Date: Mon, 25 Jan 93 20:11:42 CST From: nethery@hamilton.csl.uiuc.edu (John Nethery) Subject: Spells To: wsbusr1@urc.tue.nl Hello, A friend of mine wanted me to submit these spell for your approval. He doesn't have an account to which questions can be sent; we agreed to use my account for that purpose: John Nethery jfng2095@uxa.cso.uiuc.edu Anyway, if you could let me know when you recive these, and your reaction, I would appreciate it. Thanks, John Nethery ----------------------------------------------------------------------------- 10TH LEVEL SPELLS OF LEGEND: by Christopher Solberg Spells of this level are extremely powerful and difficult to control. They cannot be memorized, only existing in written form, because of the impossibility for non-gods to have and contain such power in their tiny brains. Furthermore, unlike lower level spells on scrolls, once a spell of legend is cast, it does not fade from the page, unless it is used in a way that angers a majority of the present pantheon. Most spells of this level require material components even though every spell will always be cast from a scroll or book; where normally a component would not be needed. Don't scoff at any material requirements. By the gods' will, these spells are meant to be extremely difficult to cast; both in preparation and control. Many of the spells require a "sanctified" holy symbol of a certain god. A sanctified holy symbol is one that has been used by a priest of that god, or has been at least blessed to be used as such. Also, casting of these spells is very fatiguing. Upon casting any of the following spells, the wizard will temporarily loose eight points of constitution, which will return at the rate of one point every hour. Any time a spell of this caliber is cast it will attract the attention of divine entities. Outside of the spell's effects, there may be other ramifications that will originate from various gods' reactions. Spell: Origin: Anti-Magic Cloud The Palladium role-playing game, modified by this author for AD&D. Barrier of Thoth The Palladium role-playing game, modified by this author for AD&D. Crimson Walls The Palladium role-playing game, of Lictilon modified by this author for AD&D. Deity Bind This author. Dimensional This author. Fabrication Ego Invocation This author. Eternal Entity This author. Immortal Ascension This author. Planar Stabilization This author. Planar Disruption This author. Soul Displacement This author. Summon Greater Monster based loosely on Tolkien. Spell Balrog by this author. Time Transposition This author. Anti-Magic Cloud (Alteration, Abjuration) Range: 0 Components: V,S,M Duration: 1 day/level Casting time: 1 round/day of effect Area of Effect: Cloud, 10"x10"x5"/level Saving Throw: Special 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 or her for as long as the mage 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 9th 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 a +1 arrow, 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 +3 sword is brought into the cloud and misses its draining roll; it has become drained of magic even when brought from the cloud. In another example, a +3 sword that makes its save 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 +3 sword. ARTIFACTS CANNOT BE DRAINED, BUT THEY DO NOT FUNCTION WITHIN THE CLOUD. For magical items that may not be completely covered by the cloud (i.e. Daern's Instant Fortress), a save 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, if the item functions with only a fraction of power or completely implodes. 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/level Casting Time: 1 round Area of Effect: Sphere, Diameter = 3 feet/level Saving Throw: None This spell creates a higher level Wall of Force (q.v.) that is in the shape of a sphere. It is mobile if centered on the caster and immobile if centered on a location. The sphere is totally impervious to all physical blows, and spells of 9th 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 that have a 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 mage. Therefore, a mage 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 mage to walk in a trench of ever increasing depth. The material components are an uncharged cube of force, a 3" hollow sphere of mithril, and a sanctified silver holy symbol of the primary god of protection. Crimson Wall of Lictilon (Necromancy, Conjuration) Range: 10 yards/level Components: V,S,M Duration: 1 turn/level Casting Time: 1 turn Area of Effect: See text Saving Throw: Special This spell creates an immobile wall of dark red flame 20' high and 10' long/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 creatures with magic resistance, must save verses 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 verses death magic every round for the 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 creatures with magic resistance, passing through the wall will be drained for 6d6 points of damage; no save. The hit points can only be recovered by magical means. If an individual survives the draining, he or she must make a save verses 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 saves verses 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: % Roll Creature 1-30 None 31-65 Type III Demon 66 Orcus (and yes, he will not be amused) 67-99 Type IV Demon 00 Creature 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/level Casting Time: 1 hour Area of Effect: Caster and one god Saving Throw: None 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 Demi-god 95% Minor god 75% Major god 55% The bind offers the following benefits to the caster: 1. The caster cannot be charmed, held, or even soul trapped. 2. The caster knows all information that comes into the consciousness of the linked god; similar to a "divine ESP". 3. Spells of higher than 3rd level cast by priests of the "linked god" do not affect the recipient. (Healing spells included) The bind presents the following problems: 1. If the recipient is killed before the spell expires, the god is killed as well. 2. If the linked god is killed before the spell expires, the recipient dies as well. 3. 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: Dome: 10 yard radius/level Saving Throw: None 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 dispeling magic will destroy a pocket dimension or the entrance gate; neither a rod of cancellation, nor a dispel magic spell. 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 spell (q.v.) were to be cast within the plane. Unlike when the 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: 1 item Saving Throw: None 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: % Die Roll Alignment Shift From Intended 1-15 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) Good/Evil Lawful/Chaotic 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, it's 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 mage Trehlornam casts this spell on a normal mithril footman's mace. The mage is attempting to "egoize" 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 mage may attempt shift the alignment to another specific alignment. The following chart is consulted: % Die Roll Shifted Alignment 1-9 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 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 them 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 player's realm. The chance of success is determined as follows: Circumstance: % Chance of Success: Base 100% Recipient was: a demi-god -25% a minor god -15% a major god +0% For every 100 years since death -1% Method of death: slain by hero +0% slain by lesser god +0% slain by peer god -10% slain by greater god -20% 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 (Evocation, Alteration) Range: 20 yards Components: V,S Duration: Permanent Casting Time: 1 round Area of Effect: The caster Saving Throw: None 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, defenseless but not quite dead. There are ten immortals in existence at one time; one for each alignment, including one for True Neutral and one for Neutral Neutral. 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 they ARE 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: 1. Immortals do not age. They are not affected by aging from casting, or being the recipient of, certain spells (i.e. Wish, Gate, Haste). 2. Immortals have a magic resistance to any magical effect of 9th level or less. The magic resistance is 3%/level + 1%/point of wisdom. 3. Immortals receive a +2 to ALL saving throws. Furthermore, they ALWAYS get a saving throw to any spell below 10th level. For example, a Magic Missile spell (q.v.) cast at an immortal would allow the target a saving throw verses every missile. 4. Immortals are not affected by the innate aura effects of any god (i.e. charm, fear, hopelessness, suggestion, peace). 5. 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 AC, surprise rolls, and the saving throw bonus mentioned. 6. Finally, an immortal's mind cannot be scanned by any means (i.e. ESP, Know Alignment). However, an immortal's abilities do not prevent scrying, though it may be possible for an individual of this caliber 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 or her head severed. This is not true. An immortal can be killed by any normal means, as long as the means surpasses all of the additional defenses that immortals are entitled to. There is no material component for the spell. Planar Stabilization (Alteration) Range: 0 Components: V,S,M Duration: Instantaneous Casting Time: 1 turn Area of Effect: Present occupied plane Saving Throw: None This spell counters the effects of the Planar Disruption spell (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 the 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" solid ivory cube, and a sanctified holy symbol of the primary god of law. Planar Disruption (Evocation) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 1 turn Area of Effect: Present occupied plane Saving Throw: Special 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: % Die Roll Spell's Effect 1-14 Quake Only 15-21 Quake, Half of Gravity is Lost 22-28 Quake, All Gravity is Lost 29-38 Quake, Gravity Lost, Spells at = Effectiveness 39-51 Quake, Gravity Lost, Spells Below 10th Level Do Not Function 52-71 Quake, Gravity Lost, Spells Lost, Magic Items at = 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 Gehenna, 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 spell 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. Soul Displacement (Necromancy) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 3 segments Area of Effect: Caster and victim Saving Throw: Special 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 or her old body into another. If successful, the new body of the mage has the following stats: Str: from victim Int: from mage Wis: from mage Dex: from victim Con: from victim Cha: averaged (round down) Com: from victim, modified by new charisma The only saving throw that the victim receives is based on his or her save verses death magic and level. The following table is consulted for the percentage chance of saving: Circumstance Saving Throw Percentage Base 1% For every level +1% For every level above name +2% For every pt between 20 and the victim's saving throw vs. death magic +2% Victim is an immortal +50% If the victim's percentage saving throw is successful, the following table is consulted: % Roll Effect of Spell 1-12 Caster permanently looses 1-3 pts of con. and all souls remain in previous bodies 13 Soul of mage 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 save. 83-93 1-4 spells that are memorized by the wizard are stripped from his or her memory and placed in the mind of the victim. If the victim is not a mage, the spell has no effect. 94-00 The experiences, level, intellect, 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 or her physical attributes while attaining an intelligence and wisdom equal to the higher of the two individual's involved, +2. Furthermore, the intended victim becomes a mage of the caster's level, regardless of race, with the spell inventory of the caster. If the intended victim is already a mage, 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 or her to hold. Finally, the alignment of the victim shifts to the average of the two individual's 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 mage is forever gone. The material components for the spell are a 6" thread of silver, 2 powdered mindflayer testicles, and the Truename 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 This spell actually creates a Greater Balrog from the magics of the plane of Concordant Opposition. GREATER BALROG FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -6 MOVE: 12"/18" (Class: C) HIT DICE: 19 % IN LAIR: 0% TREASURE TYPE: Nil NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-12 +7, 2-12 +7, 2-16 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 95% INTELLIGENCE: Low ALIGNMENT: Chaotic Neutral SIZE: L (8' 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; fueling 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 (i.e. charm, hold, sleep) 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', and its right gives it ultravision to 60'. 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 1-4 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 mage draws a pentagram and stands within it. If the spell is successful and the balrog appears, the mage 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/level Components: V,S,M Duration: Special Casting Time: 1 turn Area of Effect: 1' radius/level Saving Throw: None This spell takes a spherical area, and everything in it, forward or backward in time. The spell will move the caster also, 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 or she 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 loose 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.