Magic User Spells -- Sixth Level

This page lists all 6th level Magic User spells that could be used in my campaigns. Most are from the 1st Edition AD&D Players Handbook or Unearthed Arcana, some are from Dragon Magazine, and the remainder were created by players in my or my brother Kevin's campaigns.


Complete Spell Listing

#

Spell Name

Source

1

Anti-Magic Shell

PH

2

Bigby's Forceful Hand

PH

3

Chain Lightning

UA

4

Contingency

UA

5

Control Weather

PH

6

Death Spell

PH

7

Disintegrate

PH

8

Enchant An Item

PH

9

Ensnarement

UA

10

Extension III

PH

11

Eyebite

UA

12

Geas

PH

13

Gemjump

DM 116

14

Glassee

PH

15

Globe Of Invulnerability

PH

16

Guards And Wards

PH

17

Inscribe

DM 110

18

Invisible Stalker

PH

19

Legend Lore

PH

20

Lower Water

PH

21

LSD

K & B

22

Meselda's Gravity Shift

K & B

23

Monster Summoning IV

PH

24

Mordenkainen's Lucubration

UA

25

Move Earth

PH

26

Otiluke's Freezing Sphere

PH

27

Part Water

PH

28

Project Image

PH

29

Reconstruction

DM 100

30

Reincarnation

PH

31

Repel Missiles

K & B

32

Repulsion

PH

33

Spiritwrack

PH

34

Stone To Flesh

PH

35

Tenser's Transformation

PH

36

Transmute Water To Dust

UA

37

Twister

K & B


Home-Built Spells

Following are spells created by the players of our campaigns.


LSD

This one was funny at the time it was created; the amusement has not sustained itself with the passage of time ...

Author: Bryan

Level

6

Type

enchantment/charm

Reversible

N/A

Range

10'/level

Duration

special

Area of Effect

20' diameter circle

Components

V, S, M

Casting Time

6 segments

Saving Throw

negates

All creatures in the area of effect must save or fall into a state similar to a bad hallucinogenic trip. Roll on the following table for effect and duration for each individual affected.

d20

Effect

1-7

Panic--run in random direction for 4-16 rounds.

8-11

Collapse--similar to stun effect, lasts 3-12 rounds.

12-15

Rage--will fearlessly attack the nearest creature at +1 to hit and +2 per die of damage for 2-8 rounds.

16-17

Insanity--stun for 1-4 rounds and select random insanity from DMG.

18-19

Imagination runs amok--run as Phantasmal Killer.

20

Suicide--victim will use the most effective method.

The material component is a bit of hallucinogenic material.


Meselda's Gravity Shift

Author: Bryan

Level

6

Type

alteration

Reversible

N/A

Range

touch

Duration

3 rounds/level

Area of Effect

1 creature

Components

V, S, M

Casting Time

3 segments

Saving Throw

none

Upon completion of the spell the recipient becomes totally in control of the way gravity affects his body. "Down" can be in any direction the recipient chooses, and "down" can be changed in 1/10 of a segment. With this spell it is possible to walk to a wall, shift gravity and walk up the wall with no loss of speed. Flying can be accomplished by choosing "down" to be the direction the recipient wishes to fly. Spell casting cannot be done while "flying" but spell casting can be done while standing on a wall or ceiling. Some iron filings and a lodestone are needed for casting.


Repel Missiles

Author: ???

Level

6

Type

abjuration

Reversible

N/A

Range

Duration

1 round/level

Area of Effect

1 creature>

Components

V, S, M

Casting Time

6 segments

Saving Throw

none

By means of this spell, the caster bestows protection from missiles, and the possibility of turning missiles upon the one(s) who cast them. Any normal sized non-magical projectile that would hit the spell recipient is turned upon the caster of the projectile. The caster must then in turn roll to hit his own armor class, and if successful, the projectile strikes he who cast it. Large non-magical missiles will always miss. Magical missiles have only a 5% chance per plus of striking the recipient, and Magic Missiles (as in spell) have a 10% chance. In any case damage is -1 per die of damage. The material component is a piece of turtle shell.


Twister

Author: ???

Level

6

Type

alteration

Reversible

N/A

Range

10'/level

Duration

1 round/level

Area of Effect

5' radius/level, 5' high/level

Components

V, S, M

Casting Time

6 segments

Saving Throw

special

By means of this spell the caster creates a Windwall in circular form, so that any small creature in the area is blown around. Light objects are torn from unsuspecting hands, and medium sized creatures must save vs. Wands or be knocked off their feet. Small creatures are unable to pass through the area, medium creatures are reduced to half speed, and large creatures are reduced to 3/4 speed. Large flying creatures can fly through, but nothing smaller. The material component is an ivory fan and the feather of a roc.


Copyright 2007 Bryan Fazekas