Provides a new body for a human who has been dead as long one week, plus one week per CA level. Casting this spell requires 6 turns (1 hour), culminating in the formation of a new, mature body; unlike raise dead, no trauma survival check is required. A portion of the dead person’s corpse must be touched by the sorcerer, even if all that remains are ashes. Within 1d6 rounds after the ritual is completed, the dead will be reincarnated as a different race or as a quasi-man. Roll a d10:
Next, roll a d12 or d8 (depending on table determination result) to confirm the new incarnation. The reincarnated typically return as the same gender; if reincarnation of a female results in an abominable snow-man, a reroll is required as no females of that species exist.
The reincarnated will retain the faculties of their erstwhile mind; i.e., class and experience are preserved, as well as most memories. If reincarnation results in anything other than a human, however, a PC must abide a −25% XP penalty for the remainder of his or her new life.
| d12 Result | New Incarnation |
|---|---|
| 1 | Human, Common* |
| 2 | Human, Amazon |
| 3 | Human, Anglo-Saxon |
| 4 | Human, Atlantean |
| 5 | Human, Carolingian Frank |
| 6 | Human, Esquimaux |
| 7 | Human, Esquimaux-Ixian |
| 8 | Human, Greek |
| 9 | Human, Hyperborean |
| 10 | Human, Ixian |
| 11 | Human, Kelt |
| 12 | Human, Kimmeri-Kelt |
| d12 Result | New Incarnation |
|---|---|
| 1 | Human, Kimmerian |
| 2 | Human, Lapp |
| 3 | Human, Lemurian |
| 4 | Human, Moor |
| 5 | Human, Mu |
| 6 | Human, Oon |
| 7 | Human, Pict |
| 8 | Human, Pict (Half-Blood) |
| 9 | Human, Roman |
| 10 | Human, Tlingit |
| 11 | Human, Viking |
| 12 | Human, Yakut |
| d8 Result | New Incarnation | Attribute Scores** | ||
|---|---|---|---|---|
| ST | DX | CN | ||
| 1 | Abominable Snow-Man (Yeti) | 13–18 | — | 18 |
| 2 | Ape, Albino (White Ape) | 13–18 | — | 17–18 |
| 3 | Ape, Mountain (Ogre) | 17–18 | 3–14 | 18 |
| 4 | Ape-Man | 13–18 | 9–18 | 17–18 |
| 5 | Bandogg (Dog-Man) | — | 10–18 | 13–18 |
| 6 | Bird-Man | 13–18 | 15–18 | — |
| 7 | Cave-Man (Neanderthal) | 13–18 | — | 13–18 |
| 8 | Dwarf | 17–18 | 13–18 | 17–18 |
| d8 Result | New Incarnation | Attribute Scores** | ||
|---|---|---|---|---|
| ST | DX | CN | ||
| 1 | Hyæna-Man (Gnoll) | 13–18 | — | 17–18 |
| 2 | Lizard-Man | 13–18 | — | 13–18 |
| 3 | Minotaur | 17–18 | — | 18 |
| 4 | Orc (Dæmon-Pict) | — | — | — |
| 5 | Snake-Man | — | — | 17–18 |
| 6 | Troglodyte (Trog) | 13–18 | 13–18 | 16–18 |
| 7 | Vhuurmis (Beast-Man) | 13–18 | 9–18 | 17–18 |
| 8 | Worm of Ymir (Worm of the Dirt) | — | 10–18 | 13–18 |
The sorcerer or another recipient is instantaneously transported with all gear intact to any unoccupied space on the same world/dimension. Distance is irrelevant. An unwilling recipient may make a sorcery saving throw to resist the spell (and see below). Teleportation is dangerous sorcery. The less familiar with the destination the caster is, the greater the risk of error and, potentially, injury or death. Roll a d20 to determine the results of the teleport spell:
| Familiarity with Destination | Result of Spell | |||
|---|---|---|---|---|
| Very Familiar | Somewhat Familiar | Vaguely Familiar | ||
| d20 Result | d20 Result | d20 Result | ||
| 1–18 | 1–15 | 1–10 | Success | |
| 19 | 16–18 | 11–15 | 1d10×10 ft high | |
| 20 | 19–20 | 16–20 | 1d10×10 ft low | |
The three degrees of familiarity are defined as follows:
Success indicates the desired location has been achieved without error. Teleporting too high may result in a fall, in which case 1d6 hp damage should be rolled for every 10 feet fallen. Teleporting too low might cause one to appear in solid ground, in which case death is instantaneous. (Teleporting the subject to an occupied space cannot be intentional; the destination must be an unoccupied location on solid ground.) Exceptions can apply. For example, a sorcerer who attempts to teleport to the ground floor of a two-storey building might end up 20 feet too high, in which case he appears on the roof.
Randomly the sorcerer “blinks” in and out of existence, making short (2d4-foot) planar jumps through the Æther and back. The caster may attack whilst blinking (if within range), but at a −4 “to hit” penalty. If the caster wins initiative, all melee and missile attacks against him or her will automatically miss. If the caster loses initiative, he or she is subject to attack, though only once from each attacker. The caster can be targeted by area effect spells such as fireball or web, or by breath weapons, if the original position and the blink location are both within the area of effect. The direction of the blink is determined by a d8 roll:
1 = north, 2 = northeast, 3 = east, 4 = southeast
5 = south, 6 = southwest, 7 = west, 8 = northwest
If a solid object blocks the blink location, the sorcerer will be displaced as far as 15 feet in the determined direction in order to reappear. If solid matter still blocks re-emergence, the sorcerer will be trapped in another dimension, perhaps the plane where dwells Kraken.