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Dragon Ninja
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Advanced Dungeons and Dragons Spells

Seventh level wizard spells

5-Mile Carrier
Alteration
Components: V,S 
Range: 0
Casting Time: 1 turn 
Duration: Instantaneous 
Saving Throw: None 
Area of Effect: Special 
Extends the range of any other spell up to 5 miles. Can shoot around corners but not in a zig-zag shape, e.g. you could cast it with Lightning Bolt to start the bolt on the other side of a hill 2 miles away, but the size of the bolt is still the same.

Animate Dead II
Necromancy
Components: V,S,M (as Animate Dead, with the inclusion of a pinch of dust from each of the undead types to be created)
Range: 10 yards/level 
Casting Time: 1 round/level 
Duration: Permanent 
Saving Throw: None 
Area of Effect: Special 
This more powerful version of Animate Dead creates 1 HD of undead per level of the wizard. Any undead not possessing Energy Drain up to 5 HD can be created with this spell.

Anti-Magic Aura
Abjuration, Enchantment, Metamagic
Components: S, M 
Range: 70 yards 
Casting Time: 9 
Duration: 1d4 rounds + 1 round per level 
Saving Throw: Special 
Area of Effect: One creature 
The origin of the spell is still unknown, but it is said that it was found accidentally by a magic student who was killed by a powerful wizard a few days later. That wizard is said to have been his teacher. The distinction of this spell is that only a small number of wizards has heard of or used it. It is said that it travels from one wizard to another with a spellbook with a cost of the death of the last wizard carrying it. When the spell is cast, a bright grey light occurs on the wizard's finger. As the wizard points the target, a grey aura covers the victim but gives no harm. The victim is unaware of this, but every round the spell sucks the enchantments from every item carried, including swords, armour, cloaks, potions, rings, staves, wands or anything else that is magical. Items that do not have bonuses in the form of plusses or percentages immediately become useless, until the spell ends. The ones having bonuses lose one point each round. For example, Ayala has a broad sword, +4. When he is under the spell's effect, the sword is +4 in the first round, +3 in the second round, +2 in the third round, +1 in the fourth round, and an ordinary broad sword after that, until the spell's duration expires.
The enchantments never go negative and negative ones stay the same. At the instant the spell expires, the bonuses return by one point per round. Items having an ego are allowed to save versus spell, but they suffer a -1 penalty for every two levels of the caster. Other items are not allowed to save. Also, there is a 20% chance that a wizard will fail casting a spell when surrounded by the aura, even if he is casting dispel magic. By the way, dispel magic negates the effects. The material component of this spell is an ornate fan, worth at least 10 gp. 
Author: K. Yavuz Ozbay.

Azura's Soul Whip
Evocation, Necromancy
Components: V,S,M 
Range: 20 yards 
Casting Time: 5 
Duration: 1 round per 2 levels 
Saving Throw: None 
Area of Effect: Special 
When the wizard casts the soul whip, he creates a shimmering ebony tendril which lashes out at one specific creature within 20 feet. A to hit roll is necessary, but the whip strikes once per round as a monster of the wizard's hit dice, and on an unmodified roll of 20, the whip entangles its victim for 1d4+1 rounds (no to hit needed during that time). Whenever the weapon touches its target, it inflicts 1d8+3 damage points, and these points are immediately gained by the spell wizard and heals any damage previously incurred. If the wizard's hit points rise above maximum normal hit points, then the extra points will remain for only 1 turn. The material component is a small leather whip.

Greater elemental ball 
Evocazione
Range: as fireball
Components: VSM(Sulfer,ice,silt,vial of pure rain water, Barbarian skins, +6 holy dagger, arrow of life, arrow of slay good, spell book with at least 3 9th level spells, ring of pure love)
Duration: Instaneous
Casting time: 8
Effect: as fireball
Saving throw: Neg
Mage fabricated: Fistandutlis(me) & Mark( my freind) 
This spell is simular to the lesser elemental ball with the following changes, the damage is 1d12 per level. The caster must make a saving throw vs spell; if fail the caster takes 1d20, if made caster takes 2d4 unless above 20th level then none. All the casting materials stay intact except for the sulfer, silt, ice, and rain water. But no more than 4 casting may be performed with the same materials before the intense power crusces them beyond use.
Source: Daniel

Grundlethum's Transformation
Alteration, Evocation
Range: 0
Components: V, S, M (a potion of superhero)
Duration: 1 round per level
Time: 7
Effect: the magic user
ST: no
Grundlethum is a great admirer of Tenser and he made this spell to fight better with his dagger. The hit points of the magic user become three times normal and all the damage are first subtracted to these magical hit points (once they are finished, the mage suffers double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior of equal level. His attacks are doubled with dagger, while with a staff he gains another +3 to hit and damage. The wizard gains a point of Strength every four levels (round up). It is possible to cast the spell using a common potion of heroism, but the effect is that of a common Tenser's Transformation.
Source: Zappo

Portal
Alteration, Demonology
Range:  100 yards
Components:  VM
Duration:  Special
Casting Time:  3 hours
Area of Effect:  elipse, major axis 8yards, minor axis 6 yards
Saving Throw:  None
The purpose of this spell is to open a portal into either the Abyss or Hell. The caster has no control over the contact point  with the other plane. Once the portal is opened, anyone or anything is free to pass between planes. This spell is semi-permanent, and the caster cannot dispel it at will. This spell is obsceanly large, and is often kept as its own book. The material components of this spell is brain juice from an illithid, a diamond of no less then 5000 gold pieces, and an eye from an elvin maiden. To open the portal, the caster must have complete silence. The diamond must be placed half the distance between the caster and the spell target. The caster then must douse his hand in the brain juice of an illithid. He begins to read from the book.  His words redily flow, and become a song. This singing continues for almost 3 hours. During this time, there must be no distractions. Upon completion of the song, the caster hurls the maiden's eye towards the targeted area. Once airborne, the eye streaks toward the center of the targeted area. As it reaches its destination, rays of cosmic energy stream forth from the casters hands, through the diamond, and are directed toward the eye. Once the ray meets the eye (at the target's center) there is a huge explosion of near catatonic proportions. If this takes place within a closed enviornment, anything that is not made of solid rock (at least 5 feet thick) or a stronger substance and are within 10 yards of the spells center are destroyed.  Passage ways collapse, wooden walls tumble, glass shatters, creatures take d6 dam/caster level, etc.... As a result of the blast, a gateway is created between the prime material plane and a random location within either hell or the abyss (determined at the beginning of the spell). Once opened, the rift is unstable. This spell cannot be undone at the caster's will, but can be cast in reverse (litterally reading it backwards) to close the rift. All material components are absorbed, and the reverse of this spell requires the same material components as the standard version of this spell. There is a cummulative 1% chance per day that the portal collapses.
Source: Mysrule.

Read Mind
Divination
Range: Touch
Components: S
Duration: Special
Casting Time: 3 rounds
Area of Effect: One creature
Saving Throw: Neg.
Reversible
By means of this spell, the wizard can read knowledge or memory of the victim. Only conscious knowledge and memory can be read, i.e. a Forget spell can hide information from this spell, while a Remember spell can recall information for this spell. The victim may be conscious or unconscious. A successful to hit roll must be made on unwilling victims, which, if conscious, also get to make a saving throw. Time required depends on the information that is required, but is typically the time it would take to relate the information wanted. The reverse of this spell, Mind Shield (Abjuration), protects the recipient from the effects of a Read Mind spell for 1 day per level of the wizard.

Wind Tunnel
Alteration
Range: 0
Components: VM (a fan)
Duration: 1d10 rounds + 1 round/level
Casting Time: 1
Effect: Special
Saving Throw: None 
By use of this spell, the wizard creates a cylindrical tunnel of wind ten feet directly in front of the wizard, ten feet in diameter, and stretching 10 feet per level in length. As long as the wizard maintains concentration on the spell, the tunnel's primary section will be under the wizard's control. Once concentration is broken, however, it cannot be retained, and the tunnel will move and grow in a random fashion for the spell's duration, which cannot be shortened. The tunnel is capable of moving 10 feet per round and growing at both ends at the same rate. If it splits into parts due to this movement, it will grow at all loose ends for the duration of the spell. The wizard and designated friends may pass through the controlled tunnel unscathed. Others, however, must make Strength checks to avoid being pulled into the tunnel, make melee attacks at -2, and may take a point of damage per round from loose sand, dirt, or pebbles. While in the tunnel, missile and hurled attacks are made at -5. Such attacks through the tunnel "skin" are next to impossible. Note that the wizard may walk, communicate non-verbally, and still maintain control, however if the wizard is hit or distracted, then control is lost.