\newpage
{\large \bf Ninth Level Spells }

{\normalsize \bf Bone Shatter } (Evocation)  \index{Bone Shatter }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per 5 levels\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf Saving Throw:}  Special

This is a more powerful version of the 5th level spell Bone Splinter.
It is identical to that spell except that is has a +3 "to hit" bonus
and causes a serious compound fracture when a hit is scored in melee,
with the following results:
{\tiny \begin{center}\begin{tabular}{l l p{1 in}}
 &   to hit & \\
location &  modifier &	effects \\ \hline
head	&	-8 &	major skull fracture:
			save vs. spell or die; else suffer 4d8 points
			of damage (no save for 1/2).\\
arm *	&	-4 &	major broken arm:
			arm is totally useless; it cannot be used to
			attack or defend with.\\
leg *	&	-4 &	major broken leg:
			leg is totally useless; movement is 1/2
			normal.\\
ribs &		-4	& broken rib:
			loss of 1d6 CON points and 2d8 points of damage
			(no save).\\
spine @	& 	-8 &	severed vertebrae:
			save vs. spell or die; else paralysed until
			healed/cured.\\
pelvis	&	-4	& major hip fracture:
			-6 to DEX when using legs; movement rate is at
			1/4 normal; suffer 3d8 points of damage (no
			save).\\
\end{tabular}\end{center}} 

* if attacking from the side, only the nearest appendage may be
targeted.
@ the spine may only be targeted if attacking from the rear.

A cure critical wounds spell is required to heal one of these effects
(except for paralysis, which must be cured by normal means) as long as
the victim is still alive, and a heal spell will fully restore a living
victim to full health.

The material components for this spell are an intact bone of at least a
foot in length, and a large metal hammer which are consumed when the
spell is cast.


\newpage
{\normalsize \bf Damians Mindswap } (Enchantment/Charm)  \index{Damians Mindswap }

{\bf Range:} 7"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf Saving Throw:}  Negates

When this powerful enchantment is cast, the spell user attempts to rip
the target creatures soul from its body and temporarily place it in a
gem of not less than 15000 GP. At the same time the casters soul is
eased from his body and also travels through the gem. When, and if,
both souls are in the gem, they both proceed to the opposed bodies from
which they came. You'll note that this has two very noticeable
effects:

1) the caster and victim have essentially swapped minds (or bodies,
whichever you prefer), this has the effect that the caster now takes on
the physical attributes of that body (i.e. STR, CON, DEX and COM). The
caster still retains his own mental capacities and previous knowledge
(i.e. INT, WIS, CHR, hit points and level).

2) If the caster or victim can kill their old body (i.e. their swapped
body) then the others soul goes to its respective plane. Thus, after
completion of the spell, if the caster kills his old body then he can
never be displaced from his new, for in all intents and purposes it is
his body now. If neither is killed and at some later point in time a
cleric casts an exorcise spell at either body (both have to be within
7" of each other though) the caster of the original Mindswap must save
vs. death or return to his old body.

If the save vs. this spell is made it indicates that this persons body
will never accept the casters soul and need never fear this spell from
the same caster again.

\newpage
{\normalsize \bf Demonic Immunity } (Abjuration)  \index{Demonic Immunity }

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

Requires a demon's amulet of at least a type one demon. Renders you
invulnerable to all demonic powers. Does nothing for physical
attacks. You cannot be telekinesed, you cannot be charmed by a demon,
their unholy words don't affect you, etc. No demonic powers can harm
you.

The tougher the demons amulet, the longer it lasts, casting time one
round, amulet is destroyed, duration can be split between people.
\begin{center}\begin{tabular}{l l}
Type 1 & lasts 4 rounds. * \\ 
Type 2 & lasts 6 rounds.\\
Type 3 & lasts 8 rounds.\\
Type 4 & lasts 12 rounds.\\
Type 5 & lasts 20 rounds.\\
Type 6 & lasts 50 rounds.\\
Any "named" demon & lasts 100 rounds.\\
\end{tabular}\end{center}

* That's one round for 4 people, etc.

{\normalsize \bf Ding Shu's Marvelous Chopsticks}\newline (Conjuration/Summoning)  \index{Ding Shu's Marvelous Chopsticks }

{\bf Range:} 120 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  6\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell functions only in campaigns which use the optional rule
concerning hovering at death's door. It brings into existence a pair of
huge chopsticks, 30 feet long, which attacks all targets with the
caster's THAC0 as if they were AC 10 (dexterity modifiers do apply,
however). Victims weighing more than 2 tons are immobilised by the
chopsticks, while lighter victims are actually swept off their feet and
may be deposited, within the same round, at any point in the spell's
range. Those who successfully roll to bend bars manage to free
themselves, but they may suffer falling damage as a result.

Most probably, the caster will choose to deposit his victims in a
gargantuan mouth which appears above his head. This mouth can hold one
creature of size L, two of size M, or four creatures of size S. Each
round it "chews" its contents for 10 points of damage each, until they
reach a hit point total between 0 and -10. At this point it "swallows"
them into the astral plane, and is prepared to receive another victim.
Normally, persons reduced to such a hit point score would die in a
matter of minutes, but in the timelessness of the astral plane, they
may remain unconscious but barely alive for thousands of years.
Naturally, the material component is a pair of chopsticks.


{\normalsize \bf Ding Shu's Draconian Holocaust}\newline (Invocation/Evocation)  \index{Ding Shu's Draconian Holocaust }

{\bf Range:} 60 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  900 to 5400 square feet\newline 
{\bf Saving Throw:}  1/2

This spell has the same effect as a swooping Celestial Dragon, spewing
forth its fiery breath. The spell affects all within a swathe 30 feet
wide and from 30 to 180 feet long. All victims within the area of
effect receive 130 points of damage, reduced by 10 for every 30 feet
beyond the first 10. Thus a 180 feet swathe would inflict but 80 points
of damage to each character within it. Casting requires the scale of a
fire-breathing dragon.


{\normalsize \bf Fenzill's Phantasmal Fingers } (Necromancy)  \index{Fenzill's Phantasmal Fingers }

{\bf Range:} 40 yards + 5 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  1 target\newline 
{\bf Saving Throw:}  None

This spell is an enhanced version of the second level spell spectral
hand; it differs from that spell in the following ways: it can be used
to deliver a touch spell of any level and it gives a +3 to the attack
roll. It has an AC of -4, but it cannot be destroyed by any attack (it
may only be dispelled). Instead, any hit on the hand inflicts full
damage on the caster (although a successful save vs. spell reduces this
damage by half). The caster may end the spell with a single word.


{\normalsize \bf Genocide } (Evocation, Necromancy) \index{Genocide }

{\bf Range:} 5 yards/level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  9 \newline 
{\bf Area of Effect:}  20-foot radius \newline 
{\bf Saving Throw:}  Special 

This spell allows the caster to kill one or more creatures of the same
species; the caster chooses a creature as the initial target for the
spell, and after the incantations are complete, a black bolt shoots
forth from the caster's finger towards the chosen target.  If this
creature makes its saving throw vs. spell at -2 (or if it has 15 or
more HD) there is no effect and the spell terminates.

If the save of the initial target fails, the creature dies, and the
spell continues as follows:  if there are no more creatures of the same
species within the area of effect, the spell ends at this point.
Otherwise, the bolt will continue jumping to other targets. The bolt
jumps randomly from one target to the next; range is not a
consideration - as long as the target is in the area of effect, and it
is of the appropriate race, it may be hit by the bolt. Each creature
that is hit with the bolt must make a successful saving throw vs. spell
(with no modifiers) or die.

This spell will affect a number of hit dice equal to: 10 HD + 1 HD per
level of the caster (the number of creatures is not a factor). The
spell will terminate when one or more of the following occurs: the HD
limit is exceeded, there are no more potential targets in the area of
effect, or the bolt strikes a target with more than 15 HD (such a
creature is unaffected by this spell).  Each target hit with the bolt
counts towards the HD limit, whether its saving throw was successful or
not.

The bolt will never jump to a creature of a different species, or to
one that has already been hit (whether living or dead). Any creature
with more HD than the original target will not be affected by the bolt,
but its number of HD is still counted towards the HD limit of the
spell. If a target's HD would exceed the limit of the spell, it is not
affected (and the spell terminates).

The bolt will never jump back to the caster; in addition, the caster
may choose individuals to be unaffected by the spell simply by naming
them as part of the incantations (usually used to avoid killing friends
or allies).

Note that some races are closely related, but are not considered
identical species for purposes of this spell (i.e. goblinkind).
"Half-breeds" will be affected by this spell if either of their
parent-race is targeted, as well as when the cross-breed is
specifically targeted. However, if a parent-race is named as the
target, a half-breed of that race earns a +2 to its save. For example,
a half-elf is affected normally if half-elves are named as the target
of this spell. They would also be affected if either humans or elves
were targeted, although they would gain a +2 to their saves in the
latter two cases.

After this spell is cast, the wizard must make a successful system
shock roll or fall unconscious for 1d10 rounds. Note that the DM may
wish to inflict other penalties on the caster due to loss of blood (see
material components below), especially if the spell is cast more than
once is a short period of time.

The material components of this spell are a pint of the caster's blood
and a figurine/statuette of the race to be targeted. The blood is
consumed at the time of the casting, and the figurine is also
destroyed, unless the caster makes a successful save vs. spell.

\newpage
{\normalsize \bf Lazzaro's Murderous Sword } (Enchantment)  \index{Lazzaro's Murderous Sword }

{\bf Range:} 50 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell is a version of Mordenkainen's sword, but with a twist. This
spell causes a shimmering aura to form around any sword. This sword
will then arise and be at the command of the spell caster. He may order
to attack, defend, guard, or whatever. The sword can respond to
moderately complex tasks like, "Let no one through this door unless
they say the word, ixitayal."

In combat the sword hit any AC on a 19 or 20, it has the same hit
points as a fighter of the level of the caster (18 con), has the same
AC as the caster, and fights like a fighter of the same level (i.e. 2
attacks per round, THAC0 whatever). It attacks as if wielded by someone
with an 18/00 strength (+3,+6). It also has it's own bonuses; it
requires a magical sword as material component. If the sword has any
special abilities these will also be used in the combat.

The sword acts independently of the caster (obviously) and requires no
concentration to maintain. However the caster must remain with 50 yards
of the sword or it falls to the ground, inert (with magic drained from
it). The ways to defeat the sword: render the caster unconscious, hit
it for loss of hit points, encase it in something, or successfully
dispel it.

As discussed above the material component is a magical sword, the magic
of which is consumed after the spell ends (gives high level mages a
reason to collect all those magic swords and destroy them in the
process). The other material component is a gem with the soul of
fighter trapped in it. This gem becomes embedded in the sword during
the spell. Each time the gem is used, it has a cumulative 5\% change of
shattering, freeing the poor soul inside. Obviously the gem is not
consumed after the spell ends.

\newpage
{\normalsize \bf Lichdom } (Alteration)  \index{Lichdom }

{\bf Range:} 0\newline
{\bf Components:} \newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  3 hours\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  Special

When this spell is cast, the wizard saves vs. Death. If he fails, he
becomes a lich, otherwise he dies. Should he be raised or resurrected,
he can try again. This spell makes clear why a wizard has to be 18th
level to be able to become a lich.


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

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  None

Lorth's Translocation is a the most advanced teleport-class spell ever
devised. Given a description of any sort, the caster is able to place
himself at the specific location. The description might be a detailed
mental image, a verbal description, a painting, "Thirty feet due east",
"The center of the room in which stands the Sceptre of AshkaMankh", or
anything else sufficiently precise. If there does not exist a location
such as the one described, nothing will happen. If the description is
insufficiently precise ("A field of grass", "The center of a forest"),
the spell will have no effect. If the location does exist, then the
caster will be placed there, no matter where it is.

This spell can transport the caster to any plane, any distance. Note
however that it is very, VERY difficult to describe a specific place in
planes such as the Astral or the Ethereal, due to the lack of good
landmarks. Of course, if there should happen to be a solid object in
the place described, the caster is slain instantly.

\newpage
{\normalsize \bf Magic Swarm } (Alteration)  \index{Magic Swarm }

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

The magic swarm spell is both a very potent, and a very unstable
spell. With this spell, the wizard may bind up to three attack-type
spells (those that cause any type of damage) together into one spell.
The caster begins the incantations of the magic swarm and then "loads"
the spells to be bound into the swarm (this effectively casts the
spells - the proper components are required, and the loaded spells fade
from memory; the magic swarm is the "target" for these spells). The
wizard then finishes the binding process by continuing the incantations
of the swarm. This entire process takes two turns plus the casting
times of the spell(s) to be bound.

When the magic swarm is actually cast, the bound spells are released
simultaneously (this has a casting time of 3). However, due the
unpredictable nature of this spell, there is a chance that some of the
bound spells may not function normally. At the time of casting, the DM
rolls 1d3; the result is the number of spells that work properly - the
remaining spells fizzle and are lost (the spells go off in the order
they were bound, so it is important to keep track of the order).

Due to the extreme exertion required to cast this spell, the following
penalties/stipulations are placed on its use:

- only one magic swarm spell may be memorised in any two day period.

- after a magic swarm is cast (actually cast, not after binding), no
further spell casting is possible for one turn (10 minutes).

- after the spell is cast, the caster temporarily loses 1d4
constitution points; if this brings the wizard's constitution score to
zero or below, a system shock roll must be made; if this roll is
failed, the wizard dies, otherwise he/she falls into a coma until
his/her constitution is restored to a positive value; it takes one hour
of rest to restore one constitution point lost in this manner.

- if the magic swarm is not cast in one hour per level of the caster,
the caster must make a saving throw vs. spell; if this save fails, the
swarm will discharge will full effect, centered on the caster (1d3 is
still rolled to determine how many spells actually go off and how many
fizzle); if the save is successful, the magic swarm simply fades from
memory and is lost (along with all bound spells).

The material component for this spell is a bag of holding (which
effectively "holds" the spells in the bound state). When the spell is
cast, the bag is destroyed unless the caster makes a successful saving
throw vs. spell at -2.


{\normalsize \bf Mezzalldam's Choking Fist } (Evocation)  \index{Mezzalldam's Choking Fist }

{\bf Range:} 3 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell creates a disembodied hand similar to those of Bigby's
Hand spells, except it is much smaller (about the size of an ogre's
hand).  It will attack as directed by the caster (no concentration is
required to do so - the wizard simply chooses the target).  The hand
does not automatically hit, but will attack using the caster's THAC0,
with a +2 "to hit" bonus.

If a hit is scored, the fist closes tightly around the victim's throat;
it will continue squeezing until the target is dead, or until the hold
is broken.  Once per round, the fist's lock may be broken by making a
successful bend bars roll (the victim has a 10\% penalty applied to this
roll); only one person may do this each round, due to the small size of
the hand.  Other party members who try to free the victim must devote
their entire attention to this for the round (i.e. no other action may
be taken, DEX bonuses to AC are lost, etc.).

Each round the victim is choked, a system shock roll must be made; each
additional round (past 1) of constriction inflicts a 5\% penalty to this
roll.  If this roll fails, the victim fall unconscious and if the hold
is not broken the following round, the victim dies.  While a victim is
being choked he/she may perform no other actions (other than breaking
the fist's hold) - all the target's efforts are required to fight the
effects of the constriction.  The fist will continue attacking until it
is destroyed/dispelled, or until the spells' duration expires; the
caster can also end the spell with a single word.

The fist may be destroyed by direct attack; it has an armour class of
-2 and as many hit points as the caster at full health.  The fist will
also break its hold on a victim every time it loses half its remaining
hit points.  Note however, that attacking the fist while it is choking
a victim is dangerous; if an attack on the fist fails to hit, another
normal attack must be immediately rolled against the victim, inflicting
any damage normally.  If the fist's hold is released or broken, it may
be attacked without fear of hitting companions.  If the fist is not
choking a victim, it may be attacked by anyone who beats the wizard's
initiative roll (or by anyone, if the fist fails to score a hit that
round).

The material components for this spell are a bit of bone and skin from
any constricting snake; these components are consumed when the spell is
cast.


{\normalsize \bf Nuke } (Evocation)  \index{Nuke }

{\bf Range:} 0\newline
{\bf Components:} \newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  \newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  None

Creates a thermonuclear explosion of 2 kilotons power per level of
caster. Range is zero so unless used with one of the Carrier spells is
a suicide weapon.

\newpage
{\normalsize \bf Sarius' Endosmotic Zone of Magic}\newline (Alteration)  \index{Sarius' Endosmotic Zone of Magic }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 day per level\newline
{\bf Casting Time:}  Special\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This powerful spell was researched by Sarius Mendlekine, Lord of
Telnorne.  It is actually used to create a magical rod (3' long and 1"
in diameter) that projects a continual zone of increased magical
potential in a spherical area of effect equal to a radius of 1" per
level, extended outward from the rod in all directions.  This spherical
zone makes magic function at its utmost effectiveness, normally.  But,
it can be used to travel to planes with reduced magical factor ratings
(MF) while keeping a MF rating of 0 within the area of effect.  On
planes with an increased MF the spell simply allows all spells of
9th-level or less to work optimally.  The zone will permeate any area
which is not totally enclosed in a lead casing or protected by an
anti-magic shell which withstands the dweomer.  All anti-magic shells
or effects that come within the zone react as though a dispel magic is
cast upon them each and every round.  Every round the two areas
interact the anti-magic zones have a chance of dispelling as though a
mage of four levels higher than the caster were trying to `Dispel
Magic' against them.  On  planes with a negative MF rating, everything
within the area of effect operates as though the MF rating were 0.  So,
someone with a ring of flying would fly within the zone, but exiting it
would cause them to drop like a rock!  On a negative MF rating plane
anti-magic shells are dispelled at the normal level of mastery or the
spell-caster and all spells cast by any class of characters, whether
native to the plane or not, operate at a normal MF rating of 0.

The spell's duration (from activation of the rod) is equal to a base 1
day per level in a Prime Material plane with a MF rating of 0.  On
negative MF rating planes, the duration is calculate as the total
number of whole days left for the rod to operate divided by the result
of the MF rating multiplied by -1.  For example, a 20th-level mage
activates the rod and hurriedly enters a gateway to an alternate Prime
Material plane with a MF rating of -5 (since the spell must be
initially cast on a plane with a MF rating of 0 or better).  The
duration would be determined thus: 20 days/(-5 x -1) = 4 days.  But, if
the mage had operated the rod (for more than 1 turn) before entering
the gateway it would have lost a days duration and be calculated as:
19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns, or 5,472
rounds.  If the wielder had travelled to a plane with a MF rating
greater than 0 the spell's duration would be calculated as the base
duration multiplied by the MF rating of the plane.  Whenever the rod
changes alternate Prime Material planes (even if they both contain the
same MF rating) its duration is recalculate with the current remaining
days of operation left used as the base for determining the duration of
the spell (disregard any remaining duration that does not equal a day
or more in length).  If the rod travels from a positive MF rating plane
to a negative MF rating plane the rod is totally disrupted in the
transferral as though the spell had ended, and vice versa.  Dispelling
magics will only affect the rod for one single round unless they are
cast by a Demi-Power, Lesser Power, or Greater Power, in which case the
a successful `dispel magic' will cause the device to become disrupted
as described below.

The rod is the only material component of this spell.  It is made from
the purest mithril and rune inscribing agents (costing at least 7,000
gp).  Then, 9 deep blue amethysts (1000 gp each) are inset to the side
of the rod among the various runes of power, and a large sapphire
(1,000 gp) is affixed to the top.  Once the rod has been fashioned (2
months creation time minus 1 day per level of mage working on the
inscribing of the runes down to a minimum of 1 month) this spell can be
cast upon it, empowering the rod with enormous magical potential.  From
this point, the rod remains dormant until its power is activated by
speaking the proper command word and willing the rod to function.
Until the rod is activated the casting mage loses a single 9th-level
spell casting slot because of the bond that he has established with the
rod's dormant power.  While this spell could be inscribed onto a scroll
it would still require the rod as a material component and the mage who
inscribed the spell would not regain the spell slot until the potential
of the scroll was released through copying it into a spellbook or
casting it onto the rod and activating the rod.  (Note: An apprentice
may be used to inscribe the runes upon the rod freeing the learned
master to further research).

Although almost any sentient creature may utilise the rod, in the hands
of the original spell-caster it will convey a personal magic resistance
equal to his level of experience (and cumulative to any other magic
resistance he may be employing).  On any Prime Material plane the rod
will also act as a Rod of Striking, conveying a +3 magical to hit bonus
and striking for 3d6+3 points of damage per round.  The rod may only
strike once in any melee round no matter if the creature wielding it is
capable of multiple attacks with weapons.  During the last turn of the
spell's duration the rod will begin to hum extremely loud (hearable in
a 1/2 mile radius.  During the last round of the spell's duration the
rod will glow with extremely powerful magical electricity, causing 1d20
hit points of damage to all that touch it, per segment of contact.  In
the last round is will flash with a bright light (causing all in the
zone to save vs. rods or be blinded for 1d20 rounds) and then cease to
function.  This last burst of energy transmutes the mithril rod into
pure lead, causes the runes to dissolve, and disintegrates the 10 gems
into a useless powder.


{\normalsize \bf Sphere of Annihilation } (Evocation)  \index{Sphere of Annihilation }

{\bf Range:} 4"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  12 hours\newline 
{\bf Area of Effect:}  One 2' diameter sphere\newline 
{\bf Saving Throw:}  None

This ancient and arcane spell was first found in the Libram of Tel'
Aknus the Mad.  It is used to create a sphere of annihilation.  The
mage must prepare a special magical device, which costs 15,000 gp to
construct, to house the energies required to bring the sphere into
existence.  The construct is made of the rarest or ores, adamantite,
and requires a full year of work by a master smith to fashion.  A
Master Alchemist must then fuse ten vials of Essence of Platinum, ten
vials of Essence of Gold, and ten vials of Essence of Silver, in this
order, into the construct (which looks something like a giant spider
when finished).  This will take two weeks per vial and the chance of
success is equal to the alchemist's chance of creating said essences
(checked for each vial fused to the structure) and any failure means
that the entire structure has been transmuted in the metal of the
current essence which is being fused into the construct.

Then the casting procedure can take place.  It consists of a highly
ritual ceremony requiring a black pearl of at least 1' in diameter
being placed inside a magic circle and then calling forth the various
magics of the planes to instill the pearl with anti-planar power of a
sphere of annihilation.  The spell then temporarily doubles the current
hit points of the casting mage as it starts.  Every hour of casting
time instills the pearl with more and more power.  At the end of every
hour's casting the mage must roll a successful saving throw vs. magic
which is unadjusted by any means other than his current level of
mastery.  If successful, the casting continues for the next hour.  If
unsuccessful, the mage takes 1d20 points of damage for an unsuccessful
hour of casting and the casting time is extended for anther hour.  The
spell will only be successful if 12 hours of continual casting is
completed.  Remember that if the spell is successful the mage must
still attempt to bring the sphere under his control.  This spell in no
way gives any special bonuses for control attempts.

If the mage is reduced to zero hit points the pearl disappears (in a
harmless, but spectacular flash of light) and his strength and
constitution are reduced to 1 and he is thrown into a coma, losing
knowledge of all spells currently memorised.  These statistics and
normal hit points are regained at a rate of 1 point per day or total
rest unless some form of magic is used to increase healing.  Until the
mage reaches half of his original constitution score he is extremely
susceptible to diseases and will take 4x the amount of damage a disease
would normally inflict.  When half of his original strength is restored
he may save vs. spells each day to see if he comes out of the coma.
Failure means that he remains in the coma.  Once the mage comes out of
a coma he will be in a ravenous state and will not be able to regain
spells again till he has eaten and rested for as many days as he was in
the coma.  Success or failure notwithstanding, this spell will always
destroy the construct and the pearl used as the material components.
If the spell is successful, the construct and pearl are sucked into the
sphere, and if unsuccessful, the construct crumbles into a useless
crystal substance and the pearl disappears as mentioned above.

If the spell-caster is physically touched during the casting of this
spell by anything, including the power of another magic, and sustains
damage which subtracts from his hit points or any ability score or
level, the pearl will explode in a force of magic dealing out damage
equal to 1d20 per hour of casting time that has passed (rounded down)
in a radius equal to 1" per hour of casting time that has successfully
passed (again, rounded down and a unmodified saving throw vs. spells
will allow anyone in the area of effect to save for half damage).
Also, when this happens the extra hit points disappear (if they are
still present) and the mage takes damage from his normal remaining hit
points.  Death by this explosion means that the body has been
disintegrated, ruling out `raise dead' or `resurrection' spells for
bringing the victim back to life.


{\normalsize \bf Symmetry } (Evocation)  \index{Symmetry }

{\bf Range:} 0\newline
{\bf Components:} \newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  \newline 
{\bf Area of Effect:}  10 mile radius\newline 
{\bf Saving Throw:}  None

Composed of 2 level 9 spells which have to be cast simultaneously.
Creates within a 10-mile radius a condition in which the symmetry
between the physical interactions which prevailed at the time of the
Big Bang is restored. Everything within the 10-mile radius is
instantaneously gone regardless of magic resistance, god or artifact
status etc. Everything for a couple of hundred miles around gets
burned, vapourised, melted etc. Note that like Nuke this has a range of
zero, so use of Long-Range Carrier is advised.

\newpage
{\normalsize \bf Telnorne Force Layer } (Evocation)  \index{Telnorne Force Layer }

{\bf Range:} 1"\newline
{\bf Components:} VS\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1 hour\newline 
{\bf Area of Effect:}  One 10'x 10' area\newline 
{\bf Saving Throw:}  None

The source of this highly improved version of the `Wall of Force' spell
is the Telnorne Mageocrat.  It is used to create a barrier which cannot
be penetrated by any known spells or forces in the multi-universe,
including major powers, avatars, devils, or demon princes.

The casting time of 1 hour is standard, but the mage must also spend a
hour in contemplation, reviewing diagrams and/or charts of the area or
object to which the force layer is to be attached when memorising the
spell.  A force layer may cover an area of up to 10'x 10', and must be
attached to a localised gravity: either an object, a structure, or an
area.  Once cast, only spells of wish-like power may affect the force
layer.

A `Limited Wish' will effect the force layer as a 1/2 strength `Dispel
Magic', an `Alter Reality' will effect the force layer as a 3/4
strength `Dispel Magic', and a `Wish' will effect the force layer as a
full strength `Dispel Magic'.  The force layer may be attached to
moving objects, but only those which are of one piece and move in
conjunction to something else.  For example, a chest (with hinges)
could be covered, but the chest would still need to have a break within
the spell effect, so only the top or the bottom of the chest would be
affected.  Placing the spell on a wagon would effectively make the
wagon indestructible, but the wagon would never again roll since the
wheels are now locked in place.  But, if the wheels alone (and possibly
the axle if the mage was inventive) were protected the wagon would
still roll.  Of course, after the wheels eventually rotted away in a
few years the spell area would still be in effect and invisible wheels
would still roll.

When this spell is cast on the Prime Material plane the area of effect
extends into the astral and ethereal planes, although the force layer
will still be invisible.  Nothing will stick to the force layer except
for another force layer which is attached to a previously cast one.
Paint, dust, and powders will simply roll off its surface.  Only Dust
of Appearance will stick to the force layer, and then only for 1d10
rounds.


