Acid Storm
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Acid Storm
(Evocation)
Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: 1/2
This spell unleashes an acidic downpour on the area
of effect, doing 1-4 hit points of damage each round
for the first three rounds, 1-6 hit points for the next
three rounds, and 1-8 hit points for each round thereafter.
Moving out of the area of effect does not stop the damage
- the acid adheres to the skin, and any creatures in
the area of effect when the Acid Storm is cast continue
to suffer damage as long as the spell duration lasts.
Creatures make a saving throw vs. spell every round
after they have been hit by the cloud - if successful,
they only take half-damage (for that round only).
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Value: 2100
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Finger of Death
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Finger of Death
(Necromancy)
Level: 7
Range: Sight of Caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
The caster utters the finger of death incantation, points
his index finger at the creature to be slain, and unless
the victim fails a saving throw vs. spells, the victim
dies instantly. Even if the save is successful, however,
the brush with death still inflicts 3-17 points of damage.
Characters slain by a Finger of Death cannot be resurrected
- they are gone forever.
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Value: 2100
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Malavon's Rage
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Malavon's Rage
(Evocation)
Level: 7
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: 1/2
Malavon's Rage was created by the dark elf sorcerer
Malavon. It shoots darts of pure energy out from the
caster's body in all directions, harming friend and
foe alike. The small wedges of magic do 20-80 points
of piercing damage to everything caught in their path.
This spell is especially useful when a mage is surrounded
by enemies.
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Value: 2100
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Mass Invisibility
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Mass Invisibility
(Illusion/Phantasm)
Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: None
An improved version of invisibility with battlefield
applications, Mass Invisiblility can hide all creatures
within its area of effect. Unlike improved invisibility,
the invisibility is broken as soon as a target attacks.
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Value: 700
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Monster Summoning V
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Monster Summoning V
(Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-3
5th level monsters. These appear within spell range
and may be commanded to attack the caster's opponents
until the spell duration expires or the monsters are
slain.
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Value: 2100
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Mordenkainen's Sword
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Mordenkainen's Sword
(Evocation)
Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell summons a shimmering sword of force that
can be mentally wielded by the caster. It strikes as
if it were being used by a fighter at half the level
of the caster, and despite the fact it is held in the
hand, it can hit creatures anywhere within the sight
of the caster. Although the sword has no bonus to attack,
it can hit creatures normally hit only by +2 weapons
or greater and inflicts 5-30 hit points with every strike.
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Value: 2100
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Power Word,
Stun
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Power Word: Stun
(Conjuration/Summoning)
Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Similar to Power Word: Silence and Power Word: Kill,
Power Word: Stun is another of the words of power. When
uttered, it stuns any creature the caster targets, causing
them to reel and be unable to think coherently. Creatures
with less than 31 hit points are stunned for 4-16 rounds,
those with 31 to 60 hit points are stunned for 2-8 rounds,
those with 61 to 90 hit points are stunned for 1-4 rounds,
and those more than 90 hit points are unaffected. The
spell checks the creature's current hit points, not
their maximum, so even the toughest creatures can be
affected by this spell if they are wounded.
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Value: 700
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Prismatic Spray
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Prismatic Spray
(Conjuration/Summoning)
Level: 7
Range: Caster
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70 x 15-foot spray
Saving Throw: Special
This spell causes shimmering rays of light to flash
from the wizard's hand, in a cone 70 feet long and 15
wide at its end. Any creature touched by the rays may
be inflicted with a random effect depending on the color
(see below), but any creature less than 8 hit dice is
blinded for 2-8 rounds, regardless of any additional
effect. The colors of the prismatic spray do the following:
red (inflicts 20 hit points of damage, save vs. spell
for half), orange (40 hit points of damage, save vs.
spell for half), yellow (80 hit points of damage, save
vs. spell for half), green (save vs. poison or die -
survivors still take 20 hit points of poison damage),
blue (save vs. petrification or turn to stone), or indigo
(save vs. wand or go insane).
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Value: 700
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Seven Eyes (SPWI710) New
in Heart of Winter
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Seven Eyes (Abjuration)
Level: 7
Range: Caster
Duration: 2 turns
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell conjures forth seven magical orbs that float
in a ring above the caster's head. Each eye has a defensive
and offensive ability, though once either one is used
the eye will lose its power. Any subsequent castings
of Seven Eyes will fail if cast before the expiration
time, whether or not any eyes remain. The powers of
each eye are described below.
Eye of the Mind - this orb protects the caster against
mental attacks, such as charm, emotion, and fear. The
eye may be expended as the 1st level wizard spell Charm
Person.
Eye of the Sword - this eye deflects the first physical
damaging attack that strikes the caster. The eye may
be expended as the 1st level wizard spell Magic Missile
(5 missiles).
Eye of the Mage - this eye absorbs one manifestation
of fire, electrical, cold, or acid damage. The eye can
also be expended as the 3rd level wizard spell Lightning
Bolt (4d8 damage).
Eye of Venom - this eye halts any one attack or effect
that could poison the caster. The eye can also be used
to poison one creature, dealing 30 points of damage
over a period of 30 seconds.
Eye of the Spirit - this eye blocks one instant-death
magic attack (Death Spell, Finger of Death, Power Word
Kill, Slay Living, Destruction). The wizard may instead
choose to expend the eye's power as a ray of enfeeblement,
dropping a target's strength to 5, reducing its chance
to hit, and the damage it deals.
Eye of Fortitude - this eye blocks one stunning, deafness,
blindness, or silence effect. It may alternatively be
expended as the 4th level wizard spell, Shout.
Eye of Stone - this eye shields the caster from a single
petrification attack. It can also be used as the 3rd
level wizard spell, Hold Person.
Any subsequent castings of Seven Eyes will fail if cast
before the original spell expires, whether or not any
eyes remain.
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value: 2100
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Suffocate (SPWI711) New
in Heart of Winter
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Suffocate (Alteration)
Level: 7
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: 1/2
This spell draws the breath out of all creatures within
the area of effect. Creatures that do not breathe are
unaffected. Suffocating creatures suffer -4 to armor
class, -4 to hit, -6 to dexterity, one less attack per
round, half movement rate, and take 4d8 points of damage
per round. A successful saving throw negates all effects
but 2d8 points of damage for one round. The effects
begin to fade when the creature moves out of the area
of effect, although it may take a round for a character
to catch their second wind.
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value: 2100
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