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:

ColorEffects of Arrow
Redinflicts 20 points of damage, save vs. spell for half
Orangeinflicts 40 points of damage, save vs. spell for half
Yellowinflicts 80 points of damage, save vs. spell for half
Greensave vs. poison or die, if survive suffer 20 points of poison damage Blue save vs. petrification or turned to stone
Indigosave vs. wand or insane
Violetsave 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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