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
        (Evocation, Elemental Water)

        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
        (Alteration)

        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
        (Alteration)

        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
        (Abjuration )

        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
        (Alteration)

        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
        (Alteration, Elemental Water)

        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
        (Alteration)

        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.



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