Wizard Spells - Level 8
ABI DALZIM'S HORRID WILTING  [WIZARD]

School : Necromancy Range : Sight of caster
Components : V,S,M Duration : Instantaneous
Casting Time : 8 Area of Effect : 15 foot radius
Saving Throw : 1/2 Spell Level : 8

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a saving throw vs. spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.


IMPROVED 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 : 8

The effects of an Improved Mantle spell last no longer than 4 rounds. When the spell is cast it confers complete invulnerability to all weapons except for those of a +4 or better enchantment. This spell is incredibly powerful hence the duration is so short. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life and death. It is important to note that this spell does not work in combination with protection from magic weapons. This spell lasts for the duration or until dispelled.


INCENDIARY CLOUD  [WIZARD]

School : Evocation Range : 10 yards
Components : V,S,M Duration : 1 round/level
Casting Time : 8 Area of Effect : 20 foot radius
Saving Throw : 1/2 Spell Level : 8

This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect. (save vs. spells for half damage).


MAZE  [WIZARD]

School : Conjuration/Summoning Range : Touch
Components : V,S,M Duration : Special
Casting Time : 3 Area of Effect : 1 creature
Saving Throw : None Spell Level : 8

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its intelligence.

Intelligence of Target vs Time trapped in maze

under 3 - 2d4 turns
3 to 5 - 1d4 turns
6 to 8 - 5d4 rounds
9 to 11 - 4d4 rounds
12 to 14 - 3d4 rounds
15 to 17 - 2d4 rounds
18 and up - 1d4 rounds

Note that if the 9th level spell freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane ending the spell prematurely. Otherwise, it will last for the duration of the spell. A mazed creature is not freed through dispel magic.


PIERCE SHIELD  [WIZARD]

School : Abjuration Range : Sight of caster
Components : V,S,M Duration : Instantaneous
Casting Time : 8 Area of Effect : Special
Saving Throw : None Spell Level : 8

When this spell is cast it launches a massive attack on an enemy wizard's spell defenses. The target's magic resistance will be lowered by 10% + 1% per level of the caster. Next, pierce shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th level wizard the target creature would lose 25% magic resistance from his current total reducing it to 0 if less than that remains as well as canceling one spell protection if the mage currently has one. The list of spells that this includes is minor spell deflections, minor spell turning, spell deflection, minor globe of invulnerability, spell immunity, globe of invulnerability, spell turning, spell shield, spell invulnerability, and spell trap. Magic resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.


POWER WORD: BLIND  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S,M Duration : 6 rounds
Casting Time : 1 Area of Effect : 10 foot radius
Saving Throw : None Spell Level : 8

When a power word blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center; and the effect spreads outward from the center, affecting all within a 10 foot radius. The effect lasts for 1 turn or until dispelled. All of the effects of blindness apply to the victims such as a penalty to hit as well as initiative.


PROTECTION FROM ENERGY  [WIZARD]

School : Abjuration Range : Touch
Components : V,S,M Duration : 1 round/level
Casting Time : 8 Area of Effect : 1 creature
Saving Throw : None Spell Level : 8

The effect of a protection from energy spell lasts no longer than one round per caster level. When the spell is cast it confers 75% immunity from all energy attacks such as fire, cold, acid, magic and electricity whether magical or non magical such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks or spells that do damage, such as enchanted weapon and spiritual hammer. This effect lasts for the duration of the spell or until dispelled.


SIMULACRUM  [WIZARD]

School : Illusion/Phantasm Range : 0
Components : V,S,M Duration : 1 round/level
Casting Time : 9 Area of Effect : Special
Saving Throw : None Spell Level : 8

A duplicate of the caster is created when this spell is cast. The duplicate is almost identical to the caster, making the duplicate a very powerful ally. The simulacrum is created at 60% of the level at which the caster is currently on. It has all the spells and abilities that the caster would have at that level. It also has 60% of the hit points of the caster. The simulacrum is fully under the control of the caster.


SPELL TRIGGER  [WIZARD]

School : Invocation/Evocation Range : 0 SP
Components : V,S,M Duration : Permanent
Casting Time : 1 round Area of Effect : Caster
Saving Throw : None Spell Level : 8

This spell allows a mage to store spells in a magical ability (accessed via the special ability button) that is created by the spell. This item, the sequencer, can store three spells to be released simultaneously, all of which must be of 6th 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 spell trigger is used, the icon will disappear from the special ability.


SUMMON FIEND  [WIZARD]

School : Conjuration/Summoning Range : Sight of caster
Components : V,S Duration : 15 rounds
Casting Time : 9 Area of Effect : None
Saving Throw : None Spell Level : 8

More powerful than the 7th level variant, casting this cacofiend spell summons a frenzied demon. This demon will attack everyone in the area who is not protected by a protection from evil spell. Only desperate or suicidal mages use this spell.


SYMBOL OF DEATH  [WIZARD]

School : Conjuration/Summoning Range : 30 yards
Components : V,S,M Duration : Special
Casting Time : 1 round Area of Effect : Special
Saving Throw : Negates Spell Level : 8

Symbol of Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. death or die. Creatures with more than 60 current hit points are immune to this effect.


SYMBOL OF FEAR  [WIZARD]

School : Conjuration/Summoning Range : 100 feet
Components : V,S,M Duration : 1 round/level
Casting Time : 1 round Area of Effect : Special
Saving Throw : Special Spell Level : 8

A symbol of fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close at which point it will be activated causing all those within the area to make a save vs. spells at a -4 penalty or be affected by fear for 1 round per level of the caster.


SYMBOL OF STUN  [WIZARD]

School : Conjuration/Summoning Range : 30 yards
Components : V,S,M Duration : Special
Casting Time : 1 round Area of Effect : Special
Saving Throw : Negates Spell Level : 8

Symbol of stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground of any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. spells at -4 penalty or be stunned for 1 round per level of the caster.