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WizardLv. 9

Phezult's Sleep of Ages (Reversible)

By means of this spell, a stasis field is created about a special spell focus (see below). When it is cast, the stasis field ripples outward from the focus in an expanding sphere. The rate of expansion is 20 feet per round, even through solid rock and other physical or magical barriers. Only an anti-magic shell, prismatic sphere, or a fully enclosed wall of force effect will provide protection from the field. The field stabilizes when it reaches its maximum size— a sphere of radius equal to 10 feet per level of the caster.

All living creatures within the stasis field, except the caster and any protected beings, must successfully save vs. spell or be placed in suspended animation whether they wish to be or not. Creatures of Hit Dice or levels from greater than the spellcaster to 3 levels or Hit Dice less than the caster save normally; creatures of 4 to 7 Hit Dice or levels less than the caster save at -1; and creatures of far lesser levels save at an additional -1 penalty per level less than seven below the caster's.

Creatures in stasis that are mentally contacted by magic or psionics while within the field do not respond, and the being contacting them is placed in stasis temporarily (awakening after 2d4 rounds) each time such contact is attempted.

Creatures entering the field after it has reached its full extent, even decades or centuries after the spell is cast must save vs. spell to avoid falling into stasis. The penalties for level or Hit Dice apply, but they also receive a +3 bonus.

A new saving throw must be made each time a creature enters the stasis field, even if it has entered and been unaffected before, but each creature needs save only once per exposure to a particular sleep of ages stasis field. Creatures who are physically removed from such a field without being magically roused will wake up by themselves 2d4 rounds after removal, with no ill effects; the casting of a dispel magic will awaken them instantly if cast upon them when they are outside the field. Physical means of awakening will not hurry the process. A creature taken out of a stasis field and then taken back in before awakening returns to stasis without becoming conscious.

The body functions of creatures affected by the stasis field virtually cease, but they do not die, nor will they grow older as the years pass. If a creature in stasis is slain by other means— - physical attack; crushing, burial, or drowning due to physical changes around the body; and the like—stasis ends instantly and the body will decay normally, for the slain creature only.

The Focus: Phezult's sleep of ages requires a special focus. The caster uses his or her own blood (at least nine drops) smeared into an unbroken ring on any stable surface (usually stone) of a radius not more than the overall length of the caster's hand (wrist to fingertips). Into this ring are placed at least six gems of 500 gp value, of any type. When the spellcasting is complete, four of the gems vanish, consumed in the act of releasing the spell's power. The rest fuel the stasis field, and dwindle slowly as the time passes (roughly one year of stasis per 10 gp value).

Removing any gemstone from the circle or breaking the ring instantly ends the stasis effect. Otherwise, the effect ends when the gems are used up. However, any number of gems that fit can be placed inside the ring at any time to "refuel" the spell and extend its duration.

The stasis can be lifted from individual creatures without harm and without releasing other creatures under the same stasis by casting temporal reinstatement (the reverse of the 9th-level wizard spell temporal stasis) or the reverse of this spell. The stasis field shrinks gradually to nothingness at the same rate at which it originally expanded, freeing any creatures formerly within it instantly and without any lingering effects. No further gemstone material is lost.

The reverse, Phezult's Awakening, requires neither gems nor blood in its casting, but merely seven drops of pure or holy water upon the spell focus.

Notes: Rare or very rare spell from the Forgotten Realms setting. Known to be in Elminster's Traveling Spellbook.

Sources: Pages From the Mages

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