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.  


Back to Dragonloft
Hosted by www.Geocities.ws

1