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.