Level 9 Spells


Alamanther's return.

(Alteration, Evocation)
Level: 9.
Components: V,S.
Range: 60 yds.+10 yds./level.
CT: 4.
Save: Special.
Duration: Special.
Area of Effect: Special.

This spell allows the caster to duplicate the effects of any one spell he has ever seen cast-even if he does not know how to cast the spell, lacks the necessary material components, and is ignorant of even the spell's name. The duplicated effect cannot be a magical-item discharge, psionic effect, natural spell-like power, or a priest spell. The damage, extent, and duration of the duplicate spell match exactly those of a chosen casting that the caster saw. The target of the spell is up to the caster; it need not duplicate that of the observed casting.

A return can't be used to duplicate any spell available to the caster. A spell that was cast once from a scroll, which then faded, isn't "available;' but any spell studied, copied into a spellbook, or researched by the caster would be considered "available; even if the spellbook is presently inaccessible and the spell isn't memorized. (This prevents a mage from using a return to forever duplicate the high-damage effects of an especially successful fireball or other favorite spell. The name of this spell comes from the mage who devised it, Alamanther of Aglarond, and his habit of using it to hurl nasty spells used on him right back at those who cast them.


Tempestcone

(Alteration, Evocation)
Level: 9.
Components: V,S.
Range: 0.
CT. 9.
Duration: 1 round.per level.
Save: None.
Area of Effect: One creature.

This spell creates a shadowy, upright cone of force surrounding the caster or one creature touched by the caster. The cone comes to a point a few feet above the recipient's head, and extends to the floor (or, if the caster is flying, falling, or otherwise removed from a solid surface, to just below the lowest part of the caster's body). The tempestcone moves with the caster, and seems to he a faintly-shrieking, tumultuous chaos of whirling winds and shadowy clouds (hence its name). Its only effect is to "drink" all magic coming into contact with it (including magical-item charges and spells cast by the caster it is protecting), and transforms them into magic missiles.

The caster is unharmed by the whirling cone of winds (and is unaffected by all incoming spell effects); the magic missiles created by a tempestcone whirl around the cone until hurled unerringly at targets within 140' by the being enveloped by the cone. The protected creature can hurl the missiles even if it isn't a spell-caster; a mental command is all that is needed. The missiles are identical in all respects to a magic missile spell.

A tempestcone creates two magic missiles per spell level absorbed, each doing ld4 + 1 hp damage and flying unerringly at MV Fl 24 (MC: A). If the projectiles pass more than 140' from the cone, or are unused when the spell expires, they fade away harmlessly. Magical-item discharges for which no spell equivalent exists are considered sixth level for purposes of generating magic missiles.


Tobian's Ultimate Circle

(Abjuration)
Level: 9.
Components: V, S, M.
Range: 0.
CT: 9 rounds.
Dur.: 1 turn/lvl.
Save: None.
Area of Effect: 2'diameter circle per level.

This spell is the final word in defensive magic: completely invulnerable to those against whom it is cast, yet cannot be used to protect an attacker. To set the spell, the caster makes a circle using gold dust-at least 500 gp worth per caster's level. While being cast, the wizard decides whether the circle protect against the inside or the outside. If inside, nothing within the lines can escape or attack through the barrier until the spell expires or the circle is broken. If set to protect against the outside, whatever is within the lines is absolutely invulnerable to every conceivable attack.

In all cases, any force or attack brought to bear against the invulnerable side of the circle is reflected back against the initiator of the force. However, if a creature on the protected side moves or attacks through the barrier willingly or not, the spell is broken. The above rule has one exception: the master of the circle can open the circle for an instant to teleportation or planar travel just long enough to trap someone inside or bring someone across into the protected side. This is the only way a creature can pass through the wall without being reflected back or breaking the spell.

The caster can make the circle permanent by casting a permanency spell, though it can still be broken by someone walking through the opposite side. Legends tell of an archmage who did just this, and put a second circle around the first, with the invulnerable side out, thus trapping an enemy inside forever.


Fate of the Melkur

Level: 9
Range: 250' radius
Duration: permanent
Effect: All living things within area of effect, see below.

This spell, created by the Alphatian wizard Tremas, is designed to be a "smart" defence for a wizard's tower or other private area. It is cast on the foundation stone of a building, on a gemstone of some kind which is then buried, or on a natural feature of the landscape - anything solid and stationary (the spell cannot be cast on a living creature or otherwise mobile object, like a cart or ship). When casting, the wizard chooses an ethos or alignment which will be affected by the spell. This cannot later be amended. Consequently, any living being of that alignment who enters the area of effect must make a Save vs. Spells, or turn to stone. Even if he/she makes their save, the interloper must make another at the start of each turn (if of higher level/greater hit dice than the caster) or each round (if of lower level/hit dice). Although immobile, the victim is aware of his/her surroundings, and retains their ability to think - if psionics are available in your campaign, they may be used without problem. The transformation is permanent so long as the victim remains within the area of effect - if removed, they may again attempt to Save vs. Spells as outlined above until they succeed, at which point they revert to normal with no ill effects (unless they are damaged in statue form - see the spell Flesh to Stone for details). This spell is often used to keep evil beings from a place or object important to good wizards, or vice versa.

Optionally, the DM may decide that being trapped in stone form whilst still being able to think results in a descent into madness. Victims of this spell must make a save against going insane for every month, year, century etc. they remain entrapped. Those who have access to Geoff Gander's excellent insanity rules may wish to use them to determine the form that madness takes.

Contribution from:CQuaif@aol.com


Time Gate

Level: 9
Range: 30'
Duration: 24 hours
Effect: creates temporal aperture

This mighty spell was devised by a great mage, his name is now lost to history, who lived during the height of Blackmoorian civilisation. It involves aspects of Technomancy in its operation. An expansion of the still-used Gate spell, this dweomer creates a temporary portal into the past. The caster must build or commission a large, arch-shaped structure, at least 12' tall by 6' wide, constructed of steel or marble and inlaid with filigree and wire of gold, silver, and electrum. The arch should cost no less than 250,000 gp and takes at least 6 months to make. This arch is the focus for the spell, and may be reused. The caster must select how far into the past he wishes to reach; there is a base 20% chance of reaching the correct time, +/-5 years, with +1% per two levels (rounded up) of the caster; a further 5% for each successful trip the caster has made before; and a base 20% extra if
the caster has an item from the period in hand, either a relic or a souvenir of a previous trip (this is consumed in the casting). The maximum chance of success is 85%. Once cast, the spell creates a portal to the past time which lasts for 24 hours. During this time, any number of beings or objects may pass through from either side, but those who are still in the past when the spell expires are trapped - no arch exists at this end. NB: the spell does not permit spatial travel, except to allow the traveller to arrive at ground level - building the arch on a mountain and travelling back to a period before it appeared will not cause the portal to terminate in mid-air. However, a traveller might find himself emerging at the surface of a long-vanished ocean....<g>. Moreover, an arch, once built, may never be moved; to visit a different spatial location involves building a new arch at that site.

This spell was originally designed to enable travel into one's own past; however, the Immortals of Time, realising the potential for abuse this spell provided, altered its effect. The spell actually creates a portal to an alternate past, fundamentally identical to the real period, but not connected to this universe's timeline - hence, for example, a legendary figure might be killed or saved, or even come through to the future-time, but the Mystaran past remains inviolate. Repeated visits to the same period through the same arch will occur in the same altered universe. A regular time-traveller who later visits a more recent period might find a world far different from the one in the history books...
The Immortals placed a few booby-traps into the spell; any attempt to bring Carnifex, active Burrowers, or other world-threatening creatures through to the present day will cause the arch to explode, possibly killing anyone within 50' of the portal on either side and certainly trapping the forbidden beings in the past (This trap may also apply to forbidden lore, deadly
Blackmoorian technology, or anything else likely to screw up the DM's campaign <g>).

The Time Gate spell has been lost since the destruction of Blackmoor, but copies might still exist - inscribed on metal sheets, locked in a vacuum-sealed case, etc - for the PCs to find. Discovering its existence, locating a copy of the spell, building the arch (plans included in the spell, of course) and visiting a particular "past" might form a major part of a quest for Immortality.

Contribution from:CQuaif@aol.com


Hereditary Curse
Level: 9
Range: touch
Duration: permanent (see below)
Effect: curses a line of descent
This spell, originally called Mark of Honour, was originally created by the Wizard Kromyn to ensure that a group of mercenaries he hired to perform specific tasks would do so. It acquired its current name from later wizards who gained access to it from Kromyn's notes.
The caster touches the recipient with the palm of his right hand and specifies the task, the time limit within which the task must be completed (usually expressed by the age of the recipient, ie "before Uther the Black's 30th birthday"), and the effect caused by failure to complete the task (premature ageing, spontaneous combustion, heart failure, etc - anything the caster desires). The spell imprints the mark of the caster's palm on the recipient's flesh to seal the enchantment. The recipient must complete the task within the time allowed, or the failure-clause is activated, subjecting the recipient with whatever curse the caster chose.
Unfortunately, Kromyn's spell was more powerful than even he knew; if the task is not completed by the recipient, or is of a wide and repeatable scope (ie "Kill 13 Troglodytes in the Malpheggi Swamps before your 25th birthday"), the mark will appear on the children, or other heirs, of the afflicted person. They must complete, or repeat, their forebear's task, or suffer the same fate. If the recipient was enchanted to perform a very specific task, the Hereditary Curse is cancelled upon its completion. If the task is a repeatable one, the curse recurs once per generation, usually until 7 generations have passed. Only a carefully-worded Wish can otherwise cancel a Hereditary Curse.

Contribution from:CQuaif@aol.com


The Night of the Dead by Brannart McGregor

Level: 9
Range: 0
Duration: until sunrise
Area: 1km radius / level


The Night of the Dead is a ritual spell takes an hour to cast, and requires some equipment (magical symbols, candles, braziers) and one sentient living victim to be sacrificed, who can never be brought back to life. After the spell is cast, every dead body within the area is turned either to skeleton or a zombie (depending on their condition) under the caster's control, every mindless undead succumbs to the caster's will and every sentient undead has to save vs. spells or be also controlled by the caster. The sacrificed victim is transformed to a vampire under the caster's control for the duration of the spell. The caster can give telepathic orders to all the dead within the area. Every undead (incl. the caster) under the spell, is strengthened by 1hp / hit die, and they strike with +2 to hit and damage. All turning attempts against the undead are made with 2/3 of the turner's level. The visible effects of the spells are horrific; the dead rise from their graves and from the long-forgotten battlefields, strong icy wind blows spreading thin white mist swirls everywhere. The undead animated by the Night drop dead when the sun rises, and can never again be animated by the same necromancer.
The area of effect moves with the caster, and if the undead happen to walk out of it, they drop dead. But as the caster walks on, more and more undead rise from the graveyards to serve him. The Night of the Dead can not be dispelled by Dispel Magic, but the spell ends if the necromancer is killed or the vampire used in the ritual is permanently destroyed.

A contribution from Markus Olavi Montola.


Grasp the Mortal Flesh by Brannart McGregor

Level: 9
Range: 0
Duration: permanent
Area: caster


Brannart McGregor designed the Grasp to protect himself from death when he still was alive. Grasp the Mortal Flesh binds the soul strongly to the flesh; the caster just stays alive even if dismembered, no matter if he has -10 or -50 hitpoints. He never loses consciousness, but if he has negative hitpoints, it is rather difficult and painful to do anything. The rule of thumb is that the soul is in the caster's head unless it is destroyed. If it is, the soul flees to his heart if they are still connected. The caster can only be killed permanently if the head is severed and then crushed, or the head is crushed and the heart cut to pieces. The problem with the Grasp is, that the soul may be forever trapped in the severed skull, driving the necromancer insane and torturing him forever. Brannart always memorized spells that made it possible to Magic Jar someone to get few healing spells cast to his original body. Any and all healing spells can heal the necromancer's part where the soul resides. The Grasp can only be dispelled by a caster of higher level than the necromancer. If the caster's soul is successfully drawn from his body (like Steal Soul), the Grasp is dispelled, but the soul stays in the necromancer's body.


Cheat the Death by Morphail Gorevitch-Woszlany

Level: 9
Range: 1m / level
Duration: 1r / level
Area: caster and one other person of the same race


Morphail's last defence against death is a very potent version of the Magic Jar. If the caster dies while this spell is in effect, every living (or undead) humanoid within the range must make a spell vs. death magic, beginning from the closest to the dead necromancer. The first one to fail the save dies, as the soul of the necromancer permanently takes over the body. Cheat the Death can be dispelled before it takes effect, but the effect is not magical after the necromancer has inhabited the new body. If necromancer was undead, his new body begins to die, eventually turning to undead. The necromancer keeps his mental abilities, but takes the physical properties of the victim. If he dies in the new body, and is tried to be brought back from dead, there are equal chance that the victim is brought back instead. If the necromancer is alive when Cheat the Death ends, he must save vs. death magic or die; if he dies, he still has the chance to cheat the death.

A contribution from Markus Olavi Montola.


Embody Soul by Morphail Gorevitch-Woszlany

Level: 9
Range: touch
Duration: permanent
Area: one soulless body


One of the Morphail's masterpieces makes it possible to cast a soul to a soulless body permanently, effectively bringing dead back to life. To embody a soul, the necromancer must have a bodiless soul, and a soulless body (can be made with Steal Soul, Soul Surge or Magic Jar (if the victim has used Magic Jar himself)) of the soul's race. The body can also be created (the result looks like a flesh golem or Frankenstein's monster) or grown (which is quite a feat in itself), or hit in the head until he is what mundane people would call brain-dead. After the soul is present and the body is present, the necromancer must do a night-long ritual. If the ritual is not interrupted, the soul inhabits the body permanently. The soul keeps his mental abilities, but takes the physical properties of the body. The effect can not be dispelled, and if the body dies and is raised from death, there is an equal chance for the original person and the newcomer to be raised. If the soul was undead, his new body begins to die, eventually turning to undead. Soul can also be embodied to an undead body, which then stays undead.

A contribution from Markus Olavi Montola.


Fetter of Soul Power by Morphail Gorevitch-Woszlany

Level: 9
Range: touch
Duration: permanent
Area: one Soulcage with a soul, and the living body


To enchant a Fetter of Soul Power, the necromancer must have earlier prepared a Soulcage, and he must have bind the soul to the cage. First hen must do a grotesque bloody ritual lasting for three uninterrupted nights, during which he kills the body physically, and after which there is practically nothing left of the victim's body. After enchanting the fetter, he must cast the Soul Surge to the soul, thus transforming it to pure energy. After he has done these preparations, the Fetter is ready. It has one charge per level or a hit die of the victim. Each charge may be expended to give the necromancer one magical ability of the victim for six hours, or to increase caster's level by one for six hours. If the victim was a thief, caster may use a charge to get one thieving skill. If the victim was a cleric, he can take the turn undead ability. If the victim was a mage, he can memorize instantaneously one full spell per three charges. Other abilities are described in the monsters' description. The victim must be a sentient being, but he can be of any race. Using the charges of the Fetter damages the caster by one hitpoint per charge.

A contribution from Markus Olavi Montola.


Calomon's Heredity

Level: 9
Range: touch
Duration: special
Effect: 1 female creature

This unique variant of the Clone spell was devised by the powerful War Wizard   Calomon, a hero of great renown now resident in Norwold. Having devoted his life first to his Art, then later to carving his Domain from the wilderness, the 55-year-old Mage had never found time for romance, let alone marriage, in his life. Realising that he had no-one to leave his land, fortune and knowledge to, but by now too set in his ways to ever be anything but a confirmed bachelor, Calomon naturally turned to magic to provide an answer. After months of research, he managed to devise a spell which, he felt, would solve all his problems.

Calomon's Heredity requires the brewing and enchanting of a potion which, in addition to some extremely rare herbs and other esoteric ingredients (total cost should be around 1000 gp per level of the caster), includes nine drops of the prospective "parent's" blood (which may be the caster, or some other being of either sex). This potion must be consumed by a consenting female of childbearing age, and of the same species as the "parent" (although an immoral Mage might easily Charm an unwilling female to perform the same function). The caster must then make a Save vs. Spells; if he fails, the spell is wasted and the caster must start again. If successful, however, the spell takes effect, and the female spontaneously conceives a child of the same sex and race of the "parent" - a child, in fact, who is effectively a Clone of that person. Unlike the Clone spell, the duplicate does not attempt to kill the original if both are on the same plane, having come into the world "naturally", and is not born with the memories, abilities and statistics of the original - to all intents and purposes, it is a normal baby of its species. However, the child will grow up with the same appearance, the same basic personality, and the same interests as the original - a Mage's child will grow up to be a Mage, with exactly the same potential as the "parent". If two children are gestated at the same time (with different host-mothers) using this spell, they will grow up more alike than the closest identical twins.

This spell has, so far, been cast only once; Calomon used it to gestate his "son", Calodar, now a sturdy five-year-old boy, with the willing aid of his housekeeper, Maharene. Most people believe the child to be her natural son, and neither adult is willing to dispel that impression...not yet, anyway.

Contribution from:CQuaif@aol.com