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Dragon Ninja
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Advanced Dungeons and Dragons Spells

Sixth level wizard spells

Acid Rain
Evocation
Components: V,S,M (rain water and sulphur)
Range: 10 yards + 5 yards/level 
Casting Time: 6 
Duration: 1 round/3 levels 
Saving Throw: ½ 
Area of Effect: 10 square feet + 5 square feet/2 levels 
This spell will cause a sheet of corrosive acid to fall from the sky (actually, it will appear 10 feet over the target spot). All creatures or objects underneath will be subject to its effects. The acid will corrode wood, metal, cloth, and flesh. The initial inundation will cause 1d6 damage per level (with a maximum of 10d6). A successful saving throw will cause half damage, and adds +1 to subsequent saves. All items exposed to the acid must also save. If a magical item saves successfully, no further 
saves are necessary. Armour loses one point of armour class per round. If it loses all of its points, it disintegrates and falls to the ground. Weapons lose one point per round. The number of points is determined by size (L=3, M=2, S=1). When all points are gone, the weapon is too weak to use in combat. All damage done to items (other than loss of magical properties), can be repaired with a Mend spell, or the like, unless the item was destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent damage can be avoided if victims immerse themselves in water, to wash off the acid.

Alpha's Firefountain
Alteration
Components: V,S,M 
Range: 10 yards/level 
Casting Time: 6 
Duration: Special 
Saving Throw: Special 
Area of Effect: Special 
This spell is similar to the fourth-level Alpha's Firefall spell, but is more powerful in two ways. First, the spray of liquid fire burns for a total of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and 1d6 the third. There is no saving throw vs. the damage inflicted by the spray. Second, the wizard is able to throw up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with a save vs. breath weapon to halve damage) for every six levels of the wizard (rounding off all fractions). The material component is a lump of pitch, sulfur, saltpeter, and magnesium and an available fire source.

Alpha's Shooting Stars
Conjuration/Summoning
Components: V,S,M 
Range: 5 feet per level 
Casting Time: 5 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: Special 
This spell creates glowing missiles with flaming trails, one for each six levels of the wizard (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The original intended target may attempt to save vs. petrification to avoid being struck, this save at -4 if within 20 feet and at -2 if within 40 feet. If this save fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell.
If the wizard has more than one missile, he may direct them at one or several targets as desired. Anyone within 5 feet of the path of the missile will suffer 2d6 (save for half) fire damage simply from the heat of the passage of the shooting star. The material component is a bit of  meteoric iron and a piece of igneous rock.

Alpha's Starlight Citadel
Conjuration/Summoning
Components: V,S,M 
Range: 30 yards 
Casting Time: 1 turn 
Duration: Special 
Saving Throw: None 
Area of Effect: Special 
This spell can only be cast in an area under star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal, with many faint silvery gleams. This tower is in all respects similar to a Daern's Instant Fortress (q.v.) except that it grows slowly during the course of the casting, and so no creature able to move could possibly be harmed by its expansion. The door to the Citadel is Wizard Locked at the wizard's level. One creature for each level of experience of the wizard may be designated in the casting of the spell, and such creatures may freely open the door, though the wizard may override this at any time by mental command. The magic of the walls of the citadel prevents the passage of any creature ethereal, astral, or out-of-phase creature. Teleportation into and out of the tower is still possible. This spell lasts until the first rays of direct sunlight strike the tower, but it cannot last longer than 2 hours + 1 hour per level of the wizard in any event. The material component is a star sapphire and a small steel carving of a tower.

Alter Occurrence
Conjuration/Summoning, Invocation/Evocation
Components: V 
Range: Infinite 
Casting Time: Special 
Duration: Permanent 
Saving Throw: Special 
Area of Effect: Special 
This spell is a weaker version of the seventh-level wizard spell Limited Wish. Alter Occurrence enables the wizard to alter the way an event in the very recent past actually occurred. For the casting of the spell, the wizard recounts an event which occurred up to two rounds previous which he viewed firsthand. The wizard, while recounting the incident, modifies it in the way which he would have liked for it to occur. At the end of the casting, the past will be rewoven along the lines of the wizard's version, by a base guideline of 3% per level of the wizard. (For instance, Johann, a 12th-level wizard, uses the spell to make a freak gust of wind blow an arrow totally off course which shot his companion Rykor in the heart a few seconds ago - a critical hit. Johann has a 36% chance to make the arrow miss, else it still hits doing regular damage. If Johann had asked for the arrow to have missed Rykor's heart, it might have still hit Rykor but would have done only 100 - 36 = 64% of the designated damage.)
This spell will automatically modify the perceptions of the past for all of those, other than the wizard, who were present during both the modified and unmodified events unless they make a saving throw vs. spells. Alter Occurrence cannot be used to raise character abilities (even temporarily) or mimic other magical effects. Frequent use of this spell may cause the wizard to go insane; make an Intelligence check with a cumulative -1 penalty each time the spell is used by the same wizard over a one week period, or suffer a random type of insanity.
Alter Occurrence is a spell published by the wizard Saridan Hysakai after over a decade of study (an unknown amount of which was spent at the plane of time). Saridan subsequently went insane.

Azura's Black Scythe
Evocation, Necromancy
Components: V,S 
Range: 10 yards 
Casting Time: 6 
Duration: 1 round/2 levels 
Saving Throw: Special 
Area of Effect: 10-yard long, 180 degree arc 
The Black Scythe is a fearsome weapon to behold, stretching 8 feet and immolated in wispy green flames. It sweeps a 10-foot long, 180 degree arc and can hit all targets within its area as a monster of the wizard's level. Creatures up to 4+1 HD are slain instantly, while those above 4+1 HD but below 8+3 HD must save vs. spells or be stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must save vs. spells or be slowed for 1d4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects. The material component is a miniature sickle with an ebony shaft and an adamantine blade costing 500 GP to construct.

Giant Strength
Alteration
Range: Touch
Components: VSM (capelli di tre diversi tipi di giganti)
Duration: 6 turns + 1 turn/level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None 
When this spell is cast upon a fighter or priest, the spell will increase his Strength to that of a giant. The particular Strength gained is determined randomly by a 1d20: 
Die Score Strength Equivalent Giant Type To Hit To Damage
18/00  Ogre +3 +6
1-6  19  Hill +3 +7
7-10  20  Stone  +3 +8
11-14  21  Frost  +4  +9
15-17 22  Fire  +4 +10
18-19  23  Cloud  +5 +11
20-21  24  Storm  +6 +12

The die score is modified by the following:


  • * -1 on the die roll if the recipient is below ninth level 

  • * No adjustment if the recipient is between ninth and 15th level 

  • * +1 on the die roll if the character is above 15th level 


Other information on boulders, opening doors, and bending bars/lifting gates can be found in the PHB under Strength, and in the DMG, page 63.

Invoke Lolth
Conjuration/Summoning
Range: 0
Components: VS
Duration: special
Time: 1 round
Effect: caster only
ST: no
This spell can only be used by drows. It's a modified Contact Other Planes. It invokes the attention of the drow goddess Lolth upon the caster, for the duration of one fight. It must be cast during the fight or immediately before. If the caster defeats his/her opponents, he/she gains a non-cumulative +2 bonus to all saving throws for one day per HD/level of the enemy. If the caster is killed, he/she immediately comes back as a drider, with full HP.
Source: Zappo

High Energy Lightning
Evocation
Range: 5 meters
Components: V, S, M (a atring of copper)
Duration: instant
Time: 6
Effect: a lightning either 30 meters long and 1,5 wide or 15 meters long and 3 wide.
ST: halves
This spell is similar to lightning, but it causes 1d8 HP per level, up to a maximum of 20d8. However, because of the potent energies of the spell, the lightning becomes very erratic near conducting materials. If there are consistent masses (at least 30kg) of conducting metals near one of the two extremes of the lightning, there is a 30% chance that that extreme moves to the mass (changing the lightning size or trajectory). A consistant mass of chemical conducting materials such as a human body has a chance of 15% of attracting the lightning. This means that it is always possible that the lightning targets the wizard! If more than one mass is present, choose one at random (metallic masses are twice as likely to attract the lightning). An evil and cunning mage who is going to use this often always carries with him some dumb armor-clad warrior.
Source: Zappo

Spatial Distortion
Alteration
Range: 0
Effect: 1 km. radius per level
Duration: 1 day
Components: VSM (tens of small faceted crystals, which must be put along the effect area's circumference)
Time: 1 turn, plus the time to place the crystals.
For the duration of this spell, any attempt at teleporting or planar travelling from the effect area will trasfer the targets to another location instead, which must be specified when the spell is cast. It must be a location that the wizard visited at least once. Any failure chance due to lack of knowledge of the site applies. For example, if a wizard tries to teleport to his house, which he knows very well, but his attempt is misdirected to a zone he doesn't know, he will have a high failure chance. This effect applies to each teleportation or planar shift attempt, be it clerical, magical or psionic. However, it does NOT apply to portals, vortexes, gates and any other permanent connection.

Symphony
Enchantment/Charme
Range: 20 meters
Components: VM
Time: 1 turn
Duration: 1 hour/level
ST: none
Effect: 20 meters diameter area.
By use of this spell, the mage creates, by playing any musical instrument, a sweet melody. All people in the effect area (including the wizard) will feel cheered up, relaxed and happy, and any common natural disease such as fever will be cured. The wizard, to use the spell, must play a musical instrument (it is not required to have the proficiency) for at least ten minutes: after this time, the musical instrument will keep playing by itself. The spell's effects are the following:
- all people in the effect area (including the wizard) will regain 1d3 hip points per hour (3 hit points per hour if the one who casted the spell was a bard, minstrel or elf).
- during the spell, all people will have a +1 bonus to surprise (+2 if the one who cast the spell was a bard, minstrel or elf).
- for the fallowing day, the spell's subjects will have a +2 on saving throws (+3 if the one who cast the spell was a bard, minstrel or elf).
- any mage, cleric, bard or spellcaster will be able to memorize, during the spell, their spells taking half the time (1/3 if the spell was cast by a bard, minstrel or elf).
The material component is the musical instrument, which isn't destroyed in the casting.
Source: Fabio.

Taser
Range: 35 meters
Components: VS
Time: 6
ST: special
Duration: instantaneous
Effect: one creature
This spell throws a strong electrical discharge on a foe, causing 6d6 damage and forcing the victim to save versus spells at -2 or lose control of one limb, with all the consequences.
Source: Alessandro Ongari.

Teleillusion
Illusion
Range: infinite
Effect: one image
Duration: 1 round/level
Components: VSM (a pool with a special liquid, which costs 1000 GP and one week of time to prepare)
Time: 1 round
This spell creates in the target zone a bidimensional image of the wizard. This image mirrors exactly the mage's aspect for the duration of the spell and emits the same noises, though at a lower volume. So it can be used to send messages. Because the wizard doesn't see or hears what happens in the target zone, it can't be used for true communication or spying. The image can be sent to any place or plane the mage knows, provided that he knows that the place hosts some people he knows. He can then make the image appear a short distance from them.
The image is transparent and the colors are faded, and it's flat: it can easily be recognized for an illusion.