Immortal Ascension
(Alteration, Evocation)

Range:  20 yards
Components:  V, S
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None

This spell is used to transfer the "immortal" status of another individual into the caster. It must be cast within the vicinity of an immortal who is either unconscious from wounds, soul trapped, or dying from poison; in other words, defenceless but not quite dead.
There are nine immortals in existence at one time: one for each alignment. An immortal can be of any race, and walks the earth as others of its kind. Also, an immortal is not an avatar. When an immortal dies, there is no specific god attached to it, that would in turn die also.
Normally when one immortal is killed, the major god of that alignment sphere chooses another mortal to take the deceased place. The spell takes away the godly decision, and forces the immortal powers into the caster. However, one cannot become the immortal of a given alignment unless one is of that alignment. If a wizard casts the spell in the presence of a dying immortal of a different alignment, the spell does not function, and the major god of that alignment will definitely punish the caster.
If the situation is appropriate and the spell is cast correctly, the caster must make a successful system shock roll. If the shock roll is not successful, the caster dies immediately. If the shock roll is successful, the previous immortal dies and the caster becomes an immortal with the following abilities:
	Immortals do not age. They are not affected by ageing from casting, or being the recipient of, certain spells (wish, gate, or haste, for example).
	Immortals have a magic resistance to any magical effect of ninth level or less. The magic resistance is 3% per level + 1% per point of Wisdom.
	Immortals receive a +2 to all saving throws. Furthermore, they always get a saving throw to any spell below tenth level. For example, a magic missile spell (q.v.) cast at an immortal would allow the target a saving throw versus every missile.
	Immortals are not affected by the innate aura effects of any god (i.e. charm, fear, hopelessness, suggestion, peace).
	Immortals exist on a broader "length" of linear time than mortals and therefore have a limited sight into the events of the next three rounds. The benefits of this "sight" are a +3 to Armour Class, surprise rolls, and the saving throw bonus mentioned.
	Finally, an immortal's mind cannot be scanned by any means (ESP, know alignment, etc.). However, an immortal's abilities do not prevent scrying, though it may be possible for an individual of this calibre to have additional protections.
It is a common belief by players who watch too many movies, that an immortal can only be killed by having his head severed. This is not true. An immortal can be killed by any normal means, as long as the means surpasses all the additional defences that immortals are entitled to.

