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Tenth-Level Spells


Anti-Magic Cloud (Abjuration, Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 round per level
Area of Effect:  One 10x10x5 yard per level cloud
Saving Throw:  Special
Author:  John Nethery and Christopher Solberg


This spell creates a large black cloud that drains magic from items,
functioning spells, and even the casting ability of wizards and priests.
The cloud appears around the spell caster, and will affect him for as
long as the wizard stays within the cloud. The cloud will move in the
direction of the wind at half the wind's velocity. If the wind pushes
the cloud off of a cliff, the black menace will sink, attempting to hang
low to the ground. If the cloud is in a location where there is no wind,
it will remain in the same location.
The cloud immediately drains any functioning spells of ninth level or
less, automatically. No spell casting can take place within its
influence, and a spell cast into the cloud will disperse upon entering.
No properties from magical items may function within the cloud; be it an 
arrow, +1 or a staff of the magi. Furthermore, the cloud can permanently
drain magical items. Magic items are drained as follows:

Base chance of draining                      100%
per level of creator                          -5%

A draining roll is made for each item for each round that it is within
the cloud. There is no "partial draining" for any item; either the item
is as magical as before, or it is dead of all magic.
For example, a sword, +3 is brought into the cloud and misses its
draining roll; it has become drained of magic and will remain so, even
when brought from the cloud. In another example, a sword, +3 that makes
its saving throw for a given round is still considered to be non-magical
for that round. However, if it were removed from the cloud by the end of
the round, it would again be a sword, +3.
Artifacts cannot be drained, but they do not function within the cloud.
For magical items that may not be completely covered by the cloud
(Daern's instant fortress, for example), a saving throw is still
required for the portion of the item that is still within the cloud. If
a portion of a large item is drained, it is up to the DM to determine
the outcome; for example, the item might function with only a fraction
of its original power or might completely implode.
The cloud affects an activated cube of force as follows: a failed
draining roll must be generated for the force field before anything
within the cube's protected field, including the cube itself, can be
affected.
The material components for the spell are a star sapphire of no less
than 5,000 gp in value, and a sanctified silver holy symbol of the
primary god of magic.


Barrier of Thoth (Conjuration/Summoning)

Range:  100 yards
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  3 feet per level diameter sphere
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell creates a higher-level wall of force (q.v.) that is in the
shape of a sphere. It is mobile if centred on the caster and immobile if
centred on a location.
The sphere is totally impervious to all physical blows, and spells of
ninth level and below. It prevents any passage into it by physical,
ethereal, or spell means. However, it has no influence toward any force
leaving the sphere. Therefore, a fireball spell, for example, thrown
against the barrier will glance off harmlessly, but a fireball my be
thrown out of the sphere with normal effect. Creatures with magic
resistance are always affected by the barrier.
If the barrier is mobile, and the caster moves, any and all objects that
hit the wall are casually pushed aside, regardless of the relative
strength of the wizard. Therefore, a wizard armed with this spell, while
also under the influence of a fly spell, could be a great wrecking ball.
It is important to note, however, that if the caster walks along the
ground, the barrier will push aside the earth that rests in its path,
thus causing the wizard to walk in a trench of ever increasing depth.
The material components are an uncharged cube of force, a 3-inch hollow
sphere of mithril, and a sanctified silver holy symbol of the primary
god of protection.


Comet Strike (Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  4 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  Twelve 20-foot radius spheres
Saving Throw:  None
Author:  Brian Kozuszek 

This spell creates twelve shards of ice. After the casting, the shards
start spinning around the caster in tight orbits at tremendous velocity.
The shards move with the caster, and will not affect the caster's
movement, attacks, or spells. If anyone tries to physically attack the
caster, he must make a Dexterity check at -4 for each shard or be hit by
a shard. Each shards hits for 4d10 points of damage.
When a shard hits, it explodes into an ice storm which causes 3d10 of
damage. The ice storm does not harm the caster at all: a globe of
invulnerability protects the person from the ice storm, but not from the
impact of the shards. As if that was not bad enough, each round the
caster can command one shard to spiral out at a target, hitting it and
causing an ice storm (no to-hit roll needed). See the notes on
10th-level spells in the Dragon Kings supplement.


Conduit (Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 minutes
Area of Effect:  Creature or item touched
Saving Throw:  Special
Author:  August Neverman 

By means of this spell a conduit to either the positive or the negative
material plane is opened (wizard's option, based on his alignment). This
channel can be used to infuse another wizard or a magic item with power.
If another wizard is infused, both wizards must make a saving throw
versus death magic, at the level of wizard. A failure means both
instantly pass out, a critical failure (a roll of a natural one) means
death for both. If the saving throw is successful, the recipient can
cast spells at triple power and will not forget any spells currently
memorised.
For each tenth of a round that the conduit is open, the wizard cannot
cast spells for one full hour. The wizard may only keep a conduit open
for one tenth of a round for each point of Constitution plus level he
has. Additionally, immediately after the conduit is closed, the wizard
will fall unconscious for a length of 10 times the time the conduit was
open.
If the conduit is cast into an object, and a permanency is added, it
doubles the power of the item. In this case, add the levels of the
spells cast into the object. The number thus attained indicates the
number of days the wizard is unable to cast spells after regaining
consciousness.
The material component for this spell is a small piece of hose.


Create Focus (Enchantment/Charm)

Range:  0
Components:  V, S
Duration:  1 week per level
Casting Time:  1 hour
Area of Effect:  Object touched
Saving Throw:  None
Author:  Kris 

By means of this spell, one of the rarest magical item that exist can be
created, the Focus. This extremely rare and powerful item is capable of
holding the energy of any 10th-level or higher spell, which is extremely
useful when spell weaving. In earlier days, this item wasn't really
necessary, because although physically taxing, spell weaving was still
possible. But when the Gods forbade mortal spellcasters the use of
10th-level and higher spells and destroyed most of the Foci, this spell
gained much in use because with this spell one could start to tamper
with the magic of the Gods.
Note: it is unlikely that a wizard will ever find this spell because it
cannot be scribed onto a scroll and most spell books that contain this
spell have either been destroyed or lost. So the only way a wizard is
ever going to get this spell is through a deity of some kind, which will
obviously be unlikely to grant it. Also, he will need an already
existing Focus to cast it because this in itself is a 10th-level spell.


Crimson Wall of Lictilon (Conjuration, Necromancy)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  Special
Author:  John Nethery and Christopher Solberg


This spell creates an immobile wall of dark red flame, 20 feet high and
10 feet long per level of the caster. Within the crimson flames of the
structure one can see horrible twisted images of evil souls departing
the prime material for torment in the abyss. The wall can be shaped in
the form of a circle, but not into a dome or sphere.
Anyone, even a creature with magic resistance, must save versus death
magic every round they are within sight of the wall or they will flee in
fear for one turn. If they are unable to flee, they must save versus
death magic every round for the entire turn or become permanently insane
(DM's choice as to variety). Creatures that are blind, either naturally
or by blind-fold, are unaffected by this function of the spell.
Anyone, even a creature with magic resistance, passing through the wall
will be drained for 6d6 points of damage; no saving throw. The hit
points can only be recovered by magical means. If an individual survives
the draining, he must make a saving throw versus death magic at -3 or be
carried with the souls to the abyss; items remain on the prime material.
The caster, and up to one person per level of the caster, are unaffected
by the fear component of the spell. However, anyone is affected by the
draining and possible planar transport if they pass through the barrier.
Since the wall cannot be shaped into a sphere, it is feasible for a
creature to fly over or dig under the wall to attack the caster.
However, since the caster will probably be close to the wall anyway, the
attacker must continue to make saving throws versus the fear element,
regardless of which side of the wall faces the intruder.
Lastly, in the event of a creature being thrown into the abyss upon
passing through the wall, there is a chance that something from the
abyss will arrive in place of the missing creature:

D100 Roll   Creature
  01-30     None
  31-65     Type III demon
   66       Orcus (no, he will not be amused)
  67-99     Type IV demon
   00       Creature is returned with new, evil soul

The caster has no control over creatures that arrive from the abyss.
The only material component for the spell is a sanctified bone holy
symbol of the primary god of murder.


Deity Bind (Conjuration/Summoning)

Range:  Special
Components:  V, S, M
Duration:  1 month per level
Casting Time:  1 hour
Area of Effect:  The caster and one god
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell links the life force of the caster with the power of a chosen
god. Once the link has been created nothing can break it short of the
duration elapsing.
The spell's chance of success is determined by the following:

    Category of god         Chance of success
        Demigod                    95%
       Minor god                   75%
       Major god                   55%

The bind offers the following benefits to the caster:
  * The caster cannot be charmed, held, or even soul trapped.
  * The caster knows all information that comes into the consciousness of
the linked god: this is similar to a "divine ESP".
  * Spells of higher than third level cast by priests of the "linked god" do
not affect the recipient, healing spells included.
The bind presents the following problems:
  * If the recipient is killed before the spell expires, the god is killed
as well.
  * If the linked god is killed before the spell expires, the recipient dies
as well.
  * The recipient permanently becomes the alignment of the linked god; if
not already.
Obviously any given god will not want to be bound without appropriate
compensation. But if the spell is cast correctly, the chosen god cannot
prevent the link. If the spell is successful and the link is
established, the god will, of course, do the best they can to keep the
spell's recipient alive.
Finally, there are always those religious fanatics who will seek out a
god-linked individual to kill them, hoping to eliminate a rival god.
The spell must be cast in a sanctuary of the intended god. The material
component is an appropriate symbolic offering to get the god's
attention; possibly a rare gem, artifact, or notable sacrifice.


Dimensional Fabrication (Alteration)

Range:  Special
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 day
Area of Effect:  10 yards per level radius dome
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell literally transforms a tiny portion of the astral plane into
a livable space, or pocket dimension, that is only accessible by one
gate. The position of the gate is determined by the location of the
wizard at the time of the casting.
When the spell is cast the wizard indicates what style of climate, laws
of physics, and laws of magic are desired by the qualities of the first
component's plane.
Furthermore, when the pocket dimension is created, it can contain crude
unworked structures. Once the plane has been created, other materials
can be brought in, along with workmen, to detail and furnish any
buildings. There is no limit to the weight that the dimension can hold.
There is no limit to the number of creatures that may dwell there (aside
from a lack of physical space), because of a seemingly inexhaustible
amount of fresh air. However, plant life will not naturally develop
within the dimension, due to the lack of true sunlight. Therefore, food
may need to be brought in on a daily basis, especially if the plane is
very crowded.
It is impossible to scry into or out of the plane. However, assuming
that the plane supports the use of magic, scrying within the plane would
be acceptable. The floor and domed walls of the dimension seem to be of
the hardest stone and cannot be cracked or broken.
Neither of the traditional ways of dispelling magic will destroy a
pocket dimension or the entrance gate; neither a rod of cancellation,
nor a dispel magic. The only two ways that the pocket dimension could be
destroyed are: one, if the second component were shattered or
disintegrated, or two, a planar disruption (q.v.) were to be cast within
the plane. Unlike when the planar disruption spell is cast on a normal
plane, the spell will automatically and utterly destroy the pocket.
Regardless, either method is suicide because these methods of
destruction are instantaneous if successful, and the culprits would have
to be on the plane.
The material components for the spell are a piece of natural stone or
soil from an outer plane, a black sapphire the size of a human fist
(30,000 gp base), and a sanctified holy symbol from the most major god
of the present pantheon.


Ego Invocation (Conjuration/Summoning)

Range:  1 yard
Components:  V, S
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  One item
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell either creates a desired sentient ego of a certain alignment,
or alters an existing ego of an item.
If the spell is used to create an ego, the specific personality traits
of the object are random, but the conjured alignment is determined as
follows:

D100 Roll   Alignment Shift from Intended
  01-15     One place more lawful
  16-29     One place more chaotic
  30-79     As intended
  80-89     One place more good
  90-99     One place more evil
   00       Random (DM's determination)

    Lawful Good    Neutral Good     Chaotic Good
  Lawful Neutral   True Neutral    Chaotic Neutral
    Lawful Evil    Neutral Evil     Chaotic Evil

This version of the spell may be cast upon a normal item, or an item
that is already enchanted, provided the magical item does not already
contain a sentient ego. In the former case, there is a 95% probability
that the spell will enchant the item with magical properties besides the
ego, which are determined by the DM; based on the physical function of
the item, its new alignment, and the level of the caster. In the later
case there is only a 5% chance of increasing magical abilities.
For example, the 22nd-level wizard Trehlornam casts this spell on a
normal mithril footman's mace. The wizard is attempting to "ego-ise" the
weapon to the alignment of lawful good. The "alignment shift" roll is
determined; a roll of 05. The item's new ego is to be one place more
lawful than the intended. Since there is no alignment more lawful than
lawful good, the alignment is as was intended. If the roll had been a
97, the item would be shifted one notch more evil, thus creating an ego
of lawful neutral.
Continuing our example, it has been determined, then, that Trehlornam's
new mace is lawful good, as intended. Since the mace was not previously
magical, another percentile roll is determined for the potentiality of
further enchantment of magical properties. A roll of 47 indicates an
affirmative. Since the item is a mace, the alignment will be lawful
good, and Trehlornam is 22nd-level the weapon could be, as an example,
an undead slayer in combination with having the properties of a ring of
truth; where the wielder of the mace is not able to lie, but in exchange
is able to detect lies.
When the spell is used to alter an existing ego, the wizard may attempt
shift the alignment to another specific alignment. The following chart
is consulted:

D100 Roll   Shifted Alignment
  01-09     One place more evil
  10-19     Two places more evil
  20-54     As intended
  55-64     One place more chaotic
  65-74     Two places more chaotic
  75-00     Absolute chaotic neutral (violent psychotic traits)

If an ego has been altered, and it has been determined that the
enchanted properties of the item are to be altered as well, the change
will always be an upgrade of previous abilities that are more fitting of
the newly attained alignment.
There are no material components for either function of the spell.


Eternal Entity (Conjuration/Summoning)

Range:  Special
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 day
Area of Effect:  Special
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell returns a disrupted or killed god back into existence; in
other words a "divine resurrection".
Any god that has previously existed may be brought back with this spell.
No matter how a god has been killed, the spell has a chance of returning
him to form and consciousness. It is important to note, however, that
this spell will not retrieve a god that is being held or exiled, nor
will create a god that never actually existed in the history of the
character's realm.
The base chance of success is 100%, but this is modified as follows:

Recipient was a demi-god                     -25%
Recipient was a minor god                    -15%
Recipient was a major god                     +0%
For every 100 years since death               -1%
Recipient was slain by hero                   +0%
Recipient was slain by lesser god             +0%
Recipient was slain by peer god              -10%
Recipient was slain by greater god           -20%
Recipient was slain by head of pantheon      -50%
Slayer still exists                          -25%

Regardless of the god's previous power, if the spell works, the newly
resurrected god's "soul" will need to rest within the second component
for a number of days equalling the number of years since death. Once
this time has elapsed, the gem will shatter, and the reborn god will
have power equalling that of a demi-god, regardless of previous status.
If the gem is shattered before the resting time has elapsed, the wizard
who cast the spell is sucked into the void, without a saving throw.
The material components for the spell are an object made of cold iron,
shaped into the holy symbol of the dead god; a star ruby of at least
5,000 gp in value; and a piece of physical remains of either a priest,
a temple, or a sanctuary of the god to be aided.


Immortal Ascension (Alteration, Evocation)

Range:  20 yards
Components:  V, S
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell is used to transfer the "immortal" status of another
individual into the caster. It must be cast within the vicinity of an
immortal who is either unconscious from wounds, soul trapped, or dying
from poison; in other words, defenceless but not quite dead.
There are nine immortals in existence at one time: one for each
alignment. An immortal can be of any race, and walks the earth as others
of its kind. Also, an immortal is not an avatar. When an immortal dies,
there is no specific god attached to it, that would in turn die also.
Normally when one immortal is killed, the major god of that alignment
sphere chooses another mortal to take the deceased place. The spell
takes away the godly decision, and forces the immortal powers into the
caster. However, one cannot become the immortal of a given alignment
unless one is of that alignment. If a wizard casts the spell in the
presence of a dying immortal of a different alignment, the spell does
not function, and the major god of that alignment will definitely punish
the caster.
If the situation is appropriate and the spell is cast correctly, the
caster must make a successful system shock roll. If the shock roll is
not successful, the caster dies immediately. If the shock roll is
successful, the previous immortal dies and the caster becomes an
immortal with the following abilities:
  * Immortals do not age. They are not affected by ageing from casting, or
being the recipient of, certain spells (wish, gate, or haste, for
example).
  * Immortals have a magic resistance to any magical effect of ninth level
or less. The magic resistance is 3% per level + 1% per point of Wisdom.
  * Immortals receive a +2 to all saving throws. Furthermore, they always
get a saving throw to any spell below tenth level. For example, a magic
missile spell (q.v.) cast at an immortal would allow the target a saving
throw versus every missile.
  * Immortals are not affected by the innate aura effects of any god (i.e.
charm, fear, hopelessness, suggestion, peace).
  * Immortals exist on a broader "length" of linear time than mortals and
therefore have a limited sight into the events of the next three rounds.
The benefits of this "sight" are a +3 to Armour Class, surprise rolls,
and the saving throw bonus mentioned.
  * Finally, an immortal's mind cannot be scanned by any means (ESP, know
alignment, etc.). However, an immortal's abilities do not prevent
scrying, though it may be possible for an individual of this calibre to
have additional protections.
It is a common belief by players who watch too many movies, that an
immortal can only be killed by having his head severed. This is not
true. An immortal can be killed by any normal means, as long as the
means surpasses all the additional defences that immortals are entitled
to.


Learn Language (Alteration, Divination)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Watson 

This spell allows the wizard to learn to speak and understand a desired
language known by another creature, or to read and write a language
found in a book, scroll, manuscript, etc. The wizard will only be able
to learn the language if he has a non-weapon proficiency slot left to
spend.
The somatic component is a splayed hand touching the head of the
creature or the surface of the written object. There is no saving throw,
but because the hand must be kept on the subject the entire round of
casting, the spell is effective only on a willing (or unconscious,
firmly held, etc.) creature.


Montero's Retaliation (Abjuration, Necromancy)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Alexande Shternshain 

This spell was devised by the archmage Montero the Sore Loser. It
creates a special bond around the life force of the caster, waiting to
receive another life force. If during the duration of the spell, the
caster is slain, he dies alright, but so does his killer (no saving
throw, magic resistance applies). At that point, both their life forces
are connected with a special bond, so a long as the caster if still
dead, his killer cannot be raised or resurrected. Once the caster if
back to life, his killer may be brought to life as well. If the caster
was slain in such way that prevents resurrection completely, the killer
is also dead forever.
The material component of the spell is a medallion with a 5000 gp gem,
which must be worn around the caster's neck. the medallion disappears
once spell duration ends, or once it's activated. Its premature
destruction ends the spell.


Planar Disruption (Evocation)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  One plane
Saving Throw:  Special
Author:  John Nethery and Christopher Solberg


This spell causes an outer plane of existence, or a pocket dimension to
become unstable to a varying degree. The caster must be on the intended
plane for the spell to function. The spell does not affect portable
holes or any extra-dimensional device in any way.
When this spell is cast in a pocket dimension, the pocket will
automatically disintegrate, throwing its entire contents, including the
caster, into the astral plane.
When cast on an outer plane, this spell will cause a rippling earthquake
that will shake the entire dimension for several rounds. To determine
additional effects at the time of casting, the following table is
consulted:

D100 Roll   Spell's Effect
  01-14     Quake only
  15-21     Quake, half of gravity is lost
  22-28     Quake, all gravity is lost
  29-38     Quake, gravity lost, spells below fifth level do not function
  39-51     Quake, gravity lost, spells below tenth level do not function
  52-71     Quake, gravity lost, spells are lost, magic items at normal
            ability
  72-89     Quake, gravity lost, spells lost, magic items that are not
            artifacts do not function
  90-99     Quake, gravity lost, spells lost, magic items do not function,
            breathable atmosphere lost
   00       Plane disintegrates

The spell does not affect the astral, ethereal, border ethereal, shadow,
positive, negative, elemental, or prime material planes of existence. It
will affect, for example, one of the planes of Gehennom, one of the two
Twins of Paradise, or the plane of Nirvana.
If the spell is cast and the effect roll is 15 to 99, where the plane
has been damaged beyond the brief quake, but has not been completely
destroyed, a second planar disruption will automatically disintegrate
the plane.
Obviously, the caster will have several escape possibilities at hand
before the spell is cast. However, if the effect roll is 00, the caster
is automatically thrown into the astral plane, with the other items from
that plane, and is dead.
The material components are a piece of "inner granite" from the
elemental plane of earth (which is crushed during the spell) and a
sanctified holy symbol from the head god of the present pantheon.


Planar Stabilization (Alteration)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  One plane
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell counters the effects of planar disruption (q.v.). Only planes
that have been damaged, not totally destroyed, can be healed by this
spell.
The spell will return the recipient plane to the physical status it was
in before planar disruption was cast. The caster must be on the plane
that is being stabilized.
The material components for the spell are a piece of "inner granite"
from the elemental plane of earth, a 3-inch solid ivory cube, and a
sanctified holy symbol of the primary god of law.


Prismatic Globe (Abjuration, Conjuration/Summoning)

Range:  0
Components:  V
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  10-foot radius sphere
Saving Throw:  Special
Author:  Carlos Fernando 

This spell is identical to the 9th-level spell prismatic sphere, but it
moves with the caster. The sphere can pass through walls without harming
them, but it won't move through any living object.Rune V


Soul Displacement (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  3
Area of Effect:  The caster and one other creature touched
Saving Throw:  Special
Author:  John Nethery and Christopher Solberg


When this spell functions normally, it transports the soul of the caster
into another individual, while sending the victims soul beyond the
astral plane; into the void.
Upon casting this spell, the wizard attempts to move his soul (mental
capabilities, class, alignment, experience, Intelligence, and Wisdom)
from his old body into another. If successful, the new body of the
wizard has the following statistics:

Strength: from victim
Intelligence: from wizard
Wisdom: from wizard
Dexterity: from victim
Constitution: from victim
Charisma: averaged (round down)
Comeliness: from victim, modified by new Charisma

The only saving throw that the victim receives is based on his saving
throw versus death magic, and his level. The base chance of saving is
1%, but the following table is consulted for any modifiers to the saving
throw:

Condition                                Modifier
For every level                               +1%
For every level above name                    +2%
For every point between 20 and the
  victim's saving throw versus death magic    +2%
Victim is an immortal                        +50%

If the victim's percentage saving throw is successful, the following
table is consulted:

D100 Roll   Effect of Spell
  01-12     Caster permanently loses 1d3 points of constitution and all
            souls remain in previous bodies
   13       Soul of wizard attempts to inhabit nearest living creature
            larger than one pound
  14-73     Spell has no effect
  74-82     The wizard's alignment changes to that of the intended victim,
            if not already. No saving throw.
  83-93     1d4 spells that are memorised by the wizard are stripped from
            his memory and placed in the mind of the victim. If the victim
            is not a wizard, the spell has no effect.
  94-00     The experiences, knowledge, level, Intelligence, and Wisdom
            are transferred to the victim and mixed with what is already
            there. The caster is then brain dead.

The outcome of the 94-00 determinate is where the intended victim
retains his physical attributes while attaining an Intelligence and
Wisdom equal to the higher of the two individuals involved, plus 2.
Furthermore, the intended victim becomes a wizard of the caster's level,
regardless of race, with the spell inventory of the caster. If the
intended victim is already a wizard, the caster's experience is added to
the intended victim's, and the caster's spell list is added to the
victim's, up to the maximum number of spells that the victim's
Intelligence allows him to hold. Finally, the alignment of the victim
shifts to the average of the two individuals' previous alignments. If
the caster and victim's alignments are an uneven amount of places apart,
the newly created mind's alignment will be closer to the victim's than
the caster's. It is important to note that the new mind within the
intended victim is not schizophrenic, but rather it is a modified
continuation of the victim's original consciousness. The consciousness
of the casting wizard is forever gone.
The material components for the spell are a 6-inch thread of silver, 2
powdered mindflayer testicles, and the true name of the intended victim
inscribed on any demon skull.


Summon Greater Balrog (Conjuration)

Range:  66 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell actually creates a greater balrog from the magics of the
plane of Concordant Opposition.

Greater Balrog

Frequency: Very rare
No. Appearing: 1
Armour Class: -6
Move: 12, flight 18 (C)
Hit Dice: 19
% in Lair: 0%
Treasure Type: Nil
No. of Attacks: 3
Damage/attack: 2d6+7, 2d6+7, 2d8
Special Attacks: See below
Special Defences: See below
Magic Resistance: 95%
Intelligence: Low
Alignment: Chaotic Neutral
Size: L (8 feet tall, very broad)
Psionic Ability: Nil

The balrog is the ultimate chaotic killing machine. It is derived from
the existing souls of the plane of Concordant Opposition; fuelling its
constant battle rage from the entities of deceased fighters.
A greater balrog is around eight feet tall, humanoid in shape, while
having a very broad chest. It has a wingspread of twenty feet that will
function to lift the creature only when it is in an environment that
allows magic to function. When it is an area that does not promote
magic, the wings are not large enough to lift the creature, since it is
so very dense; weighing over five tons. With grey-black skin, and huge
claws and fangs it is definitely lethal to mortal.
The creature is immune to any mind influencing attack (charms, hold
spells, sleep, etc) since it technically has no mind; only a basic drive
to kill, similar to undead. It has a 95% magic resistance against any
spell below tenth, and no magic resistance against any spell of legend.
If the magic resistance fails, the creature takes half damage from heat
attacks, and half damage from cold attacks. It does take full damage
from acid and lightning.
The creature has three eyes, all of which allow it to see as humans do.
However, its left eye gives it infravision to 90 feet, and its right
gives it ultravision to 60 feet. The middle eye gives the balrog the
ability to see things in the ethereal, or border ethereal. Furthermore,
the middle eye allows it to see things out of phase, and things that are
invisible. Needless to say, it has an excellent perception, only being
surprised on a 1 in 10.
The creature has a natural 19 Strength, giving it bonuses to damage for
its claw attacks. If there is space available, and it is fighting on
soil or sand, it will attempt to buffet its wings. This causes no damage
to its opponents, but will fan the loose soil or sand into the air. All
opponents within 15 feet of the creature must make a Dexterity check
every round or be blinded for 1d4 rounds. The balrog has transparent eye
lids that prevent it from being affected by the churned dust.
The balrog will attack anything that is in its vicinity that is larger
than a squirrel. If it has been engaged in melee by more than one
opponent, it will attack the largest threat first. However, it cannot
distinguish precise inches in height. Therefore if three humans attacked
it, the recipient of the creature's attacks would be randomly
determined.
When the spell is cast the wizard draws a pentagram and stands within
it. If the spell is successful and the balrog appears, the wizard will
have no control over the creature; it will attack anything and
everything. However, the wizard, and anyone standing within the drawn
pentagram, will be undetectable by the creature and therefore are safe.
Once any individual leaves the pentagram, that person then becomes
visible to the menace. So usually its a good policy to wait until the
creature has left the area before breaking out the Old Mill.
The material components for the spell are a sanctified holy symbol from
the major Chaotic Neutral god, and any "cursed berserker" weapon. Both
of which are lost when the spell is cast.


Time Transposition (Alteration, Summoning)

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  1-foot per level radius
Saving Throw:  None
Author:  John Nethery and Christopher Solberg


This spell takes a spherical area, and everything in it, forward or
backward in time. The spell will move the caster as well, if he is
within the sphere.
The spell will only move those affected through time, not through space.
Therefore, a group of individuals will be moved to the same spot in
another time. Note that this may cause problems for the recipients if
those affected are moved to a time where a certain spot was, for
example, an erupting volcano.
The spell will move those affected either forward in time up to 10 years
per level of the caster, or backward in time up to 100 years per level.
When casting the spell, the wizard will designate the number of years
that he wishes to move those involved; but month, day, and hour are to
be randomly determined within that year.
Note that if the caster uses this spell offensively against opponents,
by moving those affected in time to get rid of them, they are not
entitled a saving throw and magic resistance seldom affects 10th-level
spells.
Also, anyone or anything that is only partially within the sphere of
effect will not be transported to another time. Instead they will be
violently thrown from the sphere causing possible damage.
This spell can also be used to destroy time elementals. The spell will
permanently disrupt them, without any kind of saving throw.
In addition, those that are transported, willingly or not, will
automatically lose one point of Constitution, permanently. Therefore, it
is not a good idea to make various "merchant" runs back in time, where
certain current technologies might fetch a high profit.
Lastly, it is up to the DM's philosophy on time travel as to whether or
not changing the events in the past will alter the future. In other
words, the DM must decide the outcome of the "If I go back and kill my
grandfather, before he fathered my father, will I cease to exist"
dilemma. It may be the DM's opinion that the person who kills his
grandfather will cease to exist, or possibly it may be that a person
attempting to kill his ancestor will be prevented from doing so by other
circumstances. Again, the decision is up to the DM; just be ready for
any character's experimentation.
The material components for the spell include a sanctified holy symbol
from the head druidic god, an empty hourglass made from glass and
mithril (value 500 gp), and a pinch of the essence of a slain time
elemental.


Void Form (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per 5 levels
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  Special
Author:  Alexande Shternshain 

By the means of this spell, the wizard causes his body and equipment to
become effectively a sphere of annihilation. Anything that comes in
contact with his body, will be utterly and irrevocably destroyed. Anyone
foolish enough to attack the caster, will lose his weapon on a
successful hit (the caster takes no damage). If the weapon is a claw, it
means the loss of an arm, if it's a bite - loss of a head. The one
drawback of the spell is, however, that the caster becomes himself
totally "wrapped" in the darkness of the void - he cannot see or feel
anything (not even by clairvoyance). He can still walk, jump, run, etc.,
but he would know the results of his actions only when the spell ends.
The caster is aware of the passage of time. While in void form, the
caster takes no physical damage, not from weapons and not damaging
spells.
The caster does not make a saving throw, but any magical object makes a
saving throw versus crushing blow. Living creatures are not affected.
The material component of the spell is any object brought from the
Abyss.


Vorpal Blade (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per 3 levels, upon use
Casting Time:  1 turn
Area of Effect:  Edged weapon touched
Saving Throw:  None
Author:  Max Becherer 

When cast on an edged weapon, the weapon will become vorpal upon its
next use, and will remain that way for 1 round per 3 levels of the
wizard. The weapon may not be magical, except if subject to an
enchantment spell.
The spell adds no plusses to the weapon, but plusses due to quality or
an enchantment spell do apply. The material component is a mithril razor
enchanted to +6 with an enchantment spell and a sharpness spell costing
1000 gp. The spell can be made permanent, but to do so requires a
specially forged weapon, and a miniature version of the weapon forged
from the same metals in lieu of the razor. The total cost starts at
50,000 gp.


Youth (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  10 turns
Area of Effect:  One creature
Saving Throw:  Special
Author:  Max Becherer 

This spell reduces the physiological age of the recipient by 2d6+6
years. The recipient must make a saving throw versus death magic for the
spell to succeed. If the saving throw is failed, the spell is ruined. A
fumbled saving throw (a natural roll of 1) results in the recipient
being aged 2d6+6 years. Only the recipient's natural saving throw is
used in this roll.
The material component is a quarter pint of dragon blood, and 1000 gold
pieces worth of gems per year of time the recipient has lived (his
chronological age). The recipient must be willing for the spell to work.
	Table of Contents:

	Prologue
	Cantrips (Zero-Level)
	First-Level
	Second-Level
	Third-Level
	Fourth-Level
	Fifth-Level
	Sixth-Level
	Seventh-Level
	Eighth-Level
	Ninth-Level
	Tenth-Level
	Epilogue