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Tenth Level Spells
10th Level Spells (Mage)
Although once it was thought impossible to learn spells higher than the ninth level of mastery, a few mages have proven that it is possible, although only a handful of tenth level spells have been found.
Tenth level spells are learned at the normal rate. A caster has the ability to cast one 10th level spell for each 2 ninth-level spells he can cast, rounded down. Many magic-users in the world can learn these spells, but finding them (and the process of learning them) is difficult.
Learning one 10th level spell requires one year of study, during which time the caster ca study nothing else. Should he stray away from this study for more than one day, the chance to learn the spell at all is nullified, and the character must begin his research again. The normal rules for learning spells also apply, but the caster must write his note onto special, magical paper that costs 1000 gp per page. A tenth level spell requires 10-20 such pages to inscribe.
When casting a tenth-level spell, the spell uses up ten levels of energy from the caster's other spells, as the caster sees fit. For example, the caster may choose to loose an eighth-level spell and a second level spell, or instead may choose to loose ten first level spells.
The following spells were inscripted into the Tome of Spellguard.
Anti-Magic Resistance
Range: Sight Components: V
Duration: Special Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When this spell is cast, the affected creature loses all magic resistance, including such resistance from magical items and the like. In addition, if the creature's magic resistance was lower than 50%, the creature is at -1 to save vs. spells for the duration of Anti-Magic Resistance. The spell lasts for one round per caster level.
The Keeping
Range: One Creature touched Components: V, S
Duration: Special Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When cast upon a creature, this spell keeps that creature in the exact manner that it is in at the exact moment touched. All of the creatures magic items, spells memorized, hit points, etc. will not be changed for the duration of the spell, although the character is still free to move, fight, and even cast spells or use magic items (the spells will not be lost and the charges of such items will not be used). The exceptions of the rule are artifacts, other 10th level spells, and Quest spells, which are used and forgotten/lost as normal. The spell lasts 2d4 rounds.
A caster may only cast The Keeping once each 30 days at maximum. If The Keeping is dispelled (a normal Dispel Magic can dispel The Keeping), then the character begins to lose hit points, spells, etc at the normal rate, and the caster cannot cast The Keeping for another 30 days.
Voice of The Spell Master
Range: Self Components: V
Duration: Special Casting Time: 1
Area of Effect: Special Saving Throw: None
When this spell is cast, the caster of the spell may cast any spell he knows as a one-segment, verbal-only spell. The effect lasts for 10 rounds.
Magic Invulnerability
Range: Self Components: V
Duration: Special Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When this spell is cast, the affected creature gains a virtual immunity to any attack by magic. Spells (up to 9th level) will bounce rght off of the caster. If the spell in question is an area-effect spell, the caster is unaffected. Magic items will cause normal damage to the caster, but none of it's effects will (magical bonuses to damage, life-draining, vorpal weapon effects, etc). Lower level spells cast through a higher level spell (such as Voice of the Spell Master) will likewise be ineffective. Powers that affect magic resistance do not affect Magic Invulnerability (except as noted below).
Tenth level spells and godlike abilities still affect the character normally, as well as powers of an artifact, but the caster has a 50% chance of also destroying these effects as well. If Anti-Magic Resistance is cast on the character with Magic Invulnerability, there is a 50% chance that the Magic Invulnerability fails.
The spell lasts for one round per 5 levels of the caster.
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