8th Level


Advanced Sense Shifting Invented by Johnny Bremer
(Alteration)
Level		: 8th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 3 turns
Casting Time	: 8
Area of Effect	: The caster
Saving Throw	: None
This 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.
The material component is a twist of multi-colored ribbon with a small platinum bell fastened to its end, which is consumed during casting.


Alter Ego Invented by Hogan
(Enchantment/Charm)
Level		: 8th (Wizard)
Range		: 8 yards
Components	: V, S, M
Duration	: Special
Casting Time	: 1 turn
Area of Effect	: 1 subject
Saving Throw	: Special
The 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.
The spells designed to give the target a whole new identity and background and even alignment, erasing all memories of the former self in the process. The target can be made to forget abilities and skills like proficiencies, magic use and such normally known in the original identity. The use of such can be hidden from the new personality, which then won't have access to them. In extreme circumstances (near dead situations and such), memories about hidden abilities might shortly surface (at the DM' decision). New skills and abilities can be given to the new identity, if the caster of the spell has knowledge of such. Only spell use and priestly magic is not possible, as this takes personally training. The new personality is adapted by the individual from the base of the changes. Not even the caster of the spell can determine this.
How effective the background and identity is created, is based on the casters wisdom and/or intelligence, and has a lot to do with the complexity of the task. Anyway, the DM has the final say in any matter.
The spell will last until at given situation (which is set during the casting) takes place. Each month there is also a cumulative 3% chance that the enspelled characters encounters a situation that brutally makes him snap out of his new identity, suddenly remembering everything about his old self. Before this takes place, the spell can be recast at the original target without the need for any components. The recasting will once more secure the spells hold on the person, but if the person once has cast the effects for good, a whole new spell with all the components are needed to rebuild the personality.
Its impossible to detect and/or dispel the effect of the spell, unless a Limited Wish or stronger magic is used with the exact wording of restoring the original personality. This might meet with resistance from the subject, as he possibly will not understand why anyone would want to do such a thing. Is he not the one he is?
If spells like Know Alignment, Detect Lies and similar are used on the caster, they will only show what is programmed into the new identity, as the person will be that new identity in all aspects.
The material component is a bipartite but whole ruby, worth at least 4000 gp, the heart of a greater Doppelganger and a mixture of the blood of the victim.


Greater Pact Invented by Johnny Bremer
(Evocation, Enchantment)
Level		: 8th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: Permanent
Casting Time	: 5 hours
Area of Effect	: Special
Saving Throw	: None
This 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.
The material components of this spell are the true name of the demon and the blood of an adult female, preferably a virgin, which is consumed during the casting of the spell.


Kharasir's Beneficial Aging Invented by Johnny Bremer
(Alteration, Necromancy)
Level		: 8th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: Permanent
Casting Time	: 1 year
Area of Effect	: Caster
Saving Throw	: None
With 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.


Kharasir's Outer-Planar Creature Summon Invented by Johnny Bremer
(Summoning)
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.
The material components of this spell are a piece of paper with the description of the creature to be summoned and a gem with a value of no less than 1000gp. Both materials are consumed during the casting of the spell, no matter if the spell was a failure or a success.


Koo'sacks Chain Spell IV Invented by Sation
(Alteration)
Level		: 8th (Wizard)
Range		: Caster
Components	: V
Duration	: Special
Casting Time	: 8 + special
Area of Effect	: 5 spells
Saving Throw	: None
This 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.
Getting more and more powerful enemies, Koo'sack now found out that her enemies became still harder to kill because their high experience also gave them a high resistance to magic. Therefore she developed another improved version of the Chain Spell and the spell Koo'sacks Anti Immune System in order to negate her enemies saving throws.


Magus' Darkmatter Invented by Mestoph
(Shadow Magic, Dimension, Conjuration)
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	:  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.
The spell conjures and reshapes a part of the Demi-Plane of Shadows to swiftly and briefly fly through the area affected, cutting the Prime Material Plane briefly apart (this hasn't been tested on other planes, as Magus risks casting it rarely [see below]). Anyone in the area with 4 HD or levels or less are instantly slain cut apart or annihilated. Anyone with more than 4 but less than 9 HD or levels are allowed a save vs. death magic to avoid this. Anyone, who avoids death (even creatures with 9 HD or levels or more), suffer 12d6 damage, unless a save vs. spells is made, which would halve the damage.
Furthermore, as the nature of the Demi-Plane is to be draining, all living creatures in the area of effect lose 1d6+1 points of Strength for 1 hour per caster level, unless a save vs. spells is made.
At last, any creature with more than 5 HD or levels, which is killed by the spell, turns into a shadow (as in the Monstrous Manual) under the caster's control for 2 turns. Hereafter they dissipate into nothingness.
As Magus was ruthless and unscrupulous under the creation of this spell, it isn't entirely safe to cast. In each casting there's a 30% risk that the caster will suffer 2d6 damage as the spell finishes, and there is a 2% risk, that the rift ripped in the plane, doesn't close, leaving a 1-turn Gate to either the Demi-Plane of Shadows, the Negative Energy Plane, Archeron, Baator, Gehenna (random layer) or another plane of darkness (DM's choice). Chances are good that something will come through. Both above risks are non-cumulative.
The material component is a shadow captured in an onyx worth at least 1000 gp.


Manipulate Shadow Invented by Johnny Bremer
(Alteration)
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.


Power Word, Age Invented by Johnny Bremer
(Alteration)
Level		: 8th (Wizard)
Range		: 5 yards/level
Components	: V
Duration	: Permanent
Casting Time	: 1
Area of Effect	: 15-foot radius sphere
Saving Throw	: None
When 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.


Steal Energy Invented by Johnny Bremer
(Alteration)
Level		: 8th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 3 turns
Casting Time	: 8
Area of Effect	: 10 foot/level
Saving Throw	: None
This 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.
The material component is a page from a spellbook belonging to another wizard than the caster, which is consumed when casting the spell.