9th Level Magic User Spells

Astral Spell (Evocation)

Range: Touch
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the seventh level cleric spell, astral spell (q.v.).


Bigbys' Crushing Hand (Evocation)

Range: 1/2"/level
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Bigbys' Crushing Hand causes the appearance of a huge disembodied hand which is similar to Bigbys' Forceful Hand and Bigbys' Clenched Fist (qq.v.). The Crushing Hand is under the mental control of the spell caster, and he or she can cause it to grasp and squeeze an opponent. Damage from this constriction depends on the number of rounds it acts upon the victim:

1st round 1-10 hit points
2nd & 3rd rounds 2-20 hit points
4th & beyond 4-40 hit points

The Hand can sustain hit points equal to those of the magic-user who created it before being dispelled. The material components of the spell are a glove of snake skin and the shell of an egg.


Crystalbrittle (Alteration)

Range: Touch
Duration: Permanent
Area of Effect: 2 cu. ft. per level of caster
Components: V, S
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: The dweomer 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, glass-like material easily shattered by any forceful blow. Furthermore, this change is unalterable short of by means of a wish spell; i.e., dispel magic will not reverse the spell.

The caster must physically touch the target item - equal to a hit in combat if the item is being worn or wielded, or is a monster. Any single metal item can be affected by the spell. Thus, a suit of armor being worn by the subject can be changed to crystal, but the subjects' shield would not be affected, or vice versa. All items gain a saving throw equal to their magical bonus value or protection. A +1/+3 sword would get a 10% (average of the two plusses) chance to save; +5 magic armor a 25% chance to be unaffected; an iron golem a 15% chance to save (for it is hit only by magic weapons of +3 or better quality). Artifacts and relics of metal have a 95% chance to be unaffected by the spell. Affected items not immediately protected will be shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff.


Energy Drain (Evocation)

Range: Touch
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies.


Gate (Conjuration/Summoning)

Range: 3"
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the seventh level cleric spell, gate (q.v.).


Imprisonment (Abjuration) Reversible

Range: Touch
Duration: Permanent
Area of Effect: 1 creature
Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: When an imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation (cf. temporal stasis) in a small sphere far below the surface of the earth. The victim remains there unless a reverse of the spell, with the creatures' name and background, is cast. Magical search by crystal ball, a locate objects spell or similar means will not reveal the fact that a creature is imprisoned. The reverse (freedom) spell will cause the appearance of the victim at the spot he, she or it was entombed and sunk into the earth. There is a 10% chance that 1 to 100 other creatures will be freed from imprisonment at the same time if the magic-user does not perfectly get the name and background of the creature to be freed. The spell only works if the name and background of the victim are known.


Meteor Swarm (Evocation)

Range: 4" + 1"/level
Duration: Instantaneous
Area of Effect: Special
Components: V, S
Casting Time: 9 segments
Saving Throw: 1/2

Explanation/Description: A meteor swarm is a very powerful and spectacular spell which is similar to a fireball in many aspects. When it is cast, either four spheres of 2' diameter or eight spheres of 1' diameter spring from the outstretched hand of the magic-user and streak in a straight line up to the distance demanded by the spell caster, up to the maximum range. Any creature in the straight line path of these missiles will receive the full effect of the missile, or missiles, without benefit of a saving throw. The "meteor" missiles leave a fiery trail of sparks, and each bursts as a fireball (q.v.). The large spheres each do 10 to 40 hit points of damage, the four bursting in a diamond or box pattern. Each has a 3" diameter area of effect, and each sphere will be 2" apart, along the sides of the pattern, so that there are overlapping areas of effect, and the center will be exposed to all four blasts. The eight small spheres have one-half the diameter (1 1/2") and one-half the damage potential (5-20). They burst in a pattern of a box within a diamond or vice versa, each of the outer sides 2" long, and the inner sides being 1" long. Note that the center will have 4 areas of overlapping effect, and there are numerous peripheral areas which have two overlapping areas of effect. A saving throw for each area of effect will indicate whether full hit points of damage, or half the indicated amount of damage, will be sustained by creatures within each area, except as already stated with regard to the missiles impacting.


Monster Summoning VII (Conjuration/Summoning)

Range: 9"
Duration: 8 rounds + 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: This spell summons 1 or 2 seventh level monsters which appear 1 round after the spell is cast, or 1 8th level monster which will appear 2 rounds after the spell is cast. See monster summoning I for other details.


Mordenkainens' Disjunction (Alteration - Enchantment)

Range: 0
Duration: Permanent
Area of Effect: 3" radius
Components: V
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: When this spell is cast, all magic and/or magic items within the radius of the spell, except those on the person of or being touched by the spell caster, are disjoined. That is, spells being cast are separated into their individual components (usually spoiling the effect as does a dispel magic), and permanent and magicked items must likewise save (versus spell if actually cast on a creature, or versus a dispel magic otherwise) or be turned into normal items. Even artifacts and relics are subject to Mordenkainens' Disjunction, although there is only a 1% chance per level of the spell caster of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods et al, miscellaneous magic items, artifacts and relics, arms and armor, swords and miscellaneous weapons within 3" of the spell caster can possibly lose all their magical properties when Mordenkainens' Disjunction is cast.

Note: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting magic-user must save versus spell at -4 or permanently lose all spell casting abilities.


Power Word, Kill (Conjuration/Summoning)

Range: 1/4"/level
Duration: Permanent
Area of Effect: 2" diameter
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a power word, kill is uttered, one or more creatures within the spell range and area of effect will be slain. The power word will destroy a creature with up to 60 hit points, or it will kill 2 or more creatures with 10 or fewer hit points, up to a maximum of 120 hit points. The option to attack a single creature, or multiple creatures, must be stated along with the spell range and area of effect center.


Prismatic Sphere (Abjuration - Conjuration/Summoning)

Range: 0
Duration: 1 turn/level
Area of Effect: 2" diameter sphere
Components: V
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: This spell enables the magic-user to conjure up an opaque globe of shimmering, multi-colored spheres of light to surround him or her which give protection from all forms of attack. This scintillating sphere flashes all the seven colors of the visible spectrum, and each of these spheres of color has a different power and purpose. Any creature with fewer than eight hit dice will be blinded for from 2 to 8 turns by the colors of the sphere. This phenomenon is immobile and only the spell caster can pass in and out the prismatic sphere without harm. Note that typically the upper hemisphere of the globe will be visible, as the spell caster is at the center of the sphere, so the lower half is usually hidden by the floor surface he or she is standing upon. The colors and effects of the prismatic sphere, as well as what will negate each globe, are:

Color
Order
Spell
of
of
Negated
Globe
Globe
Effects of Globe
By
red
1st
prevents all non-magical missiles --- inflicts 10 hit points of damage.
cone of cold
orange
2nd
prevents all magical missiles --- inflicts 20 hit points of damage.
gust of wind
yellow
3rd
prevents poisons, gasses and petrification --- inflicts 40 hit points of damage.
disintegrate
green
4th
prevents all breath weapons --- save vs. poison or dead.
passwall
blue
5th
prevents location/detection and psionics --- save vs. petrification or turned to stone.
magic missile
indigo
6th
prevents all magical spells --- save vs. wand or insane.
continual light
violet
7th
force field protection --- save vs. magic or sent to another plane.
dispel magic

Note that a rod of cancellation will destroy a prismatic sphere. Otherwise, anything entering the sphere will be destroyed, any creature subject to the effects of each and every globe as indicated, i.e. 70 hit points of damage plus death, petrification, insanity and/or instantaneous transportation to another plane, and only the four latter effects are subject to saving throws. The individual globes may be destroyed by appropriate magical attacks in consecutive order, the 1st globe destroyed before any others, then the 2nd, etc.


Shape Change (Alteration)

Range: 0
Duration: 1 turn/level
Area of Effect: The spell caster
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: With this spell, the Magic-user is able to assume the form of any creature short of a demi-god, greater devil, demon prince, singular dragon type, greater demon or the like. The spell caster becomes the creature he or she wishes, and has all of the abilities save those dependent upon intelligence, for the mind of the creature is that of the spell caster. Thus, he or she can change into a griffon, thence to an efreet, and then to a titan, etc. These creatures have whatever hit points the magic-user has at the time of the shape change. Each alteration in form requires 1 segment. No system shock is incurred. Example: A wizard is in combat and assumes the form of a will o' wisp, and when this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides upon a horse until it can hop off and become a bush. If detected as the latter, the magic-user can become a dragon, pool of water, or just about anything else. The material component of the spell is a jade circlet worth no less than 5000 g.p. which will shatter at the expiration of the magic's duration. In the meantime, it is left in the wake of the shape change, and premature shattering will cause the magic to be dispelled.


Succor (Alteration - Enchantment)

Range: Touch
Duration: Special
Area of Effect: One individual
Components: V, S, M
Casting Time: 1 to 4 days
Saving Throw: None

Explanation/Description: This spell is essentially the same as the 7th level cleric spell of the same name. A succor spell cast by a magic-user will teleport without error the individual breaking the object and speaking the command word. If the reverse is used, the archmage is likewise brought to the presence of the individual. Unlike the cleric spell of the same name (qv), the summoned archmage has no choice than to answer the summons, making this version of the spell rare indeed. Intervening planes have only a 1% chance each, cumulative, of causing irrevocable loss of the individual or spell caster involved in the succor. The material component used must be gem material of not less than 5,000 gp value; whether it is a faceted gem or not is immaterial. The components can only be enchanted once per month (usually on the night of a clear, full moon). At that time, the object is "set" for the type of succor and its final destination (either the location of the spell casting or an area well known to the mage).


Temporal Stasis (Alteration) Reversible

Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Upon casting this spell, the magic-user places the recipient creature into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of the spell (temporal reinstatement) is uttered. Note that the reverse requires only a single word and no somatic or material components. The material component of a temporal stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, one stone of each type being required.


Time Stop (Alteration)

Range: 0
Duration: 1/2 segment/level + 1-8 segments
Area of Effect: 3" diameter sphere
Components: V
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Upon casting a time stop spell, the magic-user causes the flow of time to stop in the area of effect, and outside this area the sphere simply seems to shimmer for an instant. During the period of spell duration, the magic-user can move and act freely within the area where time is stopped, but all other creatures there are frozen in their actions, for they are literally between ticks of the time clock, and the spell duration is subjective to the caster. No creature can enter the area of effect without being stopped in time also, and if the magic-user leaves it, he or she immediately negates the spell. When spell duration ceases, the magic-user will again be operating in normal time.


Wish (Conjuration/Summoning)

Range: Unlimited
Duration: Special
Area of Effect: Special
Components: V
Casting Time: Special
Saving Throw: Special

Explanation/Description: The wish spell is a more potent version of a limited wish (q.v.). If it is used to alter reality with respect to hit points sustained by a party, to bring a dead character to life, or to escape from a difficult situation by lifting the spell caster (and his or her party) from one place to another, it will not cause the magic-user any disability. Other forms of wishes, however, will cause the spell caster to be weak (-3 on strength) and require 2 to 8 days of bed rest due to the stresses the wish places upon time, space, and his or her body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried through. (This discretionary power of the referee is necessary in order to maintain game balance. As wishing another character dead would be grossly unfair, for example, your DM might well advance the spell caster to a future period where the object is no longer alive, i.e. putting the wishing character out of the campaign.)

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