Level 9 Spells
Contents
Super Nova
Beacon
Prismatic Bow
Glacier
Ice Castle
Invulnerability
Reverse Polarity
Dragonloft
9th level - Super Nova (invocation)
Range: see below Components: V,S,M Duration: Instantaneous
Casting Time: 9 Area of Effect: special Saving throw: special
This extremely powerful spell causes an explosion of a
magnitude which has been compared to distant explosions of stars
called super novas. The spell does not have that power, but the
explosion itself resembles the event.
This spell has several effects:
(1) Starburst - the night sky in a 1 mile radius of the caster
lights up suddenly, blindingall those within that
radius. It doesn't matter whether the victims eyes
are closed, or if they are inside any structure.
Only those underground are truly safe. Victims in
the area of effect are left without sight for 1d10
turns + 1 turn per level the mage has attained.
Creatures which live underground and cannot see well
in light are blinded permanently, or until restored,
healed, or wished into having sight again. Undead,
such as skeletons, zombies, etc. which have less
than 3 hit dice are instantly annihilated. Those
with more than 3 hit dice but less than 8 are
allowed a save vs. spell to avoid this effect.
Undead creatures with more than eight hit dice are
allowed to save versus spells with a +1 modifier for
every hit die over 8. If a save is successful, the
undead still suffer 5-40 damage in addition to
blindness (if they have vision).
(2) Energy ball - This version of the spell is the most devastating.
A huge sphere of energy streaks from the sky and
strikes the target indicated by the caster during
the spell. Whatever is targeted is instantly
annihilated, when a save vs. spell is failed.
Success still causes 24d12 damage to be suffered by
the target (somewhat like the breath weapon of a
great wyrm gold dragon). All things within 100 yards
suffer 10d6 damage, all within 200 yards suffer 10d4
damage, all within 300 yards suffer 2d10 damage, all
within 400 yards suffer 1d8 damage, all within 500
yards suffer 1d6 damage, all within 600 yards suffer
1 point of damage. At all areas of effect, creatures
are stunned 1 turn and knocked back 5 feet for each
hit die of damage suffered. All structures in the
area suffer the same amount of structural damage. No
wizard can cast this version of the spell more than
once every 20 years.
The material component for this spell is a piece of meteoric
metal (at least 1 lb) which has had continual light cast on it for
the first version or a fireball cast on it for the second.
9th level - Beacon (invocation, enchantment/charm)
Range: 0 Components: V,S,M Duration: special Casting Time: 1 day
Area of Effect: special Saving throw: none
This sends a pillar of light straight into the sky. It rises
through the atmosphere and is visible from approximately 500 miles
away. The illumination is a soft but highly visible, and has no
blinding effects. Creatures of the caster's alignment are the only
ones able to see it, and they are drawn towards the beacon of light.
10d10 creatures are summoned for every 3 levels the caster possesses.
They are in no way charmed and will not obey the orders of the
caster, though mages will often summon creatures to address a cause
or event pertaining to creatures of that alignment. The most
powerful creatures of the wizards alignment are alerted first, and
others of lesser power come in a decreasing order. The beacon lasts
until the full number of creatures within 500 miles are summoned, or
approximately 5 months. After the creatures investigate the beacon
they are free to leave if they choose. A wizard may only cast this
spell once every 50 years.
The material components for this spell are a star sapphire
worth no less than 10,000 gp, a symbol of the caster's alignment,
and a beacon lantern that has been blessed by a priest of the same
alignment and equal or greater level than the caster.
9th level - Prismatic Bow (Conjuration/Summoning)
Range: 25 yards/level Components: V,S Duration: 7 or 1 round(s)
Casting Time: 9 Area of Effect: Special Saving Throw: Special
This powerful spell allows the caster to bring into being a
bow which can perform feats similar to the other Prismatic
spells (Prismatic Spray, Prismatic Wall, Prismatic Sphere).
When the spell is cast a composite longbow appears in the
hands of the caster. It may not be given to others; the caster
must shoot it themselves. No proficiency is necessary. The bow
will shoot, at the casters option either the seven types of arrows
shown below or 1 arrow which has the combined effect of all those
outlined up to a range of 25 yards per level. There are no range
modifiers. The arrows strike with the caster's Thac0, but gain a
+5 to hit ( Dexterity bonuses to Missile Attack Adjustment also
count). The arrows are considered to be +4 in determining what
can be hit by them.
The effects of the arrow(s) are:
| Color | Effects of Arrow |
| Red | inflicts 20 points of damage, save vs. spell for half |
| Orange | inflicts 40 points of damage, save vs. spell for half |
| Yellow | inflicts 80 points of damage, save vs. spell for half |
| Green | save vs. poison or die, if survive suffer 20 points
of poison damage Blue save vs. petrification or turned
to stone |
| Indigo | save vs. wand or insane |
| Violet | save vs. spell or sent to another (random) plane |
If the caster chooses to shoot just one arrow, a
scintillating projectile streaks from the bow and requires the
victim to do the following:
(1) Save vs. breath weapon or suffer 100 points of damage (success indicates half damage)
(2) Save vs. poison or die ( success indicates 20 damage )
(3) Save vs. petrification or turned to stone
(4) Save vs. wand or insane
(5) Save vs. spell or sent to another (random) plane
+ 9th level - Glacier(Conjuration/Summoning, Invocation)
Range: 25 yards/level Components: V,S,M Duration: Special
Casting Time: 1 turn Area of Effect: Special
Saving throw: Special
Glacier is a frighteningly powerful spell, and it's effects
are devastating.
This spell has also been called River of Ice, and it causes to
be brought into being a flowing river of ice; not unlike the alpine
glaciers in mountains. It is 5 feet wide per level the mage has
attained and 1 foot deep for every level (up to a maximum of 100
feet wide and 20 feet deep). It moves at a rate of 1 foot/level
per round; any object in it's path must make a save vs. crushing
blow every round. It causes 20 points of structural damage per
round. Any living creature within 10 feet of the flowing river
must make a save vs. breath weapon every round they are within
that proximity. If they fail they are frozen and will be caught in
the flow, losing one quarter of their hit points every round that
the river is flowing, dying on the fourth round. The mage can stop
the flow at will, but anyone caught in it still suffers damage from
cold and suffocation, approximately 3d10 damage per round. The
river of ice lasts until it naturally melts, though spells which
are heat based can cause 1 foot to melt for every 10 points of
damage they cause.
The material components for this spell are a water skin,
an object that has been under a glacier for no less than 1000 years
(costing not less than 1000gp) and a shard of para-elemental ice.
+ 9th level - Ice Castle(Conjuration)
Range : 0 Components : V,S,M Duration : Permanent
Casting time : 1 hour Area of Effect: 1000 square feet/level
Saving throw : -
This powerful spell can summon into being for the caster a
castle of ice. This impenetrable fortress is very impressive.
No entrance is visible, being left to the option of the caster
whether to admit anyone. If they choose to do this, an opening
up to the size of a normal drawbridge appears. The walls cannot
be breached, and, because of the density and slipperiness of the
ice, cannot be climbed, even with spiked implements. The inside
of the castle, despite any outside appearances can be warm and
comfortable, the temperature being controlled by the caster, who
can opt for it to drop up to 1 degree below zero for every level
they have attained at any time. The furnishings of the castle
suit the tastes of the caster, and may be changed at any time.
The wizard can also allow the walls to become translucent, from
both or only one side. The castle is staffed by invisible
servants, who can become visible as thin blue outlines at the
option of the caster. When the castle is first created, it has
sufficient foodstuffs to feed as many as 2 people per level of
the caster for 1 month.
The castle's inner gate is guarded by two ice constructs(see
7th level spell Ice Construct), and there is a small cavalry of
icy knights who guard the land in a 1 mile radius of the castle.
These knights are effectively 3rd level fighters, who are mounted
on spectral steeds. They are equipped with field plate armor,
longswords, shields and medium horse lances. There is 1 knight
per level of the mage and their weapons are effectively +1.
The castle lasts permanently if cast in any clime where an
average temperature of 0 or below is present. Otherwise the
castle melts and has to be restored after 3 months. The material
components of this spell are an ornate pickax(costing no less
than 5000 gp), a small model of the castle and a dagger of para-
elemental ice. They are consumed during the casting. The caster
may also opt for a tower of ice to be formed.
9th level - Invulnerability (abjuration, alteration)
Range: 0 Components: V Duration: special Casting time: 1
Area of Effect: the caster Saving throw: none
This is possibly the most powerful protective spell a mage
can use. Using it renders the caster completely immune to the
effects of their opponent's attack, whatever the caliber. It
will protect the caster from the negative effects of a wish
spell, or any dangerous reverses of other spells (particularly
the priest spells). The spell protects the caster for the
duration of one full attack routine. If the enemy does not
pause and effects a continuous assault, the spell continues to
protect the caster until the attack is over, in other words, if
the opponent does not cease in their assault for one round the
caster will remain protected. This has proven useful for mages
whose opponents believed that a continuous assault will weaken
the barrier. This also applies to multiple attacks by several
creatures. This spell is powerful enough to protect the mage
from attacks made by deities, greater, intermediate and lesser;
though most deities will know enough to pause in their attack
routines to negate the spell. Weapons and energy attacks will
bounce harmlessly from the caster's body. Drain attacks simply
fail to function. In any account, this spell allows the mage
to get, at best, an extra attack when fighting the wiliest
opponents.
This spell also works against forces of nature. The wizard
will remain protected for the duration of the storm, earthquake,
flood, etc. until it ceases. During this time the caster is
immune to drowning, burning, freezing etc.
9th level - Reverse Polarity (alteration)
Range: 0 Components: V,S,M Duration: 1 round Casting time: 9
Area of Effect: 5yd/level radius centred on caster
Saving Throw: none
This powerful spell has a strange effect on all manner of
things. When the spell is cast all things operate in reverse
for the duration of the spell. ALL things. For example, a
fireball spell, which would normally cause burning damage would
leave the creatures it affects healed by cold an equivalent
amount of damage, rather than hurting them at all. The effects
of all spells cast during the duration are reversed. A poison
that requires a person to succeed in a poison save or die would
instead require the person to fail the save or die. A character
which would normally need a thac0 roll of 5 or better to hit a
creature would actually need a roll of 5 or less to hit the same
creature. Spells which are made to specifically heal creatures
hurt them. Saves, thief skills, undead turning, psionic ability
scores and chances of unlikely things happening (or rarer items
occurring in a treasure are) all reversed. Also, effects of
permanent enchantments are reversed for the duration of this
spell.
The material components for this spell are the complete
remains of an object effected by a Mordenkainen's Disjunction
spell, and a silver mirror costing no less than 5000 gp.
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