Level 5 Mage Spells

Aqueous Sphere
Level: 5
Casting Time: 2 rounds
Duration: Instantaneous
Range: 200 ft.
Area of Affect: A 5 ft. radius sphere, centered on a point within range
Magic Resist: Soak
A globe of dense fluid flies from the caster’s hand to soak and erode the area of effect. All creatures within the area of effect suffer 6d6 points of water damage. Any fires in the area of effect are automatically extinguished; creatures made of flame suffer double damage from the spell, and enchanted flaming weapons remain extinguished for 5 rounds. This spell does nothing when cast underwater.

Calcify and Dissolve
Level: 5
Casting Time: 2 rounds
Duration: 3 rounds
Range: 50 ft.
Area of Affect: A 10 ft. x 10 ft. x 10 ft. cube, centered on a point within range
Magic Resist: Evade (Special)
For the duration, the mage may harden or soften rock or mud within the area of effect. For each round of the duration, the mage may choose to either harden mud into rock, or soften rock into mud, and he may select a new area of effect within range on each round. Any creatures caught in the area of effect may roll spell resist to be deposited atop the new rock or next to the new mud, unharmed. Any creatures caught in the rock or mud must make a Strength check with a -3 penalty to break free on each round, or they cannot take any action.

The changes wrought by this spell are permanent until dispelled. Any creatures made of rock or earth that are affected by this spell may either be bolstered, increasing their soak by 20% and physical damage done by 3 points for 10 rounds, or softened into loose clay, reducing their soak by 30% and physical damage done by 3 points for 10 rounds.

Crush Intellect
Level: 5
Casting Time: 2 rounds
Duration: 3 hours
Range: 20 ft.
Area of Affect: One creature
Magic Resist: Evade
With a sweep of his hand and an incantation drawing back to before the days of the First Event, the mage shatters the target’s mind, reducing them to a babbling idiot. The target’s Intelligence, Wisdom, and Charisma are reduced to 1 for the duration. Spellcasting, speech, and nonverbal forms of communication more complex than “I HIT!” are totally impossible. As a strange side effect of this intellectual demolition, the creature gains a +2 bonus to melee damage for the duration, as it is too stupid to not swing with the full force of its body in every blow. This may explain why mages think that fighters are idiots.

Freeze Solid
Level: 5
Casting Time: Instant
Duration: 5 rounds
Range: 50 ft.
Area of Affect: 1 creature
Magic Resist: Evade
The mage summons a bitter, terrible cold inside another creature, freezing it from the inside out. This cold is preservative, inflicting no damage to the creature, but while it is affected, it cannot move under its own power. If the creature was flying, it falls, with no ability to mitigate or roll with the fall. While frozen, the creature receives a +10% bonus to its soak, and it will float in water, bobbing to the surface. This spell is useless against creatures of ice, but anything that is immune to cold damage is not immune to this spell.

Polymorph Other
Level: 5
Casting Time: 2 rounds
Duration: 1 hour
Range: Touch
Area of Affect: 1 creature
Magic Resist: Evade
The caster transforms the touched creature into another form, with all of the limitations and guidelines of the level 4 spell, Polymorph, except for the following. The target may not necessarily be able to speak or cast spells, depending on the mage’s desires. An attempt to inflict lethal harm results in an additional Magic Resist check every round.

Shape Earth
Level: 5
Casting Time: 2 rounds
Duration: 10 rounds
Range: 30 ft.
Area of Affect: A 20 ft. x 20 ft. x 20 ft. cube, centered on a point within range
Magic Resist: Special
The caster may reshape earth and stone around him during each round for the duration, moving and reconfiguring the landscape as he sees fit. The only restrictions are that the new shapes must be stable and that the caster must be able to see the earth that he is shaping. The caster could form archways of rock, a spiked pit underneath his foes’ feet (for a total of 3d10 piercing damage from the spikes and fall, should the foes fail to evade), or bring the ceiling down to smack his foes (for the same amount of bludgeoning damage, with the possibility of evasion), among many, many other applications. The caster may reshape a new cube during each round of the duration, making this spell perfectly suited to tunneling and digging. Attempting to reshape a rock or earth elemental out of existence grants it a magic resist check to avoid the effects. Should it fail, the creature suffers 10d10 damage as its very essence is twisted and wrenched, and then the spell ends.

Summon Harpsichord
Level: 5
Casting Time: 2 rounds
Duration: Instantaneous
Range: 30 ft.
Area of Affect: One creature or vehicle
Magic Resist: N/A
This spell summons a full-sized harpsichord, three feet above the target, which falls at great speed to smash into the victim. The harpsichord deals 6d8 bludgeoning damage. If the target is a vehicle, the damage dealt is doubled. Afterward, the instrument is hopelessly shattered into useless rubble, and cannot be repurposed to any end. Any pieces of the harpsichord disappear after 10 minutes.

Telepathy
Level: 5
Casting Time: 1 minute
Duration: 1 hour
Range: 5 miles
Area of Affect: 1 creature
Magic Resist: Evade
With a material link, as per Clairvoyance, the mage may use this spell to invade the subject’s thoughts. The mage can both send thoughts and receive what the subject is thinking. Digging down beneath mere surface thoughts will require an Intelligence check with a -3 penalty, and doing so is distressing and disturbing to the subject, who will receive an Intelligence check with a -3 penalty to understand what is happening to them. Should the subject desire that the mage leave their mind at any point, they are allowed one, and only one, magic resist roll to attempt to eject the mage. Should this attempt fail, they are helpless to stop the mage for the duration… well, besides bludgeoning the mage until his concentration breaks, if he can reach them.

Teleport Other
Level: 5
Casting Time: 1 round
Duration: Instantaneous
Range: 3 miles
Area of Affect: Any four creatures within 10 ft. of the caster
Magic Resist: Evade (Helpful)
Up to four willing targets, which may or may not include the caster, within 10 feet of the caster’s location are teleported to a location within 3 miles. Only basic familiarity with the location is required, like seeing it on a map or receiving a report from a scout or familiar. Lacking this basic familiarity requires an Intelligence check for the spell to succeed; a failed check aborts the teleportation rather than dropping the targets into harm.

Wall of Iron
Level: 5
Casting Time: 2 rounds
Duration: 10 rounds
Range: 40 ft.
Area of Affect: A line, 100 ft. long, beginning within range
Magic Resist: N/A
The area of effect becomes filled with a smooth sheet of iron, 3’ thick and 10’ tall, for the duration. Any creatures along the line when the spell is cast are displaced to either side of it, determined randomly. The wall is firmly rooted to the ground, and cannot be shoved over. Any attempts to blast through it resolve as normal for a 3’ thick wall of iron. The top of the wall is lined with cruel spikes and barbs, inflicting 15 soakable damage to any creature that climbs up it and also allowing the wall to bite into stone ceilings and structures to brace itself. When the spell ends, the wall vanishes into pyreflies without a trace.

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