not immune to the
effects of the Eldritch flame spell. Rings of Fire
Resistance do not operate in the flame. Several of these
spells cast at one time are not cumulative.
8th level - Nebuchzar's Horrible Transformation (alteration, necromancy)
Range: 0 Components: V,M Duration: 1 round/3 levels
Casting time: 8 Area of Effect: the caster
Saving throw: special
This powerful spell was used by the necromancer Nebuchzar.
With it he could deplete the numbers in a small army to
virtually zero. When the spell is cast, the face of the caster
assumes a most horrible and bestial form. Any living and
sentient creature is susceptible to the effects of this spell.
Those who gaze upon the face of the caster must immediately
save vs. death. Those who fail are instantly killed, their
faces twisted in horror, and cannot be resurrected through any
means but divine intervention or a wish spell. Those whose
saves succeed still suffer 3-18 damage. The maximum range for
this spell is the minimum range which the victim can distinguish
detail visually (see DMG). Those who are killed in this method
can be brought back as ju-ju zombies by the caster. This is
only possible if the victim has been dead for a maximum of
1 day per three caster levels. While this spell is in effect
the caster may not cast any spells that require verbal
components.
The material components for this spell are an eye from a
catoblepas and some blood from a greater medusa. They are
consumed during the casting.
8th level - Force Blade (invocation)
Range: 0 Components: V,S,M Duration: 1 round/ 5 levels
Casting time: 8 Area of Effect: special
Saving throw: see below
With this spell the mage can create a glowing blade of
force which seems to spring into being from a bladeless hilt.
The material components for this spell is the hilt of a
magical sword which has had it's blade removed. The mage
casts the spell and a colored blade will erupt from the place
where the metal blade would normally be. This blade is
magical and has a + 3 bonus to attack and damage. It strikes
those who are armored with metal or other armor as if they
were armor class 10. This is modified by a - 1 per plus of
other magical protection provided by a ringorcloak of
protection. It does 1d8 damage for every two levels the mage
has attained, to a maximum of 10d8 at 20th level. Anyone
struck by the force blade must make two saves. One versus
spells and one vs. paralyzation. If the save vs. spells
succeeds the victim suffers half damage. If the save versus
paralyzation succeeds the victim is knocked off their feet.
A failed save indicates that the victim is knocked back 1 foot
for every level the mage has attained. Any item struck by the
blade must save vs. crushing blow or be destroyed. The blade
negates all protective magical fields such as a wall of force
or protection from normal/magical weapons. An anti-magic
shell can take as many points of damage as it's caster has hit
points X 2. A force blade has a 5% chance per strike of
severing the cord of an astral traveler. A cube of force
negates a force blade, but must expend 20 charges to do so.
If the cube has less than this much charges the blade passes
through it's field and negates it, destroying the cube in the
process. The caster may give the blade to someone else to
wield, but must remain concentrating to maintain it. If the
caster's concentration is broken, the blade fades from
existence. The hilt is not consumed with the casting of
the spell.
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