15th Level Spells
Ecomold
Level: 15
Range: Ten miles per level.
Casting Time: A 90 minute ritual, plus the time that the caster decides to shape the ecology. No limit - once the caster decides he's done, the spell ends.
Duration: Permanent
P.P.E.tm Cost: 1500
This incredible spell allows the shaman to manipulate his environment on virtually a global scale. He can alter a ten mile radius per level and change whatever he desires about the flora, fauna, and even local weather conditions (limited). This spell is usually employed in either tera-forming efforts, land reclamation, or in cleaning up environmental disasters. If facing heavy pollution the range of this spell is halved. If toxic or radioactive chemicals are present, the land is a city, or if the land is a garbage dump the range is cut to two and a half miles per level. The strength of the ritual's effects can be varied with ease. An Animal Shaman could turn a downtown street into a beautiful work of civil engineering or transform it into a barely recognizable shadow of itself.
A Mind to Magic (ritual)
Level: 15
Range: Special - one spell, rune, glyph, circle, etc.
Duration: Permanent
Casting Time: One hour per level of the target magic (several hours of work if the target is a rune or circle).
Saving Throw: Standard (roll for the target magic).
P.P.E.tm Cost: 1000
Page 33 of Through the Glass Darkly describes living magic - the evolution of a spell's magical energy into a sentient form. This powerful ritual allows the caster to cause this to happen to a spell. The save throw that the spell gets doesn't actually prevent anything from happening - the target spell is always affected.
If it fails the save throw it is totally shaped into sentience by the caster and is bound to him as a servant. It will respond to the caster and grow in sentience similar to a child. If it is treated badly it will learn to hate its creator (or even itself). Treated well, it will probably respond in kind. The caster is also able to terminate the magic by expending the same amount of P.P.E.tm needed to cast it in the first place (no save throw). Cruel magicians have been rumored to develop methods of torturing sentient magics, but the exact mechanics of this are still not known.
If the target magic succeeds in the save throw, it becomes sentient but has free will. It is not under any kind of control or influence from the magician who triggered the evolution to sentience. The character will probably need to reason with the spell if he wants it to do what he intended.
Note: The personality of the spell will be based on what it was. Healing spells become manifestations with healing skills and abilities. An Eyes of the Wolf spell would come into existence with the nature of a hunter or tracker. A Transformation spell might become some kind of possessing entity that alters its host. The more powerful the magic, the more powerful the being that is created. Consider sentient magic beings creatures of magic whose attacks can affect supernatural creatures (for obvious reasons).
Summon Blue Flame Elemental (ritual)
Level: 15
Range: One person (usually the ritual leader or a chosen warrior, but that person must have been scarred by the Blue Flame in order to become the elemental).
Duration: The summoning itself takes about 1d4 minutes, but the elemental remains in the ritual leader's area for 1d4 hours per level of experience of the ritual leader.
Casting Time: One hour
Saving Throw: Standard
P.P.E.tm Cost: 1500
This rare creature must be summoned from a nexus point through a one hour ritual of soft chanting and whispering - but it really isn't an elemental, because the Blue Flame force just splits off a piece of it's essence and projects it through a rift to the caster's location. When it gets there, the ritual leader's soul is transported into the flame and he animates it and controls the immense power! It is kind of like the Transformation spell, but isn't enslaving as it relies on a volunteer.
During this time, the ritual leader's body (or a chosen warrior) falls into a comatose state. It is by no means unprotected. No amount of damage can seem to harm the body - even touching it will result in a painful and disfiguring burn (3d6 S.D.C.tm or 1d6 M.D.C.tm damage). It also serves to protect the corpse with a +8 to save vs. possession and +6 vs. psionic attack. A Dispel Magic Barrier spell has a slim chance (7%) of shutting down the protection aura for 1d4 melees. If the body is killed, the soul is trapped in the Blue Flame elemental form. If the body can be resurrected, there might be a way to get the soul back where it belongs (that's an adventure idea, if the recipient even wants his body back). The soul in the Blue Flame can return at any time before the final duration elapses, but he has no contact with its body - and no way of knowing when it is attacked.
These are the creature's stats:
Has 250 S.D.C.tm (or M.D.C.tm) and recovers it at the rate of 4d6 per minute, any fire or heat based attack heals an amount of damage equivalent to what it should normally cause, resistant (half damage) to all attack forms except dark/ negative energy attacks, cold based attacks, explosions, and phase beam attacks.
The inhabitant can cast all Blue Flame spells (except the ritual to summon another elemental) at level 20th strength, spell strength of 18, but must draw on the P.P.E.tm of the nexus point or a ley line. It has no magic energy of its own, but evil souls will sometimes kill living creatures to release the energy and use it! More humane ones use energy from some sort of storage device if possible.
The elemental does 1d4x10 damage per strike (or 2d6 on a restrained strike), does 1d4 damage per fingertip touch, 2d6 damage to those who grab him, 1d4x10 to anyone touching him for an entire melee round, and 3d4x10 to those who it grabs and incinerates (takes all of his melee actions though). It can also launch jets of flame that do damage equivalent to a 15th level Flamebolts spell, use Healing Flame at first level strength, and use Blue Fireball at 5th level strength at one- third the normal P.P.E.tm cost!
Since the soul of another living creature inhabits the body, the Blue Flame elemental has these bonuses and abilities in addition to those of it's "pilot," but remember that only bonuses from experience can apply in this case (no attribute or biological power bonuses): +1 to strike, +2 to parry and dodge, +4 to roll with punch/ fall/ impact, +4 on initiative, nightvision for 2000ft, cannot be blinded in any way, and is +3 to save vs. psionics and mind-altering magic. No spell that affects the physical body is useful against the Blue Flame elemental, because it isn't really alive but is just magically animated flame. Pain, dismemberment, and repeated blows don't hamper the beast in any apparent way!
Permanence (ritual)
Level: 15
Range: Touch
Duration: Permanent
Casting Time: One melee
Damage: None
Saving Throw: Standard, +2 bonus to save if resisted.
Destabilization: +2d6+13%
P.P.E.tm Cost: 1500
This powerful spell can alter the aura of a creature, area, or object, causing a spell's effects to become permanent. It is achieved by a special ritual where the Permanence spell and the spell to be made permanent are slowly cast together to bind the energies to a being or object or area. It will not work on supernatural creatures. Just about any spell can be made permanent, save energy-evocation spells. A room could be made that walking dead cannot enter, a suit of armor could be made that allows the wearer to walk in shadows, a pit of snakes could be covered by an illusion of a rug, and so on. A Negate Magic spell thrown against the permanently altered thing has a 1% chance per level of the caster of disrupting the spell energies and ending it permanently (pun intended).
VACUUM RIFT
Level: 15
Range: 150 ft away per level of experience. Double at Ley Lines and triple at Ley Line Nexuses.
Radius: 50 ft +10 ft per level of experience. Double at Ley Lines and Triple at Ley Line Nexuses.
Duration: 1 melee per level of the caster. Double at Ley Lines and triple at Ley Line Nexuses.
Saving Throw: None
P.P.E. Cost: 2000, 1500 at Ley Lines, and 1000 at Ley Line Nexuses.
Effect: An astounding spell that opens up a rift that will not only provide a dimensional gateway, but will also draw everything within the vacuum radius to the dimensional rift (Note that the other end of the rift is NOT a vacuum to the rift so characters will not bounce or be suspended between dimensions). It is a truly useful spell for moving heavy items between dimensions, or disposing of undesirables. The only limitation is that the object in question must be able to fit through the rift and the vacuum field must completely surround whatever is to be rifted. The caster may choose a location that he or she has visited before OR may create a random rift. It must be warned that the caster should not cast this spell too close to himself or may find that he is swallowed up by the rift just as easily as anything else. There is no way to travel back through this rift and thus there is no way to return back to the original dimension without opening another rift or dimensional teleport. This ritual can be particularly harmful if the other end of the rift is in deep space or on the ocean floor. It should be noted that this spell will work equally well underwater or in space with NO changes. There is also a rumor that the Federation of Magic has developed a spell version of this incredibly powerful ritual. Whether or not that is true remains to be seen.