Reincarnation

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.

Table 110-A: Reincarnation Spell (d10, 1–3)
d12 ResultNew Incarnation
1Human, Common*
2Human, Amazon
3Human, Anglo-Saxon
4Human, Atlantean
5Human, Carolingian Frank
6Human, Esquimaux
7Human, Esquimaux-Ixian
8Human, Greek
9Human, Hyperborean
10Human, Ixian
11Human, Kelt
12Human, Kimmeri-Kelt

Table 110-B: Reincarnation Spell (d10, 4–6)
d12 ResultNew Incarnation
1Human, Kimmerian
2Human, Lapp
3Human, Lemurian
4Human, Moor
5Human, Mu
6Human, Oon
7Human, Pict
8Human, Pict (Half-Blood)
9Human, Roman
10Human, Tlingit
11Human, Viking
12Human, Yakut
* For “common” people, the player may roll once or twice more on this table to determine racial traits or heredity; e.g., a common person who shews traces of Pict and Esquimaux. However, because Atlanteans and Hyperboreans have evolved to sexual incompatibility with the other races, common people shew no such traits; reroll, if desired.

Table 110-C: Reincarnation Spell (d10: 7–8)
d8 ResultNew IncarnationAttribute Scores**
STDXCN
1Abominable Snow-Man (Yeti)13–1818
2Ape, Albino (White Ape)13–1817–18
3Ape, Mountain (Ogre)17–183–1418
4Ape-Man13–189–1817–18
5Bandogg (Dog-Man)10–1813–18
6Bird-Man13–1815–18
7Cave-Man (Neanderthal)13–1813–18
8Dwarf17–1813–1817–18

Table 110-D: Reincarnation Spell (d10, 9–10)
d8 ResultNew IncarnationAttribute Scores**
STDXCN
1Hyæna-Man (Gnoll)13–1817–18
2Lizard-Man13–1813–18
3Minotaur17–1818
4Orc (Dæmon-Pict)
5Snake-Man17–18
6Troglodyte (Trog)13–1813–1816–18
7Vhuurmis (Beast-Man)13–189–1817–18
8Worm of Ymir (Worm of the Dirt)10–1813–18
** Some quasi-men possess exceptional physical attributes. If the reincarnated subject’s score for each attribute was outside of the listed range, then accordingly it is increased (or decreased) to the stated minimum or maximum.

Teleport

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:

Table 120: Teleport Spell
Familiarity with DestinationResult of Spell
Very FamiliarSomewhat FamiliarVaguely Familiar
d20 Resultd20 Resultd20 Result
1–181–151–10Success
1916–1811–151d10×10 ft high
2019–2016–201d10×10 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.

Blink

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.