======================================================================== Eighth Level Spells ======================================================================== Caligula's Vitality Drain (Alteration) Range: Touch Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: None This terrible spell allows the caster to drain the youth from a victim, revitalising himself, at the expense of aging the victim. Hardly a spell used by good aligned mages. The caster first prepares the spell, by casting the eight phase portion of it. He then has his level in rounds to make contact with the victim, and begin draining. To drain the youth of the victim, the caster must be in continuous contact with the flesh of the victim during the draining process. The act of being drained is extremely painful to the victim, and is sufficient to awaken sleeping victims, and allow charmed victims a new saving throw. Even if the victim is conscious, however, the draining will continue. The victim must break flesh contact with the mage to break the spell. The caster is able to drain a decade for every four levels he possesses, i.e. 20 years at fifth, 30 at ninth, 40 at 13th, etc. Each year takes a segment to drain, a decade drained per round. If the spell is broken during casting, the caster will still have drained a number of years dependent on time of casting (e.g. contact broken after 2 rounds, 20 years drained). Due to the imperfect nature of the spell, however, the caster only reduces in age by a year for every three drained from the victim. Both caster and victim will be affected by the change in age. The victim will only suffer the disadvantages of aging (STR and CON loss), whereas the caster will only experience the benefits (STR and CON gain). After the spell, the victim will have visibly aged, with greying hair, and lined, shaggy skin. The caster will appear envigourated, with grey disappearing from his hair, and the obvious return of muscle tone. The victim must save vs. paralyse, or pass out for 1d4 turns, if he is drained more than 20 years. The caster will experience a temporary d4 increase in STR (not including that gained from becoming younger), which will fade by 1 point a turn. The caster will also feel as if inebriated, an affect which persists for d6 rounds. This spell is only effective on humans. Long lived races, such as elves and dwarves, as well as humanoid races, are immune from the spell, and the caster must save vs. paralysation, or be knocked unconscious if attempting to drain a member of these races. Finally, there is no known cure for this spell, save Wish. The material component of this spell is a scrap of flesh from a vampire, which must be consumed by the caster. ------------------------------------------------------------------------ Fellstar's Flame Jet (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per 5 levels (4 rounds maximum) Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When this spell is cast, a jet of flames shoots forth from the caster's hand; this jet is 5' wide and has a length of up to 10 yards per level of the caster (the caster may vary the length from 1 foot up to the maximum range). The jet travels in a straight line and is blocked by normal obstacles (i.e. stone, metal, etc.). If the jet is blocked, it will it will not rebound, but may flow around the barrier if it is small enough (less than 5 feet across). Anyone struck by the jet suffers 1d10 points of damage per two levels of the caster (up to a maximum of 10d10). A successful save vs. spell reduces the damage by one half. If this save fails, all possessions must save vs. magical fire or be consumed. The flames from this spell will melt ice and ignite wood on contact; they are able to melt a hole in a all of Ice in a single round (though they will not destroy it), and can bring down a Wall of Fog instantly; other wall spells are not affected by this spell. The jet will remain in effect for one round for every 5 levels of the caster, up to a maximum of 4 rounds. A single creature must be chosen as the target for the jet (but others may be struck if they are in the path of the flames) and a new target may be selected each round the spell is in effect. If the caster chooses, two jets (one from each hand) may be employed instead of one; if this is the case, range and damage are halved (in some cases, one jet will do one more die of damage than the other). A separate target may be chosen for each of these jets each round they are in effect. At the beginning of each round the spell is in effect, the caster may split a single jet in two, or may combine two jets into a single one. The material components for this spell are a powdered ruby and a powdered fire opal which must be worth a least 500 GP together. The powdered gems are mixed together in the hand(s) of the caster at the time of the casting; all material components are consumed with the casting. ------------------------------------------------------------------------ Jamye's Spell Reversal (Alteration) Range: Touch Components: V, S, M Duration: 1 round per level, minus 10 rounds Casting Time: 8 Area of Effect: Creature touched Saving Throw: Special This spell affects the saving throws vs. spell of the subject in much the same way that the fifth level spell Jamye's Armour Reversal (q.v.) affects attack rolls, i.e. saving throw results that would normally indicate success will fail, and results that would normally fail will succeed. For example, a 19th-level mage normally needs a 6 or greater to save vs. a spell. If he is affected by a Spell Reversal spell, he will need a 5 or less (i.e. a failure under normal circumstances) to save vs. a spell. Protection devices, Wisdom bonuses, etc. all work to the benefit of the subject, i.e. if the above mage had a Ring of Protection +3 and a Wisdom of 16 (+2 magical defense), he would need an 8 or less to save vs. most spells (5 normally, +3 for the Ring) and a 10 or less to save vs. spells that would give him his Wisdom bonus. Likewise, penalties to saving throws still work to the detriment of the subject. If the subject is willing, there is no saving throw; otherwise, a normal save vs. spell (obviously, this is made before the spell takes effect) will negate it. There are certain special cases that apply to this spell. It is not affected by Spell Turning. The only thing that can dispel it is another Spell Reversal cast at the subject, who must make a save while under the influence of the original Spell Reversal. If the subject is under the influence of another spell that grants invulnerability to certain spells (Shield vs. Magic Missile, for instance, or any type of Globe of Invulnerability, but *not* Anti-Magic Shell), the subject takes full, maximum damage from that spell with no saving throw. For instance, a mage has both Shield and Spell Reversal cast upon him. If he is targeted for Magic Missiles during the time both spells are functioning, he will take 5 points of damage - the maximum possible - from *each* Missile that hits him. The material components for this spell are a piece of amber worth no less than 300 GP, and a doughnut made less than 24 hours previously. ------------------------------------------------------------------------ Life Leech (Necromancy) Reversible Range: Special Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: Negates This spell allows the death master to steal 2d6 years from a victim and add them to his own life. The victim must be human and of a level equal to or greater than that of the caster. If the victim is of lower level, the number of years transferred is multiplied by the victim's level and divided by the necromancer's. Since the victim must be in the center of a pentagram at the completion of the casting, it is useful to have him held or immobilised in some way. The reverse spell works in the same fashion, except that the caster ages 2d6 years while the recipient becomes younger, and the recipient must be willing. In either case, the material components are a black candle, a white candle, a drop of blood from both parties, and a specially prepared glass screen. ------------------------------------------------------------------------ Long-Range Carrier (Alteration) Range: 100 miles per level Components: V, S Duration: Instantaneous Casting Time: 1 turn Area of Effect: Special Saving Throw: None Long-Range Carrier is like the 5-Mile Carrier but the range is 100 miles per level of caster. ------------------------------------------------------------------------ Lorth's Sending (Alteration) Range: Touch Components: V, S Duration: Special Casting Time: 8 Area of Effect: One creature per 2 levels Saving Throw: Negates The Sending spell was created by Lorth the Traveller as a more versatile form of the Teleport spell. When the spell is cast, one creature for every two levels of the mage (rounded down) is Sent to a place defined by the caster as for a Teleport spell (the caster must have a mental image of the place). The creatures must be touching the mage, but "chains" are possible. The mage does not have to accompany them, but he may if he so desires. There is no chance of error for this spell. If any of the creatures "sent" is harmed within 5 minutes of arrival, all of them will be bounced back to the place from which they were Sent (whether they want to go or not). Any damage incurred during those five minutes, to themselves or their equipment, is erased. Note that this does not allow the spell to be used as a quick and easy messenger spell; anything dropped during the five minute grace period is returned with its owner. This can be used as a fail-safe teleport. After the five minute period elapses, the spell expires and the "protected" individuals are on their own. The Sending will not work across planar boundaries. Unwilling creatures receive a saving throw vs. magic to resist this spell. ------------------------------------------------------------------------ Major Globe of Invulnerability (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 1" diameter sphere Saving Throw: None This spell is the same as the fourth level Minor Globe of Invulnerability (q.v.), except with regards to casting time. This spell prevents the function of first to fifth level spells passing through and affecting the mage within the sphere, while allowing the mage to cast spells through it. ------------------------------------------------------------------------ Mystyk's Halflife (Necromancy) Range: 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: One creature Saving Throw: Negates When this spell is cast, a crackling, black bolt shoots from the caster's palm towards its victim. The caster must make a successful "to hit" roll (with a +2 bonus) in order to hit the target; if this roll misses, use the grenade scatter diagram to determine if anyone else is hit by the bolt. If anyone is in the area of the miss, a normal "to hit" roll (with no bonus) is used to determine if the stray bolt hits anyone. Anyone who is hit by the bolt must make a saving throw vs. spell; if this roll is successful, the spell has no effect and the bolt dissipates. If the save fails, the victim immediately loses half of his current hit points (round fractions down), and is rendered unconscious by the shock. These lost hit points may be regained through normal means. The material component for this spell is an onyx gem worth at least 500 GP. The gem is held in the hand of the caster, and is consumed when the spell is cast. ------------------------------------------------------------------------ Mystyk's Major Backlash (Abjuration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 8 Area of Effect: Caster Saving Throw: None This spell is identical to Mystyk's Improved Backlash except for the following: when the caster is hit in melee, any damage suffered is halved; in addition, if the caster makes a successful save vs. rods, the attack inflicts no damage at all. Also, the energy bursts inflict 10d6 points of damage on any attacker; a successful save vs. spell reduces this damage by half. The material component for this spell is the same as that for Mystyk's Backlash except the gem must be worth at least 800 GP. ------------------------------------------------------------------------ Mystyk's Plane Survival (Abjuration, Alteration) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 hour Area of Effect: One creature per 5 levels Saving Throw: None This spell provides the caster with a means of surviving on a hostile plane of existence. In order for this spell to work, the wizard must have access to a library or other source of information on the plane in question. This information must then be studied for an extended length of time; this period is equal to: 24 weeks - 1 week per level of the caster (to a minimum of one week). After this time has passed, the wizard is ready to cast the spell. Each time this spell is cast for use on a new plane, the normal study time is required. If cast for use on a previously studied plane, and less than a week has passed since the last casting with respect to that plane, no additional studying is necessary as the information is still fresh in the wizard's mind; however, if more than a week has elapsed since the previous casting, a day of "brushing up" is required. If the wizard is a sage with expertise in the plane in question, normal research times are required (see section on sages in the DMG) the first time this spell is cast for use on that plane. If cast again within two weeks, no additional time for studying is needed; if cast more than two weeks later, only 12 hours of brushing up is necessary. These times also apply if the wizard is obtaining this information from another sage. Using the information gained from his studies, the caster prepares the Plane Survival spell. After one hour has passed, the spell is complete; at this time, the DM (secretly) rolls percentile dice; a result of 5 or lower indicates the wizard has used erroneous information in the casting of the spell which will reduce the protection afforded by the spell, and may even cause it to fail altogether (the exact effects depend on the source of information and other factors, and it is left to the DM to decide the exact results). If some or all of the planar information was obtained by a sage who misdirected the wizard, the percentile roll has a -25% penalty applied to it. Even if correct information is obtained from a sage, a -5% penalty applies, since the wizard is using secondhand information. In any case, if the roll results in a 1, the spell fails altogether (although the caster will not know this until attempting to make use of the spell's protection). If the spell was successfully cast, it will grant the caster (along with others, if the caster's level is high enough) protection from the hostile environment of the studied plane of existence. The recipients may move about in the plane as if they were in the prime material plane; conditions that would make it hazardous or impossible to exist in the plane are negated by this spell. Spells have a chance of having normal affects while under the influence of the Plane Survival spell: when a spell is cast, if the caster makes a successful save vs. paralysation, his spell will have normal affects (as if it were cast on the prime material plane) instead of the affects it usually has on that plane. If the recipients are still on the plane when this spell expires, normal characteristics for that plane go into effect immediately. Note that this spell provides no way of moving from one plane to another; it only provides a means of survival once a plane is reached. The caster may have more than one of these spells in affect at a time, as long as the appropriate amount of time has been spent studying each plane. The material components for this spell are a diamond worth at least 1000 GP and a specimen of a substance related to the plane in question (i.e some fire for the plane of fire, darkness for the negative material plane, etc.). Alternately, something symbolising the plane may be used (i.e. a balance for the plane of concordant opposition). All material components are consumed when the spell is cast. ------------------------------------------------------------------------ Power Link (Necromancy) Range: 10 yards Components: V, S, M Duration: 1 turn per level Casting Time: 10 Area of Effect: Creature touched Saving Throw: Negates This spell creates a link between the caster and the victim through which magical energy can flow. Thus the wizard can cast spells centered on the recipient, as if he were a projected image. Also, the wizard can route malevolent spell side-effects, such as magical aging, to the victim. The material components of the spell are a chip of jet, an herbal tea of spearmint and devil's dung, and a wooden disc. The recipient must be an intelligent, living native of the wizard's home plane. ------------------------------------------------------------------------ Sarius' Ethereal Gateway (Conjuration/Summoning) Range: 2" per level Components: V, S Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None This spell allows a mage to create a 10' x 10' x 1" invisible magical gateway which will provide access to the ethereal plane of existence, or alternatively, provide a gateway from the ethereal plane to a connecting plane of existence. The duration of this gateway is a base 24 hours. It must be cast in an area of gaseous or waterous makeup (i.e., not in the earth or in solid rock), although, it may be cast so as to lay on the floor (giving a chance of creatures falling into it) or against a wall or portal. For every two levels above 16th a mage gains the ability to create an additional 10' x 10' area (two if a Conjurer specialist) which must either be used to increase the surface area of the gateway or increase the power of the original 10' x 10' area by infusing the two gateways together. The effects of increasing the power level of a gateway are listed in the table below. If a gateway is larger than 10' x 10' then all of its surface area blocks must be increased to the same level of power to allow the gateway the next higher power rating. For example, a 26th level mage creates a gateway with dimensions of 30' x 10' and has three slots left, so he will be able to double the surface area power rating to 2 if he so chooses. But, if he were to use one of the remaining slots to make an add an additional 10' x 10' block to the surface are he would have no chance of raising the power rating of the gateway to 2. Note that if a gateway is too small for a creature to fit through it will not be able to totally go through the portal, though, it will be able to poke part of its body through and exist simultaneously on both planes. Power Rating Duration Comments (Cumulative Effects) ------ ----------- ----------------------------------- 1 1 day Visible on the exit side 2 10 days Invisible on exit side 3 100 days Allows magic items to keep powers * 4 1,000 days 10% more resistant to Dispel Magic 5 10,000 days 20% more resistant to Dispel Magic 6 Permanent 30% more resistant to Dispel Magic 7 Permanent 40% more resistant to Dispel Magic 8 Permanent (each power slot adds another 10%) * Usually magical swords and similar items lose a plus for plane crossing. Each additional power slot beyond a rating of 3 adds a 10% extra percentage that this spell will resist a Dispel Magic. For game purposes, this is added onto the dispeller's percentage as a penalty. Casting time is one turn for the initial gateway area and is doubled every time another 10' x 10' block is added onto the area (i.e., 2 turns for 2 10' x 10' blocks or slots, 4 turns for 3 10' x 10' blocks or slots, 8 turns for 4 10' x 10' blocks or slots, etc.). Therefore, casting a gateway that uses 6 slots would take a total of 32 turns. If the casting is interrupted after any slots have been created only further creation of gateway surface areas or power slots is disrupted. For every 6 turns the caster spends casting this spell the mage's constitution score is reduced by one point. If the mage's constitution reaches 0 he becomes unconscious and only a week of complete bed rest will allow him to start regaining lost constitution. Otherwise, these points are replaced at a rate of 1 point for every two days of complete bed rest. The point is not taken unless a full 6 turns of casting has expired. A Heal spell will negate the unconsciousness and raise the mage's constitution to 1 point. A Restoration will totally negate the effects of any lost constitution. Gateways, once created, may not be altered by further castings of this spell on the same area of effect. Only a successful Dispel Magic is capable of destroying a gateway, although higher level power ratings can make a gateway resistant to this spell. Power rating 1 gateways are visible to creatures on the exit side of the gateway (usually the ethereal plane) and may attract wandering monsters, though they will most likely not be able to pass through. Anyone may pass through the portal on the invisible entrance side, but only the mage may freely take creatures back through the exit side by touching them as they pass through. The mage may create magical amulets (base 500 GP value) which will allow any creature to freely use gateways cast by him as though he were touching them. On the ethereal plane, the caster and anyone possessing an amulet will be able to find any portal of the caster in 5-50 hours. Any mage familiar with this spell (i.e., either possessing the spell as a castable spell in his spellbook, or having used a Write spell to put the spell in his spellbook) is capable of trying to force their way through the exit side back to the entrance side by force of will. There is a base chance of 50% modified by plus or minus 5% for every point of difference between the mage's current level and the level of the caster at the time of casting, though Conjuration specialists have a base 70% chance. There are no material components to the spell, and the magical amulets may be created at any time the mage wishes, whether before or after the casting of this spell. This spell will not work with the 8th level Permanency spell. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Sheath (Alteration, Conjuration/Summoning) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 8 Area of Effect: One object Saving Throw: None When this spell is cast, it empowers strong magics between a creature and an item. What the effect of this spell is to allow a creature to store a favoured item into an extra-dimensional space and bring it forth at will. The object, while it is in it's space, is completely non-detectable, by any means, except by use of a wish. It will also be perfectly safe in the space where it is held. During the casting of the spell, two command words and a physical gesture must be specified. The command words are those to make leave and enter the "storage" space. The gesture is used with the command to bring the object back into the owners possession. For example, a creature would make a "sword holding gesture while using the proper command to retrieve his sword. The material components for this spell is a 5000 GP of blue sapphire dust which is sprinkled on a phase spider web. The web is then wrapped around the object and the enchantments are completed. This is a great way to carry around important equipment. Magic Users are prone to cast this upon their spell books to always keep them handy. ------------------------------------------------------------------------ Sillvatar's Dragon Armour (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 8 Area of Effect: Caster Saving Throw: None When this spell is cast, the caster will be covered by a semi-real coating of dragon scales. The type of dragon that provided the material component determines the protection afforded by this spell: the armour class of the caster is equal to the appropriate dragon's armour class at age category 1-6. For example, if the material component was obtained from a green dragon, and a 6 is rolled for the age category, the caster would have armour class -2 for the duration of this spell. The material component for this spell is a small pouch of scales from any type of dragon; this component is consumed when the spell is cast. ------------------------------------------------------------------------ Stargate (Alteration) Range: Infinite Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: 2 gates Saving Throw: None This spell creates a gate between the caster's current location and any location which the caster has been before. The gate can be freely crossed in either direction and will last one hour per level of caster. Range is not an issue (hence the name of the spell). Anyone can cross the Stargate, as long as it is in existence. ------------------------------------------------------------------------ Summon Wraiths (Conjuration/Summoning, Necromancy) Range: 10 yards Components: V, S, M Duration: 1 round + 1 round per level Casting Time: 5 Area of Effect: 10 foot high cube Saving Throw: None This spell is identical to the fifth-level spell Summon Shadow, except that it conjures up one wraith for every three levels the death master has attained. These monsters are under the control of the wizard until they are slain or the spell expires. If the wraiths are turned, they continue to serve in any capacity which does not require them to confront the cleric who resisted them. The material component of this spell is a piece of black jet. ------------------------------------------------------------------------ Teleport Block (Abjuration) Range: 10 yards per level Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: 1000 cubic feet per level Saving Throw: Special This spell prevents teleportation into or out of the region specified by the caster, which may be of any shape and any size, up to 1000 cubic feet per level of the abjurer. No character can enter or leave the region by means of dimension door, teleport, or other-planar travel. Teleportation within the region is not restricted, and teleport without error has a chance of success equal to 1% per level of the caster, though it has the same chance of failure as a regular teleport attempted under normal conditions. A full wish will also provide transportation across the boundary, as of course will walking, riding, and flying. Any attempt to teleport or dimension door across the block will automatically fail; all memory of the spell will be lost; and the caster must make a system shock check or be killed by the shock of the rebound. Attempts at transplanar travel will also fail, but not in so dramatic a fashion. The material component is a glass globe. ------------------------------------------------------------------------ Teleport Warp (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: 10-yard per level radius globe Saving Throw: None This spell causes all creatures teleporting into or out of the area of effect to arrive in a prepared area. The area which the caster wishes people to appear in must also be in the area of effect. The space the caster wishes incoming teleporters to arrive at must be open area, free from objects. It can be in the air however, causing incomers to fall. Should a person teleporting into an area effected by this spell be larger than the area he would be sent to, then he is effectively blocked and would not be able to teleport at all to the area. Example: Archmage Istle casts Teleport Warp on his tower. He wishes all people who unexpectedly arrive to be placed in his dungeon cell which is 10' x 10' x 10'. The cell is also in the area of effect, at the bottom of his tower, which totally is under the spell. Thus a person who teleports to his tower will arrive in a dungeon cell instead of the wizards guest chambers. If Golstein the Chaotic decides to send his 18 foot tall iron golem over to Istle's bed chamber, he will find the golem still there, unmoved. All forms of teleport magic are affected, thus Dimension door, Pattern teleports and the like also would be warped. This is a great spell for the mage wishing to "block" an area for outside aid coming in short of all out planar travel. Material component is a lodestone which must be placed in the location the caster wishes teleporters to arrive. It is consumed upon casting. ------------------------------------------------------------------------ Vandergast's Vacuous Void (Alteration) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 8 Area of Effect: 5' per level radius sphere Saving Throw: Special This spell creates a momentary vacuum inside the area of effect. Anyone caught inside this area must save vs. spell to avoid the crushing effects of the vacuum. If the save fails, the victim suffers 8d8 points of crushing damage; all possessions must save vs. crushing blow at -4 or be destroyed. Anyone who dies outright from this spell has more than likely (65%) been torn ass-under from the pressure differential. Note that this may make regeneration difficult, if not impossible. If the save is successful, the target suffers 4d8 points of damage, and possessions are not affected. The material components for this spell is an empty vial which is unstoppered and broken at the time of the casting. ------------------------------------------------------------------------