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Magical spells of levels 7-9 for AD&D-

Welcome to yet another AD&D help file brought to you by Pendragon Productions.
This file brings to you 7th to 9th level spells for your mage who by this
point in time should be close to all powerful.  These spells will help to
make him that way.  If you like what you see and want more, consider a 
donation.  For $3 or more we will send back to you a list of 5 spells each
of levels 7-9.  Send donations to:
Pendragon Productions
c/o John Marchetti
PO Box 8147
Foster City  CA  94404
Now enjoy these fine spells...

7th level-

Hellstorm (Evocation)
Range:100 yards
Components:V,S,M
Duration:3 rounds
Casting Time:1 round
Area of effect: 50' by 50' square
Saving Throw" 1/2

This spell shoots forth from the hands of the caster a red glowing cloud
that fills the area of effect.  This cloud for the duration of the spell
shoots down bolts of fire at up to 20 targets regardless of their size.  
All targets must save vs spells or take 2d8 fire damage.  The targets may
be chosen by the mage at his discrestion.  Note that each round that goes by
a new set of fire bolts are shot down from the cloud.  The material component
of this spell is a ruby worth at least 3000gp that is consumed into the cloud
as the spell is cast.

Freezing Rain (Evocation)
Range:30 yards
Components:V,S
Duration:8 rounds
Casting Time:3
Area of Effect:30' by 30' square
Saving Throw:Neg

This spell summons forth a cloud of freezing rain that falls over everyone
in the area of effect.  Each round that the rain falls on the area of effect
all within must save vs spells or take 1d6 damage from the severe coldness
of the water.  Creatures that are water based do not take any damage and in
fact heal 1d4 points per round.  Any metal items must save vs magic or they
will rust within two hours.

Orb of Light (Conjuration/Summoning)
Range:0
Components:V,S
Duration:1 hour/5 levels
Casting Time:1
Area of Effect:140' circle
Saving Throw: None

This spell baths the caster and all who are around him in a circle of 
glowing light that cannot be extinguished by any magical darkness spell
of lower level.  This spell is in all other regards the same as the spell
continual light.

8th level-

Rotting Flesh (Necromancy)
Range: Touch
Components:V,S
Duration:Instant
Casting Time:2
Area of Effect:1 creature
Saving Throw:Neg

This spell, upon a successful to hit in combat using the mage's hand, casts a 
magical disease onto his opponent.  If the opponent does not save vs
spells then the flesh of the creature starts to peel off and at the end 
of three rounds the creature is completely fleshless and dead.  Only a
cure disease spell or wish can reverse the process.

Phantom Wolf (Illusion)
Range: 120 yards
Components:V,S
Duration: Special
Casting Time:1 round
Area of Effect: 1 or more creatures
Saving Throw: Neg

This powerful illusion summons forth a huge wolf the size of a small dragon.
All who see this must save vs spells to disbelieve.  All who do not save
are subject to automatic hits by the wolf each round they do not save.  The
damage from the wolf's bite is 3d6.  The wolf has one attack per round per
person who does not save.

8th level-

Wall of Flesh (Necromancy)
Range:15 yards
Components:V,S
Duration:1 hour/level
Casting Time:2 rounds
Area of Effect:10'thick by 50'tall by 40'long
Saving Throw:Neg

This spell creates a wall of stacked pieces of flesh.  A strong odor
permeates from this flesh and any creature that smells this odor passes
out for the duration of the spell unless they make their save vs spells.
The wall of flesh cannot be cut through except by weapons of +3 enchantment
or higher.  

Demon Slime (Necromancy)
Range:20 yards
Components:V,S,M
Duration:Instant
Casting Time:1 round
Area of Effect:1 creature
Saving Throw:Neg

This spell creates a glob of slime in the hands of the caster.  He can
than hurl the glob at any one creature he chooses.  If the glob succesfully
hits, the creature must save vs spells or be dissolved into a pile of
slime.  No ressurection is possible.  The material component of this spell
is a piece of green slime that is dead.

9th level-

Fendor's Finger Fireballs (Evocation)
Range:300 yards
Components:V,S
Duration:Instant
Casting Time:5
Area of Effect:10 creatures
Saving Throw:1/2

This powerful spell summons one minature fireball from each finger of
the caster, up to a total of ten.  Each fireball may be shot at one target
or up to ten independent targets.  Any target hit must save vs spells or
take 4d6 damage per fireball.

Tail of Power (Evocation)
Range:0
Components:V,S
Duration:2 rounds
Casting Time:3
Area of Effect:5' in front of caster
Saving Throw: None

This spell creates a powerful whip of energy that the spellcaster can
swing back and forth in front of him.  Any creature struck by this whip
takes 10d8 damage from the blow of the energy and is stunned for 2d10 
rounds.

Northern Light (Evocation)
Range:50 yards
Components:V,S
Duration:1 round
Casting Time:1 round
Area of Effect: 50' by 50'
Saving Throw:Special

This spell was created by Kelmor and a wild mage.  It gathers power from
the caster when he is outside and under stars.  When the caster is surrounded
by enemies and cast this spell, 2d20 is rolled.  The number rolled corresponds
to the number of bolts of light that shoot down from the stars.  Each bolt
strikes one enemy.  If the enemy is under 5HD they are destroyed without
any save.  If the enemy is 5HD or more they save vs spells to avoid
destruction. If they save they take only 2d20 damage from the bolt.


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