Index of Spells by Level - Wmg 9

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Elemental Swarm
Conjuration (Summoning) 10 minutes SRD
None - No Air 9, Arc 9, Drd 9, Dwarf 9, Earth 9, Fire 9, Ocean 9, Shu 9, Water 9, Wmg 9 V, S
10 min./level (D) Medium 1 hour
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart

Summons multiple elementals.

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

Implosion
Evocation 1 standard action SRD
Fortitude negates - Yes Arc 9, Blg 9, Clr 9, Destruction 9, Shu 9, Slime 9, Wmg 9 V, S
Concentration (up to 4 rounds) Close General
Targets: One corporeal creature/round

Kills one creature/round.

You create a destructive resonance in a corporeal creatures body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

You can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Meteor Swarm
Evocation [Fire] 1 standard action SRD
None or Reflex half; see text - Yes Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 V, S
Instant Long General
Area: Four 40-ft.-radius spreads; see text

Four exploding spheres each deal 6d6 fire damage.

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.)

Prismatic Sphere
Abjuration 1 standard action SRD
See text - See text Artifice 9, Family 9, Protection 9, Sor/Wiz 9, Sun 9, Wmg 9 V
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

Prismatic sphere creates a vertical, opaque globe of a shimmering, multicolored light that protects you from all forms of attack. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and you can pass through and remain near the sphere without harm. However, any other creature with less than 8 HD that is within 20 feet of the sphere is blinded for 2d4x10 minutes by the colors if it looks at the sphere.

A Prismatic sphere spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color.

The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a Prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the sphere or anything beyond it. Spell resistance is effective against a Prismatic sphere, but the caster level check must be repeated for each color present.

Prismatic sphere can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Wail of the Banshee
Necromancy [Sonic] [Death] [Ectomancy] 1 standard action SRD
Fortitude negates - Yes Death 9, Deathbound 9, Hatred 9, Repose 9, Sor/Wiz 9, Wmg 9 V
Instant Close General
Area: One living creature/level within a 40-ft.-radius spread

Kills one creature/level.

You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

Weird
Illusion (Phantasm) [Fear] [Mind-Affecting] 1 standard action SRD
Will disbelief (if interacted with), then Fortitude partial; see text - Yes Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 V, S
Instant Medium General
Targets: Any number of creatures, no two of which can be more than 30 ft. apart

As phantasmal killer, but affects all within 30 ft.

You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.