Level 6 spells.


Barrier reaver

(Alteration)
Range: 10 yards/level
Components: V,S,M
Duration: 1 round
Casting Time: 6
Area of Effect: Cylinder, 1'/level in diameter and length
Saving Throw: None

This spell forces an opening in any magical barrier, including an anti-magic shell, a layer of a prismatic sphere, or a conjured physical barrier such as a wall of iron. The opening comes into being at the end of the round of casting and lasts for the entire next round.

During this time, spells and other attacks can be launched through the opening, creatures who can fit through it can pass the barrier, and what is beyond the opening can be observed. The caster of the barrier reaver is free to cast another spell during the round in which the opening exists. This spell does not destroy the barrier; the opening closes at the end of the round, doing 6d6 hp shearing damage to any creature caught within it and forcibly expelling them or their remains on either side of the barrier (the DM should choose which side at random).

The material component of this spell is a small metal key.


Bonebind.

(Necromancy).
Components: V,S,M.
Range: 10 yds./level.
CT: 6.
Duration: 1 rd per level.
Save: Special.
Area of effect:

This spell requires a bone from any creature, held in the caster's hand. It affect only undead. The effects of a bonebind are automatic on all chosen undead of 7 HD or less with corporeal forms. Such undead are curled into a ball (if more than one undead is affected, they are all gathered into one tightly-packed sphere) and held helpless, immobile and with their special abilities in stasis, until the spell expires or the caster frees them by an act of will. Typically, this "boneball" is rolled off a cliff, into an obstacle or fire, or conveyed into the midst of foes, whereupon the caster ends the magic, freeing the undead to fight. Against incorporeal undead and all undead of 8HD or more who don't turn as "Special;' a bonebind acts only as a slowspell. Bonebind also has additional effects against certain types of undead. When cast on a vampire, it forces the vampire into corporeal form and traps it in that form for the spell's duration (so that it must remain solid, visible, and can't fly). A bonebind spell prevents a banshee from wailing while the spell is in effect, and protects the caster from the aging effects of seeing a ghost. In the latter case, the spell makes the caster glow with a white radiance, but has no effect on the ghost or other undead present. To be effective against aging, it must be cast within one turn after sighting the ghost.

Corporeal undead of 7HD or less get no saving throw against a bonebind.Incorporeal undead and all undead of 8HD or more save vs. spell with a - 1 penalty, but are allowed a saving throw every second round after the spell contacts them.

Whenever one succeeds, they break free of the spell. Liches and vampires are especially susceptible to bonebind spells, and save with a -3 penalty (every second round until free, as above). "Special" undead are immune to bonebind spells.


Lightningcloak  

(Alteration/Evocation)
Level: 6
Components: V,S,M
Range: 0
CT: 1 round
Duration: Special
Save: Special
Area of Effect: The caster

Upon casting this spell, a shimmering aura of lightning surrounds the wizard. This lightning produces a crackling sound that is audible at a 5' range, and in dark areas the lightningcloak will outline the spell-caster as if a faerie fire spell had been cast upon her.

Under the effects of the lightningcloak, the wizard is a giant battery capable of discharging lightning bolts as she sees fit. The maximum damage of these bolts is ld6 damage for each level of the wizard, and she can discharge the bolts at the rate of one per round. The amount of damage caused by each bolt can be varied by the spell-caster, i.e., a l2th-level wizard can cast two 6-dice bolts, four 3-dice bolts, a 9dice bolt and three 1-die bolts, or any combination that adds to 12 dice. Saving throws are allowed against these bolts, with success indicating that the victim suffers half damage.

The lightningcloak also protects the wizard from the effects of electricity and electrical attacks. These attacks are absorbed with no harm to the, wizard up to a maximum of 8 points of absorption per level of the spell-caster (e.g., 80 points for a l0th-level mage).

However, the spell will end if the lightningcloak absorbs its full capacity of electrical damage. In addition, anyone who attempts to touch a lightningcloaked mage will be shocked for 1d6 points of damage. If a metal object (such as a metal weapon) is the touching agent, the maximum of six points of damage will be sustained by the attacker. No saving throws apply against this property of the lightningcloak.

The lightningcloak spell will end when all its lightning bolts have been used or if it absorbs its maximum capacity of electrical damage as noted. Otherwise, the duration of the lighiningcloak spell is one turn plus one round for each level of the wizard.

The material components for this spell include powdered amber and rose quartz (100 gp total value), a bit of phosphorous, and a finely woven cloak of no less than 500 gp value. The cloak must be worn for the spell to take effect, but the cloak may be re-used for subsequent castings of the spell.


Zala's Disruption

(Abjuration) .
Level: 6 .
Components: V, S.
Range: 0.
CT: 6.
Dur.:Instantaneous.
Save: None.
Area of effect: 5' radius/level.

When invoked, this powerful incantation erases spells from the minds of wizards and priests within the stated range. Anyone with memorized spells within the radius must make a saving throw vs. spells or lose 1d4 random spells. Anyone failing the first saving throw must roll again; failure results in another 1d4 spells lost and another saving throw until he has no spells left or a saving throw is successful. The caster and any allies in the area of effect are likewise affected by the disruption, though the caster gains a +2 bonus to the saving throw (+3 if an Abjurer). The a disrupted magic takes the form of spectacular clouds of shimmering light that hover in the area for hours after the spell takes effect.

The material component is a diamond worth no less than 5,000 gp,   however, this gem is not expended in the casting of the spell.


Accelerated Metabolism

(Alteration)
Level: 6
Components: V,S,M
Range: Touch
CT: 6 segments
Duration: 1 turn/lvl.
ST: None +1-6 turns
AE: One creature

Explanation/Description: This spell speeds up the life processes of the recipient at a rate of 1 day/turn for the duration of the spell. All life processes (sleeping, eating, healing, etc.) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. Three rounds of rest per turn must be allowed, otherwise exhaustion results and no healing is possible. The other seven rounds per turn must be spent eating and drinking a day's rations. The recipient regains 1 hp/turn for the first seven turns (minus any penalty due   to poor constitution). In subsequent multiples of seven turns, characters with constitution bonuses additionally receive their constitution bonus score. In any case, 28 turns of accelerated metabolism heal a character completely. However, each turn ages the recipient a week (as opposed to a day), due to the stresses of the artificially high metabolic rate. Note that the character does not move or fight any faster than normal. Also, if the recipient of the spell is unwilling, a saving throw is applicable.

The material component for this spell is a candle, which must be lit at both ends. The candle must burn for the duration of the spell; if it is extinguished, the spell ends prematurely. The candle is completely burned if the spell runs its normal course.


Vampire Dagger

(Necromantic)
Level: 6
Components: V,S,M
Range: 0
CT: 6 segments
Duration: 1 rnd./lvl.
ST: Neg.
AE: Personal

Explanation/Description: By casting this spell on a specially prepared  nonmagical dagger, the magic-user is able to drain hit points from other creatures that he strikes with it and bestow those hit points on himself. The magic-user must attack the creature normally with the dagger. If the hit is successful, the creature takes normal damage from the dagger (1-4 for small-and man-sized creatures, 1-3 for large-sized creatures, plus any strength bonus), plus bonus damage of 1 hp for every two levels the spell-caster has. The magic-user in turn gains this bonus damage as curative hit points. If the victim makes its saving throw vs. death magic, it takes damage from the dagger but no hit points are transferred to the spell-caster. If the save is a natural 20, the magic-user takes the bonus damage instead of the victim. If this spell drains more hit points from a victim than remain in that victim, the victim dies; only those hit points left to the victim after the dagger's damage (with strength bonuses) is subtracted are transferred to the magic-user. The magic-user cannot gain hit points above his normal hit-point total; all extra hit points are lost. For example, a 16th-level magic-user hits a minotaur with 26 hp and rolls a 2 for damage, doing a total of 10 hp damage. The minotaur fails its saving throw, and the magic-user gains 8 hp (he lost 10 hp in a previous fight). The next round, the magic-user hits again and does 1 + 8 = 9 hp damage. The minotaur makes its save, so no hit points are transferred. On the next round, the magic-user hits again and does 2 + 8 = 10 hp damage. The minotaur fails its save and dies, having had only 7 hp left. Thus, only  7 - 2 = 5 hp can transfer to the caster. The caster gains only 2 hp, however, since this increase puts him at his maximum hit-point total.

This spell is ineffective against creatures that can be harmed only by magical weapons (undead excluded) and creatures that have no blood (e.g., golems). If the dagger is used in an attempt to drain an undead being, the magic-user must save vs. death magic with each strike or die himself; the undead being only takes damage from the dagger and associated strength bonuses.

One of the material components of the spell is a dagger that has a channel inside it running from the tip through to the handle. The dagger must be forged from an alloy of silver and steel that has been mixed with the crushed bone of a vampire. The minimum cost of such a dagger is 2,000 gp. Blood from the dagger's wound must travel through the channel and touch the bare flesh of the magic-user's hand for the hit points to be transferred. The dagger remains after the completion of the spell. The other material component of this spell is the claw of a vampire, which disappears after the spell is cast. The effects of this spell do not protect the caster from any unusual effects of the victim's blood.


Szasza's Vengeance by Szasza Markovitch

Level: 6
Range: 30m
Duration: permanent
Area: one victim


Szasza's Vengeance is a powerful curse that can be only cast by a necromancer who is dying at the time of the casting. The spell requires only a very simple gesture and gaze, so usually even the dying can cast it. As the Vengeance drains caster of his life-energies, he can never be brought back to life. Szasza's Vengeance works in three different ways.
First, the victim is instantaneously and permanently drained of two levels of experience. Secondly, three nights after the caster is killed, he comes back as an intelligent spectre with all his spell-casting abilities (except Szasza's Vengeance), but which is completely obsessed with killing the victim. The spectre vanishes as the victim dies, but if the victim is drained to zero levels of experience, he turns to a spectre and is left to haunt the place of his death. Thirdly, until the spectre tracking the victim is destroyed, the victim sees every night nightmares of his death, and the lack of sleep gives him -2 modifier to everything he does.

A contribution from Markus Olavi Montola.


The Wraith Curse by Morphail Gorevitch-Woszlany

Level: 6
Range: touch
Duration: 1r / level, or until it hits
Area: one edged weapon


The target weapon is surrounded by black, crackling aura for the duration of the spell. When the spell is in effect, the dagger must be used to kill someone with one strike or cut. If the target dies, the next round he turns to a wraith under the necromancer's control -- if he doesn't, the spell wears off. The wraith lives until killed, but the necromancer must every evening make an intelligence check to maintain the control over the undead created with this spell. If he fails, the wraith is set free, if he maintains the control for seven nights, the wraith is obedient forever. Usually the Wraith Curse is used against deadly wounded or helpless victims.

A contribution from Markus Olavi Montola.


Soulcage by Morphail Gorevitch-Woszlany

Level: 6
Range: touch
Duration: permanent
Area: one object


Soulcage prepares a container for the soul of one specific person. Enchanting the cage takes one hour per level of the victim. The container may be just about anything, but it must have been in the possession of the victim at least a year. The cage turns black (as if burnt) as the result of the spell. After the Soulcage is created, it can not be dispelled without physically breaking the cage. It works even within anti-magic zones. Creating the Soulcage requires a couple of components from the victim like hair or nails, and the knowledge of all the names victim has regularly used in his life.

A contribution from Markus Olavi Montola.


Bind Soul by Morphail Gorevitch-Woszlany

Level: 6
Range: 10m
Duration: permanent
Area: one soul, one Soulcage


Using Bind Soul requires a container prepared with Soulcage, and a bodiless soul. Bind Soul effectively forces the soul to the Soulcage, where the soul is trapped until it is freed by physically breaking the container. Bind Soul can not be dispelled without breaking the container. After the soul is trapped, other soul magics can be used against it. It is possible to communicate with the soul by using ESP or similar forms of magic.

A contribution from Markus Olavi Montola.