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MAGIC-USER SPELLS (7TH LEVEL)duplicate does not have, and a detect magic spell will instantly reveal it asa simulacrum, as will a true seeing spell. At all times the simulacrumremains under the absolute <strong>com</strong>mand of the magic-user who created it,although no special telepathic link exists, so <strong>com</strong>mand must be exercisedin the normal manner. The spell creates the form of the creature, but it isonly a zombie-like creature. A reincarnation spell must be used to give theduplicate a vital force, and a limited wish spell must be used to empowerthe duplicate with 40% to 65% (35% + 5% to 30%) of the knowledge andpersonality of the original. The level, if any, of the simulacrum, will befrom 20% to 50% of the original creature. The duplicate creature is formedfrom ice or snow. The spell is cast over the rough form, and some piece ofthe creature to be duplicated must be placed inside the snow or ice.Additionally, the spell requires powdered ruby. The simulacrum has noability to be<strong>com</strong>e more powerful, i.e. it cannot increase its levels orobi I it ies.Statue (Alteration)Level: 7Range: TouchDuration: 6 turns/levelArea of Effect: Creature touchedComponents: V, S, MCasting Time: 7segmentsSaving Throw: SpecialExplanation/Description: When a statue dweomer is cast, the magic-useror other creoture is apparently turned to solid stone, along with anygarments and equipment worn or carried. The initial transformation fromflesh to stone requires 1 full round after the spell is cast. Thereafter thecreature can withstand any inspection and appear to be o stone statue,although a faint magic will be detected from the stone if it is checked for.Despite being in this condition, the petrified individual can see, hear, andsmell normally. Feeling is only as acute as that which will actually affectthe granite-hard substance of the individual's body, i.e. chipping is equalto a slight wound, but breaking off one of the statue's arms is anothermatter. The individual under the magic of a statue spell con return tonormal state in 1/6 of a segment, and then return to statue state in thesame period if he or she so desires, as long as the spell duration is ineffect. During the initial transformation from flesh to stone, the creaturemust make o saving throw of 82% or less, with -1 deducted from the diceroll score for each point of his or her constitution score, so an 18constitution indicates certain success. Failure indicates system shock andresultant death. The material <strong>com</strong>ponents of this spell are lime, sand, anda drop of water stirred by an iron bar such as o nail or spike.MAGIC-USER SPELLS (8TH LEVEL)<strong>com</strong>ponents of each application differ. The spell cannot be cast uponliving creatures.Antipathy: This dweomer causes the affected creature or alignment type tofeel an overpowering urge to leave the area or not touch the affecteditem. If a saving throw versus magic is successful, the creature maystay/touch the item, but the creature will feel very un<strong>com</strong>fortable, and apersistent itching will cause it to suffer the loss of 1 point of dexterity perround the area or item is remained in or touched, subject to a maximum of4 points. Failure to save versus magic forces the creature/alignment typeto abandon the magicked area or item, shunning it permanently and neverwillingly enter/touch it until the spell is removed or expires. The material<strong>com</strong>ponent for this application of the spell is a lump of alum soaked invinegar.Sympathy: By casting the sympathy application of the spell, the magic-usercan cause a particular type of creoture or alignment of character to feelelated and pleased to be in an area or with the prospect of touching orpossessing an object or item. The desire to stay in the area ortouch/possess the magicked object/item will be overpowering, and unlessa saving throw versus magic is made, the creoture or character will stay orrefuse to release the object. If the saving throw is successful, the creatureor character is released from the enchantment, but a subsequent savingthrow must be made from 1-6 turns later, and if this one fails, the affectedcreature will return to the area or obiect. The material <strong>com</strong>ponents of thisspell ore 1 ,OOO g.p. worth of crushed pearls and a drop of honey.Note that the particular kind of creoture to be affected must be namedspecifically, i.e. red dragons, hill giants, wererats, lommasu, cotoblepas,vampires, etc. Likewise, the specific alignment type for Characters must benamed, i.e. chaotic evil, chaotic good, lawful neutral, neutral, etc.If this spell is cast upon an area, a 10' per side cube can be mogicked perlevel of experience of the magic-user. If on obiect or item is mogicked,only that single thing con be enchanted, but affected creatures/characterssave versus the magic thereon at -2.Bigby'r Clenched Fist (Evocation)Level: 8Range: %"/levelDuration: J round/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 8 segmentsSaving Throw: NoneVanish (Alteration)Level: 7Range: TouchDuration: SpecialArea of Effect: SpecialComponents: VCasting Time: 2 segmentsSaving Throw: NoneExplanation/Description: Bigby's Clenched Fist spell brings forth a huge,disembodied hand which is balled into a fist. This magical member isunder the mental control of the spell caster, and he or she can cause it tostrike an opponent each round. No other spell costing or magical activitymay be undertaken for the duration of the spell. The Clenched Fist nevermisses, but the effectiveness of its blow varies from round to round.Explanation/Description: When the magic-user employs this spell, he orshe causes an obiect to vanish. The magic-user can cause the object to beteleported (see teleport spell) if it weighs up to a maximum of 500 g.p

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