Sixth-Level Spells

Blackmantle (Necromancy, Enchantment)

Range: 60 yards

Components: V, S, M

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: 15-foot radius

Saving Throw: Neg

.

Blackmantle creates a shimmering aura around all creatures within the affected area that negates all healing and regeneration, both natural and magical. For instance, a potion of healing has no effect on a creature under the influence of blackmantle, a troll cannot regenerate lost hit points, and cure light wounds is useless.

Blackmantle is negated for any target creatures who make successful saving throws. Otherwise, it persists for 1 turn per level of the caster. If the creatures are still alive at the end of the spell's duration, any active curative forces will operate normally; for instance, a ring of regeneration will resume its function. However, consuming a potion of healing or applying a staff of curing while blackmantle is in effect will have no affect when blackmantle wears off, since these types of magic work instantly. In such cases, the dose of potion of healing and the charge from a staff of curing are not only wasted, but the aura generated by blackmantle actually negates the potion of healing or the staff of curing, rendering it useless. If a potion of healing or staff of healing is applied after the spell wears off, the healing magic works normally.

The material component for this spell is a small mummified animal, such as a mouse or a toad

Dead Man's Eyes
(Necromancy)

Range: Special

Components: S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: Special

Dead Man's Eyes causes the whites of the caster's eyes to turn black and his pupils to reshape themselves into small white skulls. The caster can affect one victim per round, providing the victim is within 3 feet of the caster and meets his gaze. Victims are affected as follows:

· Victims with 2 Hit Dice or fewer (or victims of level 2 or lower) instantly die. No saving throw is allowed.

· Victims with 2+ to 5 Hit Dice (or victims of level 3-5) instantly die unless they save vs. death magic at a -2 penalty. Those who succeed in their saving throws suffer 2-12 (2d6) hit points.

· Victims with 5+ Hit Dice or more (or victims of level 6 or greater) suffer 2-12 (2d6) hit points of damage unless they save vs. death magic.

If the caster's gaze is reflected back on him (by a mirror, calm water, etc.), he must make a saving throw vs. spells or suffer the same effects as a 5+ Hit Dice victim. At the end of the spell's duration, there is a 5 percent chance that the caster will become blind for the next 5-10 (1d6 + 4 hours).

The material components for this spell are two eyeball-sized glass marbles. The marbles must be the same color as the caster's eyes

Dragon Scales (Abjuration)

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: None

This spell causes the body of the caster (or any single person or creature touched by the caster) to become completely covered with dragon scales, effectively raising the subject's Armor Class by 2 for the duration of the spell; this modification is in addition to the subject's normal AC (for instance, if the subject's AC is 6, dragon scales raises it to 4).

The color of the dragon scales is the same as that of the scale used as the spell's material component; however, the color has no bearing on the effect of the spell. Dragon scales also temporarily reduces the subject's Charisma by 2 points.

The material component of a spell is a scale from any dragon.

Invulnerability to Magical Weapons (Abjuration)

Range: 0

Components: V, M

Duration: 1 round/level

Casting Time: 3

Area of Effect: 5-foot radius

Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical blunt, edged, or missile weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). However, the sphere offers no protection against magically-created creatures (such as golems) or from creatures whose attacks are magically based (such as the gaze of a medusa). The sphere offers no protection against spells such as magic missile, or spells that simulate the effects of weapons.

The caster can use magical weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by dispel magic.

The material component for this spell is a piece of a broken magical weapon.

Tentacles (Conjuration, Alteration)

Range: 0

Components: V, M

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: The caster

Saving Throw: None

By means of this spell, the caster causes two 10-foot-long greenish tentacles to grow from his body. One tentacle grows on each side of the caster's body, centered between his armpit and his thigh. The caster can use the tentacles as normal appendages to grasp tools, use weapons, or help with climbing.

Each tentacle can make an attack, effectively giving the caster two extra attacks per round; a tentacle can strike to inflict 1-6 hit points of damage, or it can wield a sword, dagger, or other weapon (at the same ability of the caster). The flexible tentacles can easily reach victims on any side of the caster's body.

If an unarmed tentacle makes a successful strike against a victim who is man-sized or smaller (less than 7 feet tall), it also grabs and holds the victim to inflict an automatic 2-8 (2d4) hit points of damage in every subsequent round. To free himself, the victim must sever the tentacle; there is no way to loosen the grip other than severing the member, killing the caster, or negating the spell with dispel magic. A tentacle is severed if it takes 10 hit points of damage; damage directed at the tentacle has no adverse effects on the caster.

A caster with two intact tentacles adds a 40 percent bonus modifier to his climbing success rate (see
page 122 of the Player's Handbook, ) and adds a 20 percent modifier if he has only one intact tentacle.

The material component for this spell is a dried tentacle from a small octopus

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