Merge [2]
(Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  24 hours per function to be linked
Area of Effect:  One item per 3 levels
Saving Throw:  Special

This spell allows a wizard to merge two or more functions of items or creatures together. These functions of items or features of creatures are chosen by the caster. There are two different rituals: one for items and one for creatures.
For items the caster has to create an area of the highest magic potential (an area of spells with no less than 10 permanent spells of level 5 or higher per function to be merged). This area is completely drained in a casting whether successful or not. In this ritual the caster has to prepare the items which are to be merged into one plus the item into which they are to be merged. This preparation includes a full enchant an item spell for each item to be merged. The item into which the others are to be merged has to be worth no less than double the sum of all the other items. Then this new item is placed in the centre of a thaumaturgic circle with the other items placed equidistant on the outer edge.
Then the ritual of merging can begin. After a casting time of 8 hours for each function to be merged the caster begins to draw the magic from the surrounding items and transferring it to the central item. This takes another 8 hours per function. Once he begins to transfer the powers he must not be disturbed; otherwise the spell fails as described below. Even if the items are moved (even by an earth quake), the spell fails as described below. After the powers are transferred the caster needs another 8 hours per function to seal off the powers from each other and into the new item. During this time he may be disturbed again but not for longer than 24 hours in a row, otherwise the spell fails again. For each power the wizard transfers he has to make a saving throw versus spell. If any of these saving throws fails, the spell fails. If all saving throws succeed the powers are successfully transferred. Then, only a single permanency spell has to be cast to permanently seal the powers.
For creatures to be merged, they have to be of the same general class: living biped with living biped, undead quadruped with undead quadruped, etc. Then a similar ritual as with items is necessary. In this case they have to enchanted with one fire charm each and they all have to fail their saving throws against this spell. The fire charm has to work through out the ritual, but once they have failed one saving throw they are not allowed another saving throw until the ritual comes to an end. At the end of the function (or feature) transfer each creature has to make a saving throw versus spell. If any of these saving throws succeed the creature retains its features and the central creature suffers the effects of a failed spell. The caster also has to make a saving throw for every function he transfers. If any of these saving throws fails, the whole spell fails (see below).
If the spell fails for any reason, any items of less than artifact level are destroyed instantly in an explosion of raw magic (like spellfire). There is no known protection against this spellfire. The explosion incinerates anything within 100 feet per item or creature that was to be merged. This is absolutely deadly: no one can survive this (not with magic resistance, not with a scarab of protection, not with fire resistance: nothing helps), except for gods. The only thing that survives is an unwilling creature that makes its saving throw versus death magic in the transfer. Thus, this spell is rarely used for unwilling creatures to be transferred.
The effect of this spell is to drain the creature or item of its own powers (and deficiencies, if desired) and transferring them completely to the central item or creature. A creature thereafter does not have its normal or natural powers. If the life is drained from one creature and placed within another, that central creature is given the normal life expectancy of the original creature and the original is rendered lifeless (dead). Thus, this spell is a cause for an alignment check if used by good characters on unwilling creatures (and charmed creatures are not naturally willing).
It is not possible to merge an already merged item or creature with another item or creature (whether that other item or creature was merged or unmerged before does not matter). In the ritual the caster chooses the functions of the items he wishes to transfer into the central item or creature. The offspring of such merged creatures has a 10% chance to inherit each function, but there is also a 10% chance per function that the offspring will die from the effects.
It is not possible to destroy an artifact with this spell, no matter what is done to it. It will normally be moved to another plane (normally along with the caster) where the caster will have to contend with the (angry) creator of the artifact.
The material components for this spell are: a single king's tear (a very rare gem found in the Forgotten Realms only) for every five functions to be transferred, plus a full gallon of nitric acid for each item which is used to dissolve a part of the items or creature to be merged, plus the rendition of the thaumaturgic circle in a setting of a complete platinum floor ringed in gems (no less than 10 diamonds, rubies, emeralds, topazes, and sapphires each of no less than 5000 gp each) which costs no less than 500,000 gp for the whole circle, plus a freely donated horn of a unicorn which acts as a funnel for the magic into the central item or creature. With the exception of the last item every other material component is completely and utterly destroyed in the casting whether successful or not. How to get the material components, well... that's your problem, isn't it?
Note: this spell can be very dangerous for playing balance if the characters can use it with ease. Thus, the DM should think about some rioting mob to break into the tower of the wizard during some critical part of spell casting. And think about those incredibly long casting times... As a normal wizard can only cast for a continual 10 to 12 hours a day, the casting time lengthens again quite considerably. Thus, to transfer the powers of four items with three functions each into one item would take a casting time of 16?24 = 384 hours. These hours would have to be split up into some shorter periods for most wizards, thus forcing the wizard to retreat for a full 32 to 38 days (plus the preparation time for those items) for those wimpy sixteen functions. Quite long enough for most opposing wizards to find out about it and setting up a little "welcome-to-the-netherworld party" for the character.

