Editing Level Five Spells - All

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Conjure an air, earth, fire or water elemental with this spell - assuming he or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for conjuration of a water elemental. The elemental conjured up must be controlled by the magic-user, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and attack. The elemental can be controlled up to 30' distant per level of the spell caster.
 
Conjure an air, earth, fire or water elemental with this spell - assuming he or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for conjuration of a water elemental. The elemental conjured up must be controlled by the magic-user, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and attack. The elemental can be controlled up to 30' distant per level of the spell caster.
 
'''Dismissal'''
 
 
Range: 10 yds - Duration: Permanent - AoE: 1 creature - Saving Throw: Neg.
 
 
A wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.
 
  
 
'''Feeblemind'''
 
'''Feeblemind'''
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Turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed one-half its length and/or breadth. Creatures unable to levitate, fly, or otherwise free themselves from the mud will sink and suffocate. The mud will remain until a dispel magic spell or a reverse of this spell, Mud To Rock, restores its substance - but not necessarily its form. Evaporation will turn the mud to normal dirt, from 1 to 6 days per cubic 10' being required.
 
Turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed one-half its length and/or breadth. Creatures unable to levitate, fly, or otherwise free themselves from the mud will sink and suffocate. The mud will remain until a dispel magic spell or a reverse of this spell, Mud To Rock, restores its substance - but not necessarily its form. Evaporation will turn the mud to normal dirt, from 1 to 6 days per cubic 10' being required.
 
'''Wall of Force'''
 
 
Range: 30 yds - Duration: 1 turn + 1 rd./level - AoE: 10-ft. square/level - Saving Throw: None
 
 
A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier. The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level.
 
The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.
 
  
 
'''Wall of Stone'''
 
'''Wall of Stone'''

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