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Ninth Order Enchantments

 

 

Angstrum's Spell Of A Thousand Hands (Conjuration)

 

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 hour

Range: Touch

Duration: 1 day/ level

Area of Effect: 10 ft. radius./ level

Saving Throw: No

Spell Resistance: No

 

The caster grants a familiar area limited sentience and animation. This spell will only work in an area with which the caster is very familiar as per teleport. This spell has the effect of an animate object spell over an area determined by the caster's level of ability. The dweomered environment responds to the commands of the caster or any whom the caster mentions in the spell casting. For example, if Angstrum wants a book for his studies, he simply calls out to the book (which was in the area of effect when the spell was cast) to come to him, and the book comes floating along. The spell allows cleaning, mopping, dusting, moving, cooking, etc to be carried out by applicable items in the area of effect. This spell cannot be used to attack; it serves only to provide for the caster's physical wants and needs. This spell is subject to permanency. The material components for this spell are a bit of string, a piece of wood, water, a drop of the caster's blood, and a stone.

 

Dehydrate (Transmutation)

 

Level: Sor/Wiz 9

Components: V, S

Casting Time: 1 action

Range: Close (30 ft.)

Duration: Special

Target: 1 creature/ 4 levels

Saving Throw: Will negates

Spell Resistance: Yes

 

The mage transforms as many creatures (and their carried equipment) as his level allows into a gray powder contained in a packet. A successful Will Save at +2 negates the spell, but thespell is normally used on willing recipients. While dehydrated, a creature does not age and may be carried indefinitely without harm. When the packet is opened, the creature absorbs moisture from the air and is restored to normal form over the next minute. This spell was developed by the Archmage Shamdar for use besieging the Obsidian Citadel. Shamdar dehydrated a legion of high level fighters and charmed monsters and released them within the castle walls. Note that all packets produced by this spell appear identical unless marked at the time of their creation.

 

Keractis’ Deathstorm (Evocation [Acid])

 

Level: Sor/Wiz 9

Components: V, S, XP

Casting Time: 1 full action

Range: Long (100 ft. + 10ft./ level)

Target: 120 ft. radius

Duration: 2 minutes

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage rains death down upon the area of effect. This spell is much akin to acid rain with the following modifications: 1) the acid precipitation continues over 2 rounds; creatures caught in the area of effect must make saves each round against damage (maximum 20d6), 2) the storm generates winds of hurricane strength; small creatures will be buffeted around inside the area of effect for an additional 2-16 points of damage per round. Creatures with flight ratings below perfect cannot remain in the air; and the noxious red clouds emit 1-4 fireballs each round. Each fireball explodes randomly within the spell’s area of effect in a 10’ radius and does 3-24 points of damage. The fireballs hit areas as designated by the table for grenade-like missile located in DMG. This spell is devastating, and drains the caster of 1000XP each time it is cast.

 

The Ravages of Time (Necromancy)

 

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Duration: Special

Target: One creature or object

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage creates a temporary rift torn in the demiplane of time. A target making a Reflex Save is thrown clear of the rift and is aged 10 years. A target failing a save is rapidly aged into oblivion at the rate of one hundred years per round until it crumbles to a dust (which is not restorable by any means short of a wish. Because of the strain this spell places on the time continuum, it can be cast no more than once per year without aging the caster 20‑80 years. The material components for this spell are a bone from a being who became a ghost and 5000gp of powdered black sapphire. This powerful curse was devised by Angstrum in his later years to eliminate rivals quickly. It can be especially effective against liches.

 

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