Level 7 spells


Dragon breath

Range: Varies
Components: V,S,M
Duration: 3 rounds
Casting Time: 3
Area of Effect: Varies
Saving Throw: Special

This powerful spell is rarely used because its material component is the tooth of a dragon. Any type, size, and age of dragon may be the source-even teeth taken from a dragon's skeletal remains or undead form will work. The spell enables the wizard to unleash a breath weapon up to three times (once per round, if no other spell-casting is undertaken) as if the wizard was a dragon of the same sort as once possessed the tooth used. The wizard must have the proper incantation for the type of dragon chosen, as different wordings exist for the different dragon types the most widelv known being blue, black, green, and white. Red and copper are hard to find, and the incantations for other dragon types are very rare indeed.

The precise effects of each breath weapon-range, area of effect, and saving-throw details-are as given in the Monstrous Compendium, Volume l, under "Dragon." The damage dealt by each breath is as given therein, but the wizard's exerience level is used to find which dragon age the damage corresponds to. Divide the wizard's level by three, rounding down, to find the assumed "age" and thus the amount damage done. For example a l4th-level mage (the lowest level at which this spell can be cast) spitting acid as a black dragon does 8d4+4 damage, as if he were a juvenile, or age category 4, dragon.

If a mage tries to combine attributes of various dragon breath weapons during the casting by altering or 'doubling up' the incantation, the result is always the explosion of the tooth (which the caster must hold in his hand during casting) into 36 magic missiles erupting in all directions. These unguided magical bolts, each doing ld4+1 hp damage, travel for 120' before dissipating. All beings within range should save vs. spells to see if they get hit. If struck, roll any die to see how many times: an odd roll equals one missile, an even roll equals two. All beings within 30' of the caster must save four times; the caster must save 10 times (for all failures, roll every'odd to see how many bolts strike).


Level: 7.
Components: V,S,M.
Range: 0.
CT: 7.
Duration: 1 rd.per level.
Save: None.
Area of Effect: Special.

This spell creates seven star-shaped, piked fields vf whirling, sparkling force from seven drops of the caster's blood. These bloodstars move about (MV Fl 22, MC: A) in response to the caster's will. All seven can attack separate targets, although a bloodstar can't move more than 90' away from its caster.

A bloodstar strikes targets at THACO 4, and its razor-sharp points of force slash through all armor and nonmagical barriers to inflict 4d4 pvints of damage. (Due the "ernergy aura" exuded by a striking bloodstar; a single being can suffer damage from only one bloodstar in one round Once a particular bloodstar has drawn blood, the caster can make it explode on any subsequent round, dealing 3d6 hp of damage to all creatures within 10'. The caster is immune to all effects of his own bloodstars, which pass through him as though he does not exist. A wizard can grapple with a foe, hold him in one place and bring already-existing bloodstars slashing through them both, harming only his foe.


Level: 7
Range: 30'/level of caster
Duration: Permanent
Effect: Renews or destroys any 10' x 10' x 10' area of nonliving material.

When cast, this spell will restore any area of nonliving material up to ten feet cubed in size. Rotting beams will straighten and become whole, eroded statues will regain their form, and corroded piles of rust will once again be intact pieces of metal. For any ruined piece of material less than 100 years old, the spell succeeds on a percentile roll of 90 or less, but for every additional 50 years the object or area was in a ruined state, the chance of success is reduced by 10%. This is a basic reflection of the difficulty of undoing centuries of ruin or disuse, and the fact that 100 years of neglect is much easier to repair than 500 years. Thus, an ivy-covered, eroded statue that has lain forgotten in an overgrown field for 350 years would have a chance of 40% of being restored. Regardless of the age of the object being renewed, if the spell was successful, it will be fully restored, with inscriptions freshly written on it, paint fresh and vibrant, and any metallic elements shining. For any object or area left in ruin for more than 500 years, there is always a 1% chance that the spell will succeed. It should be noted that, as this spell only affects an area up to ten feet cubed, repeated castings may be required to renew large objects, such as bridges or buildings.

This reversed version of this spell, ruin, ages an object up to ten feet cubed in size by an amount determined by the caster. Chances of success are identical to those for renewing something, such that aging a statue by 100 years, for example, has a base chance of 90% for success. For most human-built structures (except those of stone) aging them 100 years is sufficient to ruin them. Elvish structures could survive up to 300 years or aging before falling into ruin, while dwarvish structures could withstand up to 400 years of aging. Stone or magical structures are typically more resistant, and could incur a penalty of up to -20% on any attempt. As with renewing an object, rolling 1% is always a success. As with renew, the reversed version may have to be cast several times to bring a larger structure into ruin.

contribution from Geoff Gander.

The Mark of the Damned by Brannart McGregor

Level: 7
Range: touch
Duration: until removed
Area: one person

The Mark of the Damned is an invisible magical sigil that must be placed on the victim's forehead. If the victim fails the saving throw, he knows that something is horribly wrong, if he succeeds, the Mark fails. All those who see the victim's face, will treat him as if they saw the face and the body of a lich. They see him just as he is, but their attitude is altered, and they can't explain why. The victim causes them to panic, rage, fear... Even if he can get someone believe that he is cursed, the spell is not broken. The Mark of the Damned can not be dispelled, but a Bless or a Remove Curse by a lawful cleric of necromancer's level will remove the Mark. The necromancer can also remove the Mark.

A contribution from Markus Olavi Montola.

Steal Soul by Morphail Gorevitch-Woszlany

Level: 7
Range: 10m
Duration: permanent
Area: one victim

This spell effectively drains the soul of the victim permanently from his body. The body doesn't die, but the soul appears pure and naked white misty form next to it. The soul can be harmed only by specific magics, and it can only move (fly) at walking speed. If the soul is still free after five minutes, it is drawn to afterlife. Before that happens, other soul magics affect the soul. If the victim has any soul magics (like Magic Jar), he can use them. The soul can use no other form of magic. The victim may save vs. death magic to avoid the soul-stealing. The victim can be raised from death, if the soul is not trapped somehow. Bodiless
soul can not resist soul magics in any way. Only sentient beings' souls can be stolen.

A contribution from Markus Olavi Montola.

Eclipse by Brannart McGregor

Level: 7
Range: 0
Duration: 20min / level
Area: 1km radius / level

Eclipse prevents sunrise within a given area, postponing it by 20 minutes per level of the caster. Practically it reflects all the sunlight within the area back to the sun, but lets starlight and moonlight through. The area of effect moves with the caster. Eclipse can be only cast before sunrise, but it lenghtens the duration of all spells lasting for one night. Note that powerful mages can prevent an entire day (at least in winter or in a valley), making the night very long indeed. Eclipse cannot be cast on two subsequent days.

A contribution from Markus Olavi Montola.