Level : 8th (Wizard) Range : 0 Components : V, S, M Duration : 3 turns Casting Time : 8 Area of Effect : The caster Saving Throw : NoneThis spell works exactly like the second level Sense Shifting, except that this spell works on spell levels 7 through 9 that are cast within the duration of the spell.
Level : 8th (Wizard) Range : 8 yards Components : V, S, M Duration : Special Casting Time : 1 turn Area of Effect : 1 subject Saving Throw : SpecialThe use of this spell will affect one person, and can be the caster himself if he chooses to. Many a rogue wizard has hidden himself under a new identity for a time, not even being aware of what he once were. Lawful cities have used in on criminals to see how they would perform if given a second chance, and evil kings has hidden potential enemies as carpenters or farmers far away from any place they could cause trouble.
Level : 8th (Wizard) Range : 0 Components : V, S, M Duration : Permanent Casting Time : 5 hours Area of Effect : Special Saving Throw : NoneThis spell enables the wizard to enter a pact with a demon. The wizard must have summoned a demon before the use of this spell. The wizard then, if able to speak with the demon, states his wishes and the demon then responds with its demands. This type of pact has no limits as to what it could contain, even the killing of one or more creatures. Both parties must then sign a written pact with ink tapped from the casters prior to the casting of this spell. The demon will then do its part of the pact, when the caster has completed his task.
Level : 8th (Wizard) Range : 0 Components : V, S, M Duration : Permanent Casting Time : 1 year Area of Effect : Caster Saving Throw : NoneWith this spell the caster is able to slow down the effects of aging so that he only ages one year per 10 years that passes. This enables the caster to prevent aging to a certain degree. The spell is not completely without risks. The caster must spend one full year in suspended animation. The he must make a successful System Shock in order for the spell to work. If the caster doesn't make the check he remains suspended and cannot be called back unless someone uses a full wish. If the caster makes the check he will be released from his suspension and will be able to function normally after a week of rest. The material components of this spell are a teardrop of a mermaid, and the light of a diamond. Both materials are consumed when the spell is cast.
Level : 8th (Wizard) Range : Unlimited Components : V, S, M Duration : Instantaneous Casting Time : 1 turn Area of Effect : One outer-planar creature Saving Throw : Neg.By means of this spell the caster is able to call upon an outer-planar creature to come to his biding. The creature must be named and know to the caster to bring fourth the creature. The creature must then make a saving throw vs. spell in order to avoid being summoned to the caster. If the creature avoids the call, the caster cannot try to summon the same creature before he has reached a higher level of experience. This spell is often used by wizards wanting to make some kind of pact with a creature from the outer-planes, and this often results in the caster being forced to take upon himself a certain task that the creature wants in return for his service.
Level : 8th (Wizard) Range : Caster Components : V Duration : Special Casting Time : 8 + special Area of Effect : 5 spells Saving Throw : NoneThis spell is created and used under the same rules as the 5th level spell, Koo'sacks Chain Spell I except that it can link up to five spells together to be cast as they were one, and the casting time will be the combination of all 6 spells.
Level : 8th (Wizard) Range : 5 yards/level Components : V, S, M Duration : Instantaneous Casting Time : 4 Area of Effect : 30'x30' area, 1" high Saving Throw : ½ or Neg.As the highest mastery within the Dark Art, this spell has been created by the Practitioner himself. The spell was developed in hate solely as to punish an especially distasteful enemy of Magus. Therefore, the mage did not care what forces he was playing with.
Level : 8th (Wizard) Range : 0 Components : S, M Duration : 1 round/level Casting Time : 8 Area of Effect : Special Saving Throw : Neg.Allows the caster to manipulate the shadow of a creature with dire effects. The caster can do some of the following things, but are not limited to, pull the shadow and thereby moving the creature, hit the shadow and thereby hitting the creature, etc.. The victim of this spell receives a saving throw versus spell with a penalty of 3 to prevent the caster to manipulate its shadow. The material components of this spell are the powder of an onyx gem worth at least 500 gp and a small silver figurine resembling the type of shadow to be manipulated.
Level : 8th (Wizard) Range : 5 yards/level Components : V Duration : Permanent Casting Time : 1 Area of Effect : 15-foot radius sphere Saving Throw : NoneWhen a Power Word, Age spell is uttered, one or more creatures age a number of years according to their current hit point total. The spell affects any one creature with up to 100 hit points, or any number of creatures with 20 hit-points or less to a maximum of 200 hit-points totally. The effect depends upon how many hit-points the creatures have when affected by the spell. If they have 20 or fewer, they will age 1/2 the years of their current age. If they have 21 to 50 points they will age 1/4 the years of their current age. Finally they will age 1/10 of the years of their current age if they have 51 to 100 hit-points. Creatures with 101 hit-points or more, cannot be affected by this spell. If a creature cannot be affected by its full hit-point it will not age, e.g., if there are 5 points left and the next creature has 8 point it will not age. The caster should choose to attack a single creature, or multiple creatures along with the spell range and the center of the area of effect before casting of this spell. The current hit-points of the creatures are used.
Level : 8th (Wizard) Range : 0 Components : V, S, M Duration : 3 turns Casting Time : 8 Area of Effect : 10 foot/level Saving Throw : NoneThis spell creates a field in which the energy of spells not created by the caster are absorbed. Spells absorbed can be used to cast spells memorized. This action will not remove the spell, simply create a copy thereby preventing that the caster looses the memorized spell. If the caster don't use the energy within the following round in which it was received the caster will receive damage equal to the spell-level of the spell absorbed. The energy can only be used to cast spells of a level equal to or lower than the absorbed spell.