Index of Spells by Level - Blg 9

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Antipathy
Enchantment (Compulsion) [Mind-Affecting] 1 hour SRD
Will partial - Yes Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 8 V, S, M/DF
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object

Object or location affected by spell repels certain creatures.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Foresight
Divination 1 standard action SRD
None or Will negates (harmless) - No or Yes (harmless) Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 V, S, M/DF
10 min./level Personal or touch 1 hour
Target: See text

Sixth sense warns of impending danger.

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

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.

Incendiary Cloud
Conjuration (Creation) [Fire] 1 standard action SRD
Reflex half; see text - No Arc 8, Blg 9, Fire 8, Shu 8, Sor/Wiz 8, Wmg 8, Wuj 8 V, S
1 round/level Medium General
Effect: Cloud spreads in 20-ft. radius, 20 ft. high

Cloud deals 4d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Storm of Vengeance
Conjuration (Summoning) 1 round SRD
See text - Yes Arc 9, Blg 9, Clr 9, Drd 9, Nobility 9, Retribution 9, Shu 9, Sin-W 9, Storm 9, Summer 9, Wrath 9 V, S
Concentration (maximum 10 rounds) (D) Long General
Effect: 360-ft.-radius storm cloud

Storm rains acid, lightning, and hail.

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.

If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeances save DC + the level of the spell the caster is trying to cast.