Level Six Spells - Memorized

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Level Six Spells - All

Level Six Memorization Slots: 8

Unused Slots: 0

++ = Spells granted free memorization due to magic item, skill or ability

Level Six Spells - Memorized[edit]

Anti-Magic Shell

Range: 0 - Duration: 1 turn/level - Save: None - AoE: 1'/level diameter sphere

By means of an Anti-Magic Shell, the magic-user causes an invisible barrier to surround his or her person. and this moves with the spell caster. This barrier is totally impervious to all magic and magic spell effects (this includes such attack forms as breath weapons, gaze weapons, and voice weapons). It thus prevents the entrance of spells or their effects, and it likewise prevents the function of any magical items or spells within its confines. It prevents the entrance of charmed, summoned, and conjured creatures. However, normal creatures (assume a normal troll rather than one conjured up, for instance) can pass through the shell, as can normal missiles. While a magic sword would not function magically within the shell, it would still be a sword.

Chain Lightning

Range: 40 yds. + 5 yds./level - AoE: Special - Save: 1⁄2

This spell creates an electrical discharge that begins as a single stroke of lightning, 21⁄2 feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump.

Contingency

Duration: 1 day/level

By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell.

Globe of Invulnerability ++

Range: 0 - Duration: 1 round/level - AoE: 10' diameter sphere

This spell is the same as the fourth level Minor Globe Of Invulnerability for the fact that it prevents the functioning of first through fourth level spell, affecting the magic-user within the globe, while he or she can cast spells through it, of course.

Monster Summoning IV ++

Range: 6" - Duration: 5 rounds + 1 round/level

This spell summons 1 to 3 fourth level monsters, and they appear within 1 to 3 rounds. See Monster Summoning I for other details.

Otiluke’s Diamond Screen

Range: 5 yds/lvl - Duration: 2 rds/lvl - AoE: 20’ Diameter - Save: None

Creates a glittering screen of energy of any color chosen by the caster. All creatures passing through the screen will be attacked by a multitude of razor-sharp blades made of substance drawn from the quasi-plane of mineral. Each creature suffers 3d20 points of damage no matter what its armor class.The spell can be shaped into anything the caster wishes.

Otiluke's Freezing Sphere

Range: Special - Duration: Special - Saving Throw: Special - AoE: Special

Otiluke's Freezing Sphere is a multipurpose spell of considerable power. If the caster opts, he may create any of the following:

A globe of matter at absolute zero temperature which spreads upon contact with water or liquid which is principally composed of water, so as to freeze it to a depth of 6 inches over an area equal to 100 square feet per level of the magic-user casting the spell. The ice so formed lasts for 1 round per level of the caster.

A thin ray of cold which springs from the caster's hand to a distance of 1" per level of the magic-user; this ray will inflict 4 hit points of damage per level of the caster upon the creature struck, with a saving throw versus magic applicable, and all damage negated if it is successful (as the ray is so narrow a save indicates it missed), but the path of the ray being plotted to its full distance, as anything else in its path must save (if applicable) or take appropriate damage.

Finally, Otiluke's Freezing Sphere can be cast so as to create a small globe about the size of a sling stone, cool to the touch, but not harmful. This globe can be cast, and it will shatter upon impact, inflicting 4-24 hit points of cold damage upon all creatures within a 10' radius (one-half damage if saving throw versus magic is made). Note that if the globe is not thrown or slung within a time period equal to 1 round times the level of the spell caster, it automatically shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although it can also prove hazardous to the spell caster and/or his or her associates as well.

Reincarnation

Range: Touch - Duration: Permanent - AoE: Person touched

The corpse is touched, and a new incarnation of the person will appear in the area in 1 to 6 turns, providing the person has not been dead for longer than 1 day per level of experience of the magic-user.

Stone to Flesh

Range: 10'/level - Duration: Permanent - Save: Special - AoE: One creature

Turns any sort of stone into flesh - if the recipient stone object was formerly living, it will restore life (and goods), although the survival of the creature is subject to the usual system shock survival dice roll. Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone can be likewise turned to flesh at a volume of 9 cubic feet per level of experience of the spell caster.

True Seeing

Range: Touch - Duration: 1 rd./level - AoE: Line of sight, max. 60 ft.

When the wizard employs this spell, he confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted objects are apparent. The recipient can focus his vision to see into the Ethereal Plane or the bordering areas of adjacent planes. The range of vision conferred is 60 feet. True seeing does not penetrate solid objects; it in no way confers Xray vision or its equivalent. Furthermore, the spell effects cannot be enhanced with magic.