7th Level


Blizzard Invented by Hogan
(Evocation)
Level		: 7th (Wizard) 
Range		: 10 yards/level
Components	: V, S, M
Casting Time	: 8
Duration	: Instant
Area of Effect	: 50 feet diameter
Saving Throw	: None
A more powerful version of the 4th level spell of Ice Storm, the spell of Blizzard fills the selected area with a torrent of ice-shrapnel that deals 5d10 in damage to everyone caught in it with no saving throw allowed.
Furthermore, the suddenly appearing blizzard leaves a hazy fog of sleet in the area for the next 1d4 rounds, reducing vision to 2 feet for that length of time. Some natural areas with more heat than a standard temperate environment will dissipate this fog much faster, letting it stay for only one round following the strike of the blizzard.


Body of Two Minds Invented by Hogan
(Alteration)
Level		: 7th (Wizard) 
Range		: Touch
Components	: V, S, M
Duration	: 2 turns + 2 rounds/level
Casting Time	: 1 round
Area of Effect	: Two humanoid beings
Saving Throw	: Special
This spell allows the wizard to merge his body with another humanoid body of roughly the same size and whom he is touching at the time of casting. The result will be a third body containing the greatest aspects of the two merged ones. The result of the merging will contain the physical stats from the two bodies joined, hence Str., Dex., Con. and Cha. (for the purpose of the outer looks), will be the best possible. The physical looks of the new body will also be a mix of the two joined. The combined body has access to all known skills and powers of the two joined personages, though powers like psionics, spells and prayers can only be accessed if the possessing personage is in control or the control is joined.
If the merging of the bodies has been entered freely by both parts the Intelligence and Wisdom of the merged body will also be the best of the two possible sets. The control of the body is then managed by a combination of the two occupying personalities. As long as those two works together, the body has a -1 to initiative due to the inner discussion, taking place before each action is carried out. If one of the occupying minds freely decides to let the other take control, the body will have the wisdom and intelligence of the controller.
In either case, should the need arise that one of the minds totally disagrees with the other (even in the latter case where control is freely and completely given to one part), a contest of wills take place to decide who controls the body for that round. It is made by letting the two parts make a combined roll against Int + Wis, divided with two and rounded down. The one who rolls most below gets control, but for each round a disagreement takes place, another contest of wills will always take place. Only the caster of the spell can dispel the joining, but he can do so, even if he is not in control.
Using the spell, an unwilling being can also be joined with the caster, but it receives a saving throw vs. death magic with a +2 modifier and the wizard must face a contest of wills every round, though also with a +2 bonus to his check.
Should the joined body be killed, the joining is split, and the two bodies is forcedly expelled. Each one must make a system shock roll to survive, but never the less they will be both be unconsciousness for 1d3 turns.
The material component of this spell is the two strands of hair form a pair of twins, and a pearl cut in two identical parts.


Control Shadow Invented by Johnny Bremer
(Enchantment/Charm)
Level		: 7th (Wizard) 
Range		: 30 yards
Components	: V, S, M
Duration	: 3d4 round + 1 round/level
Casting Time	: 1 round
Area of Effect	: 1d4 shadows
Saving Throw	: Special
This spell enables the caster to command 1d4 shadow creatures for the duration of the spell. When casting the spell, the wizard chooses a point within range and the shadows nearest this point will be the ones who are controlled. Any shadow of 4 hit-dice or greater are allowed a saving throw in order to negate the effects of the spell.
Those shadows which comes under the control of the caster of the spell can be commanded if within hearing range. The shadows understand everything said by the caster.
The material component for this spell is a small vial, which holds shadowfabric.


Kharasir's Dragon Attraction Invented by Johnny Bremer
(Summoning)
Level		: 7th (Wizard) 
Range		: 10 miles/level
Components	: V, S, M
Duration	: 1 day/level
Casting Time	: 1 day
Area of Effect	: Any dragon within range
Saving Throw	: Neg.
This spell makes the caster a dragon magnet that attracts dragons of all kind. Any dragon within range must make a saving throw vs. spell or become unable to resist the temptation of finding out what it is that has this strong attraction upon them. There is no way of knowing which type of dragon that will come to the calling of this spell. No way to be sure how the dragon will react upon the calling. It might be filled with rage, it might think it was a all in a good cause that it was pulled away from whatever it was doing when called upon.
The material component of the spell is the powder of a claw from a dragon that must be spread in the wind, as the incantation is prepared.


Kharasir's Spell Reverter Invented by Johnny Bremer
(Alteration)
Level		: 7th (Wizard) 
Range		: 0
Components	: V, S
Duration	: Special
Casting Time	: 7
Area of Effect	: Special
Saving Throw	: None
This spell gives the caster the ability to reverse the effect of any spell, of a lower level than this spell that is cast within the round that follows the casting of this. Only spells that have a reverse effect can be affected. It is not usable on spells such as: Shield, Magic Mouth, Rope Trick, etc. This works fine on spells like: Enlarge, Knock, Remove Curse, etc.. So any spell that have an accepted and wellknown reverse effect will do.


Koo'sacks Anti Immune System Invented by Sation
(Abjuration)
Level		: 7th (Wizard) 
Range		: 10 yards/level
Components	: V, S
Duration	: 1 round/5 levels
Casting Time	: 7
Area of Effect	: 1 creature or object/level
Saving Throw	: None
This spell decreases the chance of success of the saving throw of the target. For each of the caster's level, the target gains a -1 to all saving throws. If the chance of successfully making a saving throw increases beyond 20, it means that the target is not allowed a saving throw against that type of attack. This will last until the duration of the spell expires.
No need to say this is a very powerful spell when it is cast by a high level caster.


Koo'sacks Chain Spell III Invented by Sation
(Alteration)
Level		: 7th (Wizard) 
Range		: Caster
Components	: V
Duration	: Special
Casting Time	: 7 + special
Area of Effect	: 4 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 five spells together to be cast as they were one, and the casting time will be the combination of all 5 spells.
Later in her career, Koo'sack encountered a new problem. The creatures that were gifted with magical resistance, were in many cases very hard to destroy, and she might not always get a second chance to do so. She started studying again, and she came up with an improved version of her Chain Spell, and another spell called Koo'sacks Lower Resistance. Using these in her combination, she could now kill creatures like other Dragons and Drows too.


Sation's Greater Elemental Attack Invented by Sation
(Conjuration/Summoning)
Level		: 7th (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, Sation's Lesser Elemental Attack, except that the caster will be able to summon a 16 HD from his element (Fire, Earth, Eater or Air).
The wizard needs a special focus point (like a well with blessed water for a Water Elemental) and one special thing tuned to the type of elemental calling for: Water needs a vial of holy water blessed by a High Priest (min. 15th lv) and some blood from a Gold Dragon. Air needs a bottle of swamp mist and a piece of Will o' Wisp. Earth needs a gem valued at least 5000 gp and Fire needs volcanic rock, plus a scale and a tongue from a Red Dragon of at least wyrm age.
These things are all consumed in the casting.


Summon Demon Invented by Johnny Bremer
(Summoning)
Level		: 7th (Wizard) 
Range		: 10 yards
Components	: V, S, M
Duration	: 1 round + 1 round/level
Casting Time	: 7
Area of Effect	: 10-foot cube
Saving Throw	: None
This spell works just like the Summon Minion spell, except that this spell summons the demon itself. The caster also has control over this demon, but each round the demon must make a saving throw versus paralyzation in order to break the control.
The material component is the heart of a adult female, preferably virgin, which is consumed during the casting of the spell.


Unlearn Invented by Hogan & Niels Dahlslund
(Enchantment / Charm)
Reversible
Level		: 7th (Wizard) 
Range		: Touch
Components	: V, S
Duration	: Permanent until dispelled
Casting time	: 5
Area of Effect	: 1 creature
Saving Throw	: Special
When a subject is affected by the Unlearn spell, it immediately looses the ability of learning things. This means in short that the person is unable to get experience points, to memorize spells anew, to gain spells from deities and to get new weapon & nonweapon proficiencies. The target can of course cast those spells which are already memorized, but he is unable to memorize them anew until the Unlearn curse is dispelled either by the use of a Heal spell, or the reverse version of this spell, Learn.
The Unlearn spell is said to be one of the most fatal curses a Wizard can place on another Magic-user, because the target will be limited to the use of only those spells, which he had on his mind before he was hit by this spell.
The saving throw against the spell is modified by the subject's intelligence, giving Wizards an edge.
The modifiers are as following :
INT		MODS

 3		-4
4-5		-3
6-7		-2
8-9		-1
10-12		0
13-14		+1
15-16		+2
16-17		+3
18		+4

People with 19 or higher intelligence are completely immune to this spell, due to their mind's incredible resistance to the spell's mind-degenerative attack.
The reverse version, Learn, functions as a help to the player who always forgets the hints and tips the DM has provided for him. By casting this spell, he can search through his memory and remember what the Dungeonmaster once said ( the Dungeonmaster must of course tell the fool, what he already had told him once ).