Seventh Level Spells
Arangast's Grasping Water Hand
(Evocation, Elemental Water)
Level: 7
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7 Segments
Area of Effect: Special
Saving Throw: None
Arangast's grasping water hand is a superior version of the 6th-level spell
Arangast's forceful water hand. It creates a man-sized (1-foot) to gargantuan-sized (25-feet) hand of water that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping water hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The grasping water hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command.
The material component is a leather glove and a small vial of water.
Dancing Shards
Level: 7
Range: 10 yards + 5 yards/level
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 5 Creatures
Saving Throw: None
Dancing shards creates up to five magical ice
shards that attack specific targets as directed by the caster. When casting the
spell, the caster must be able to see and specify his intended targets (up to
five different individuals). It is not possible to target a single creature with
more than one shard. When the spell is completed, a dancing shard of ice
appears above each of the specified targets and begins attacking. The attacking
shards last a number of rounds equal to the caster’s experience level.
They attack once per round with a THAC0 of 16 and
inflict 1d8 hp of damage. The target of the attack can attempt to parry the
shards, but attempts to shatter or otherwise destroy them are futile. As long as
the targeted creatures remain within range of the spell, the shards follow and
attack until the spell expires. If a target moves out of the caster’s range,
the shard stays motionless at the extreme range, waiting for it’s designated
target to return. Such a shard cannot be redirected to another target.
The caster must maintain concentration for the
shards to continue their attack each round. Movement is possible while
concentrating, but casting other spells or participating in combat are not.
The material component for this spell is a shard of
glass that is broken in the casting. (A large shard of glass can provide the
material components for multiple castings of the dancing shards spell).
Delayed Blast Waterball
(Invocation\Evocation, Elemental Water)
Level: 7
Range: 100 yards + 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20' Radius Globe
Saving Throw: ½ Damage
A delayed blast waterball is an explosive burst of water, which detonates with a low roar and delivers damage proportional to the mage who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). Which releases its blast anywhere from instantly to 10 rounds later according to the commands given by the mage. The burst of the
delayed blast waterball creates little pressure and generally conforms to the shape of the area in which it occurs. A waterball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet -- 33 10-foot x 10-foot x 10-foot Cubes). 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 or drown in the raging waters. The waters of the
delayed blast waterball 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 double damage from this spell.
The mage points his finger and speaks the range (distance and height and delayed time) at which the waterball 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 fall flat or roll with the great flow of water and only take 1/2 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 small vial of water.
Exalted Eye
(Alteration, Mentalism)
Level: 7
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This is a much more powerful form of the wizard
eye spell. By casting this spell, the wizard can view anywhere within a 10
square mile area per level of the caster. For example, a 10th-level
wizard can view within a 100 square mile area. The exalted eye moves one
mile per round, half that if it is searching for something, and everything in
view of the eye is subject to the spell's automatic clairaudience and clairvoyance
abilities. Further, the caster need not concentrate to use the exalted eye;
he can perform other duties, rest, or cast other spells.
The exalted eye cannot be seen by others, but
a detect magic spell will show its location. A successful dispel magic
will end the spell.
The eye can move in any direction and unlike a
wizard eye, it can pass through solid objects, including living creatures. The
eye also can be used in conjunction with a crystal ball, giving the caster a
much greater range. The caster uses the crystal ball to observe an area, and
then casts the eye through the ball to whatever range the caster's level allows
the eye to wander.
The exalted eye is in some respects an extension of
the caster's mind. Therefore, if the caster has the ability to communicate
telepathically, he can do so through the eye.
The material component is an eyelash from the
caster.
Frame Teleport — Dragon
Level: 7
Range: Special
Components: V
Duration: 1-4 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell allows its caster to teleport his body
between two closed wooden frames of any size that are any distance apart on
Faerûn. The caster must touch one frame directly as the spell is cast and must
visualize the other (i.e., it must be a frame the caster has either touched or
seen previously, though such viewing may have been by means of a scrying spell
or similar means of remote scrutiny).
If either of the frames has a gap or break in it,
the spell simply won’t work and is wasted. If either of the frames bears an
enchantment, or arrival through the far one is into an area filled with an
operating magical ward or barrier, that remote magic is unaffected, the frame
teleport fails, and its caster suffers 2d6 hp of damage from the magical
backlash.
The spell otherwise operates safely, silently, and
without peril to its caster, allowing his body to emerge from frames much too
small to allow its physical passage. Arrival is safe regardless of what is
occupying a frame (such as a picture, mirror, or closed door), and it causes no
harm to the material within the frame. The spell does not guarantee safety
thereafter, however, if an area on the far side of the far frame is (for
instance) underwater, or filled with a raging fire, or being used for target
practice.
The user of this spell can pass entirely through the
far frame (ending the spell instantly) or pass only partially through it,
leaving part of his body behind by the original frame. This second option allows
the caster to withdraw to the original location at any time during the three
rounds after the round of casting. Before that time, the caster can take or
leave items, observe, speak, reach, grasp things, and even cast spells or launch
attacks in the new location (on the far side of the far frame).
If the caster remains in "both places"
when the spell expires, he is catapulted through both frames into the
"new" location, suffering 4d4 hp of damage, and the link with the
"old" frame vanishes. While the caster is "in both places,"
he is vulnerable at attacks at both locations and suffers double normal damage
from all harmful occurrences in the "new" location. A frame
teleport protects its caster against any need for System Shock survival
rolls or Constitution checks (for whatever reason) while it is operating.
Gathering in the Raging Flames
Level: 7
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This allows the caster to gather in any fire or
flames which come within range, absorbing them within himself. The source of the
flames is unimportant, and may be mundane, monstrous or magical. In effect this
gives one round of Fire Resistance, as the ring. As this occurs the caster seems
to glow with the suppressed fires which are held, becoming slowly brighter and
brighter. In order to gather in the fires, the caster must consciously
concentrate on the act, and fire can be held up to damage value equal to the
caster's level plus hit points. The remainder dissipates without harm. At any
time the fire held within can be let forth on any within 40 yards, up to 1/3 of
the total points held, in a welter of flame.
There is no save against this effect. Should at any
time a concentration roll for this spell be failed (ie. the caster is struck for
damage) all the remaining fire held in immediately damages the caster with no
magic resistance possible.
The material component is a clay pot with a copper
wire embedded in the base.
Gemjump
Level: 7
Range: 0
Components: V, S, M
Casting Time: 2 rounds
Duration: Instantaneous
Area of Effect: The caster
Saving Throw: None
This spell is initially cast upon a special gem
known as a roguestone. The roguestone is enchanted in the process of the spell
and is not destroyed in the initial casting or subsequent activation of the
spell. At any time afterward, by uttering a command word, the caster can
immediately teleport to the location of the gem. The teleport will always be on
target (never high or low). If the area the gem is in is too confined, the
caster will appear in the nearest sufficiently large space. This transport is
one-way, and the spellcaster cannot jump back to his initial location by use of
this spell.
The caster can use the roguestone to gemjump any
time after the initial casting. There is no time limit, and the caster can be
slain, resurrected, reincarnated, shapechanged, or become undead and still be
able to use the roguestone to gemjump. Gemjumping requires only the uttering of
a word, whether the caster is in chains or otherwise bound, or within a magical
entrapment such as a force cage. The caster can be on a different plane
or planet than the stone and still have it function correctly. The caster cannot
use the command word if feebleminded, asleep, unconscious, petrified, paralyzed,
or insane, nor will the gemjump operate if the caster or the roguestone is
within an anti-magic shell. Only the caster and his normal clothing will
be so transported, any chains, equipment, and allies will be left behind.
The roguestone itself radiates no detectable magical
energy unless it is in the process of gemjumping. Multiple gemjumps can
be cast on a single roguestone by separate wizards. These additional spells do
not negate the previous Gemjumps on the roguestone. A limited wish will
reveal the number (though not the identity) of gemjumps cast on a
roguestone. Only a full wish will dispel those magics on a roguestone.
Physical destruction of the roguestone will also destroy the magic, though
spellcasters who have links with a roguestone will he aware of its destruction.
The roguestone saves as rock crystal.
Ice Spears
(Evocation)
Level: 7
Range: 10 feet
Components: V,S,M
Duration: 3 turns/level
Casting Time: 1 round
Area of Effect: 2 spears/level
Saving Throw: None
This spell creates one icicle per 2 levels of the spell caster, to a maximum of 10 missiles. These icicles can be magically hurled at their target at the rate of 3/round. Any left over spears can be used on the next round. However, the mage must keep careful track of the number of missiles remaining (much like
Melf's Minute Meteors). These icicles are treated as +3 spears and shatter on impact, doing 1d8 plus 3 points of damage. The icicles hit as fighter as the same level of the caster.
The material components for this spell are a
splinter of wood and a drop of water.
Icy Claw — Dragon
Level: 7
Range: 60 yards
Component: V
Duration: 1 Round
Casting Time: 1 round
Area of Effect: 30-foot x 30-foot
Saving Throw: ½ Damage
This spell creates a wraithlike, faintly-glowing
cloud of white vapors. It swirls about within its area of effect, coalescing a
visible white claw (four taloned digits roughly 3’ long and 2’ across)
whenever an intruder enters its area of effect. Multiple intruders generate
multiple claws, one to each.
An "intruder" is any creature of one of
three species chosen by the caster of the icy claw spell during its
casting, except specific individuals who are present and touched by the caster
during the casting. Typically an icy claw spell guards against humans,
orcs, halflings, with the exception of its caster and guards, tenants, or owners
of a protected area. Creatures of other species (for example, guardian monsters)
can pass through the icy claw cloud without suffering any effects - even
while the cloud is battling other beings.
For each round in which an intruder is in contact
with any part of the cloud, its icy claw strikes twice at him at THAC0 7,
dealing 3d4 hp of damage per strike (a successful saving throw results in half
damage, rounding fractions down). For every attack that is not saved against,
the victim feels a chill; any creature who accumulates four of these during the
same day (24 hours, or 144 turns) is affected as if by a hold monster
spell of one turn duration (no saving throw allowed).
Typically an icy claw spell is cast in an
antechamber between two locked, louvered doors, so that intruders must suffer
its effects while they force both doors.
Multi-Missile IV
(Evocation)
Level: 7
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, 4 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 4 replicas of the missile weapon vanish.
Protection of the Sea
(Evocation/Abjuration)
Level: 7
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: Special
An improved version of Ice Bubble, this spell creates a globe of water 10-foot thick which completely surrounds the caster. The caster can breathe as well as he could if the globe were not present. Note that this means he can still drown if the globe is submerged. It tends to make the caster rather difficult to hurt with fire soaking up the first two points per die of all fire damage, and also makes him very hard to attack. Anyone trying to melee him with a weapon less than 10' long is inside the globe and thus drowning, taking 1d4 points of drowning damage per round and unable to act offensively. Arrows tend to be stopped by the water, which provides -4 to the caster's AC versus normal missiles and absorbs the first point per die of missile damage. However, giant-hurled rocks and those from siege engines strike as normal. The globe will reshape itself to pass through doorways and other constricted passageways. Finally, the caster and his gear remains dry throughout the spell.
The material component is a pearl of at least 1000gp value, which is consumed in the casting.
Quickfreeze
Level: 7
Range: 30 yards per level
Components: V, S
Duration: 2 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
Quickfreeze causes an area of solid ice
within the area of effect to melt instantly, creating a tremendous tidal wave of
water. Anything, including creatures, previously resting on top of the frozen
mass falls into the rushing current and is swept away for one round. The caster
can cause up to one 10'-cube of ice to melt per level; however, when the ice
does melt, the water gushes and spreads for one round in all directions, to a
radius thrice the amount affected in square feet (thus, if a caster chose to
affect one 10'-cube, the water would spread for one round to fill a 30'-radius
circle). Anyone not standing on to of the ice but within the area of effect is
prone and must make a saving throw vs. spell or take 2d6 hp damage as a blast of
icy-cold water rushes at them.
On the next round, the spell superfreezes the
liquid, possibly trapping anything caught in the area of effect. All creatures
(objects are assumed to fail automatically and be trapped) in the area must make
a successful save vs. paralysis or be stuck in the ice. Those failing take 2d6
damage as the ice expands and squeezes them, are unable to walk, and suffer a -4
penalty to attack and damage due to lack of movement and leverage.
The effect wears off only as the ice melts normally;
however, creatures not trapped and working together with a combined strength of
at least 50 can attempt to pull an affected creature out of the ice. There is a
20% chance +1% per every point of Strength above 50 that the creature is freed.
The Sea's Mouth
Level: 7
Range: 50 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
The spellcaster causes a large body of water to "swallow" a ship or other buoyant object up to 60-feet long, by dragging it down into the water. Once the object is below the water level, water will cover the object. Each round, the caster must make a save vs. spells in order to continue the casting, checking against the table below:
|
Roll |
Effect |
|
+15 |
Object sinks 10-feet |
|
+10 |
Object sinks 5-feet |
|
+5 |
Object sinks 1-foot |
|
0 |
Object stays in position |
|
-5 |
Object rises 2-feet |
|
-10 |
Object rises 10-feet |
|
-15 |
Spell ends |
The caster must maintain concentration in order to
keep the spell in effect. The caster may end the spell at any time, and the
targeted ship will rise at movement rate of 12-feet to the surface.
The material components are a bowl of water and a
toy ship.
Water Form
(Alteration, Elemental Water)
Level: 7
Range: Touch
Components: V, S
Duration: 1 turn + 1 round/level
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
This spell transforms the recipient
into a creature made of water, enabling him to flow as a liquid. The recipient
no longer needs to eat or breathe. The water form is cohesive, and the recipient
can shape himself as desired – even retaining his original shape. When
submerged in a lake or other watery environment, the watery form becomes
invisible.
The recipient suffers only half damage from all
piercing and slashing attacks. Furthermore, the creature is immune to poison and
gas attacks while in this form. Full sunlight, however, inflicts 1 point of
damage each round from evaporation.
Most magic affects the recipient, although some spells
have greater effects than others. All fire-based spells inflict - 1 point per
die of damage (minimum 1 point per die) while electrical attacks inflict + 1
point per die of damage. If targeted by a spell that affects water, the
recipient must attempt a saving throw vs. spell. Spells that transmute water
into another substance end the effect prematurely; the recipient reverts back to
his own form, subject to the restrictions below. The caster can end the effects
of the spell whenever he desires. It otherwise lasts for 1 turn, plus 1
additional round oer level of the caster.