======================================================================== Seventh Level Spells ======================================================================== Chaos Environment (Alteration) Range: 1" per level Components: VSM Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: None This spell is exactly the same as Chaos Vision except that the environment actually is changing uncontrollably. The ground constantly rolls and twists, objects from the casters mind appear and disappear. All creatures in the environment are constantly polymorphing. Note that creatures polymorphed will need to save vs spells each round to keep their former identity and not take on a new one. All damage from being crushed, attacked, and otherwise affected by the spell are real, caused by real creatures and aberrations in the area. I usually give 1d6 of damage/round due to constantly being battered and thrown. DM's can give whatever they like however as needed by the alteration that caused the damage. A person entering this environment had best carry nothing with him or risk loosing it as it turns into some form which might not be carryable. People have to constantly make System Shock rolls every turn also for the stresses will eventually tear even the mightiest hero apart given time. The material component of this spell is a Wild Magic area, which is consumed by the spell. The area of effect fills the area previously formed by the Wild Magic area. The one Chaos Environment in my campaign was formed to protect an artifact that caused as much harm as good. A lesser magic item would have eventually been destroyed by the constant polymorphing and impacts. All objects will revert to their original form if they can get out of the area of effect. ------------------------------------------------------------------------ Create Mummy (Necromancy) Range: Touch Components: VSM Duration: Permanent Casting Time: 4 hours Area of Effect: One corpse Saving Throw: None This spell creates one mummy from the corpse of a human of at least seventh level fighting ability. The mummy follows orders to the limit of its low intelligence, but it must remain within one mile of its place of origin, so it is primarily useful only as a guardian. The corpse of the potential mummy must be properly embalmed with the appropriate proficiency (q.v.). ------------------------------------------------------------------------ Create Undead (Necromancy) Range: Touch Components: VSM Duration: Permanent Casting time: 1 day Area of Effect: One human corpse Saving throw: Special (see below) The material components of this spell are a human corpse (killed within 3 days previous), myrrh (500 gp worth) and a special balm made of certain rare herbs, personally prepared by the necromancer. Ingredients for this balm cost 500 gp, and one uninterrupted week spent by the spell caster. The balm only stays good for 3 days. This spell forces back the soul of the corpse, and turns it into either a wight, a spectre, or a wraith. The caster has a percentage chance equal to his/her level x 2 of choosing which is created. Otherwise, roll on the following table, adding the level of the caster, plus a 5 bonus if the caster is a necromancer specialist. Also, if the corpse was a 0-level person, subtract 30 from the roll (if the adjusted roll is below 0, the spell fails and the corpse is destroyed). 1-60 wight 61-90 wraith 91-00 spectre The corpse gets a saving throw vs. magic, at a level equal to the corpses level before death, with the following bonuses: person was good + 4 person was neutral + 1 person was a not-good cleric + 2 person was a good cleric + 4 If the save is made, the corpse is destroyed and the spell fails. If the save is failed, the undead is created. Said undead will be under the control of the necromancer for one year, following any order that is not obviously suicidal. At the end of the year, or upon such time as the undead receives a suicidal order, it is freed from the necromancer's control and gets a save vs. magic. If it fails, it must leave and may never attack the necromancer unless attacked first. If it succeeds, it becomes free-willed, and might attack the necromancer if it was sufficiently mistreated. Note that after the year is up, the undead may continue to serve the necromancer, if it was sufficiently prosperous and receives a sufficient bribe. This is a GM call. A necromancer can only control 1 undead in this matter at a time. At the end of the year, or when the undead dies or becomes uncontrolled, the spell may be used again. Should this spell be used during the year, it will work, but the fresh undead will immediately attack the spellcaster. Finally, a created undead starts out the same alignment as the corpse from which it came. However, due to what these creatures must feed on (i.e. people), an unstoppable shift begins towards the undead's normal alignment. There is a 10% chance per month (cumulative) of the alignment decaying one step. After a switch, the chance returns to 0 and begins building again. ------------------------------------------------------------------------ Deflect Magic Weapon Attacks (Abjuration) Range: Touch Components: VSM Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is similar to the fifth level spell deflect normal weapon attacks with the following exceptions: the forcefield's AC is 2 and it has 7 hit points per level of the caster. It affects all attacks made via a magical or non-magical melee or missile weapon. A non-magical weapon cannot affect or penetrate the barrier in any way. If a magical weapon strikes the barrier, the target's saving throw (to determine penetration or deflection) has a penalty applied to it equal to the bonus of the weapon (i.e. a +2 weapon that scores a hit on the barrier inflicts a -2 penalty on the protected creature's save). Also, if a magical weapon is reflected back at the attacker (when the barrier is not hit), the weapon bonus is not applied to the reflected attack. In addition to its other powers, this spell may affect magic missile attacks. It does not automatically negate them as a shield spell does, but causes the attacker to make a "to hit" roll vs. the barrier. If the attack succeeds, the barrier automatically takes damage (the recipient earns no save); if the attacker fails to score a hit, the magic missile has no effect. Other spells will pass through the barrier, without affecting it. The material component for this spell is a powdered black sapphire which is consumed when the spell is cast. ------------------------------------------------------------------------ Delayed Blast Snowball (Evocation) Range: 10" + 1" per level Components: VSM Duration: Special Casting Time: 7 Area of Effect: 2" radius sphere Saving Throw: 1/2 This spell creates a snowball (q.v.) with +1 on each of its dice of damage. The spell will not release its burst for 1 to 50 segments (1/10 to 5 rounds), according to the command upon casting. In other respects, this spell is the same as the third level spell snowball [cf. Delayed Blast Fireball] ------------------------------------------------------------------------ Eye of the Beholder (Evocation) Range: Special Components: VSM Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: Special In order to cast this spell, the wizard must have in his/her possession, an eye stalk from a beholder. The stalk is pointed at the intended victim(s), and after the incantations are complete, one of 10 possible effects shoot forth from the eye stalk towards the target(s). The exact result (including saving throws, range, duration, etc.) are determined at random from among the 10 functions of a beholder's eye stalks, as given in the Monstrous Compendium. The eleventh eye function (anti-magic ray) is never one of the spell results. The only material component for this spell is the eye stalk, which is used up when the spell is cast. In order to achieve different effects, an eye stalk from a spectator, gauth, or an eye of the deep may be substituted for the beholder's stalk. ------------------------------------------------------------------------ Jamye's Flesh to Toast (Alteration) Range: 10 yards Components: VSM Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: Negates This spell turns the flesh of any creature affected into a golden-brown piece of hot yummy toast. Only the victim is affected; anything the victim may be wearing (or non-organic items ingested) will not be turned into toast. The resultant toast is subject to any forces normal toast is subject to (slicing, buttering, eating, whatever). One cubic foot of toast will satisfy the appetites of four humans, although they may get tired of toast way before then. The material components of this spell are a small pat of butter or cream cheese, and 1 foot of steel wire. The steel wire will not be consumed in the casting. Note that this spell is not reversible. The effects can only be countered with a Wish or Limited Wish spell. ------------------------------------------------------------------------ Jamye's Improved Armour Reversal (Abjuration) Range: Touch Components: VSM Duration: 1 round per level, minus 7 rounds Casting Time: 7 Area of Effect: Creature touched Saving Throw: Special This spell is an improved version of the fifth level "Jamye's Armour Reversal" spell. With this spell, bonuses "to hit" by the attacker are added to the die roll (thus working against the attacker) instead of subtracted. For example, a 10th-level fighter attacking an AC 5 mage with Improved Armour Reversal would need a die roll of 5 or less to hit the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2 weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2) to hit the mage. This spell also affects missile weapons in the same way it affects melee weapons, unlike the fifth level spell. Also, whereas Armour Reversal can be dispelled by a subsequent casting of Improved Armour Reversal on the same subject, Improved Armour Reversal cannot be so dispelled by the weaker spell. If Armour Reversal is cast upon the subject of a previous Improved Armour Reversal spell, the Armour Reversal spell is wasted and has no effect. The spell components for this spell are a small magnet, a piece of black silk of no less than 20 gp value, and a diamond of no less than 250 gp value. ------------------------------------------------------------------------ Llewllynn's Wall of Force (Evocation) Range: 1" to 3" Components: VSM Duration: 1 round per level Casting Time: 7 Area of Effect: 10 square feet per level Saving Throw: None This spell is equivalent to the fifth level mage spell wall of force (q.v.) in all respects save one: the caster is able to manipulate the force wall. The following variations are possible: Version 1: The mage can cast the wall in a hemispherical or spherical shape around himself with himself as the centre point. The mage can then move about and the wall will move with him. This version is tinted red. Version 2: The mage can cast the spell as a wall (2-dimensional barrier) and then move in a direction with the wall moving 1" to 3" in front of him. The wall will always be in front of the caster, and will turn as he turns. This version is tinted blue. Note that this version cannot be cast horizontally. The material component for version one is a pinch of diamond dust and a pinch of ruby dust. The material component for version two is a pinch of diamond dust and a pinch of sapphire dust. ------------------------------------------------------------------------ Magic Quench (Alteration, Abjuration) Range: 5 feet per level Components: VSM Duration: Permanent Casting Time: 1 round Area of Effect: 1 foot radius per level Saving Throw: None This spell creates a sphere that has all the properties of a Forgotten Realms (tm) dead magic area (see the FR Sourcebook for details). The area of dead magic is permanent until destroyed (it may only be destroyed as per a dead magic area). The sphere of dead magic is non-mobile. The material component for this spell is a pint of blood from any recently slain magic-using creature. The blood is consumed when the spell is cast. ------------------------------------------------------------------------ Mind Find (Divination) Range: Touch Components: VSM Duration: 1 round per level Casting Time: 1 round Area of Effect: 100' radius sphere Saving Throw: None This is an extremely powerful version of true sight combined with a form of clairvoyance. Like true sight, it allows the caster to exactly locate people that are: displaced, invisible, polymorphed, change, enchanted, or illusioned. However the spells effects the mind, not the eyes of the caster, so the caster can in addition see through fog, around corners, trees, etc. (anything within 100' radius). About the only things that will block the penetration power are the Non-detection spell (non-detection gets a save to see if the mind find worked on him), Lead walls, or walls of force. The spell also confers the ability to perceive minds in 360 degrees on all axis, X, Y AND Z. Thus the caster could locate the mind of someone 80 feet above then and behind them, needless to say backstabbing someone who knows exactly where you are is impossible. However, this spell cannot locate object or things without minds, thus it could locate anything that had less than zero intelligence. The drawback to this spell is that it makes the caster susceptible to mind-effecting spells i.e. save at -2. The material component of this spell is a whole mind flayer brain. ------------------------------------------------------------------------ Nearthia's Spell Vortex (Evocation) Range: Components: Duration: 1 round per level Casting Time: 1 round Area of Effect: Saving Throw: Once this spell is cast a faintly visible 7-10 foot tall vortex appears around the caster, centered on his feet. The vortex is a container for spell energy. It can store up to 1 spell level per level of the caster. The caster may place any spell he wants into the vortex. He also has a chance equal to his magic resistance of catching a spell cast at him with the vortex. After the spell's energy is stored in the vortex, the caster may use the energy to fire other spells from the vortex. He may only fire spells he has "taught" the vortex though (the ones HE put into the vortex). Shooting a spell from the vortex may be accomplished once a round, plus one may be fired at anyone who cast a spell at the Mage that round. The caster may do anything except spell casting and still be able to fire all his spells each round. ------------------------------------------------------------------------ Nearthia's Combat Spell (Abjuration, Alteration, Divination) Range: Components: Duration: 2 rounds per level Casting Time: 7 Area of Effect: Saving Throw: This spell prepares the fighter/mage for combat. It provides the benefits of the following spells: Strength Detect Invisibility Shield Minor Globe of Invulnerability Fly Protection form Normal Missiles It also provides 25% magic resistance and 4 temporary fighter levels. (ie +4 to hit and 40 hit points). This spell can only be cast by fighter/mages (or tri-classed with both classes). ------------------------------------------------------------------------ Prismatic Beam (Abjuration, Conjuration/Summoning) Range: 0 Components: VS Duration: Instantaneous Casting Time: 7 Area of Effect: 7" long plane, 11/2" wide at end, 1/2" wide at base Saving Throw: Special Like Prismatic Spray but all 7 rays hit the same target. Great for zapping dragons, demons etc. ------------------------------------------------------------------------ Stash (Alteration) Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Stores a large mass in hyperspace for an indefinite period of time until a command word is spoken. The object(s) in hyperspace do not experience passage of time so for example a small army with all its weapons and equipment could be stashed in time of peace and recalled when war started. ------------------------------------------------------------------------ Summon Wizard (Conjuration/Summoning) Range: 50 yards Components: VSM Duration: 4 rounds + 1 round per level Casting Time: 7 Area of Effect: Special Saving Throw: None Within one round of casting this spell, the caster summons 1d2 wizards to aid him/her. The summoned wizards' level will be equal to 3/4 the caster's level, rounded down, up to a maximum of twentieth level. The wizards will appear anywhere within the spell range as desired by the caster, and will serve the caster as per monsters summoned via a monster summoning spell. There is an 80% chance of summoning a mage, and a 20% chance of summoning a specialist (determine school randomly). Equipment and abilities are determined randomly. The material component for this spell is an ornately carved, gem-encrusted, wooden staff (worth at least 100 GP), which is consumed when the spell is cast. ------------------------------------------------------------------------ Zandare's Twist (Alteration, Enchantment) Range: 10' per level Components: VSM Duration: Permanent Casting Time: 7 Area of Effect: Special Saving Throw: Negates By means of this spell the caster changes the target creature, effectively, inside out. The organs are outside the body and the skin is inside. GM's insert your own really graphic descriptions here... The spell caster must have a small leather pouch for the casting. At the end of the seven segments the caster thrusts his hand into the bag and violently pulls the bag inside out. Now the target is either painfully turned inside out, or the caster looks like a total fool. The spells affects one medium size creature or two small creatures. Large creatures receive a +3 to their save. Note that clothing, armour, etc. are in the inside also.