Sixth Level Spells
Alter Breath Weapon — Dragon
Level: 6
Range: 0
Components: V
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
With this spell, a dragon causes its
breath weapon to take on the appearance and properties of the breath of another
type of dragon. For dragons who possess multiple breath weapon forms, only one
is changed by the spell. In any case, the spell causes an actual change, not an
illusion. Furthermore, the amount of damage caused by the altered breath weapon
is the same as that of the dragon's true breath weapon; only the type, not the
power, of breath weapon is changed.
For example, a red dragon can use
this spell to change its fiery breath weapon into a cloud of chlorine gas (as
used by green dragons), but with a damage potential equal to its usual flame
breath weapon. By using this spell, the dragon is able to harm creatures that
are normally immune or resistant to its fiery breath (e.g., another red dragon).
Of course, a creature immune to chlorine gas or to dragon breath weapons in
general is still unharmed by the attack.
Alter breath weapon can
be ended prematurely with a successful dispel magic or similar effect, or
by silent will of the dragon. However, the spell does not permit the dragon to
shift through multiple types of breath weapons; once a particular type of breath
weapon is chosen, it cannot be changed, save to revert back to the dragon's true
breath weapon, ending the spell. Likewise, multiple alter breath weapon spells
cannot be in effect at the same time. If a second alter breath weapon is
attempted before the first expires, both spells are immediately negated.
Except that this spell is purely
draconic, its origins are unknown, even among dragons. It does see widespread
use, however, suggesting that it is quite old, perhaps even one of the first
draconic enchantments of its level. In addition, there have been scattered
reports of "touch" versions of this spell that allow the dragon caster
to alter the breath weapons of non-draconic creatures (like gorgons), as well as
those of other dragons.
Arangast's Forceful Water Hand
(Evocation, Elemental Water)
Level: 6
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 6 Segments
Area of Effect: Special
Saving Throw: None
Arangast's forceful water hand is a more powerful version of
Arangast's interposing water hand. It creates a man-sized (1-foot) to gargantuan-sized (25-feet) hand of water that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. However, the forceful water hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds.
A creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The forceful 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 cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.
The material component is a glove and a small vial of water.
Breathball — Dragon
(Evocation)
Level: 6
Range: 100 yds. + 10 yards/level
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: ˝ Damage
This spell brings into being a 10’-diameter
sphere of roiling, rushing, opaque whirling air that appears floating in a
chosen spot within spell range. If a locale beyond spell range is chosen, the breathball
appears as close to it as spell range allows. A breathball hangs in its
chosen spot until its caster wills it to detonate (usually when a foe is
nearby), a living creature other than the caster makes contact with any part of
it (missile weapons and probings with weapons have no effect on it), or 10
rounds elapse from casting, whichever comes first.
When any of these conditions is
fulfilled, the breathball bursts, explosively spraying its contents
throughout a 30’ radius sphere of effect. These "contents" are any
chosen breath weapon the draconic caster can employ (human spellcasters able to
use spells such as cone of cold, by use of the "linking" spell dweomerflow,
can substitute such magics for the breath weapon they lack).
Thus, a bronze dragon could cause a
breathball to release either a stroke of lightning or repulsion gas. The
lighting would burst into a sheet of ricocheting miniature bolts, entirely
filling the 30’diameter sphere for one round, and the breathball would
limit the repulsion gas to the same area of effect, thereby extending its
effective "life" from one round to three. Breath weapon damage and
effects are unaltered by breathball; whenever the nature of the breath
weapon allows, target creatures are allowed a saving throw for half damage.
Breathballs are typically set
in narrow passages in a dragon‘s lair, where they can’t be circumvented.
Their edges can be in contact with walls or other solid, non-living objects
without altering their operation (or distorting their spherical area of effect).
They don’t create rushing winds but whirl only within the confines of the
magic.
Bright and Deadly Ring — Dragon
Level: 6
Range: 60 yards + 10 yards/level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spectacular spell brings into
being a glowing ring around the caster or a chosen focal point. Such a point
must be something solid, like a door, throne, or plinth, but it need not be
stationary — so a willing creature could be chosen. The magic fails,
collapsing into fading, harmless motes, if cast around a hostile or unwilling
creature.
The intangible bright and deadly
ring gives off light equal to a faerie fire spell of blue-white hue.
(One can see to read by it, and/or unlock doors and perform other exacting
tasks.) The ring lasts indefinitely until triggered. It collapses harmlessly if
the caster dies or leaves the plane of existence in which the spell was cast,
but not if the caster merely sleeps, falls unconscious, or undertakes other
spellcasting. It may be of any size, is unaffected by intervening solid objects
or the limbs and movements of a focal point creature, and moves about with the
focal item upon which it has been cast.
Once triggered (by the caster’s
silent act of will), a bright ring emits one pulse of magical energy for each
level the caster possesses (or in the case of dragons, age category; for
Eldenser, this is 12) on its first round of awakening, one fewer on the next
round (11 for Eldenser), and so on, until it can emit no more.
All of these emissions of the ring
behave as magic missiles; they are glowing blue-white pulses of flying
light that deal 1d4+1 hp damage when they strike and can’t miss opponents the
caster can see, within range, and on the same plane of existence.
Bright ring missiles strike
silently but with bursts of light; they may swoop at multiple targets if the
caster desires. Even if a bright ring is cast to appear around a living
creature, the missiles remain under the caster’s control — not that of the
protected creature. The caster may choose to end the spell early by willing it
into dissolution and may choose to strike with fewer missiles in a round than
need be — but may not "hoard" unused missiles for subsequent rounds;
the "one less" countdown continues regardless of actual performance.
(Note that it is possible to allow no missiles to fly during a given round, or
even for several rounds, without ending the magic.)
The caster may not hurl extra
missiles in any round and may gain additional harmful power in only one way: if
a hostile creature blunders or charges into contact with the bright ring
itself, the caster can choose to let it pass through without suffering harm or
may end the spell instantly and blast the victim with all of its raw unused
magical energy. This blast causes damage equal to 1d12 per unused round
remaining in the spell (not counting the round of contact).
If the charging creature was already
the chosen target of bright ring missiles sent flying on the round of
contact, those missiles still hit and cause their normal damage, in addition to
any damage their target may suffer from a collapsing bright ring.
If multiple hostile creatures strike
a bright ring at the same time (and its caster decides to let it collapse
and harm them), divide its collapsing damage between them. Otherwise, the first
being to come into contact with the ring suffers all of the damage. Any
creature within range who desires to strike a bright ring can do so; it
has no Armor Class.
Frosty Javelin
Level: 6
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 6
Area of Effect: One target
Saving Throw: None
By means of this spell, the caster creates a spear
of hardened ice in his hand. In the round following, the caster may throw the
javelin, which which flies off towards the target on the wave of the caster's
hand. This strikes as though the caster had the THAC0 of a fighter of his level,
and causes damage of 1d8 per level, to a maximum of 10d8. Creatures from the
elemental plane of fire take an extra 1 point of damage per level, and must save
vs petrification or lose initiative in the following round.
The material components are a miniature silver
javelin, worth at least 10gp, and an icicle.
Ice Bubble
(Evocation/Abjuration)
Level: 6
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6 Segments
Area of Effect: Caster
Saving Throw: Special
The spell creates a thick hemisphere of ice around the caster. If anyone else is within 5' of the caster at the time of casting, a saving throw is permitted them to escape the sphere, otherwise they are trapped, and will take 1d4 points of suffocation damage each round. The caster may breathe freely within his own sphere. The ice is thick, so most physical attacks will be unable to break through immediately. The sphere
AC 4 and can withstand 24 points of damage, or 36 from solely fire-based attacks before it is destroyed. In any case, fire-based spells of less than 7th level will be useless on the first attempt, as they melt the ice slowly. The ice is totally clear, so there is no impediment to vision, although sound is totally blocked out. Spells with no verbal component may be cast through the ice. Finally, the caster may roll about within his sphere at a rate of 3' per round.
The material component is a pearl of at least 500gp value, which is consumed in the casting.
Snatchport — Dragon
Level: 6
Range: 90 yards
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: 1 item of up to 600 lbs.
Saving Throw: Special
This spell enables its caster to take
any one item within spell range and place it at another spot within spell range.
For the purposes of this spell, a collection of items fastened or held together
- for instance, a wagon composed of wood bolted and strapped together, or a
chest and its contents - is considered "one item." Only non-living
items may be moved about by means of snatchport spells, though they may
once have been living. Enchanted items, and items directly worn or in the grasp
of a living creature (such as weapons or belt-purses) can not be snatchported.
A snatchport moves the chosen
item through extra-dimensional space, "around" intervening obstacles
such as walls (though it cannot pass unbroken magical barriers such as
wardmists). It also has the power to "pluck up" fastened items if its
caster makes a successful Bend Bars/Lift Gates roll. Three attempts to pluck a
fastened item may be made, with any modifications currently available. In this
manner, snatchport can be used to tear loose dead trees or stumps, lashed
down catapult arms, moored boats, locked doors, etc.
When a tethered item is torn free by
means of this spell, it must withstand a "fall" saving throw or be
structurally damaged (cracked). Depending on its nature, this can mean that any
subsequent fall or harsh use destroys it, or that it will survive just one more
normal usage intact, or that it breaks apart and collapses into component pieces
upon delivery to the location chosen by the caster. A snatchport can not
be cast so as to move just one wheel, leg, or other component part of an intact
item, and therefore cause the item to collapse, begin to move, or be torn apart.
The spell places the moved item
exactly where the caster desires - though a midair chosen location will of
course mean that the item promptly falls from there (with an attendant item
saving throw and possible damage to things beneath). If a caster elects to move
an item to the same spot it was in previously, it is considered to have
"left" the spot for half a round. Therefore, other beings or items can
move through the temporarily vacated area; if one is caught in the area upon
reappearance of the item, treat as for direct impact, as described hereafter.
A snatchport creates enough of
an air disturbance that even unwitting creatures directly under or in the spot
of arrival are allowed a Dexterity check to avoid the arriving item (unless they
are constrained from moving or are asleep). The damage from the direct impact of
a snatchported item depends on its weight and size, but it is never less
than 4d4 hp of damage or a crushing blow saving throw.
Torrent of Water
(Evocation)
Level: 6
Range: 25 yards + 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 6 Segments
Area of Effect: One target
Saving Throw:
˝ Damage
Similar in format to the Frosty Javelin spell, this spell creates a torrent of water which shoots forth from the caster's hand, towards the target area. The jet is 1/2 foot across at the peak (the caster's hand) and one foot across at the base. The target takes 1d4 of buffeting damage from the torrent per caster level. When the target is struck by the torrent they are knocked from their feet and need to make a Dexterity roll to see if they can regain their footing again.
Furthermore, there are two versions of the spell, one which produces boiling water and one which produces water which is almost freezing. Creatures specially
susceptible to cold take an extra 2 points per die of damage from the boiling version, while those affected by heat take an extra 2 points per die from the freezing one.
Transmute Metal to Ice
(Alteration, Elemental Water)
Level: 6
Range: 30 yards
Components: V,S,M
Duration: Special
Casting Time: 1 Round
Area of Effect: 1 Metal object
Saving Throw: Special
This spell allows the caster to change metal objects into solid ice. Magical objects have only a 5% chance of being affected by this spell, and any object on a creature's person receives the creature's saving throw. The target object's weight cannot exceed ten pounds per experience level of the caster.
The ice created by this spell remains until it melts into water. A
wish or limited wish spell can restore the item, before it has had the chance to melt, but
dispel magic cannot.
The material component for this spell is a small amount of powered granite, quartz, or oak bark, which the caster blows toward the target item.
Waterball II
(Invocation\Evocation, Elemental Water)
Level: 6
Range: 20 yards + 20 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6 Segments
Area of Effect: 40' radius
Saving Throw:
˝ Damage
A waterball II is an explosive burst of water, which detonates with a low roar and delivers damage proportional to the mage who cast it - 2d6 points of damage for each level of experience of the spellcaster (up to a maximum of 20d6). The burst of the
waterball II creates considerable pressure and generally conforms to the shape of the area in which it occurs. A
waterball II fills an area equal to its normal spherical volume (roughly 66,000 cubic feet -- 66 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 or drown in the raging waters. The waters of the
waterball II spell will put out all normal and magical fires they sweep over, leaving all combustible items in its path too wet to burn. All fire-based creatures take triple damage from this spell.
The mage points his finger and speaks the range (distance and height) at which the waterball II 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.