Improved Evolution
(Alteration, Divination)

Range:  10 yards + 2 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  One creature
Saving Throw:  Special

This spell is used to advance the target up the evolutionary scale of development, whether real or imaginary. It can be cast in combat or a laboratory situation.
In the laboratory, where the wizard is able to have the specimen under strict observation and control, the spell scans the creature for any and all aspects which can be described as a product of evolution. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what intrinsic capabilities could be improved to change the creature through an advancement of possible evolutionary development. This means that lizards could become dragons (of a sort), ponies could become horses, horses could become griffins, hippogriffs or pegasi.
The laboratory version has a casting time of one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function.
At the end of the analysis the wizard may force the creature to move forward upon a possible evolutionary scale which could alter or develop characteristics not previously owned. The possible changes are immeasurable. DMs need to assure that changes are built upon a reasonable framework. While giving a bird the powers of a phoenix may be nice, unless the wizard has prior specific knowledge of a phoenix's extraordinary powers (through use of this spell's analysis) he has no chance of duplicating the abilities. The caster is able to alter 1 aspect for every 3 levels of experience possessed at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it was in on the previous round. The creature must make a successful saving throw versus spell at -4 against the change as it happens: each change requires a saving throw. Success versus a change does not mean that the wizard cannot try the same change the next round.
Using the bird for an example, let's say that we have a large bird that normally fishes for its food by diving at the water for fish. Based upon the imaginary possibilities we could give the bird the ability to breath water or flight through water to make fishing a little easier. The wizard would have to effect two separate changes to achieve both effects. Now, if we had a human subject that lives in a faerie woodland we could give him the ability to use aspects of other creatures in the woods. If we knew that the dryads in the woods had the ability to plant door we could even apply this ability to the human in question. If we changed a horse into a pegasus, though, simply giving it wings does not give it the ability to fly. That instinct requires another aspect slot to be used.
The combat version of this spell is somewhat more haphazard. It allows the wizard to point at a creature and state a number of alterations which he would like to take effect, up to a maximum of 3. The analysis phase is totally bypassed and the changes take effect in the next round. Backlash from the bypass automatically stuns the caster for 1d10 rounds and he must make a successful saving throw versus spell or be knocked unconscious for 1d10 turns. The creature must make a successful saving throw versus spell at -4 to avoid the effects of alteration. Magic resistance is checked with a penalty equal to twice the caster's level of experience. Whether or not the creature saves, it will be stunned for the same amount of time as the caster. The DM should allow changes to take effect, but must base their creation on logical steps which would normally be required in the laboratory version (note the pegasus example above).
Changing a creature does not necessarily cause it to be charmed or enthralled by the caster. Even if you turn it into a slobbering idiot or a genius the creature will not automatically become loyal to the caster. Although, an inventive wizard could make the creature fixated with a ritual or concept which would make the wizard the central aspect of the creature's heritage (such as a totem or deity), thereby assuring the creature is predisposed rather well to the wizard's commands.
This spell can also tell if a person has been the target of the 7th-level Devolution spell, 9th-level Immediate Devolution spell, or any other genetic retarding or decreasing spells. It may be used to specifically alter the effects, essentially returning the creature to a normal state. Also, no ability score may be raised more than 2 points above the previous racial maximum and never more than a score of 22.
The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat.

