9th Level


Hogan's Multicolor Rays Invented by Hogan
(Evocation)
Level		: 9th (Wizard)
Range		: 50 Yards
Components	: V,S, M
Duration	: Special
Casting Time	: 9
Area of Effect	: Special
Saving Throw	: Special
This high-level spell creates a bunch of colored rays which strikes from the caster's hands, hitting their targets as Magic Missile, each one creating some very special effects.
All rays are launched at once, 1 ray for each 3 levels the caster has achieved. That means a wizard of 18th level is able to fire 6 rays, but of course he can always decide to fire less rays.
For each ray launched the caster must point out a target, each target must be seen at the moment he casts, and cannot be invisible or 100 % hidden. The target will then be hit by a random ray, but the same target cannot be hit by more than one ray.
There are 7 major types of rays, plus the Multicolor Ray, and each ray-color represents its own special effect. To find out which color strikes which target, roll random on the table below with an 8-dice. It is possible to fire the same ray twice.
Casting this spell is mostly a last resort from the wizard, because he will not be able to control who is hit by what ray, and if he triggers a multicolor ray, he will end up totally exhausted.
The component in this spell, is a small diamond of no less than 5000 GP.
Note: A Wild Mage has a 50 % chance to decide who is hit by what ray.
    1d8
  1. Red Ray:
    The target is illuminated by fire, and is totally scorched for 1d20 in damage each round until the fire is extinguished by at least 3 gallons of water, or a Cone of Cold cast at 12th level ability. It is also possible to extinguish the fire by rolling yourself on the ground. This way it will take 5 rounds to stop the burning.
    Creatures immune to fire cannot be affected by this ray, but the fire will keep burning on their bodies, destroying any flammable objects. For everyone else, there is a saving throw for half damage each round.

  2. White Ray:
    Locks the target into a cone of ice, which makes the target unable to move as per a Hold Person, and he will receive 1d8 in damage each round (saving throw for half damage), until either the ice is melts by natural means (which takes 6 turns), or someone burns it away. A Wall of Fire will melt the ice without harming the trapped person (the melted ice will extinguish the fire), but a Fireball will cause 1/2 damage. Creatures who are immune to cold will be trapped normally, but suffer no damage.

  3. Blue Ray:
    When a target is hit by this ray, it will feel a small spark of electricity, but nothing seems to happen, until in following round, where the target suddenly immolates, sending lightning in all directions. The one who immolates, receives 2d20 in damage, and everybody less than 10' away, suffers a shock of electricity for 2d10 in damage. The immolation causes such pain to the subject, that he will be unable to fight or do anything else in the round in which he immolated. Creatures immune to electricity or lightning are of course immune to this ray, but will still receive 1d10 in damage for the immolation.
    A saving throw against spell is allowed for half damage.

  4. Green Ray:
    At first it appears that this ray has missed its target, it seems like it just hits the ground right in front of the target. This is just an illusion, in the following round, roots of all kinds will suddenly emerge from the ground, catching the target and pulling him down into an earthen prison. Only if the target makes his surprise check at -3, he is allowed a Dex. check with -6 to avoid the roots. If he doesn't make it, he is trapped in the earth and will suffocate in 10 rounds, unless he can make three successful Bend Bars check. One try is allowed for each round in the earth.

  5. Black Ray:
    A creature hit by this ray is in deep trouble. The creature's skin starts a transformation into acid (creatures without physical skin, like Spectres and Wraiths, are unharmed by this ray). The transformation takes five rounds, and the creature takes 1d10 in damage each round, a saving throw with -4 for half damage is allowed,
    During the five rounds of transformation, any weapon which hits the creature must make a saving throw versus acid, or get -1 to damage thereafter. If it hits more times, it gets more penalties, down to max. -4. A good weaponsmith can fix this (after the damage is done of course).
    When the transformation has ended, the skin must regenerate by natural means or by healing, no regenerating ability will make it. During this time, the creature cannot wear any armor heavier than leather.

  6. Purple Ray:
    This is the Joker among the rays. If a creature is hit by this special ray, it is immediately healed to the full amount of hit points, and is furthermore protected against any Multicolor-Ray for the next 24 hours.

  7. Yellow Ray:
    This ray will instantly turn the target into sand, unless a successful saving throw against Polymorph is rolled. If the creature misses the saving throw, it dies immediately, and its sandbody is soon scattered by the wind. The only way to receive a character killed by The Yellow Ray, is to cast a Resurrection spell on the small dune, which is the only remains of the dead creature, but in order to succeed, all the transformed sand must be there, if some of it is missing, the creature will suffer penalties when returned to its right form (which ones are left to the DM to decide, but may include the loss of an arm, a missing Larynx or something like that).

  8. The Multicolor Ray:
    This is indeed the most powerful of all rays. When hit by a multicolor ray, the target is immediately transferred to another plane of existence ( an Outer- or Inner plane ) and turned into a native creature of that plane. The target who's hit, becomes that particular creature by all means, Hit Points, Thac0 Etc. The only thing which remains, is the victim's memory and his spell-casting ability if the new form allows the use of such things.
    The only way to avoid this horrible fate, is to make a Saving Throw against Spells, with a -5 penalty, and even then the target is still transformed, but this time into another creature on its own plane of existence. This creature will be a common beast, like a monkey, dog, ass etc.
    Every time a multicolor ray is launched, it renders the wizard totally exhausted, and unable to cast spells higher than first level. The Wizard most rest for at least 5 hours for each multicolor ray he has fired, before he once again is able to cast spells normally.

Hold test Invented by TOK
(All)
Level		: 9th (Wizard)
Range		: Special
Components	: Special
Duration	: Special
Casting Time	: 1 turn
Area of Effect	: Special
Saving Throw	: None
This spell can only be cast while the three moons of magic Solinari, Lunitari or Nuitari is present on the night sky. The master of the conclave must then cast this spell.
The supplicants, who must all be willing to take the test, must then be present at one of the Towers of High Sorcery. At least the master of the tower, a member of the conclave or a master of one of the orders must be present to allow the energies of the spell to enter the body and minds of the supplicants and let them begin the test.
Bear in mind that the test is unique from person to person and the tests purpose is to ferret out those who would jeopardize the magic and use it in a unresponsible manner and to point out strengths and weaknesses for those who succeed. The test may in fact cause stats to raise or decrease due to wounds inflicted or insight gained or whatever.

The test can take place in three ways:
A mental test is purely in the Magusīs mind (as was Palin Majeres).
The physical test, which usually take place in a room or place big enough to "contain" the test (As was Raistlin Majeres).
In very rare instances it teleports the supplicant out somewhere in the world where it for a short while gauges the supplicants actions in order to evaluate the supplicants moral value and how he would use magic and to determine the order he should belong to.

A test always contains these challenges:
3 tests of magical prowess, 3 tests of wisdom, combat against a higher ranked opponent (eg. two levels higher)
3 other tests that must be completed without the aid of magic.
In this the magus in question must complete. Of course how a mage takes on a challenge is completely up to himself the test is about choices, not limitations.

Whatever happens during the test it has the capability of killing the supplicant no matter the type, mental, physical or real, the ill effect suffered during the test, is also able to kill the supplicant. However, this rarely happens.
The supplicants are usually chosen carefully in preparation to the Test. The ones who has been trained but is deemed unable (or unworthy) to take the test and pass through it, is monitored for the rest of their mortal existence to see if they go renegade. They may however be invited to take the test if they should gain in power and prowess. It has often happened, that the this spell has provided a magus with some special power, item or other such thing, that will aid the mage for the remainder of his existence, often is a compensation for a wound inflicted or such.
The wizards that hold this spell may also, grants boon to the aspiring magus at their discretion.
Once passed the test, the supplicant receives the same rights as other mages and apprentices.
It is not unusual however to allow "self trained" mages to take the test, nor is renegades forbidden to take it, rather they are encouraged to do so. This is mostly because the wizards rather would have another mage supporting magic, no matter the order that the supplicant join, since preservance of magic is every wizards call.
The renegade may also be included in order of high sorcery without test, but that usually imply that the mage in regard have attained a certain amount of power.

NOTE:
A mage who takes the test as a novice (eg. 1,2,3 lv, usually 3, all other is rarely enough to survive) gain experience points enough to advance to 4. lv, with all benefits that comes as such, however higher ranked mages does only receive standard XP.


Koo'sacks Chain Spell V Invented by Sation
(Alteration)
Level		: 9th (Wizard)
Range		: Caster
Components	: V
Duration	: Special
Casting Time	: 9 + special
Area of Effect	: 6 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 six spells together to be cast as they were one, and the casting time will be the combination of all 7 spells.
When Koo'sacks enemies fell by the score, the rest became extremely paranoid and used all kind of defenses to protect themselves, beside their magical resistance and high saving throws. Another improved version of her Chain Spell and the new spell, Koo'sacks Barrier Breaker helped to take care of that problem.
Rumors tell of Koo'sack created two even stronger spells than this, reaching a stage where humans was no longer able to control the highly complex spell it took to bind that many spells together. Since Koo'sack was a Dragon, and therefore could cast spells as she where two levels lower, the rumors might indeed be true.


Power Word, Solidyfy Invented by Johnny Bremer
(Alteration)
Level		: 9th (Wizard)
Range		: 5 yards/2 levels
Components	: V
Duration	: Permanent
Casting Time	: 1
Area of Effect	: 10-foot radius
Saving Throw	: None
When a Power Word, Solidify spell is uttered, one or more creatures that consist partly of some kind of liquid, vapor, or other non-solid matter such as flesh, jelly, or others become solid. They are thereby rendered motionless and even dead or destroyed if they have need of blood or other fluids to flow freely in their body. The spell affects any one creature with up to 60 hit-points or any number of creatures with 10 hit-points or less to a maximum of 120 hit-points totally. The caster should choose to attack a single creature, or multiple creatures along with the spell range, and the center of the area of effect before the casting of the spell. The current hit-points of the creatures are used.


Power Word, Vaporize Invented by Johnny Bremer
(Alteration)
Level		: 9th (Wizard)
Range		: 5 yards/2 levels
Components	: V
Duration	: Permanent
Casting Time	: 1
Area of Effect	: 10-foot radius
Saving Throw	: None
When a Power Word, Vaporize spell is uttered, one or more creatures turn into vapor and can no longer interact with material things or beings. They still live but are from that point on considered to be insubstantial creatures that cannot be harmed with anything but magically enchanted weapons or spells. The spell affects any one creature with up to 60 hit-points or any number of creatures with 10 hit-points or less to a maximum of 120 hit-points totally. The creature cannot attack others while in this form other than other creatures that exist on the Ethereal plane, where all attacks (both ways) are considered normal attacks.
The caster should choose to attack a single creature, or multiple creatures along with the spell range, and the center of the area of effect before the casting of the spell. The current hit-points of the creatures are used.


Reveal Truename Invented by Johnny Bremer
(Divination)
Level		: 9th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 9
Area of Effect	: One demon or minion
Saving Throw	: Neg.
In order to cast this spell the wizard must first prepare the material components of this spell, which are a cauldron of infant blood, the powder of a 1,000 gp diamond which is to be mixed with the blood when it boils. The caster is then able to lure the truename out of a demon/minion. The demon/minion must make a saving throw versus spell in order to avoid revealing its truename. The truename will appear as black letters on top of the red blood within the cauldron.


Sations True Elemental Attack Invented by Sation
(Conjuration/Summoning)
Level		: 9th (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, except that the caster will be able to summon a number of 24 HD Elemental equal to 1/5 of his level.
The wizard has to use a unique focus point for the spell (like a well from which a God has taken a drink or a sea in which an avatar has died when summoning a Water Elemental). Furthermore he needs one special thing tuned to the type of elemental summoning: Water needs a vial of holy water blessed by a High Priest (min. 15th lv.) of the God of Water, some blood and the center eye of a beholder. Air needs a bottle with a vampire in gaseous form and a box containing a secret wish of a maiden man. Earth needs a gem valued at least 10000 gp or more, and a tentacle form an Undead Rustmonster. Finally Fire needs volcanic rock from the plane of the 9 Hells, plus a scale and a tongue from a Red Dragon of paragon class.
These things are all consumed in the casting.