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The Great Net Spellbook level 10

Subject: The Great Net Spellbook level 10


	[originally downloaded in ASCII.zip from 

	ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html  


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
	

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