Wizard Spells - Level 7
CACOFIEND  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : 15 rounds
Casting Time : Special Area of Effect : Special
Saving Throw : None Spell Level : 7

When this spell is cast it will create a demon that will go on a rampage attacking and killing everything in sight. Anyone protected from evil will not be targeted by the demon. This is a dangerous spell to invoke, saved best for desperate times.


CONTROL UNDEAD  [WIZARD]

School : Necromancy Range : Sight of caster
Components : V,S,M Duration : 6 rnds +1 rnd/level
Casting Time : 7 Area of Effect : Special
Saving Throw : Special Spell Level : 7

The control undead spell allows the caster to take control of 1-4 undead creatures within the area of effect. This creates a telepathic link between the casters and the undead allowing complete control. If the undead have 3 Hit Dice or less then there is no saving throw allowed, however if they have 4 Hit Dice or more a save vs. spells is allowed to negate the effect. The undead remain under control of the caster for the duration of the spell or until they are affected by a dispel magic.


DELAYED BLAST FIREBALL  [WIZARD]

School : Invocation/Evocation Range : Sight of caster
Components : V,S,M Duration : Special
Casting Time : 7 Area of Effect : 30 foot radius
Saving Throw : 1/2 Spell Level : 7

This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it, at which point it will explode for 14d6 points of damage (save vs. spells for half damage).


FINGER OF DEATH  [WIZARD]

School : Necromancy Range : Sight of caster
Components : V,S,M Duration : Permanent
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 7

The finger of death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete and unless he saves vs. spell at -2, death occurs. A creature successfully saving still receives 2d8 +1 point of damage.


KHELBEN'S WARDING WHIP  [WIZARD]

School : Abjuration Range : 10 yards
Components : V,S,M Duration : 3 rounds
Casting Time : 7 Area of Effect : Special
Saving Throw : None Spell Level : 7

When this spell is cast on a target creature it will dispel one spell protection of up to 8th level in strength. Every round thereafter, till the duration of the spell expires, another spell protection will be removed from the target. The spells that are affected by this are minor spell turning, minor globe of invulnerability, spell immunity, globe of invulnerability, minor spell deflection, spell turning, spell deflection, spell shield and spell invulnerability. The target's magic resistance, if any, does not affect this spell. This will always dispel the highest level of spell protection on the target and if there are two protecting a mage that are the same level the choice is random.


LIMITED WISH  [WIZARD]

School : Conjuration/Summoning Range : Unlimited
Components : V,S,M Duration : Special
Casting Time : 9 Area of Effect : Special
Saving Throw : Special Spell Level : 7

The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities. The spell can, for example, restore some hit points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that he will choose the right wording. Wizards with low wisdom will more often than not meet with disaster when asking for a wish.


MANTLE  [WIZARD]

School : Abjuration Range : 0
Components : V,S,M Duration : 4 rounds
Casting Time : 1 Area of Effect : Caster
Saving Throw : None Spell Level : 7

The effect of a Mantle spell lasts no longer than 4 rounds. When the spell is cast, it confers complete invulnerability to all weapons except for those of +3 or better enchantment. This spell is incredibly powerful yet has a very short duration and this, combined with the very short casting time, makes this spell useful only in the thick of intense combat. It is also important to note that this spell will not work in conjunction with protection from magic weapons. This effect lasts for the duration of the spell or until dispelled.


MASS INVISIBILITY  [WIZARD]

School : Illusion/Phantasm Range : Sight of caster
Components : V,S,M Duration : 1 round/level
Casting Time : 7 Area of Effect : 30 foot radius
Saving Throw : None Spell Level : 7

Upon casting this spell the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.


MORDENKAINEN'S SWORD  [WIZARD]

School : Evocation Range : 0
Components : V,S,M Duration : 1 round/level
Casting Time : V,S,M Area of Effect : Special
Saving Throw : None Spell Level : 7

Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The spellcaster may wield this weapon mentally as if it was being used by a fighter of half the level of the wizard. For example, if a 14th level wizard cast this spell he would use the sword with THAC0 of a 7th level fighter. The sword acts as a +4 weapon in all respects and it inflicts 5-20 damage when a successful attack is made in combat. Once the spell is cast the sword will float in the air completely under the control of the caster. Note that this does not prevent the caster from doing any other actions during the spell duration.


POWER WORD: STUN  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : Special
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 7

When a Power Word, Stun spell is uttered, any creature of the mage's choice within visual range is stunned for the duration depending on its current hit points. Creatures with 1 to 29 hit points are stunned for 4d4 rounds, those with 30 to 59 are stunned for 2d4 rounds, those who 60 to 89 are stunned for 1d4 rounds, and those with 90 or over are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.


PRISMATIC SPRAY  [WIZARD]

School : Conjuration/Summoning Range : 20 yards
Components : V,S,M Duration : Instantaneous
Casting Time : 7 Area of Effect : 70' long cone
Saving Throw : Special Spell Level : 7

When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect. Any creature in the area of effect will be touched by one or more of the rays.

Color of Ray Order of Ray Effect of Ray
Red 1st Inflicts 20 points of damage, save vs. spell for half.
Orange 2nd Inflicts 40 points of damage, save vs. spell for half.
Yellow 3rd Inflicts 80 points of damage, save vs. spell for half.
Green 4th Save vs. poison or die;
survivors take 20 points poison damage.
Blue 5th Save vs. petrification or be turned to stone.
Indigo 6th Save vs. wand or go insane.
Violet 7th Save vs. spell or be sent to another plane.


PROJECT IMAGE  [WIZARD]

School : Illusion/Phantasm Range : 0
Components : V,S,M Duration : 1 round/level
Casting Time : 1 Area of Effect : Caster
Saving Throw : None Spell Level : 7

When this spell is cast there is an illusionary copy made of the casting wizard which steps out of his body. This copy can move around, it has the same hit points and can cast the same spells however it cannot make any physical attacks. If the image is destroyed then the spell ends and the caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell or until affected by a dispel magic or anything that dispels illusions such as true sight.


PROTECTION FROM THE ELEMENTS  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 1 round/level
Casting Time : 7 Area of Effect : 1 creature
Saving Throw : None Spell Level : 7

The effect of a protection from the elements spell lasts no longer than one round per caster level. When the spell is cast it confers 75% immunity against all elemental attacks such as fire, cold and electricity whether magical or non magical such as spells, weapons, wands, breath weapons, etc. This effect lasts for the duration of the spell or until dispelled.


RUBY RAY OF REVERSAL  [WIZARD]

School : Alteration Range : Sight of caster
Components : V,S,M Duration : Instantaneous
Casting Time : 5 Area of Effect : 1 creature
Saving Throw : None Spell Level : 7

When this spell is cast on a target creature it will dispel one spell protection of any level. The spells that are affected by this are minor spell turning, minor globe of invulnerability, spell immunity, globe of invulnerability, minor spell deflection, spell turning, spell shield, spell deflection, spell invulnerability, and spell trap. The target's magic resistance, if any, does not affect this spell. This will always dispel the highest level of spell protection on the target and if there are two protecting a mage that are the same level the choice is random.


SPELL SEQUENCER  [WIZARD]

School : Invocation/Evocation Range : 0
Components : V,S,M Duration : Permanent
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 7

This spell allows a mage to store spells and access them from his special ability button. After choosing the spells for the sequence, the wizard creates a special ability that will release the power contained within the spells simultaneously. This ability, the sequencer, can store three spells, all of which must be of 4th level or lower. A mage can only possess one spell sequencer at a time, and the sequencer may not be given to other players. Once the sequencer is used, the special ability icon disappears.


SPELL TURNING  [WIZARD]

School : Abjuration Range : 0
Components : V,S,M Duration : 3 rounds/level
Casting Time : 7 Area of Effect : Caster
Saving Throw : None Spell Level : 7

This powerful abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels, for example three 3rd level or one 4th and one 2nd level etc. This includes spells cast from scrolls and innate spell like abilities, but excludes the following: area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. Something to note is that as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd level spell is cast at the wizard, the spell will be absorbed while canceling the spell turning. This spell will not protect the caster from dispel magic, however it will not be affected by dispel magic either.


SPHERE OF CHAOS  [WIZARD]

School : Alteration Range : Sight of caster
Components : V,S,M Duration : 1 turn
Casting Time : 7 Area of Effect : 30 foot radius
Saving Throw : Special Spell Level : 7

Everyone within the area of effect must make a save vs. spells every round that they remain in the sphere and if the save is failed one of the following random effects occurs: polymorphed into a squirrel, confused, burst into flames, paralyzed, disintegrated, healed 20 hit points, randomly teleported, rendered unconscious or hasted.


SUMMON DJINNI  [WIZARD]

School : Conjuration/Summoning Range : 40 yards
Components : V,S,M Duration : 1 round/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 7

With this spell, the conjurer can cajole a djinni, a massive genie with powerful abilities, to leave the elemental plane of air and enter the Prime Material. The djinni will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this spell for a mistreated djinni will turn on his master at the first available opportunity.


SUMMON EFREETI  [WIZARD]

School : Conjuration/Summoning Range : 40 yards
Components : V,S,M Duration : 8 rnds +1 rnd/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 7

With this spell, the conjurer can cajole an efreeti, a massive genie with powerful abilities to leave the elemental plane of fire and enter the Prime Material. The efreeti will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this spell for a mistreated efreeti will turn on his master at the first available opportunity.


SUMMON HAKEASHER  [WIZARD]

School : Conjuration/Summoning Range : 40 yards
Components : V,S,M Duration : 8 rnds +1 rnd/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : None Spell Level : 7

This spell is similar to the 6th level wizard spell, Summon Nishruu. The Hakeashar is a more powerful version of the Nishruu, having more hit points, better attacks and immunity to normal weapons. By casting the summon Hakeashar spell the wizard calls into being a magical being of considerable power, the Hakeashar. At first glance, this appears to be some sort of mist but upon closer examination this boiling, churning, red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, this creature feeds on the energies surrounding and used by wizards (and other spellcasters). Luckily there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The Hakeashar has no physical attacks at all, however, it can be hurt by physical attacks. Each time the creature touches a target wizard and wraps its tendrils around him there are two major effects. First, all magical items with charges that the target possesses will be drained by one charge, destroying them if only one remains. The second is by one charge, destroying them if only one remains. The second is it causes the wizard to lose one memorized spell, this is chosen at random, however it will consume the highest level possible. The Hakeashar is completely immune to magic and not only that but magic will actually heal this creature. The creature will remain under the wizards control until reduced to 0 hit points or the spell duration expires.