======================================================================== Ninth Level Spells ======================================================================== Bone Shatter (Evocation) Range: Touch Components: V, S, M Duration: 1 round per 5 levels Casting Time: 9 Area of Effect: One creature Saving Throw: Special This is a more powerful version of the 5th level spell Bone Splinter. It is identical to that spell except that is has a +3 "to hit" bonus and causes a serious compound fracture when a hit is scored in melee, with the following results: to hit location modifier effects -------- -------- ------------------------------------------------ head -8 major skull fracture: save vs. spell or die; else suffer 4d8 points of damage (no save for 1/2). arm * -4 major broken arm: arm is totally useless; it cannot be used to attack or defend with. leg * -4 major broken leg: leg is totally useless; movement is 1/2 normal. ribs -4 broken rib: loss of 1d6 CON points and 2d8 points of damage (no save). spine @ -8 severed vertebrae: save vs. spell or die; else paralysed until healed/cured. pelvis -4 major hip fracture: -6 to DEX when using legs; movement rate is at 1/4 normal; suffer 3d8 points of damage (no save). * if attacking from the side, only the nearest appendage may be targeted. @ the spine may only be targeted if attacking from the rear. A cure critical wounds spell is required to heal one of these effects (except for paralysis, which must be cured by normal means) as long as the victim is still alive, and a heal spell will fully restore a living victim to full health. The material components for this spell are an intact bone of at least a foot in length, and a large metal hammer which are consumed when the spell is cast. ------------------------------------------------------------------------ Coradon's Conflagration (Invocation/Evocation) Range: 150 yards Components: V, S, M Duration: 4 rounds Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 This spell causes a fiery explosion similar to that of a Fireball, but with a smaller radius (initially a 20' radius sphere). However, the flames caused by this spell will continue to burn for 4 rounds (the initial round, plus 3 additional rounds). The damage inflicted on victims inside the area of effect, the bonus to the victim's saving throw, and the radius of the flames vary according to how long the flames have been burning, as follows: round damage radius save bonus ----- ------ ------ ---------- 1 8d8 20' 0 2 4d8 15' +1 3 2d8 10' +2 4 1d8 5' +3 Damage suffered is cumulative from one round to the next, but the save bonus is not. Anyone who makes a successful save takes only half damage that round, and automatically saves on any subsequent rounds; those who fail their saves suffer full damage, and must have all their possessions save vs. magical fire to avoid destruction. If anyone leaves the area of effect and returns later, a new save must be made, even if the previous one was successful. The conflagration may, or may not conform to a confined space, at the caster's discretion. Apart from the changes mentioned above, the conflagration otherwise acts like a Fireball. The material components for this spell are the heart of a red dragon, and a powdered diamond worth at least 600 GP. ------------------------------------------------------------------------ Damians Mindswap (Enchantment/Charm) Range: 7" Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: One creature Saving Throw: Negates When this powerful enchantment is cast, the spell user attempts to rip the target creatures soul from its body and temporarily place it in a gem of not less than 15000 GP. At the same time the casters soul is eased from his body and also travels through the gem. When, and if, both souls are in the gem, they both proceed to the opposed bodies from which they came. You'll note that this has two very noticeable effects: 1) the caster and victim have essentially swapped minds (or bodies, whichever you prefer), this has the effect that the caster now takes on the physical attributes of that body (i.e. STR, CON, DEX and COM). The caster still retains his own mental capacities and previous knowledge (i.e. INT, WIS, CHR, hit points and level). 2) If the caster or victim can kill their old body (i.e. their swapped body) then the others soul goes to its respective plane. Thus, after completion of the spell, if the caster kills his old body then he can never be displaced from his new, for in all intents and purposes it is his body now. If neither is killed and at some later point in time a cleric casts an exorcise spell at either body (both have to be within 7" of each other though) the caster of the original Mindswap must save vs. death or return to his old body. If the save vs. this spell is made it indicates that this persons body will never accept the casters soul and need never fear this spell from the same caster again. ------------------------------------------------------------------------ Demonic Immunity (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Caster Saving Throw: None Requires a demon's amulet of at least a type one demon, which is slowly consumed and will be destroyed when the spell ends. Renders you invulnerable to all demonic powers. Does nothing for physical attacks. You cannot be telekinesed, you cannot be charmed by a demon, their unholy words don't affect you, etc. No demonic powers can harm you. The tougher the demon's amulet, the longer the spell lasts. The duration can be split between people. Type 1 demon: lasts 4 rounds. That's one round for 4 people, etc. Type 2 demon: lasts 6 rounds. Type 3 demon: lasts 8 rounds. Type 4 demon: lasts 12 rounds. Type 5 demon: lasts 20 rounds. Type 6 demon: lasts 50 rounds. Any "named" demon: lasts 100 rounds. ------------------------------------------------------------------------ Ding Shu's Draconian Holocaust (Invocation, Evocation) Range: 20" + 1" per level Components: V, S, M Duration: 1 round Casting Time: 9 Area of Effect: 1/5" per level by 1" per level swath Saving Throw: 1/2 This spell causes to what appears to be a huge Celestial Dragon to appear in the air and swoop down spewing forth its fiery breath. The spell affects an area of 2 feet wide by 10 feet long per level of the caster. All creatures in the area of effect take 1D10 + 2 points of damage from the fire. This spell does structural damage to all constructions in the area of effect. The damage is 3/2/1/.5 points to wood/earth/soft stone/hard stone per level of the caster. The material component of this spell is the scale from a fire breathing dragon and a potion of firewater. ------------------------------------------------------------------------ Ding Shu's Marvelous Chopsticks (Conjuration/Summoning) Range: 12" Components: V, S, M Duration: 2 rounds per level Casting Time: 6 Area of Effect: 12" radius sphere Saving Throw: None This spell brings into existence a pair of huge chopsticks, 30 feet long, which attacks all creatures as if they were AC 10 (modified by dexterity). These giant chopsticks attack with the casters THAC0. Victims weighing more than 5 tons are immobilised by the chopsticks, while those of lesser weight will be picked up, and may be deposited, within the same round, at any point in the spell's range. Those who successfully roll to bend bars manage to free themselves, but they may suffer falling damage as a result. Most probably, the caster will choose to deposit the victims into a gargantuan mouth which appears above his head. This mouth can hold 2 size L, 4 size M, or 8 of size S creatures at one time. Each round, the mouth "chews" its contents for 10D10 damage each. When a creature trapped inside the mouth is reduced to below 0 hit points, the creature is "swallowed" into the astral plane, and more room becomes available for creatures to be dropped into the mouth. Normally, persons reduced to such a hit point score would die in a matter of minutes, but in the timelessness of the astral plane, they may remain unconscious but barely alive for thousands of years, provided they had more than -10 hit points when they entered the plane. This of course is only valid in campaigns which use the optional rule concerning hovering at death's door. If the creature caught by the chopsticks weighs more than 5 tons, then the mouth will move toward the trapped creature and start biting it into little pieces until it is all gone. The spell requires minimal concentration and direction once it has been cast. This allows the caster to cast other spells, and maintain concentration on them instead. If the caster is killed before the end of the spell's duration, the mouth and chopsticks will remain, with the chopsticks capturing creatures that were enemies of the caster and depositing them in the mouth when space allows. Naturally, the material component of this spell is a pair of chopsticks. ------------------------------------------------------------------------ Eldarr's Major Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 3 turns Area of Effect: Caster Saving Throw: None This spell is similar to the two previous spell conversion spells, except it may convert any spell of level 9 or less to any known spell of 8th level or lower. The material components for this spell are as per those for Improved Spell Conversion, except the gem must be worth at least 800 GP. ------------------------------------------------------------------------ Expanded Awareness (Alteration, Divination) Reversible Range: 1/2" per level Components: V, S, M Duration: 1 turn per level Casting Time: 9 Area of Effect: One creature Saving Throw: None This spell, when used, gives the caster a great deal of information about the immediate area. The caster receives the effects of the following spells or spell like powers: Detect Phase Detect Secret Doors Detect Magic Detect Charms and Curses Detect Illusion Detect Poison Detect Invisibility Detect Enemies Detect Evil or Good Detect Traps Detect Psionics Detect Lie The spell remains constantly in effect and the caster receives all the information at once. There is no problem with assimilating the data. The range of detection for this spell is 1/2" per level of the caster. With the appropriate spell reversals, the caster using this spell could become blind to some or all of the things that the spell detects for as long as the spell would normally last. For example, the reversal of know alignment cast upon the caster will cause him to be unable to detect evil or good. In some instances, it will become obvious to the caster that some of the detections are lost. The caster does not have to concentrate to use this spell, the information arrives immediately and the caster knows instantly. The caster can cast other spells while this spell is in effect. The reverse of this spell causes one creature to be unable to detect, by any means, any of the above things for the magic of the spell will render all attempts ineffective. There is no save versus this effect. ------------------------------------------------------------------------ Fellstar's Flame Sheet (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 This is an improved version of Fellstar's Flame Arc; it is identical to that spell, with the following exceptions: The flames fall to the ground from the height at which they were cast, so in effect, anyone at the initial height or below is affected by the flames. In addition, if these flames are blocked by an obstacle, they will flow around the barrier and will rejoin at a distance equal to the width the obstacle; therefore, if the flames are blocked by a 2 foot wide boulder, they will rejoin 2 feet behind the rock. This applies in both the horizontal and vertical dimensions. The flames from this spell will continue to burn for one round after the spell is cast; anyone hit by the flames on the first round suffers 10d10 points of damage, and those hit on the second round suffer 5d10 points of damage. On either round, a successful save vs. spell reduces the damage by half (saves for the second round are at +2); if this save fails, all possessions must save vs. magical fire or be destroyed. Note that damage is cumulative if caught in the flames on both rounds the spell is in effect. The material components for this spell are as per those for the Flame Arc spell, with the addition of one or more gems worth at least 500 GP. The gems and the volcanic rock are consumed when the spell is cast. ------------------------------------------------------------------------ Fenzill's Phantasmal Fingers (Necromancy) Range: 40 yards + 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 9 Area of Effect: One target Saving Throw: None This spell is an enhanced version of the second level spell spectral hand; it differs from that spell in the following ways: it can be used to deliver a touch spell of any level and it gives a +3 to the attack roll. It has an AC of -4, but it cannot be destroyed by any attack (it may only be dispelled). Instead, any hit on the hand inflicts full damage on the caster (although a successful save vs. spell reduces this damage by half). The caster may end the spell with a single word. ------------------------------------------------------------------------ Genocide (Evocation, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: 20-foot radius sphere Saving Throw: Special This spell allows the caster to kill one or more creatures of the same species: the caster chooses a creature as the initial target for the spell, and after the incantations are complete, a black bolt shoots forth from the caster's finger towards the chosen target. If this creature makes its saving throw vs. spell at -2 (or if it has 15 or more HD) there is no effect and the spell terminates. If the save of the initial target fails, the creature dies, and the spell continues as follows: if there are no more creatures of the same species within the area of effect, the spell ends at this point. Otherwise, the bolt will continue jumping to other targets. The bolt jumps randomly from one target to the next; range is not a consideration - as long as the target is in the area of effect, and it is of the appropriate race, it may be hit by the bolt. Each creature that is hit with the bolt must make a successful saving throw vs. spell (with no modifiers) or die. This spell will affect a number of hit dice equal to: 10 HD + 1 HD per level of the caster (the number of creatures is not a factor). The spell will terminate when one or more of the following occurs: the HD limit is exceeded, there are no more potential targets in the area of effect, or the bolt strikes a target with more than 15 HD (such a creature is unaffected by this spell). Each target hit with the bolt counts towards the HD limit, whether its saving throw was successful or not. The bolt will never jump to a creature of a different species, or to one that has already been hit (whether living or dead). Any creature with more HD than the original target will not be affected by the bolt, but its number of HD is still counted towards the HD limit of the spell. If a target's HD would exceed the limit of the spell, it is not affected (and the spell terminates). The bolt will never jump back to the caster; in addition, the caster may choose individuals to be unaffected by the spell simply by naming them as part of the incantations (usually used to avoid killing friends or allies). Note that some races are closely related, but are not considered identical species for purposes of this spell (i.e. goblinkind). "Half-breeds" will be affected by this spell if either of their parent-race is targeted, as well as when the cross-breed is specifically targeted. However, if a parent-race is named as the target, a half-breed of that race earns a +2 to its save. For example, a half-elf is affected normally if half-elves are named as the target of this spell. They would also be affected if either humans or elves were targeted, although they would gain a +2 to their saves in the latter two cases. After this spell is cast, the wizard must make a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may wish to inflict other penalties on the caster due to loss of blood (see material components below), especially if the spell is cast more than once is a short period of time. The material components of this spell are a pint of the caster's blood and a figurine/statuette of the race to be targeted. The blood is consumed at the time of the casting, and the figurine is also destroyed, unless the caster makes a successful save vs. spell. ------------------------------------------------------------------------ Lazatar's Spellstopper (Abjuration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: 100 square foot section of wall per level Saving Throw: None This very potent abjuration is used to protect a castle, keep, city, etc. from one or more enemy spells. For each level the caster has obtained, he may protect up to a 100 square foot section of wall; more than one application of this spell may be cast on a single wall at once, as long as the areas of protection do not overlap (the caster may shrink the area of effect to any size less than the maximum, as desired); in other words, no one brick of the wall may be under protection by more than one Spellstopper at a time. The protection afforded by this spell extends to individuals on top of an affected wall. The Spellstopper may be used to affect one other spell for each level of the caster; thus a 19th level caster may provide protection against 19 other spells directed at the protected area. These affected spells may be *any* spells, with the exception of Wish and Dispel Magic; however, the chosen spells must be ones the caster already has learned. Once this spell is cast, any of the chosen spells directed at the protected area automatically fail; the Spellstopper has no affect on other spells. The Spellstopper may be removed by a Wish or it may be dispelled. For every non-chosen spell cast at the area of effect, the chance for dispelling the Spellstopper is increased a percentage equal to the level of the spell. This bonus is cumulative (up to 25%) and lasts for one turn. In order to earn this bonus, the wall itself must be targeted; an attack directed at a defender on top of the wall does not contribute to this bonus. As an example, let us assume a wall is protected from, among others spells, Passwall, and Magic Missile, and that Fireball and Transmute Rock to Mud are not affected. On the first round, a Magic Missile is directed at one of the defenders; since the wall protects its defenders, the spell is stopped. The next round, a Passwall is cast on the wall; since it too is a chosen spell, the Passwall has no affect. On the third round, a Fireball is cast at the defenders, and since it was not named during the casting of the Spellstopper, it has full effect; in addition, if a Dispel Magic was cast within one turn, it would have a 3% bonus, since Fireball is a third level spell. Nine rounds after the Fireball is cast, a Rock to Mud is cast on the wall; it too has full effect; if a Dispel Magic was cast now, it would have an 8% bonus applied to it (3% for the Fireball and 5% for the Rock to Mud). Two rounds later, another Rock to Mud is cast; subsequent dispel attempts now have and 10% bonus (5% for each Rock to Mud; the 3% for the Fireball no longer applies, as it has been more than 10 rounds since it was cast). Each casting of the Spellstopper temporarily reduces the caster's constitution by 1d4 points; an hour of undisturbed rest will restore one constitution point lost in this manner. If the caster's constitution is reduced to 0 or less by casting this spell, he must make a successful system shock roll to prevent actual death. The material component for this spell is a thin sheet of lead, as well as the material components for *all* spells the Spellstopper will protect against. ------------------------------------------------------------------------ Lazzaro's Murderous Sword (Enchantment) Range: 50 yards Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell is a version of Mordenkainen's sword, but with a twist. This spell causes a shimmering aura to form around any sword. This sword will then arise and be at the command of the spell caster. He may order to attack, defend, guard, or whatever. The sword can respond to moderately complex tasks like, "Let no one through this door unless they say the word, ixitayal." In combat the sword hit any AC on a 19 or 20, it has the same hit points as a fighter of the level of the caster (18 con), has the same AC as the caster, and fights like a fighter of the same level (i.e. 2 attacks per round, THAC0 whatever). It attacks as if wielded by someone with an 18/00 strength (+3,+6). It also has it's own bonuses; it requires a magical sword as material component. If the sword has any special abilities these will also be used in the combat. The sword acts independently of the caster (obviously) and requires no concentration to maintain. However the caster must remain with 50 yards of the sword or it falls to the ground, inert (with magic drained from it). The ways to defeat the sword: render the caster unconscious, hit it for loss of hit points, encase it in something, or successfully dispel it. As discussed above the material component is a magical sword, the magic of which is consumed after the spell ends (gives high level mages a reason to collect all those magic swords and destroy them in the process). The other material component is a gem with the soul of fighter trapped in it. This gem becomes embedded in the sword during the spell. Each time the gem is used, it has a cumulative 5% change of shattering, freeing the poor soul inside. Obviously the gem is not consumed after the spell ends. ------------------------------------------------------------------------ Lichdom (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 3 hours Area of Effect: Caster Saving Throw: Special When this spell is cast, the wizard saves vs. Death. If he fails, he becomes a lich, otherwise he dies. Should he be raised or resurrected, he can try again. This spell makes clear why a wizard has to be 18th level to be able to become a lich. ------------------------------------------------------------------------ Lorth's Translocation (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: Caster Saving Throw: None Lorth's Translocation is a the most advanced teleport-class spell ever devised. Given a description of any sort, the caster is able to place himself at the specific location. The description might be a detailed mental image, a verbal description, a painting, "Thirty feet due east", "The center of the room in which stands the Sceptre of AshkaMankh", or anything else sufficiently precise. If there does not exist a location such as the one described, nothing will happen. If the description is insufficiently precise ("A field of grass", "The center of a forest"), the spell will have no effect. If the location does exist, then the caster will be placed there, no matter where it is. This spell can transport the caster to any plane, any distance. Note however that it is very, very difficult to describe a specific place in planes such as the Astral or the Ethereal, due to the lack of good landmarks. Of course, if there should happen to be a solid object in the place described, the caster is slain instantly. ------------------------------------------------------------------------ Magic Swarm (Alteration) Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special The magic swarm spell is both a very potent, and a very unstable spell. With this spell, the wizard may bind up to three attack-type spells (those that cause any type of damage) together into one spell. The caster begins the incantations of the magic swarm and then "loads" the spells to be bound into the swarm (this effectively casts the spells - the proper components are required, and the loaded spells fade from memory; the magic swarm is the "target" for these spells). The wizard then finishes the binding process by continuing the incantations of the swarm. This entire process takes two turns plus the casting times of the spell(s) to be bound. When the magic swarm is actually cast, the bound spells are released simultaneously (this has a casting time of 3). However, due the unpredictable nature of this spell, there is a chance that some of the bound spells may not function normally. At the time of casting, the DM rolls 1d3; the result is the number of spells that work properly - the remaining spells fizzle and are lost (the spells go off in the order they were bound, so it is important to keep track of the order). Due to the extreme exertion required to cast this spell, the following penalties/stipulations are placed on its use: - only one magic swarm spell may be memorised in any two day period. - after a magic swarm is cast (actually cast, not after binding), no further spell casting is possible for one turn (10 minutes). - after the spell is cast, the caster temporarily loses 1d4 constitution points; if this brings the wizard's constitution score to zero or below, a system shock roll must be made; if this roll is failed, the wizard dies, otherwise he falls into a coma until his constitution is restored to a positive value; it takes one hour of rest to restore one constitution point lost in this manner. - if the magic swarm is not cast in one hour per level of the caster, the caster must make a saving throw vs. spell; if this save fails, the swarm will discharge will full effect, centered on the caster (1d3 is still rolled to determine how many spells actually go off and how many fizzle); if the save is successful, the magic swarm simply fades from memory and is lost (along with all bound spells). The material component for this spell is a bag of holding (which effectively "holds" the spells in the bound state). When the spell is cast, the bag is destroyed unless the caster makes a successful saving throw vs. spell at -2. ------------------------------------------------------------------------ Mental Library (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: See below Area of Effect: Caster Saving Throw: None This spell is similar to the Mental Ledger spell in that it enables the caster to record information in some unused portion of the casters brain and then gives the caster the ability to read the information at a later date as if they were reading it in their own hands. This spell actually will allow the caster to hold as many spells as he knows and any that the caster might learn in the future. In fact, any spells that are stored in the casters brain through the use of the spell will remain there essentially forever available for recall when necessary. This spell also allows the caster to record information other than spells in this "storage area". The caster can store the entire contents of any book that he reads and can access the book at any time in the future just like the spell Mental Note. Too add more information after the spell is cast requires that the caster cast the spell again at the time that they wish to add more information. The material components for this spell the first time it is cast is a specially prepared lead crystal which has been enchanted to absorb magical energies. The value of this item is no less than 50000 GP. To add more information in subsequent castings, the caster would require a pure lead crystal of 5000 GP (as in the mental ledger spell). This spell is highly useful for mages on the go who want all their spells and library without having to carry it around for themselves. The casting time depends on what is being stored. It takes one hour per spell level per spell memorised, and it takes the time it takes the caster to read a book to store a book (the caster is allowed to take short breaks and sleep if there is a large amount of information being memorised). ------------------------------------------------------------------------ Mezzalldam's Choking Fist (Evocation) Range: 3 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell creates a disembodied hand similar to those of Bigby's Hand spells, except it is much smaller (about the size of an ogre's hand). It will attack as directed by the caster (no concentration is required to do so - the wizard simply chooses the target). The hand does not automatically hit, but will attack using the caster's THAC0, with a +2 "to hit" bonus. If a hit is scored, the fist closes tightly around the victim's throat; it will continue squeezing until the target is dead, or until the hold is broken. Once per round, the fist's lock may be broken by making a successful bend bars roll (the victim has a 10% penalty applied to this roll); only one person may do this each round, due to the small size of the hand. Other party members who try to free the victim must devote their entire attention to this for the round (i.e. no other action may be taken, DEX bonuses to AC are lost, etc.). Each round the victim is choked, a system shock roll must be made; each additional round (past 1) of constriction inflicts a 5% penalty to this roll. If this roll fails, the victim fall unconscious and if the hold is not broken the following round, the victim dies. While a victim is being choked he may perform no other actions (other than breaking the fist's hold) - all the target's efforts are required to fight the effects of the constriction. The fist will continue attacking until it is destroyed/dispelled, or until the spells' duration expires; the caster can also end the spell with a single word. The fist may be destroyed by direct attack; it has an armour class of -2 and as many hit points as the caster at full health. The fist will also break its hold on a victim every time it loses half its remaining hit points. Note however, that attacking the fist while it is choking a victim is dangerous; if an attack on the fist fails to hit, another normal attack must be immediately rolled against the victim, inflicting any damage normally. If the fist's hold is released or broken, it may be attacked without fear of hitting companions. If the fist is not choking a victim, it may be attacked by anyone who beats the wizard's initiative roll (or by anyone, if the fist fails to score a hit that round). The material components for this spell are a bit of bone and skin from any constricting snake; these components are consumed when the spell is cast. ------------------------------------------------------------------------ Mezzalldam's Lightning Swarm (Invocation/Evocation) Range: 10 yards per level Components: V, S, M Duration: 2 rounds Casting Time: 9 Area of Effect: 5' wide, 5' per level long ray Saving Throw: 1/2 When this spell is cast, a 5' wide, electrically-charged, blue ray shoots from the caster's finger, and strikes as directed up to distances of 10 yards per level of the caster. The ray travels in a straight line and is blocked by most obstacles; however, it will burn through thin, flammable material such as cloth and straw. When the ray reaches its terminal point, as chosen by the caster (or when it strikes a blocking obstacle) it will erupt into a lightning swarm. This swarm appears as a glowing, blue sphere with dozens of small lightning bolts flashing in all directions. The radius of the swarm is 5 feet per level of the caster. Anyone caught inside the swarm suffers 10d6 points of damage; a successful save vs. spell reduces this damage by half (victims wearing metal armour suffer a -2 penalty to their saving throw). Those who fail their save must make saves vs. lightning for all their objects; items that fail their save are destroyed. If the caster desires, the swarm may be continued for a second round. If full concentration is maintained, the caster may move the swarm 10 feet per level of the caster; if the caster's concentration is broken, the swarm stays where it is. Anyone that comes into contact with the swarm during the second round suffers 5d6 points of damage. Those who successfully saved on the first round automatically save on the second round as well. The material component for this spell is the heart of a blue dragon, which is consumed when the spell is cast. Evil spellcasters have discovered that the heart of a bronze dragon will also work as a material component for this spell. ------------------------------------------------------------------------ Mystyk's Mystical Missile (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: Special This spell causes a sparking, blue ray to shoot from the caster's hand; the ray will strike any creature as chosen by the caster. When the ray strikes the target, it will evolve into a vortex of electricity that surrounds the victim. The target must make a saving throw vs. spell at -4; if this save succeeds, the spell ends with no effect. If the save fails, the victim suffers damage equal to 1d8 + 1 per level of the caster, and the spell continues. Each round, a new save must be made, with a cumulative +1 bonus (i.e. -3 on the second round, -2 on the third, etc.); the spell ends if a save is successful, otherwise the victim is again subject to a damage roll. The target must devote his or her entire effort on escaping the vortex; if any other action is performed that round, the save automatically fails and damage is inflicted normally. If the victim is rendered unconscious by the vortex, saves automatically fail (although the bonus still accumulates) until the target regains consciousness. If a victim is killed by this spell, the vortex will immediately attack the nearest enemy of the caster; if none exist (within spell range of the caster), the spell ends. The vortex moves at a rate of 24, and the new target is attacked normally; the penalty or bonus to the save resumes at the point it left off when the previous target was killed. For example, if the initial target was killed during the fifth round, the new victim's save begins with a +1 bonus. Any number of targets may be attacked by this spell, as long as the saves are unsuccessful, and a potential target is within range; otherwise, the spell ends. The material components for this spell are the heart and scales of a blue dragon, and any gem worth at least 500 GP. All components are consumed when the spell is cast. ------------------------------------------------------------------------ Nuke (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 hours Area of Effect: 100-yard per level radius sphere Saving Throw: None Creates a thermonuclear explosion of 2 kilotons power per level of caster. Range is zero so unless used with one of the Carrier spells this is a suicide weapon. ------------------------------------------------------------------------ Power Word, Vapourisation (Alteration, Conjuration/Summoning) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: 1" per level high cube Saving Throw: None When this symbol is cast, it will cause a large volume of inorganic material to simply vanish and cease to exist as if it had never been. This effect is instantaneous, and remains permanent. Only a wish can bring the lost matter back into existence. The volume that is destroyed cab be in any shape the caster desires up the maximum volume effected. If any of the inorganic material is somehow magical, then assign it a value of 1 to 6, using the guidelines from the magic user spell detect magic where artifacts are assigned a value of 6. This is the basic saving throw number that must be rolled, or rolled under, using a d20 in order for the object to save and not be disintegrated. If a magic item has powers or bonuses which could protect it from disintegration then they must be taking into account for the items saving throw. An intelligent item cannot be effected by the spell, as it does not count as an inanimate object. A ring of spell turning would not be able to turn the spell, but the roll is made anyway and if the turning is successful, then the ring would get the bonus or be saved completely. A ring of protection would get it's saving throw bonus, while a device of protection from disintegration would always save. The material components of this spell is a pinch of dust from the coffin of a mummy. ------------------------------------------------------------------------ Sarius' Endosmotic Zone of Magic (Alteration) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: Special Saving Throw: None This powerful spell was researched by Sarius Mendlekine, Lord of Telnorne. It is actually used to create a magical rod (3' long and 1" in diameter) that projects a continual zone of increased magical potential in a spherical area of effect equal to a radius of 1" per level, extended outward from the rod in all directions. This spherical zone makes magic function at its utmost effectiveness, normally. But, it can be used to travel to planes with reduced magical factor ratings (MF) while keeping a MF rating of 0 within the area of effect. On planes with an increased MF the spell simply allows all spells of 9th-level or less to work optimally. The zone will permeate any area which is not totally enclosed in a lead casing or protected by an anti-magic shell which withstands the dweomer. All anti-magic shells or effects that come within the zone react as though a dispel magic is cast upon them each and every round. Every round the two areas interact the anti-magic zones have a chance of dispelling as though a mage of four levels higher than the caster were trying to "Dispel Magic" against them. On planes with a negative MF rating, everything within the area of effect operates as though the MF rating were 0. So, someone with a ring of flying would fly within the zone, but exiting it would cause them to drop like a rock! On a negative MF rating plane anti-magic shells are dispelled at the normal level of mastery or the spell-caster and all spells cast by any class of characters, whether native to the plane or not, operate at a normal MF rating of 0. The spell's duration (from activation of the rod) is equal to a base 1 day per level in a Prime Material plane with a MF rating of 0. On negative MF rating planes, the duration is calculate as the total number of whole days left for the rod to operate divided by the result of the MF rating multiplied by -1. For example, a 20th-level mage activates the rod and hurriedly enters a gateway to an alternate Prime Material plane with a MF rating of -5 (since the spell must be initially cast on a plane with a MF rating of 0 or better). The duration would be determined thus: 20 days/(-5 x -1) = 4 days. But, if the mage had operated the rod (for more than 1 turn) before entering the gateway it would have lost a days duration and be calculated as: 19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns, or 5,472 rounds. If the wielder had travelled to a plane with a MF rating greater than 0 the spell's duration would be calculated as the base duration multiplied by the MF rating of the plane. Whenever the rod changes alternate Prime Material planes (even if they both contain the same MF rating) its duration is recalculate with the current remaining days of operation left used as the base for determining the duration of the spell (disregard any remaining duration that does not equal a day or more in length). If the rod travels from a positive MF rating plane to a negative MF rating plane the rod is totally disrupted in the transferral as though the spell had ended, and vice versa. Dispelling magics will only affect the rod for one single round unless they are cast by a Demi-Power, Lesser Power, or Greater Power, in which case the a successful "dispel magic" will cause the device to become disrupted as described below. The rod is the only material component of this spell. It is made from the purest mithril and rune inscribing agents (costing at least 7,000 GP). Then, 9 deep blue amethysts (1000 GP each) are inset to the side of the rod among the various runes of power, and a large sapphire (1,000 GP) is affixed to the top. Once the rod has been fashioned (2 months creation time minus 1 day per level of mage working on the inscribing of the runes down to a minimum of 1 month) this spell can be cast upon it, empowering the rod with enormous magical potential. From this point, the rod remains dormant until its power is activated by speaking the proper command word and willing the rod to function. Until the rod is activated the casting mage loses a single 9th-level spell casting slot because of the bond that he has established with the rod's dormant power. While this spell could be inscribed onto a scroll it would still require the rod as a material component and the mage who inscribed the spell would not regain the spell slot until the potential of the scroll was released through copying it into a spellbook or casting it onto the rod and activating the rod. (Note: An apprentice may be used to inscribe the runes upon the rod freeing the learned master to further research). Although almost any sentient creature may utilise the rod, in the hands of the original spell-caster it will convey a personal magic resistance equal to his level of experience (and cumulative to any other magic resistance he may be employing). On any Prime Material plane the rod will also act as a Rod of Striking, conveying a +3 magical to hit bonus and striking for 3d6+3 points of damage per round. The rod may only strike once in any melee round no matter if the creature wielding it is capable of multiple attacks with weapons. During the last turn of the spell's duration the rod will begin to hum extremely loud (hearable in a 1/2 mile radius. During the last round of the spell's duration the rod will glow with extremely powerful magical electricity, causing 1d20 hit points of damage to all that touch it, per segment of contact. In the last round is will flash with a bright light (causing all in the zone to save vs. rods or be blinded for 1d20 rounds) and then cease to function. This last burst of energy transmutes the mithril rod into pure lead, causes the runes to dissolve, and disintegrates the 10 gems into a useless powder. ------------------------------------------------------------------------ Sillvatar's Dragon Breath (Conjuration/Summoning) Range: 10' per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: Special This spell conjures a dragon head similar to that created by Sillvatar's Dragon Bite; however, instead of bite damage, the caster may direct the head to make a single, instantaneous breath attack. The dimensions and composition of this breath attack are as per the dragon the material component is from. The damage inflicted by this attack is equal to an attack from the appropriate dragon of age category 1-6 (determine age randomly). For example, if a red dragon is the source of the material component for this spell, and a 4 is rolled for the age category, the breath attack takes the shape of a 90'x5'x30' cone of fire, and inflicts 8d10 points of damage. All victims must save vs. the worst of spell or breath weapon to receive only half damage; possessions are treated as if they had been hit by the actual corresponding breath weapon (if the victim's save was successful, possessions are not affected). The material component for this spell is the heart from any type of dragon; this component is consumed when the spell is cast. ------------------------------------------------------------------------ Sillvatar's Superior Summoning (Conjuration/Summoning) Reversible Range: Touch Components: V, S, M Duration: Special Casting Time: 2 turns (casting time of 5 to trigger summons) Area of Effect: Special Saving Throw: None The caster of this spell is able to summon to his aid one or more prechosen individuals; the creatures to be summoned must be chosen at the time the spell is cast and must be willing to receive the summons. The total number of levels or hit dice of the individuals summoned must be equal to, or less than the level of the caster. When the spell is initially cast, the wizard must follow a set procedure for each person or creature summoned: first the individual must be marked with a Wizard's Mark spell; this must then be made permanent through the casting of a Permanency spell (to prevent the mark from wearing off). Finally, the Superior Summoning is cast; this entire process takes two turns, plus the casting times of the other two spells. Each recipient must be marked by a separate Wizard's Mark, but a single casting of the Permanency spell, as well as the Superior Summoning will suffice. These marks will be visible only to the caster and the recipient (although a True Seeing spell or similar magic will reveal them) and will remain until dispelled or the spell is triggered. When the wizard wishes to trigger the spell, the final incantations are uttered along with the names of each of the recipients (this has a casting time of 5). The summoned individuals will appear anywhere withing 100' of the caster, as desired. The individuals to be summoned must be on the same plane as the caster when the spell is cast (triggered) or they cannot answer the summons. The reverse of this spell, Sillvatar's Superior Sending, will send the marked individuals to a pre-chosen location (a separate location may be chosen for each recipient). The result is similar to a Teleport without Error spell, but with a separate location for each recipient. The same procedure must be followed as for the Superior Summoning, and since the Wizard's Mark disappears when the individual is summoned, multiple castings of this spell, as well as the Wizard's Mark and Permanency, are required to send summoned creatures back to where they came from. The material component for this spell is a diamond worth at least 500 GP for each individual to be summoned. These diamonds are powdered and sprinkled on the Wizard's Mark (this fulfills the component requirements for the Wizard's Mark spell as well). ------------------------------------------------------------------------ Sphere of Annihilation (Evocation) Range: 4" Components: V, S, M Duration: Permanent Casting Time: 12 hours Area of Effect: 2' diameter sphere Saving Throw: None This ancient and arcane spell was first found in the Libram of Tel' Aknus the Mad. It is used to create a sphere of annihilation. The mage must prepare a special magical device, which costs 15,000 GP to construct, to house the energies required to bring the sphere into existence. The construct is made of the rarest or ores, adamantite, and requires a full year of work by a master smith to fashion. A Master Alchemist must then fuse ten vials of Essence of Platinum, ten vials of Essence of Gold, and ten vials of Essence of Silver, in this order, into the construct (which looks something like a giant spider when finished). This will take two weeks per vial and the chance of success is equal to the alchemist's chance of creating said essences (checked for each vial fused to the structure) and any failure means that the entire structure has been transmuted in the metal of the current essence which is being fused into the construct. Then the casting procedure can take place. It consists of a highly ritual ceremony requiring a black pearl of at least 1' in diameter being placed inside a magic circle and then calling forth the various magics of the planes to instill the pearl with anti-planar power of a sphere of annihilation. The spell then temporarily doubles the current hit points of the casting mage as it starts. Every hour of casting time instills the pearl with more and more power. At the end of every hour's casting the mage must roll a successful saving throw vs. magic which is unadjusted by any means other than his current level of mastery. If successful, the casting continues for the next hour. If unsuccessful, the mage takes 1d20 points of damage for an unsuccessful hour of casting and the casting time is extended for anther hour. The spell will only be successful if 12 hours of continual casting is completed. Remember that if the spell is successful the mage must still attempt to bring the sphere under his control. This spell in no way gives any special bonuses for control attempts. If the mage is reduced to zero hit points the pearl disappears (in a harmless, but spectacular flash of light) and his strength and constitution are reduced to 1 and he is thrown into a coma, losing knowledge of all spells currently memorised. These statistics and normal hit points are regained at a rate of 1 point per day or total rest unless some form of magic is used to increase healing. Until the mage reaches half of his original constitution score he is extremely susceptible to diseases and will take 4x the amount of damage a disease would normally inflict. When half of his original strength is restored he may save vs. spells each day to see if he comes out of the coma. Failure means that he remains in the coma. Once the mage comes out of a coma he will be in a ravenous state and will not be able to regain spells again till he has eaten and rested for as many days as he was in the coma. Success or failure notwithstanding, this spell will always destroy the construct and the pearl used as the material components. If the spell is successful, the construct and pearl are sucked into the sphere, and if unsuccessful, the construct crumbles into a useless crystal substance and the pearl disappears as mentioned above. If the spell-caster is physically touched during the casting of this spell by anything, including the power of another magic, and sustains damage which subtracts from his hit points or any ability score or level, the pearl will explode in a force of magic dealing out damage equal to 1d20 per hour of casting time that has passed (rounded down) in a radius equal to 1" per hour of casting time that has successfully passed (again, rounded down and a unmodified saving throw vs. spells will allow anyone in the area of effect to save for half damage). Also, when this happens the extra hit points disappear (if they are still present) and the mage takes damage from his normal remaining hit points. Death by this explosion means that the body has been disintegrated, ruling out "raise dead" or "resurrection" spells for bringing the victim back to life. ------------------------------------------------------------------------ Symmetry (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 hours Area of Effect: 10-mile radius sphere Saving Throw: None Composed of 2 level 9 spells which have to be cast simultaneously. Creates within a 10-mile radius a condition in which the symmetry between the physical interactions which prevailed at the time of the Big Bang is restored. Everything within the 10-mile radius is instantaneously gone regardless of magic resistance, god or artifact status etc. Everything for a couple of hundred miles around gets burned, vapourised, melted etc. Note that like Nuke this has a range of zero, so use of Long-Range Carrier is advised. ------------------------------------------------------------------------ Telnorne Force Layer (Evocation) Range: 1" Components: V, S Duration: Permanent Casting Time: 1 hour Area of Effect: One 10'x 10' area Saving Throw: None The source of this highly improved version of the "Wall of Force" spell is the Telnorne Mageocrat. It is used to create a barrier which cannot be penetrated by any known spells or forces in the multi-universe, including major powers, avatars, devils, or demon princes. The casting time of 1 hour is standard, but the mage must also spend a hour in contemplation, reviewing diagrams and/or charts of the area or object to which the force layer is to be attached when memorising the spell. A force layer may cover an area of up to 10'x 10', and must be attached to a localised gravity: either an object, a structure, or an area. Once cast, only spells of wish-like power may affect the force layer. A "Limited Wish" will effect the force layer as a 1/2 strength "Dispel Magic", an "Alter Reality" will effect the force layer as a 3/4 strength "Dispel Magic", and a "Wish" will effect the force layer as a full strength "Dispel Magic". The force layer may be attached to moving objects, but only those which are of one piece and move in conjunction to something else. For example, a chest (with hinges) could be covered, but the chest would still need to have a break within the spell effect, so only the top or the bottom of the chest would be affected. Placing the spell on a wagon would effectively make the wagon indestructible, but the wagon would never again roll since the wheels are now locked in place. But, if the wheels alone (and possibly the axle if the mage was inventive) were protected the wagon would still roll. Of course, after the wheels eventually rotted away in a few years the spell area would still be in effect and invisible wheels would still roll. When this spell is cast on the Prime Material plane the area of effect extends into the astral and ethereal planes, although the force layer will still be invisible. Nothing will stick to the force layer except for another force layer which is attached to a previously cast one. Paint, dust, and powders will simply roll off its surface. Only Dust of Appearance will stick to the force layer, and then only for 1d10 rounds. ------------------------------------------------------------------------ Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: Special This spell is Uldark's response to his friend Sillvatar's spell, Superior Summoning [q.v.]; it is not as powerful (in terms of levels) as Sillvatar's spell, but is more versatile, and requires less preparation time. This spell allows the caster to summon any creature of the wizard's choice; only one such creature may be summoned per casting of this spell, and the summoned creature's hit dice may be no more than two-thirds the caster's level (drop fractions). A certain species of creature may be specified in the summoning (or in the case of an adventurer, class and level), but a specific individual may not be called; for example, the caster may summon a 12th level Paladin, but may not summon a specific paladin by name. The summoned creature appears anywhere within the spell's range as directed by the caster. If a good caster summons an evil creature (or if an evil one summons a good creature) both the creature and the caster must roll a save vs. spell. If the caster succeeds and the creature fails, the spell proceeds normally; if the caster fails and the creature succeeds, the creature will attack the caster immediately; if both fail, the creature ignores the caster (the caster may still attempt to gain control of the summoned creature via some other magic). Of course since Sillvatar's spell is reversible, Uldark felt his should be as well. The reverse of this spell, Uldark's Ultimate Banishment, sends the previously-summoned creature back to its place of origin. This will only work on a creature who was previously summoned by this spell. If the creature fails a save vs. spell at -4, it is immediately sent back to where it came from. The material component for this is a ruby, diamond, or emerald worth at least 800 GP. The gem is consumed with the casting of the spell. ------------------------------------------------------------------------