Ninth Level Spells
Arangast's Crushing Water Hand
(Evocation, Elemental Water)
Level: 9
Range: 5 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
The Arangast's crushing water hand spell creates a huge, disembodied hand of water similar to those of the other Arangast's water hand spells. The crushing water hand is under the mental control of the caster, and he can cause it to grasp and squeeze an opponent. No attack roll is necessary; the water hand automatically grasps and inflicts constriction damage in any round in which the wizard concentrates. The damage inflicted depends on the number of rounds it acts upon the victim:
| 1st round | 1d10 points |
| 2nd round | 2d10 points |
| 3rd round | 2d10 points |
| 4th & beyond | 4d10 points |
The crushing water hand has an Armor class of 0, has as many hit points as its caster at full strength, and vanishes when destroyed. The hand is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the water hand (i.e., if the water hand fails its saving throw, the victim automatically fails his). The water hand is not effective against non-corporeal or gaseous forms, but it does prevent creatures that are able to slip through small cracks from escaping. If the water hand grasps an item or construction, the appropriate saving throw must be made as if squeezed by a Strength of 25.
The material components of the spell are a glove of snake skin, a small vial of water, and the shell of an egg.
Crystalbrittle
Level: 9
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 9
Area of Effect: 2 cubic feet/level
Saving Throw: Special
The magic of this spell causes metal, whether as
soft as gold or as hard as adamantite, to turn to a crystalline substance as
brittle and fragile as crystal. Thus, a sword, metal shield, metal armor, or
even an iron golem can be changed to a delicate, glasslike material easily
shattered by any forceful blow. Furthermore, this change is unalterable by any
means short of a wish spell; a dispel magic will not reverse the
spell.
The caster must physically touch the item; if it is
an opponent or something an opponent is using or wearing, the wizard must get
into melee and make a successful attack roll. Any single metal item can be
affected by the spell. Thus, a suit of armor worn by a creature can be changed
to crystal, but the creature's shield would not be affected, and vice versa. All
items gain a saving throw equal to their magical bonus value or protection (the
DM has this information). A +1/+3 sword would get a 10% (average of the two
pluses) chance to save; +5 magical armor has a 25% chance to be unaffected; an
iron golem has a 15% chance to save (for it is hit only by magical weapons of +3
or better quality). Artifacts and relics constructed of metal may be affected at
the discretion of the DM, though it is highly unlikely. Affected items not
immediately protected are shattered and permanently destroyed if struck by a
normal blow from a metal tool or any weighty weapon, including a staff.
Deadly Winter
(Evocation, Alteration)
Level: 9
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
A person casting deadly winter is probably in
a very grim situation, for casting this spell means sacrificing the caster's
life. At the culmination of casting, the caster drops dead instantly, having
spent his life force to fuel the extremely destructive effects of the spell.
When the round of casting is up, the caster's body
explodes into a brilliant wave of icy concessive force inflicting 1d20 points of
cold damage per level of the caster upon everything within a 100-foot radius of
the caster. Within 1d4 rounds of the caster's death, the sky clouds over (if it
was not previously cloudy) and a raging blizzard blows for 2d6 hours plus 1 hour
per level of the caster. The blizzard pours down at least an inch of snow per
hour, covering everything within a mile radius in a blanket of thick snow.
Creatures not protected from cold are subject to
exposure and will suffer 1 point of damage per turn spent unprotected in the
storm. Note that this spell has a 5% chance of attracting an ice elemental or
1d6 ice mephits.
Disruption
Level: 9
Range: l0-feet/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 40-foot-radius sphere
Saving Throw: Special
This powerful spell causes undead and other
magically animated creatures (such as golems) to be utterly destroyed. Summoned,
enchanted (controlled by magical means), and charmed creatures are instantly
freed from any controls upon them.
Any ongoing spell-casting in the area of effect is
ruined (magical-item effects are delayed for a round but are not otherwise
affected; artifact powers are unaffected).
All effects of a disruption occur only within
a 40-foot-radius globe. The range of the spell refers to how distant the center
of the globe may be from the caster. The spell takes effect instantly and then
is gone; its area of effect cannot be moved.
The spell affects creatures within the area of
effect who are of only three specific sorts. Undead, magically created or
animated creatures, and magically controlled creatures that have fewer than 6 HD
are automatically affected. Any creature of this sort who has 6 HD or more must
save vs. spells to avoid being affected by a disruption spell (even if it
wants to be affected). If the save succeeds, the creature escapes disruption but
is stunned for 1-2 rounds.
Eye of Power
Level: 9
Range: 10 feet/level
Components: V, S
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
This spell enables the caster to create a wizard
eye that is akin in all respects to the effect of the 4th-level
wizard spell of the same name, except that it can appear anywhere, at any
distance from the caster in the spell range. It is a visible, flying eyeball,
and spells can be cast through it. In other words, the caster can work
spells in the usual way, but elect to have them emitted silently from the eye,
as if the eye was one of the caster's hands. Saving throws against these magics
are permitted if the spells normally allow saving throws.
The caster need not concentrate on the eye to
maintain its existence, but must do so to move it. Only one spell per round can
be cast through the eye, and the eye halts during the casting. Only spells of 7th-
level or less can be cast through an eye of power. More powerful spells
fail, simultaneously causing the eye to collapse. No being other than the
creator of an eye of power can cast spells through it. If the eye
is destroyed by damage, the spell ends early.
Force Burn — Dragon
(Evocation, Necromancy)
Level: 9
Range: 30 yards + 30 yards/level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell unleashes a glowing cylindrical bolt
about six feet in diameter and 12-20 feet long, that bursts forth from the
caster to strike at a single foe, at THACO 2. If it misses, it fades away at the
limits of spell range and is wasted, though it may well strike an unintended
target along the way.
A force burn bolt is a magic specifically
crafted to harm phaerimm: such creatures aren't magic resistant to it and can't
reflect it. Any phaerimm struck by a force burn suffers the following
damage: its strike disintegrates flesh and tissue for 4d6 hp damage and forces
four saving throws vs. spell on the phaerimm. For each save failed, the phaerimm
forgets one (randomly-chosen) spell.
Against all non-phaerimm (including humans), a force
burn strike eats away at the target's body for only 2d6 hp damage unless the
target creature is flying, levitating, or operating in a form different than its
normal one (not just cloaked by illusions, but physically different or augmented
due to magic); in this latter case the force burn causes its full 4d6 hp
damage.
Regardless of which damage it deals, a force burn
strike forces non-phaerimm victims to make only two saving throws vs., spell
(each one failed means a spell lost). It causes no harm to non-spell-using
beings or to spellcasters who have no spells memorized (a human sorceress with
one spell left who fails both saving throws against a force burn
would lose that one spell but not suffer any additional damage because she
lacked a second spell to lose).
A force born spell has no effect on
non-living things, but does harm undead just as it does living targets.
Mind's Bridge
Level: 9
Range: 0
Components: V, S
Duration: Permanent
Casting Time: One hour
Area of Effect: Person touched
Saving Throw: Negates
This spell permits long distance communication with
others. Once the caster finishes this spell, anyone specified in the incantation
may contact him by concentrating on his face and name for one round. He will
then feel that someone is trying to make contact with him, and some idea of who
it is and where they are. The feeling is strong enough to wake a person out of
sleep. If the caster chooses to accept the communication, he can hold a
conversation with the person, but at the beginning of the conversation and for
every 10 words spoken thereafter, both people must make Constitution rolls of +6
or lose a level, for the next 12 hours.
Mental and psionic attacks may be made over this
link. The link ends when either person chooses to end it, either person falls
unconscious, or either person is distracted. The list of "acceptable"
persons may be updated each month, to permit it to be kept current.
Multi-Missile V
(Evocation)
Level: 9
Range: Touch
Components: V, S
Duration: 1 use
Casting Time: 2
Area of Effect: 1 weapon
Saving Throw: None
This spell is the same as the 1st level multi-missile I spell, with the exception that instead of 1 magical missile appearing, 5 missile replicas appear. As with multi-missile I a separate To Hit roll must be made for each of the magical replicas appearing. Once having either hit or missed the 5 replicas of the missile weapon vanish.
Multiply Self
(Evocation)
Level: 9
Range: 0
Components: V, S
Duration: Special
Casting Time: 9 Segments
Area of Effect: The caster
Saving Throw: None
When this spell is cast, and the verbal command component "Brothers" is spoken, the caster is able to create up to four identical duplicate "clones"of himself per level of his experience per day. The duplicates of the caster split off from him and come into being. The duplicates appear beside the caster and are dressed exactly like the original and have all the same equipment as the caster, except in the case of magical items. If the caster has any magical items on him, when he creates the duplicates they also have that item, but it is not magical.
The duplicates have all the memories, knowledge, and skills of the original. The duplicates harbor no ill will towards the original, like clones seem to have. The duplicates always willingly take direction from the original. Whatever task is given to the duplicates, reading a book, painting a fence, visiting a relative, casting spells, building a house, the experience or conversations are all remembered, just as any normal person would.
The duplicates remain for as long as the caster wishes, or until the caster decides to re-combine with the duplicate. To re-combine with a duplicate, the original only need embrace the duplicate and say "come home" and the duplicate is re-absorbed into the original's body. The caster gains all memories, knowledge, skills, and experiences the duplicate had gained while being out in the world.
Phezult's Sleep of Ages
Level: 9
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: l0-foot/level radius
Saving Throw: Negates
By means of this spell, a stasis field is created
about a special spell focus (see below). When it is cast, the stasis
field ripples outward from the focus in an expanding sphere. The rate of
expansion is 20 feet per round, even through solid rock and other physical or
magical barriers. Only an anti-magic shell, prismatic sphere, or a
fully enclosed wall of force effect will provide protection from the
field. The field stabilizes when it reaches its maximum size–a sphere of
radius equal to 10 feet per level of the caster
All living creatures within the stasis field, except
the caster and any protected beings, must successfully save vs. spell or be
placed in suspended animation whether they wish to be or not. Creatures of Hit
Dice or levels from greater than the spellcaster to 3 levels or Hit Dice less
than the caster save normally; creatures of 4 to 7 Hit Dice or levels less than
the caster save at -1; and creatures of far lesser levels save at an additional
-l penalty per level less than seven below the caster's.
Creatures in stasis that are mentally contacted by
magic or psionics while within the field do not respond, and the being
contacting them is placed in stasis temporarily (awakening after 2d4 rounds)
each time such contact is attempted.
Creatures entering the field after it has reached
its full extent, even decades or centuries after the spell is cast must save vs.
spell to avoid falling into stasis. The penalties for level or Hit Dice apply,
but they also receive A +3 bonus.
A new saving throw must be made each time a creature
enters the stasis field, even if it has entered and been unaffected before, but
each creature needs save only once per exposure to a particular sleep of ages
stasis field. Creatures who are physically removed from such a field without
being magically roused will wake up by themselves 2d4 rounds after removal, with
no ill effects; the casting of a dispel magic will awaken them instantly
if cast upon them when they are outside the field. Physical means of awakening
will not hurry the process. A creature taken out of a stasis field and then
taken back in before awakening returns to stasis without becoming conscious.
The body functions of creatures affected by the
stasis field virtually cease, but they do not die, nor will they grow older as
the years pass. If a creature in stasis is slain by other means – physical
attack; crushing, burial, or drowning due to physical changes around the body;
and the like – stasis ends instantly and the body will decay normally, for the
slain creature only.
Phezult's sleep of ages requires a special focus.
The caster uses his or her own blood (at least nine drops) smeared into an
unbroken ring on any stable surface (usually stone) of a radius not more than
the overall length of the caster's hand (wrist to fingertips). Into this ring
are placed at least six gems of 500-gp value, of any type. When the spellcasting
is complete, four of the gems vanish, consumed in the act of releasing the
spell's power. The rest fuel the stasis field, and dwindle slowly as the time
passes (roughly one year of stasis per 10 gp value).
Removing any gemstone from the circle or breaking
the ring instantly ends the stasis effect. Otherwise, the effect ends when the
gems are used up. However, any number of gems that fit can be placed inside the
ring at any time to "refuel" the spell and extend its duration.
The stasis can be lifted from individual creatures
without harm and without releasing other creatures under the same stasis by
casting temporal reinstatement (the reverse of the 9th-level
wizard spell temporal stasis) or the reverse of this spell. The stasis
field shrinks gradually to nothingness at the same rate at which it originally
expanded, freeing any creatures formerly within it instantly and without any
lingering effects. No further gemstone material is lost.
The reverse, Phezult's awakening, requires
neither gems nor blood in its casting, but merely seven drops pure or holy water
upon the spell focus.
Power Word, Liquefy
Level: 9
Range: 5 yards/2 levels
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 10'-radius
Saving throw: Negates
Upon casting this powerful spell, one or more
creatures in the affected area are instantly turned to water if they fail saves
vs. spells. The spell affects creatures of any type as per power word, kill, and
it liquefies one creature with up to 60 hp, or two or more with 10 or fewer hp,
up to a maximum of 120 hp. The option to liquefy one or more creatures, the
spell range, and area of effect must all be stated before casting. The current
hit points of all creatures are also used in calculations.
If the spell is cast underwater, the volume of all
creatures liquefied causes no displacement and the liquid disperses in following
rounds. The estimated volume of all creatures acts as normal fluid, possibly
filling dungeon areas, soaking into the ground, running downhill, or filling
empty containers nearby (fountains or pools). Creatures affected are forever
slain and, unlike the power word, kill spell, cannot be restored except
by a wish or an act of the gods.
Protection of the Raging Storm
Level: 9
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 8
Area of Effect: 360 feet radius
Saving Throw: ½ Damage
Cast under a cloudy sky, this spell calls lightning
down around the caster, making it dangerous for people to attack him directly.
Every round, one or two lightning bolts strikes within 5 yards of the caster
(70% chance of 1 bolt). All people touching the ground within that radius, with
the exception of the caster, must save vs. breath weapon. The DM then rolls a
save for the ground, trees and so on within the area. The highest total (or two
totals) gets hit - damage is 2d8 + 1d8 per caster level. Ties mean the bolt
forked for half the damage each. The spell ends when the caster goes inside or
the sky clears.
The material component is a specially-prepared
copper fork, worth no less than 100gp, which disappears on the conclusion of the
spell.
Scathing Blast
Level: 9
Range: 300 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: None
Scathing Blast is a powerful variant of the
1st level magic missile. When cast, the wizard fires a beam of pure white
light from his hands. The beam is ten feet high and ten feet across, and
stretches in length for 300 yards, plus 10 yards per experience level of the
caster. When the spell is cast, the wizard temporarily sacrifices a number of
Constitution points. For each point he sacrifices, the beam does 1d10+2 points
of damage. The caster cannot reduce his Constitution below 1. Lost points return
at the rate of 1 per hour.
Those in the area of effect, struck by the beam
cannot save to avoid damage. The beam passes through stone, wood and metal
harmlessly, affecting only living (or undead and animated) beings.
Shadowform
Level: 9
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
This spell transforms the caster into an shadowy
image of himself, without substance. In this form, he is not affected by the
real world, nor can he affect it, allowing him to easily pass through walls,
floors, etc. The image is easily visible as a dark shadow in daylight, but is
harder to notice in dimmer light. The caster cannot cast spells that affect the
real world (i.e. most spells other thanIllusion and Enchantment spells). The
caster is completely silent while in this form unless he wishes to make a sound.
The material component is a black opal worth at
least 5000gp.
Summon Griffons
Level: 9
Range: Special
Components: V, S, M
Duration: 8 rounds + 1 round/level
Casting Time: 9
Area of Effect: 90-yard radius
Saving Throw: None
Within one round of casting this spell, the caster
magically conjures 1d2 griffons. These appear anywhere within a 90 yard radius
of the caster, as desired by the wizard. They attack the caster’s opponents to
the best of their ability until either he commands that the attacks cease, the
spell’s duration expires, or the griffons are slain. These creatures do not
check morale, but they vanish when slain. Note that if no opponent exists to
fight, the summoned griffons can, if the caster can communicate with them and if
they are physically able, perform other services for the summoner. At the end of
the spell’s duration the remaining griffon vanish and return to where they
originally came from.
The material components of this spell are a tiny bag
and a small (not necessarily lit) candle.
Stats: AC 3, 56 HP, THAC0 13, #Att 3, Dam 1d4,1d4, 2d8, Size 9’ long, Move 12, Fl 30 (C, D if mounted)
Summon Minotaurs
Level: 9
Range: Special
Components: V, S, M
Duration: 8 rounds + 1 round/level
Casting Time: 9
Area of Effect: 90-yard radius
Saving Throw: None
Within one round of casting this spell, the caster
magically conjures 1d2 minotaurs. The minotaurs appear anywhere within a 90 yard
radius of the caster, as desired by the wizard. They attack the caster’s
opponents to the best of their ability until either he commands that the attacks
cease, the spell’s duration expires, or the minotaurs are slain. These
creatures do not check morale, but they vanish when slain. Note that if no
opponent exists to fight, the summoned minotaurs can, if the caster can
communicate with them and if they are physically able, perform other services
for the summoner. At the end of the spell’s duration the remaining minotaurs
vanish and return to where they originally came from.
The material components of this spell are a tiny bag
and a small (not necessarily lit) candle.
Stats: AC 6, 53 HP, THAC0 13, #Att 2, Dam 2d8,2d8 (or by weapon type), Size 7-½’ tall, Move 12
Waterball III
(Invocation\Evocation, Elemental Water)
Level: 9
Range: 30 yards + 30 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9 Segments
Area of Effect: 60-foot radius
Saving Throw: 1/2 Damage
A waterball III is an explosive burst of water, which detonates with a low roar and delivers damage proportional to the mage who cast it - 3d6 points of damage for each level of experience of the spellcaster (up to a maximum of 30d6). The burst of the
waterball III creates considerable pressure and generally conforms to the shape of the area in which it occurs. A
waterball III fills an area equal to its normal spherical volume (roughly 99,000 cubic feet -- 99 10-foot x 10-foot x 10-foot Cubes), the water being drawn from the Elemental Plane of Water. Exposed items require saving throws vs. Crushing blow to determine if the are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the waterball. In addition to the damage inflicted, those in the area of effect are knocked off their feet and swept along with the raging flood. Creatures swept along by the spell must make a second saving throw vs Spell at -2 or drown in the raging waters. The waters of the
waterball III spell will put out all normal and magical fires they sweep over, leaving all combustible items in it's path too wet to burn. All fire based creatures take quadrupile damage from this spell.
The mage points his finger and speaks the range (distance and height) at which the
waterball III is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the waterball (an early impact results in an early detonation). If creatures fail their initial saving throw, they take full hit point damage from the blast and battering of the waterball. Those who make their saving throws manage to dodge out of the way or roll with the great flow of water and only take half the full hit point damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
The material component of this spell is a tiny ball of bat guano and a drop of water.