Level : 6th (Wizard) Range : 60 yards Components : V, S, M Casting Time : 1 turn Duration : 1 turn/level Area of Effect : Special Saving Throw : NoneA Combined Elemental Summoning allows up to 4 wizards to combine their power to summon an elemental of up to 24 HD, instead of the standard 8 HD Elemental summoned by the wizardly spell of Conjure Elemental.
Level : 6th (Wizard) Range : 60 yards Components : V, S, M Duration : 1 round + 1 round/level Casting Time : 6 Area of Effect : 1 creature Saving Throw : SpecialBy means of this spell, the caster freezes and crystalizes the body of the targeted creature. The creature bodily functions stops and the creature is frozen in place for the duration of the spell. At the end of the duration of the spell, the creature will gradually defrost and within 1d6 rounds the creature is able to move again thereafter. If someone attempts to strike the creature while in this frozen condition, the creature gets a saving throw vs. Crushing Blow as Rock, crystal. If the check is failed the creature falls apart in thousands of small pieces otherwise the creature is unaffected by the stroke.
Level : 6th (Wizard) Range : 20 yards Casting time : 1 round Components : V, M Duration : 1 day/level Area of Effect : 1 creature Saving Throw : SpecialThis nasty spell suppresses a person's most precious abilities, letting him start to think they are gone forever. Hence a wizard who has always relied on his magic, suddenly feels himself stripped of all his magical abilities, leaving him more magic-dead than an apprentice at the exam! A powerful fighter will end up seeing himself handling a weapon with no more skill than the merest peasant, and a priest will feel himself out of the favour of his God, having his prayers cut of. The spell cannot suppress all abilities, so that a 20th level mage will still have his hit points, proficiencies and other knowledge, but he will be unable to launch a single cantrip.
Level : 6th (Wizard) Range : Special Components : V, S, M Duration : 1 day/level Casting Time : 10 rounds Area of Effect : 1 creature Saving Throw : NoneThe vengeful Wizard used this spell very often in order to keep a perfect track on enemies he was currently harassing and plotting against.
Level : 6th (Wizard) Range : Touch Components : V, S, M Duration : Permanent Casting Time : 6 Area of Effect : 1 creature Saving Throw : Neg.This spell enables the caster to exchange hit-points with the individual touched. If the amount of hit-point is above the normal maximum number of hit-points, the extra hit-points are considered temporary hit-points and cannot be regained when lost. If on the other hand the number of hit-points are zero or below, the recipient dies.
Level : 6th (Wizard) Range : Touch Components : V, S Casting Time : 8 Duration : 1d6 rounds + 1round/level Area of Effect : 1 creature Saving Throw : Neg.This spell causes the targets physical form to become insubstantial, much like that of a Ghost, by putting his body in a temporary sub-dimension on the Ethereal Plane, only leaving his image on the Prime Material plane. This half-stability also means that the spell of Dispel Magic cannot touch the target in this form.
Level : 6th (Wizard) Range : 10 yards + 10 yards/level Components : V, S, M Duration : 1 round/level Casting Time : 6 Area of Effect : Up to 1x1x1 cube/level Saving Throw : NoneBy the means of this spell the caster is able to animate one of the four elements. The caster must determine what element, what quantity, and the general shape before casting of the spell begins. The caster is able, via mental control, to move the element animated within the range of the spell. The element is of no direct use in combat, but it is possible to move the animated element in such a way, that it might inflict damage upon impact. The amount of damage is give according to element type with this as a guide: Air 1d8 - Earth 1d12 - Fire 1d20 - Water 1d10. The material component is the quantity of element chosen and of the appropriate type.
Level : 6th (Wizard) Range : Caster Components : V Duration : Special Casting Time : 6 + special Area of Effect : 3 spells Saving Throw : NoneThis spell is created and used under the same rules as the 5th level spell, Koo'sacks Chain Spell I except that it can link up to three spells together to be cast as they were one, and the casting time will be the combination of all 4 spells.
Level : 6th (Wizard) Range : 0 Components : V, S, M Duration : Permanent Casting Time : 1 hour Area of Effect : Special Saving Throw : NoneThis spell enables the wizard to enter a pact with a minion. The wizard must have summoned a minion before the use of this spell. The wizard then, if able to speak with the minion, states his wishes and the minions then responds with its demands. This type of pact cannot involve the killing of another person. Both parties must then sign a written pact with blood tapped from the casters prior to the casting of this spell. The minion will then do its part of the pact, when the caster has completed his task. The material components of this spell are the true name of the minion and the blood of an infant, which is consumed during the casting of the spell.
Level : 6th (Wizard) Range : Special Components : V, S, M Duration : Special Casting Time : 1 hour Area of Effect : Special Saving Throw : NoneThis spell is basically the same as the 4th level spell, Sations Lesser Elemental Attack, and the 5th level spell Sations Minor Elemental Attack, but this time the caster will be able to summon a 12 HD from his element (Fire, Earth, Eater or Air).
Level : 6th (Wizard) Range : 0 Components : V, S, M Duration : 1 round + 1 round/level Casting Time : 6 Area of Effect : Creature touched Saving Throw : NoneThis spell creates a weapon, of caster choice, made of material from the Demi-plane of Shadow. The weapon is as deadly as any normal weapon.
Level : 6th (Wizard) Range : Special Components : V, M Duration : one task ( max. 3 turns ) Casting time : 1 Round Area of Effect : Special Saving Throw : SpecialThis spell will summon a kind of spirit copying of one of the caster's friends.
Level : 6th (Wizard) Range : 30 yards Components : V, S Duration : Instantaneous Casting Time : 6 Area of Effect : 1 teleported being Saving Throw : Neg.If this spell is cast within 1 round after another being within range has left by a Teleport spell or ability, this spell will trace the lingering energies of the jump and reverse them. This will cause the teleported being to be instantly drawn back to the point where it originally left by the Teleport, as if its Teleport just has been reversed. The being to be drawn back is allowed (if it choose to do so) a saving throw vs. spells with a -2 penalty in order to avoid being redrawn! This spell can only be used to draw back creatures using the spells or spell-like abilities of Teleport and Teleport Without Error. Those using Gates or Dimensional Doors are unaffected.