Difference between revisions of "Level Seven Spells - Memorized"

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(Level Seven Spells - Memorized)
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'''Level Six Memorization Slots: 6'''
 
'''Level Six Memorization Slots: 6'''
  
'''Unused Slots: 6'''
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'''Unused Slots: 0'''
  
 
'''++''' = Spells granted free memorization due to magic item, skill or ability
 
'''++''' = Spells granted free memorization due to magic item, skill or ability
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==Level Seven Spells - Memorized==
 
==Level Seven Spells - Memorized==
  
'''Monster Summoning V ++'''
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'''Delayed Blast Fireball'''
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Range: 100 yds. + 10 yds./level - Duration: Special - AoE: 20-ft. radius - Save: 1⁄2
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This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell fireball.
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'''Monster Summoning V'''
  
 
Range: 7" - Duration: 6 rounds + 1 round/level       
 
Range: 7" - Duration: 6 rounds + 1 round/level       
  
 
This spell summons 1-2 fifth level monsters, and they will appear in 1-3 rounds. See Monster Summoning I for other details.
 
This spell summons 1-2 fifth level monsters, and they will appear in 1-3 rounds. See Monster Summoning I for other details.
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'''Persistence'''
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Range: 0 - AoE: The caster
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Related to both the contingency and permanency spells, persistence allows a wizard to cast a spell of 6th level or lower and then hold it until it is needed. There are two general uses for persistence: to use a personal spell effect as needed up to the maximum duration of the persistence itself, or to prepare an instantaneous spell and hold it ready until the caster wishes to use it.
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'''A. Personal effect.''' Any spell that augments the wizard’s natural abilities—detect magic, protection from evil, jump, infravision, fly, wraithform, or other caster-affecting spells—can be made persistent by use of this spell. The wizard casts persistence and then immediately follows with the desired spell. Instead of taking effect immediately, the magic of the persistence holds it ready for use by a simple act of will. The wizard can then “turn on” or “turn off” the girded spell as often as he likes over the course of the duration of the persistence. The duration of the girded spell only runs while the spell is active, so a 15th-level wizard who makes a fly spell persistent will be able to use 1d6+15 turns of flight (the normal duration of fly) over the next 15 days (the duration of the persistence) as he sees fit.
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This is especially useful because it allows the wizard to cast the girded spell and the persistence and have the girded spell’s effects available while he then memorizes another spell in place of the spell made persistent. It is also useful because the girded spell can be activated instantly by an act of will. The main difference between this spell and contingency lies in the fact that a persistent spell may be invoked several times (up to the limit of its normal duration) while a contingency functions once only.
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'''B. Held spell.''' Spells that have an instantaneous effect, such as most attack spells and some movement spells like teleport or dimension door, can be rendered persistent as well. The held spell may be activated or discharged at any time during the duration of the persistence, but its magic is then exhausted as if it had been cast normally. This resembles the effect of a contingency spell, but the effect has no predefined conditions and simply occurs when the caster wills it to.
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Damaging or offensive spells that have a duration (for example, flaming sphere or wall of fire) cannot be rendered persistent. A wizard may have no more than one persistence spell active at any given time; if he girds a new spell while an old one is still persistent, the old spell is simply replaced by the new one.
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'''Phase Door'''
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Range: Touch - Duration: 1 usage/2 levels - Save: None - AoE: Special
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When this spell is cast, the magic-user attunes he or her body, and a section of wall is affected as if by a Passwall spell (q.v.). The Phase Door is invisible to all creatures save the spell caster, and only he or she can use the space or passage the spell creates, disappearing when the Phase Door is entered, and appearing when it is exited. The Phase Door lasts for 1 usage for every 2 levels of experience of the spell caster. It can be dispelled only by a casting of Dispel Magic from a higher level magic-user, or by several lower level magic-users, casting in concert, whose combined levels of experience are more than double that of the magic-user who cast the spell.
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'''Spell Turning'''
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Range: 0 - AoE: The caster
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This powerful abjuration causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell- like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing. From seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is. A spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster.
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'''Teleport, Greater''' (Teleport Without Error)
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Range: Touch - AoE: Special
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This spell is similar to the teleport spell. The caster is able to transport himself, along with the material weight noted for a teleport spell, to any known location in his home plane with no chance for error. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weight for each level of experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster's knowledge of the area to which transportation is desired used to determine the chance of error. The caster can do nothing else in the round that he appears from a teleport.
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'''Teleport Object''' (Vanish)
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Range: Touch - Duration: Special - AoE: 1 object
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When the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than 50 pounds per caster level. Thus, a 14th-level caster can vanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The maximum volume of material that can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. An object that exceeds either limitation is unaffected and the spell fails.

Revision as of 21:27, 12 December 2016

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Level Seven Spells - All

Level Six Memorization Slots: 6

Unused Slots: 0

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

Level Seven Spells - Memorized

Delayed Blast Fireball

Range: 100 yds. + 10 yds./level - Duration: Special - AoE: 20-ft. radius - Save: 1⁄2

This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell fireball.

Monster Summoning V

Range: 7" - Duration: 6 rounds + 1 round/level

This spell summons 1-2 fifth level monsters, and they will appear in 1-3 rounds. See Monster Summoning I for other details.

Persistence

Range: 0 - AoE: The caster

Related to both the contingency and permanency spells, persistence allows a wizard to cast a spell of 6th level or lower and then hold it until it is needed. There are two general uses for persistence: to use a personal spell effect as needed up to the maximum duration of the persistence itself, or to prepare an instantaneous spell and hold it ready until the caster wishes to use it.

A. Personal effect. Any spell that augments the wizard’s natural abilities—detect magic, protection from evil, jump, infravision, fly, wraithform, or other caster-affecting spells—can be made persistent by use of this spell. The wizard casts persistence and then immediately follows with the desired spell. Instead of taking effect immediately, the magic of the persistence holds it ready for use by a simple act of will. The wizard can then “turn on” or “turn off” the girded spell as often as he likes over the course of the duration of the persistence. The duration of the girded spell only runs while the spell is active, so a 15th-level wizard who makes a fly spell persistent will be able to use 1d6+15 turns of flight (the normal duration of fly) over the next 15 days (the duration of the persistence) as he sees fit.

This is especially useful because it allows the wizard to cast the girded spell and the persistence and have the girded spell’s effects available while he then memorizes another spell in place of the spell made persistent. It is also useful because the girded spell can be activated instantly by an act of will. The main difference between this spell and contingency lies in the fact that a persistent spell may be invoked several times (up to the limit of its normal duration) while a contingency functions once only.

B. Held spell. Spells that have an instantaneous effect, such as most attack spells and some movement spells like teleport or dimension door, can be rendered persistent as well. The held spell may be activated or discharged at any time during the duration of the persistence, but its magic is then exhausted as if it had been cast normally. This resembles the effect of a contingency spell, but the effect has no predefined conditions and simply occurs when the caster wills it to.

Damaging or offensive spells that have a duration (for example, flaming sphere or wall of fire) cannot be rendered persistent. A wizard may have no more than one persistence spell active at any given time; if he girds a new spell while an old one is still persistent, the old spell is simply replaced by the new one.

Phase Door

Range: Touch - Duration: 1 usage/2 levels - Save: None - AoE: Special When this spell is cast, the magic-user attunes he or her body, and a section of wall is affected as if by a Passwall spell (q.v.). The Phase Door is invisible to all creatures save the spell caster, and only he or she can use the space or passage the spell creates, disappearing when the Phase Door is entered, and appearing when it is exited. The Phase Door lasts for 1 usage for every 2 levels of experience of the spell caster. It can be dispelled only by a casting of Dispel Magic from a higher level magic-user, or by several lower level magic-users, casting in concert, whose combined levels of experience are more than double that of the magic-user who cast the spell.

Spell Turning

Range: 0 - AoE: The caster

This powerful abjuration causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell- like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing. From seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is. A spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster.

Teleport, Greater (Teleport Without Error)

Range: Touch - AoE: Special

This spell is similar to the teleport spell. The caster is able to transport himself, along with the material weight noted for a teleport spell, to any known location in his home plane with no chance for error. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weight for each level of experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster's knowledge of the area to which transportation is desired used to determine the chance of error. The caster can do nothing else in the round that he appears from a teleport.

Teleport Object (Vanish)

Range: Touch - Duration: Special - AoE: 1 object

When the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than 50 pounds per caster level. Thus, a 14th-level caster can vanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The maximum volume of material that can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. An object that exceeds either limitation is unaffected and the spell fails.