Magic User Spells -- Ninth Level

This page lists all 9th 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

1

Astral Spell

PH

2

Bigby's Crushing Hand

PH

3

Breath Weapon

K & B

4

Crystlebrittle

UA

5

Elminster's Evasion

DM 110

6

Energy Drain

UA

7

Gate

PH

8

Hellfire

DM 123

9

Hurricane

K & B

10

Imprisonment

PH

11

Improved Repulsion

K & B

12

Meteor Swarm

PH

13

Monster Summoning VII

PH

14

Mordenkainen's Disjunction

UA

15

Power Word Kill

PH

16

Prismatic Sphere

PH

17

Rejuvenate

K & B

18

Shape Change

PH

19

Succor

UA

20

Temporal Stasis

PH

21

Time Stop

PH

22

Time Teleport

K & B

23

Wish

PH

24

Worldwalk

DM 110


Home-Built Spells

Following are spells created by the players of our campaigns.


Breath Weapon

Author: Kevin

Level

9

Type

alteration, evocation

Reversible

N/A

Range

0

Duration

5 segments

Area of Effect

special

Components

V, S, M

Casting Time

5 segments

Saving Throw

half damage

Upon completion of this spell the spell caster belches forth a blast of acid, chlorine gas, cold, fire, or lightning as per the colored dragon breath weapons. Damage is equal to the caster's hit points at the time of casting. The material component is a claw of the appropriate dragon type, and the type must be selected when the spell is memorized.


Hurricane

Author: ???

Level

9

Type

alteration

Reversible

N/A

Range

0

Duration

1 segment/level

Area of Effect

10' path, 10' long/level

Components

V, S, M

Casting Time

9 segments

Saving Throw

none

This spell is a greatly improved version of the Gust of Wind spell. The wind produced is much stronger, and has a duration of 1 segment/level. Protected flames have a 25% chance/level of the caster per segment of being extinguished. Large fires are fanned out 5'-20' and small flying creatures are blown back 50'-200'. Medium sized flying creatures are blown back 20'-80' and large flying creatures are blown back 10'-40'. The material component is a legume seed.


Improved Repulsion

Author: ???

Level

9

Type

abjuration

Reversible

N/A

Range

10'/5 levels

Duration

1 round/5 levels

Area of Effect

special

Components

V, S, M

Casting Time

9 segments

Saving Throw

none

This spell has a similar effect to the Repulsion spell. The main difference is that the area of effect is a radius around the caster equal to the range. All creatures are moved away at a rate or 30' per round or their motive speed toward the caster. This applies to all creatures in the are of effect. The material component is a pair of iron bars attached to a pair or canine statuettes, one ivory and one ebony.


Rejuvenate

Author: ???

Level

9

Type

alteration

Reversible

N/A

Range

touch

Duration

permanent

Area of Effect

1 creature

Components

V, S, M

Casting Time

1 turn

Saving Throw

special

With this spell it is possible to rejuvenate a creature and remove the effects of old age. To begin a Temporal Stasis must be placed upon the subject and then the Rejuvenate is cast. Upon completion the caster must make a saving throw vs. death, with a maximum bonus on the save of +3. If successful the subject is made young again, placed at the middle of young adult and now has the life span of a half-elf, regardless of actual race. If the save fails the creature is unaffected, and this means that the subject's body cannot be rejuvenated. Another attempt of the spell means certain death. The material component is the heart of an ageless creature of the Outer Planes of at least 10 hit dice.


Time Teleport

Author: Bryan

Level

9

Type

alteration

Reversible

N/A

Range

0

Duration

instantaneous

Area of Effect

special

Components

V, M

Casting Time

9 segments

Saving Throw

none

This spell allows the caster to move through time as he would across any plane. The caster can take one extra person per 4 levels of experience, and each person can carry 100gp weight per level of the caster. When casting, all to teleport from a circle and join hands as the caster chants the spell.

The maximum time traveled is 3 years/level cumulative. The time to be traveled by level:

Level

Max Years

18

513

19

570

20

630

21

693

22

759

23

828

24

900

25

975

26

1,053

27

1,134

28

1,218

29

1,305

30

1,395

Time can be traveled forward and backward, although traveling forward can be very perilous as there is no way to know what will be met.

Time travel in general is very dangerous. Any time the spell is used percentile dice must be rolled, in secret by the DM. A roll of 01-10 indicates that the caster has not gone as far as intended, by 1-10% of the time to be traveled. Similarly, a roll of 91-00 indicates going farther than planned by a margin of 1-10%. Also, any creature teleporting must roll System Shock upon reaching the destination. Failure indicates that the creature suffers 2-12 points of damage and fall unconscious for 11-20 turns due to the stress placed upon his body. Attempting to surpass the maximum by casting a second spell while not in the caster's own time is very dangerous. All concerned must roll System Shock again, this time at -20%. Those making the save will sustain 8d8 points of damage and fall unconscious for 10d10 turns. Those failing die due to shock. The material component is the ichor of a Noble Time Elemental.


Copyright 2007 Bryan Fazekas