6th Level


Combined Elemental Summoning Invented by Hogan
(Conjuration/Summoning)
Level		: 6th (Wizard)
Range		: 60 yards
Components	: V, S, M
Casting Time	: 1 turn
Duration	: 1 turn/level
Area of Effect	: Special
Saving Throw	: None
A 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.
As with the 5th level spell, the proper material components and a large quantity of the element, must be available.
To combine their powers, the wizards must stand within 10 yards of each other, and each cast Conjure Elemental, all calling for the same type of elemental. The wizard who is to take the initial control of the conjured elemental must be the one casting the Combined Elemental Summoning spell. If two wizards summon together, the result will be a 12th HD elemental of the proper element. If 3 wizards do the summoning, it will be a 16 HD elemental, and 4 wizards chanting together can bring forth a huge 24 HD elemental.
As with the 5th level spell, there are the same 5% chance each round for loosing control of the elemental. An Elementarist however, can still relay on his power to keep elemental in check without chance of them breaking loose, but in order to do so, he must be the one in control, e.g. the one casting this spell.
Should the controller fall, the elemental is not immediately lost. If one of the original summoners in the following round is within the maximum range for control, and immediately makes a successful Wisdom check, control of the elemental can be transferred to him. Should he fall, another summoner can try to take over, but once a control-check has failed, another one cannot be made. If control is not re-established, the elemental will react as a free-willed elemental, considering all the original summoners still standing as a target for its vengeance.


Crystalyze Invented by Johnny Bremer
(Alteration)
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	: Special
By 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.
The material component of this spell is a crystal of no less than 500 gp in value.


Death From Despair Invented by Hogan
(Illusion/Phantasm, Enchantment/Charm)
Level		: 6th (Wizard)
Range		: 20 yards
Casting time	: 1 round
Components	: V, M
Duration	: 1 day/level
Area of Effect	: 1 creature
Saving Throw	: Special
This 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.
The loss of abilities however, is only illusionary, and after a duration of 1 day per level of the caster, the skills and abilities will resurface. There are no initiating saving throw allowed, but a successful disbelieve within 1 round after the casting will allow the target to resist the suppressing. Further disbelieving attempts are left to the DM to judge.
A Dispel Magic and similar are only effective if the target fails a saving throw vs. spells, as the target will think his powers are gone permanently, and thus unknowingly is fighting against the dispelling.
The spell is designed to bring about the doom of a person by his own hands. By denying them the abilities that have become the major part of themselves, many have been brought to the brink of despair, driving them to insanity or better yet, suicide.


Deceptions Observer Invented by Hogan
(Divination/Illusion)
Level		: 6th (Wizard)
Range		: Special
Components	: V, S, M
Duration	: 1 day/level
Casting Time	: 10 rounds
Area of Effect	: 1 creature
Saving Throw	: None
The vengeful Wizard used this spell very often in order to keep a perfect track on enemies he was currently harassing and plotting against.
The spell will let the caster establish a link to a specific individual, which must at least be known partially by the caster. When casting the spell, he will be able to move the picture on his mind to a piece of paper, specially treated with a little dust from a crushed Chrystal Ball. In the center of the paper must be placed a small piece of the subject to be observed. It is usually a few hairs or a piece of skin, but the best effects are made with a drop of blood.
When the spell is through, a link between the caster's mind-image and the subject is created, and a small image, about 8'' high will appear in the center of the paper. This image will be an exact copy of the person imagined, and for the duration of the spell, it will mimic every movement the person is making in reality, no matter what the distance between creature and image, as long as they are on the same plane. Should either leave for another plane of existence, even for a brief moment, the spell is broken, the image will disappear, and the paper crumble to dust.
By carefully observing the image, the observer can watch the creature walk, sleep, fight and talk. A successful check on the none-weapon proficiency, Reading Lips, will allow the observer to understand what is being said, provided he knows the spoken language. Any Divination spell, which normally requires the target to be present, can be cast at the image instead with success.
Objects handled by the observed creature, can be seen and recognized, but any item which is dropped or not personally carried by the observed, is out of view of the caster.
When the spell ends, the image and paper will disappear as written above. A new paper and piece of the creature must be obtained before the spell can be cast again. If the spell is cast before the duration has run its course, the new duration takes precedence, keeping the image alive to be observed.


Exchange Life-force Invented by Johnny Bremer
(Necromancy)
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.
The material component for this spell is a heart-shaped gem of at least 200gp in value.


Ghost Form Invented by Hogan
(Necromantic)
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.
In this ghostly form the target is untouchable by all physical objects, normal and magical, as well as spells and magical effects aligned against creatures from other planes. However, unable to be touched, the target is also incapable of touching and harming anyone or anything himself, neither by magic or weapon. He is also unable to trigger any kind of magic that affects or interferes with the surroundings, however, spells that only affects the target himself, like Stoneskin or Claurdience, can be cast without anything to hinder.
While under the effect of the Ghost Form, the target is able to walk through walls, persons etc. with ease. However, should the spell cease while inside a solid form, he is immediately slain.


Kharasir's Element Animation Invented by Johnny Bremer
(Alteration)
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	: None
By 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.


Koo'sacks Chain Spell II Invented by Sation
(Alteration)
Level		: 6th (Wizard)
Range		: Caster
Components	: V
Duration	: Special
Casting Time	: 6 + special
Area of Effect	: 3 spells
Saving Throw	: None
This 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.
Koo'sack developed this spell after she saw the possibilities of destruction using her first Chain Spell. Since she needed a way to deal with people she wanted to assassinate, she now had the possibility to go in, disintegrate an opponent and disappear again within a split second. This would all happen so fast, that only creatures with unnatural senses like a Dragon or a God would be able to notice who it was. No need to say that from this point on, Koo'sack was even more feared by her enemies.


Lesser Pact Invented by Johnny Bremer
(Evocation, Enchantment)
Level		: 6th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: Permanent
Casting Time	: 1 hour
Area of Effect	: Special
Saving Throw	: None
This 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.


Sations Major Elemental Attack Invented by Sation
(Conjuration/Summoning)
Level		: 6th (Wizard)
Range		: Special
Components	: V, S, M
Duration	: Special
Casting Time	: 1 hour
Area of Effect	: Special
Saving Throw	: None
This 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).
The wizard needs his focus point (like a well for Water Elementals) and one special thing tuned to the type of elemental calling for: Water needs a vial of holy water and some blood from a Hydra. Air needs a bottle of swamp mist and a hair from a toad. Earth needs a gem of at least 500 gp value and Fire needs volcanic rock and a scale from a Red Dragon. These things are all consumed in the casting.


Shadow Weapon Invented by Johnny Bremer
(Illusion/Phantasm)
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	: None
This 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.
The weapon will appear as a dark gray substance and will not reflect any light. Any creature hit by this weapon will receive 3d6 points of damage.


Spirit Friend Invented by Hogan
(Enchantment/Charm)
Level		: 6th (Wizard)
Range		: Special
Components	: V, M
Duration	: one task ( max. 3 turns )
Casting time	: 1 Round
Area of Effect	: Special
Saving Throw	: Special
This spell will summon a kind of spirit copying of one of the caster's friends.
When casting, the caster names his friend and spends the rest of the casting time, telling what he needs his friends help for, and asking for his/hers help. If the friend is alive and on the same plane as the caster, he will mentally receive the casters request. The friend's subconsciousness will answer to the request, therefore the friend will never know what has transpired.
If the friend normally would have responded to the stated request, if asked to do so by his friend ( the caster ), a spirit double will appear at the site of the caster, helping him like his friend would have done. If the summoned friend never would have taken part in the requested task, even on the behalf of the caster ( like trying to ask a counter-clerk to assist you in battle against a huge red dragon ), the spell fails. The same thing happens if the friend is dead or on another plane.
The spirit summoned has the same stats, abilities, skills and equipment as the original friend, and will use them exactly as would have the original.
The spirit also contain the same amount of hit points, and when reduced to 0 HP, it instantly disappears, forcing its original to make a system chock roll. Failure means he dies immediately. People present at that time will probably think he died of some kind of heart attack.
If his friend has died because of his spell, the caster will immediately become aware. He himself, must make a saving throw vs. death magic or loose two levels of experience. Success in the saving throw means he only will be paralyzed with grief for 10 rounds.
It is not possible to summon the spirit of a friend already present. If a friend and his spirit by some means happen to make contact, the spirit will disappear and the friend must save vs. paralyzation or become completely mind-paralyzed for 36 hours.
This spell must be used sparely, it is based on friendship, which is its material component, and only those who will call the caster his friend, may be summoned. But summoning your friend's spirits time after time, is a way of damaging your friendship, since friends and comrades are not to be treated like henchmen you just make a call for. Therefore the penalties for causing the dead of a friend, and the caster will never be able to cast this spell again if such a thing happens.


Teleport Bungee Invented by Hogan
(Alteration)
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.