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  Book of Time - Level 6

Armageddon (Divination)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Accuracy: +/- 5%

This spell will determine how far away the end of the world, plane, or multiverse is: at the discretion of the mage. The material component is 1 pint of elf blood.

Conjure Time Elemental (Conjuration/Summoning)

Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None
Accuracy: n/a

This spell is basically a variant of Conjure Elemental (5th level Mage). Time elementals are however more difficult to summon. The material component is 10 minutes of real time and a month of the caster's life per hit die of the elemental; the first explains the extended casting time.

Extra Haste (Alteration)

Range: 60 yards
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 5
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
Accuracy: n/a

This spell is similar to the 3rd level mage spell Haste; except that movement and attack rates are trebled. An extra hasted creature gets a -3 initiative bonus. Spellcasting is speeded up, but only by a factor of 2; additionally a spellcaster may cast up to two spells a round, but only if the total casting time (prior to the extra haste) is not more than 10. This spell will totally negate an extra slow, and turn a normal slow into a normal haste. Due to the speeding up of the metabolic processes, individuals under the effect of an extra haste age three years; note: if an individual had been slowed and is then extra hasted, they age only one year as they are only then subject to a haste. The material component is a piece of liquorice root steeped in elf blood.

Extra Slow (Alteration)

Range: 90 yards + 10 yards/level
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 5
Area of Effect: 40' cube, 1 creature/level
Saving Throw: Neg.
Accuracy: n/a

This spell is similar to the 3rd level mage spell slow. Affected creatures move and attack at 1/4 of their normal rates. If cast on a hasted creature, they are slowed; likewise an extra haste is totally negated. Extra-slowed creatures have an AC penalty of +4 and an attack penalty of -8; all dexterity bonuses are also negated. The material component is a small ball of sand grains stuck together with treacle.

Recuperate (Necromantic)

Range: Touch
Components: V, S, M
Duration: 4 turns/level
Casting Time: 10
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: n/a

For each turn spent resting whilst this spell takes effect, the recipient regains 1 hit point. If under the full time care of a healer during this time then the number of hit points regained will be notably greater; to the extent that one days normal healing will take place in but a single turn. The material component is 1 pint of elf blood.

Regenerate (Necromantic)

Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Creature touched.
Saving Throw: Neg.
Accuracy: n/a

This spell imbues the recipient with the ability to regenerate damage at the rate of 2 hit points per round. This regeneration starts to take place 2 rounds after taking damage. Damage taken prior to the casting of this spell cannot be healed by this means. A recipient of this spell cannot die, due to lack of hit points, whilst this spell is in effect; note: this does not stop them becoming unconscious. The material component is 1 pint of elf blood.

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