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{\large \bf Eighth Level Spells }

{\normalsize \bf Caligula's Vitality Drain } (Alteration)  \index{Caligula's Vitality Drain }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  7\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This terrible spell allows the caster to drain the youth from a victim,
revitalising himself, at the expense of aging the victim. Hardly a
spell used by good aligned mages.

The caster first prepares the spell, by casting the eight phase portion
of it. He then has his level in rounds to make contact with the victim,
and begin draining. To drain the youth of the victim, the caster must
be in continuous contact with the flesh of the victim during the
draining process.  The act of being drained is extremely painful to the
victim, and is sufficient to awaken sleeping victims, and allow charmed
victims a new saving throw. Even if the victim is conscious, however,
the draining will continue. The victim must break flesh contact with
the mage to break the spell.

The caster is able to drain a decade for every four levels he
possesses, ie 20 years at fifth, 30 at ninth, 40 at 13th, etc.  Each
year takes a segment to drain, a decade drained per round. If the spell
is broken during casting, the caster will still have drained a number
of years dependent on time of casting (eg. contact broken after 2
rounds, 20 years drained). Due to the imperfect nature of the spell,
however, the caster only reduces in age by a year for every three
drained from the victim.

Both caster and victim will be affected by the change in age. The
victim will only suffer the disadvantages of aging (STR and CON loss),
whereas the caster will only experience the benefits (STR and CON
gain). After the spell, the victim will have visibly aged, with greying
hair, and lined, shaggy skin.  The caster will appear envigourated,
with grey disappearing from his hair, and the obvious return of muscle
tone.  The victim must save vs. paralyse, or pass out for 1d4 turns, if
he is drained more than 20 years. The caster will experience a
temporary d4 increase in STR (not including that gained from becoming
younger), which will fade by 1 point a turn. The caster will also feel
as if inebriated, an affect which persists for d6 rounds.

This spell is only effective on humans. Long lived races, such as elves
and dwarves, as well as humanoid races, are immune from the spell, and
the caster must save vs. paralysation, or be knocked unconscious if
attempting to drain a member of these races.

Finally, there is no known cure for this spell, save Wish. The material
component of this spell is a scrap of flesh from a vampire, which must
be consumed by the caster.


{\normalsize \bf Jamye's Spell Reversal } (Alteration)  \index{Jamye's Spell Reversal }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level, minus 10 rounds\newline
{\bf Casting Time:}  8\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  Special

This spell affects the saving throws vs. spell of the subject in much
the same way that the fifth level spell Jamye's Armour Reversal (q.v.)
affects attack rolls, i.e. saving throw results that would normally
indicate success will fail, and results that would normally fail will
succeed.  For example, a 19th-level mage normally needs a 6 or greater
to save vs. a spell.  If he is affected by a Spell Reversal spell, he
will need a 5 or less (i.e. a failure under normal circumstances) to
save vs. a spell.  Protection devices, Wisdom bonuses, etc. all work to
the benefit of the subject, i.e. if the above mage had a Ring of
Protection +3 and a Wisdom of 16 (+2 magical defense), he would need an
8 or less to save vs. most spells (5 normally, +3 for the Ring) and a
10 or less to save vs. spells that would give him his Wisdom bonus.
Likewise, penalties to saving throws still work to the detriment of the
subject.  If the subject is willing, there is no saving throw;
otherwise, a normal save vs. spell (obviously, this is made before the
spell takes effect) will negate it.

There are certain special cases that apply to this spell.  It is not
affected by Spell Turning.  The only thing that can dispel it is
another Spell Reversal cast at the subject, who must make a save while
under the influence of the original Spell Reversal.  If the subject is
under the influence of another spell that grants invulnerability to
certain spells (Shield vs. Magic Missile, for instance, or any type of
Globe of Invulnerability, but *not* Anti-Magic Shell), the subject
takes full, maximum damage from that spell with no saving throw.  For
instance, a mage has both Shield and Spell Reversal cast upon him.  If
he is targeted for Magic Missiles during the time both spells are
functioning, he will take 5 points of damage - the maximum possible -
from *each* Missile that hits him.

The material components for this spell are a piece of amber worth no
less than 300 gp, and a doughnut made less than 24 hours previously.


{\normalsize \bf Life Leech } (Necromancy) Reversible \index{Life Leech }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  8\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  +

This spell allows the death master to steal 2d6 years from a victim and
add them to his own life. The victim must be human and of a level equal
to or greater than that of the caster. If the victim is of lower level,
the number of years transferred is multiplied by the victim's level and
divided by the necromancer's. Since the victim must be in the center of
a pentagram at the completion of the casting, it is useful to have him
held or immobilised in some way. The reverse spell works in the same
fashion, except that the caster ages 2d6 years while the recipient
becomes younger. In either case, the material components are a black
candle, a white candle, a drop of blood from both parties, and a
specially prepared glass screen.

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{\normalsize \bf Long-Range Carrier } (Alteration)  \index{Long-Range Carrier }

{\bf Range:} 100 miles per level\newline
{\bf Components:} \newline
{\bf Duration:} \newline
{\bf Casting Time:}  \newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  None

Long-Range Carrier is like the 5-Mile Carrier but the range is 100
miles per level of caster.


{\normalsize \bf Lorth's Sending } (Alteration)  \index{Lorth's Sending }

{\bf Range:} Touch\newline
{\bf Components:} VS\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  8\newline 
{\bf Area of Effect:}  1 creature per 2 levels\newline 
{\bf Saving Throw:}  Negates

The Sending spell was created by Lorth the Traveller as a more
versatile form of the Teleport spell. When the spell is cast, one
creature for every two levels of the mage (rounded down) is Sent to a
place defined by the caster as for a Teleport spell (the caster must
have a mental image of the place). The creatures must be touching the
mage, but "chains" are possible. The mage does not have to accompany
them, but he may if he so desires. There is no chance of error for
this spell.

If any of the creatures "sent" is harmed within 5 minutes of arrival,
all of them will be bounced back to the place from which they were Sent
(whether they want to go or not). Any damage incurred during those five
minutes, to themselves or their equipment, is erased. Note that this
does not allow the spell to be used as a quick and easy messenger
spell; anything dropped during the five minute grace period is returned
with its owner. This can be used as a fail-safe teleport. After the
five minute period elapses, the spell expires and the "protected"
individuals are on their own. The Sending will not work across planar
boundaries. Unwilling creatures receive a saving throw vs. magic to
resist this spell.

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{\normalsize \bf Major Globe of Invulnerability } (Abjuration)  \index{Major Globe of Invulnerability }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1" diameter sphere\newline 
{\bf Saving Throw:}  None

This spell is the same as the fourth level Minor Globe of
Invulnerability (q.v.), except with regards to casting time. This spell
prevents the function of first to fifth level spells passing through
and affecting the mage within the sphere, while allowing the mage to
cast spells through it.


{\normalsize \bf Power Link } (Necromancy)  \index{Power Link }

{\bf Range:} 10 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  10\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  Negates

This spell creates a link between the caster and the victim through
which magical energy can flow. Thus the wizard can cast spells centered
on the recipient, as if he were a projected image. Also, the wizard can
route malevolent spell side-effects, such as magical aging, to the
victim. The material components of the spell are a chip of jet, an
herbal tea of spearmint and devil's dung, and a wooden disc. The
recipient must be an intelligent, living native of the wizard's home
plane.


{\normalsize \bf Stargate } (Alteration)  \index{Stargate }

{\bf Range:} Infinite\newline
{\bf Components:} \newline
{\bf Duration:} 1 hour per level\newline
{\bf Casting Time:}  \newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  

This spell creates a gate between the caster's current location and any
location which the caster has seen before. The gate can be freely
crossed in either direction and will last one hour per level of caster.
Range is not an issue (hence the name of the spell).


{\normalsize \bf Summon Wraith}\newline (Conjuration/Summoning, Necromancy) \index{Summon Wraith }

{\bf Range:} 10 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round + 1 round per level\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  10-foot cube\newline 
{\bf Saving Throw:}  None

This spell is identical to the fifth-level spell summon shadow, except
that it conjures up one wraith for every three levels the death master
has attained. These monsters are under the control of the wizard until
they are slain or until the spell expires, but if the wraiths are
turned, they continue to serve in any capacity which does not require
them to confront the cleric who resisted them. The material component
is a bit of jet.


{\normalsize \bf Teleport Block } (Abjuration)  \index{Teleport Block }

{\bf Range:} 10 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 hour per level\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  1000 cubic feet per level\newline 
{\bf Saving Throw:}  Special

This spell prevents teleportation into or out of the region specified
by the caster, which may be of any shape and any size, up to 1000 cubic
feet per level of the abjurer. No character can enter or leave the
region by means of dimension door, teleport, or other-planar travel.
Teleportation within the region is not restricted, and teleport without
error has a chance of success equal to 1\% per level of the caster,
though it has the same chance of failure as a regular teleport
attempted under normal conditions. A full wish will also provide
transportation across the boundary, as of course will walking, riding,
and flying.

Any attempt to teleport or dimension door across the block will
automatically fail; all memory of the spell will be lost; and the
caster must make a system shock check or be killed by the shock of the
rebound. Attempts at transplanar travel will also fail, but not in so
dramatic a fashion. The material component is a glass globe.


{\normalsize \bf Teleport Warp } (Alteration)  \index{Teleport Warp }

{\bf Range:} 10 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 day per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  10 yard per level radius globe\newline 
{\bf Saving Throw:}  None

This spell causes all creatures teleporting into or out of the area of
effect to arrive in a prepared area.  The area which the caster wishes
people to appear in must also be in the area of effect.

The space the caster wishes incoming teleporters to arrive at must be
open area, free from objects.  It can be in the air however, causing
incomers to fall.  Should a person teleporting into an area effected by
this spell be larger than the area he would be sent to, then he is
effectively blocked and would not be able to teleport at all to the
area.

Example:  Archmage Istle casts Teleport Warp on his tower.  He wishes
all people who unexpectedly arrive to be placed in his dungeon cell
which is 10' x 10' x 10'.  The cell is also in the area of effect, at
the bottom of his tower, which totally is under the spell.  Thus a
person who teleports to his tower will arrive in a dungeon cell instead
of the wizards guest chambers.  If Golstein the Chaotic decides to send
his 18 foot tall iron golem over to Istle's bed chamber, he will find
the golem still there, unmoved.

All forms of teleport magic are affected, thus Dimension door, Pattern
teleports and the like also would be warped.  This is a great spell for
the mage wishing to 'blockade' an area from outside aid coming in short
of all out planar travel.

Material component is a lodestone which must be placed in the location
the caster wishes teleporters to arrive.  It is consumed upon casting.

