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Sixth Order Enchantments

 

 

Airball (Conjuration [Creation])

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Close (10 feet/ level)

Target: 6 ft.(W) x 10 ft.(H) vortex

Duration: 1 minute/ level

Saving Throw: Special

Spell Resistance: Yes

 

The wizard conjures a swirling ball of mist to his hand to throw among his foes. Upon impact, the sphere snakes and expands into a raging vortex. Buffeting damage to any creature(s) caught within is 2d8 points of damage. Unless a Reflex Save is made, the victim(s) will be tossed about for an additional 2d8 +1 per caster level (max. +15) per round of the spell’s duration. The vortex is capable of movement up to 120 feet per round under the mental control of the caster if it contains less than 50 pounds per caster level. If the caster is capable of multiple attacks per found, he may use the vortex in this manner.  The area of the vortex does not increase with caster level. It may only pick up the equivalent of 4 small or 2 medium-sized creatures per round. Its maximum holding capacity is the equivalent of 6 medium-sized creatures, and weight might stall its movement far before then. Additionally, the spell may be left in sphere form for as many rounds as the wizard wishes up to its maximum duration; thus, it may be left as a timed spelltrap.

 

Beguile (Enchantment [Charm])

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Close (20 ft.)

Target: 10 ft. radius

Duration: 10 minutes

Saving Throw: No

Spell Resistance: Yes

 

The mage turns his foes to zealous allies for a short time. All creatures within the area of effect not immune to charm are overcome by a feeling of great love and camaraderie for the mage. They will follow the instructions of the mage as if he were their leader as long as it does not endanger life, limb, or alignment. Any request for such an action immediately negates the spell. After exposure to this spell, a subject is immune to it for the next day.

 

Crimson Bands of Dhaelsyvar (Evocation [Force])

 

Level: Sor/Wiz 6

Components: S, M

Casting Time: 1 action

Range: Medium (10 ft. / level)

Duration: 1 minute/ 4 levels

Target: 1 target/ 4 levels

Saving Throw: Special (see text below)

Spell Resistance: Yes

 

The mage creates crimson bands of force which constrict and crush. The crushing bands causes 6d6 points of damage per round. A successful Fortitude Save breaks the bands after one round, otherwise, they run their full duration of time and damage. Inanimate objects take damage at the rate of 6 points per round. The maximum diameter of any object (animate or inanimate) that can be encircled by the bands is one foot per caster level. The crimson bands are also broken by a successful greater dispelling, disintegrate, unbinding, limited wish, or wish spell. Otherwise, they are immune to spells and physical blows. The material component for this spell is a 1000gp ruby for each band that is formed.

 

Diam's Righteous Placement (Divination, Enchantment)

 

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 round

Range: Special (see text below)

Duration: Special

Area of Effect: One being

Saving Throw: Special

Spell Resistance: Yes

 

The mage gifts (or curses) the target with the knowledge of his exact relative worth in the multiverse. The affected being must make a Will Save at - 4 or go insane. If the save is successful, the being is inflicted with a random insanity for 5d6 minutes. The range depends upon the level of the caster as computed below:

 

Level             Range                                   

12-15            1 foot/ level

16-18            10ft./ level

19-21            1 mile/ level

22-25            10 miles/ level

26-30            Any inner plane

31-33            1 (outer) plane removed

34-36            2 planes removed

37-39            3 planes removed

40+               4 planes removed

 

If the truename of the target is known, range is infinite, regardless of the caster level. The material components for this spell are a magnifying glass, a flawed crystal, and a scroll bearing a description of the target's bad traits. These traits need not be accurate, merely inventive and detailed. Further, the scroll must be elaborately illumined in gold leaf and powdered gemstones worth at least 2000gp.

 

Ebony Tendrils (Conjuration [Creation], Necromancy)

 

Level: Sor/Wiz 6Components: V, S, M

Casting Time: 1 round

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

Effect: One tendril + one tentacle/ 3 caster levels above 12th level, 10 ft. radius area reach

Duration: 10 minutes

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The mage conjures tentacles composed of negative energy to slay his foes. The tendrils spring forth from the ground (or whatever surface the spell is cast upon, even water) and begin grasping for any living thing within reach, except the caster. The tendrils have a 10 feet reach and attack using the caster’s base touch attack; any creature they touch not immune to death magic must make a Fortitude Save or die. If a successful save is made, the victim takes 2-16 base points of damage from life draining and is constricted. The constricted creature takes an additional 2-16 points of damage per round until freed. A character can slip free of the tentacle on a successful Dexterity check (DC=20). The tendrils are semi-intelligent and will obey the caster as far as whom to attack among mixed targets and who to release. Each tendril has the caster’s hit points; tendrils have AC18, Strength 19 (+4 bonus), and +1/10 damage reduction. Spells or items which are good (i.e. bless, dispel evil, a holy avenger, holy water, etc.) do double damage to the tendrils. The material component is a piece of giant squid tentacle that has had enervation cast upon it.

 

Elsimore's Gravitron (Evocation [Force])

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Close (5 ft. / level)

Area: 10 ft. cube per 4 levels over 12th

Duration: 1 round / 4 levels

Saving Throw: Special (see text below)

Spell Resistance: Yes

 

The mage crushes all creatures within the area of effect. This spell was devised by the wizard Elsimore while he taught at Mythannorre. If a successful Reflex Save is made at, the creature takes 6d6 points of damage and jumps free of the area of effect. If a Reflex Save is failed, the creature is caught in a gravity well and takes 6d6 points of damage each round until crushed into oblivion. The initial area of effect is 10 cubic feet and increases by another 10 feet for every six caster levels over 12th (i.e. one 10 ft cube at 12th – 15th, 2 at 16th – 19th, etc.).  Any creature entering the area of effect once the spell is cast, may make a Reflex Save to avoid the effect but takes full damage if it decides to enter the area.   For purposes of structural damage, the gravitron inflicts 2d4 points of damage to inanimate objects per minute.

 

Liquify (Transmutation)

 

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

Range: Close (5 ft./ level)

Duration: Permanent

Target: Special

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The caster changes the subject into a pool of water. This spell was developed on the islands of Marinose as a variation of disintegrate. The spell affects ten cubic feet of matter or one creature. Nonmagical, inanimate matter does not receive a save, but any creature or magical object does. A wish is required to restore a creature from liquified form. The material component for this spell is a drop of water.

 

Nightstalker's Awl (Transmutation)

 

Level: Sor/Wiz 6

Components: S, M

Casting Time: 1 round

Duration: Instantaneous

Range: Medium (10 ft. + 10 ft. / level)

Target: One spell

Saving Throw: No

Spell Resistance: No

 

The mage punches a hole through an opponent's magical defenses. This spell enables an offensive spell to fully affect any a target normally protected by magical or supernatural means.  Nightstalker's Awl disrupts abjuration spells or effects of the 6th level or lower. This spell does not make a creature subject to any attack form to which it is normally immune and does not negate saving throws versus the attack. For example, Ewenar has a protection from element [lightning] in place. Nightstalker casts Nightstalker's Awl in conjunction with lightning bolt. Since protection from element [lightning] is below the 6th level, it is breached. Nightstalker's Awl punches a temporary hole in the abjuration affecting Ewenar. Further, though Ewenar takes normal damage from the lightning bolt, his protective spell has absorbed none of it. The material components for this spell are a silver awl valued at not less than 500gp and an ounce of acid.

 

Nyorg’s Net of Darkness (Conjuration [Creation], Necromancy)

 

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

Range: Close (5 ft./ level)

Target: 10 ft. square/ 3 caster levels

Duration: 2 minutes/ level

Saving Throw: Special

Spell Resistance: Yes

 

The mage creates a net of hungry, impenetrable darkness in the area of effect. This spell is one of the evil creations of the arch-lich Nyorg. The strands created by this spell have all the adhesive properties of web but are inflammable. Additionally, the net has two added properties, 1) all caught within are effected as per blindness, and 2) the net drains life force at the rate of 2d6 points per round caught in the web. See the spell web for rules on movement; the blindness and life draining effects cease as soon as a creature clears the area of effect. The net can be dispelled but cannot be cut by any magic weapon of less than +3 enchantment bonus. A character can be freed in this manner in 1-4 minutes by a non-entangled character devoting full actions to this until successful. The material components for this spell are a strand of cobweb and the bone or dust of a life draining undead. It is rumored that Nyorg has created a higher level version of this spell which reanimates the fallen.

 

Shadowblast (Illusion [Shadow])

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Medium (10 ft./ level)

Effect: 15 ft. radius sphere

Duration: Instantaneous

Saving Throw: Reflex partial

Spell Resistance: Yes

 

The mage exposes her foes to the draining power of shadow. When the mage finishes this spell, a blast similar to a fireball is produced. However, this blast does a d6 per caster level (max 15d6) in life draining damage as well as drains one point of Strength for every three levels of the caster. A successful Reflex Save halves damage and Strength drain. Creatures immune to life energy loss are immune to this spell. This spell was created by the shade Barilithalde to defend his privacy from troublesome adventures. 

 

Shadowstalker (Conjuration [Calling])

 

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 round

Range: Close (10 ft.)

Target: One stalker

Duration: Special

Saving Throw: No

Spell Resistance: No

 

The illusionist forms pure shadowstuff into a creature to do his bidding. When cast, the mage loses one hit point per caster level until the stalker is dispelled. These hit points give the shadowstalker one hit die per caster level of the mage. The mage then gives the shadowstalker a task to be completed. The task can be anything, from the slaying of an enemy to the recovery of an item. Tasks usually are ones of short duration, because the mage does not regain the lost hit points until the stalker is disencorporated. The stalker has the following statistics:

 

Medium-sized Outsider

Special Attacks: Life drainHit Dice: Variable Special Qualities: Immunities, resistances, healingInitiative: +9 (Dex, imp. init.) Saves: (as per creator and) Fort +7 Will +4 Reflex +5Speed: 120 ft. Abilities: Str18 Dex19 Con12 Int15 Wis 15 Cha4AC: 20 Skills: Hide +10, Listen +5, Move Silently +10, Spot +5 Attacks: 2 claws Feats: Improved Initiative, ToughnessDamage: Claw d8 +4Alignment: Variable The shadowstalker is a creature formed from shadowstuff to serve its master. They are always seen in the process of completing some act which frees them. A shadowstalker attacks with its icy hands, twice per round for a d8+4 points of damage per strike. In addition, each successful strike necessitates a Fortitude Save or the victim loses an additional 2-8 points of life energy and one point of strength. These points heal the shadowstalker of damage it has taken. The shadowstalker is immune to all effects which cause sleep, charm, hold, damage from cold, death spells, and life/ability draining spells. Electrical attacks do either half damage or no damage. All other attacks do normal damage. Light spells do 1 point per level of the caster in damage, as do darkness spells, and continual light does 2 points per level of the caster. A protection from evil spell keeps a shadowstalker at bay, and they can be returned to shadow via spells such as dismissal or banishment. Shadowstalkers appear as men dressed in heavy, black robes. They have no faces, only dimly glowing eyes.

 

Shadra's Mantle of Stealth Abjuration, Illusion (Glamer)

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Special

Saving Throw: No

Spell Resistance: No

 

The illusionist covers the recipient in a magical mantle rendering him invisible and undetectable. The mantle absorbs all sound, scent and vibration made by the recipient. This spell allows the recipient to bypass magical and mundane alarms without triggering them, including glyphs, runes, symbols and similar magics. Divination spells and effects 5th level (except true seeing, see below) and under cannot pierce the mantle. A robe of eyes or true seeing works 50% of the time (one check). The mantle is dispelled either by dispel magic or when the recipient makes an attack upon another creature. In any case, the absolute duration of the mantle is10 minutes.

 

Telepathy Transmutation

 

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 2 minutes/ level

Saving Throw: Will special

Spell Resistance: No

 

The mage bestows the power of telepathy on himself or another for the spell’s duration. Mental communication is possible with any creature possessing an Intelligence score of one or higher. No common language is required to communicate. The telepath may communicate one creature per round using this spell. The telepath may also attempt to read the surface thoughts of another being (i.e. the 3rd successive round of detect thoughts). A successful Will Save negates the effect for the round, but the telepath may try again on the next. Deeper thoughts and memories may be probed by accumulated successes in multiple rounds, but any successful Will Save ejects the telepath back to the surface thoughts of the recipient.

 

Water Sculpture Transmutation

 

Level: Sor/ Wiz 6

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: 5 ft.3/ level

Duration: Permanent

Saving Throw: No

Spell Resistance: No

 

The caster shapes liquids as if they were solid objects that retain their aqueous properties. The surface tension remains such that creatures may pass through the watery object at half normal movement rate without disrupting the watery form. Missiles and objects relying on propulsion are completely stopped by liquid under the influences of this spell. The material components for this spell are the liquid to be shaped and a piece of fishskin.

 

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