Normal Spells

Level 1

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Spell Name

PPE

Save

Area/Range

Duration

Description

Blinding Flash

1

Std

100ft Rad up to 600ft

Instant

Creates an intense flash of white light which temporarily blind every one within 100ft radius. Normal vision is affected for D4 rounds, whilst Cybernetic or Bionic Eyes are affected for 7 seconds. Affect persons are -5 to strike in H-to-H , -8 to strike at range, and -10 to parry and dodge. The chance of not falling when moving is 3*PP%. Roll for every 20ft moved. If flying a pilot roll is required for every maneuver attempted at one quarter chance.

Cloud of Smoke

2

None

90x90x90 volume up to 600ft

4 rounds per level

Creates a cloud of super dense black smoke, which wells out from the centre of the spell volume. Within the cloud vision is limited to 3 ft ( This includes IR / UV/ Passive as well) and even then outlines are blurred. No Range combat is possible and H-to-H combat is at -5 to strike , parry, and dodge. Lasers, Ion Beams, and Particle Beams fired into the cloud have a penetration of 10ft , whilst plamsa is dispersed after 25ft.

Radar senses have a range of 15 ft and are only -2 to strike, parry, and dodge. Range combat is possible but at -5 to strike.

Death Trance

1

None

Self

10 rounds per level

This spell places the Arcanist into a trance resembling death. There is no heartbeat, breating, pulse, brain activity, or other sign of life. Only physical sensations felt by the Arcanist are recognizable, such as being carried, shot, or beaten. Voices and sounds register but no specific identification is recognizable. The Arcanist has no memory of what transpires whilst in the trance. The trance takes 4 rounds to take full effect and it takes the Arcanist 1 round per 5 rounds spent in the trance to recover.

Decipher Magic

4

None

Self

8 rounds per level

This spell enables the Arcanist to decipher magic scrolls, texts, or rune carvings. Scrolls and texts are read at 94% proficiency, whilst runes are read at 80% proficiency. The ability lasts only for the duration of the spell and the Arcanist cannot read the same inscriptions after the duration has expired. This spell does not confer the ability to identify Magic Circles or Wards but does allow the identification of the runes used to construct them.

Globe of Daylight

2

None

50ft Rad up to 300 ft

12 rounds per level

This spell creates a sphere of daylight with a radius of 50ft and progressively weaker light to double that radius. The sphere is under the full control of the Arcanist and can be mentally moved as the Arcanist moves with a speed of up to 50. The Arcanist can also reduce the output of the sphere till it equals that of a single candle. The radius of illumination is the same no matter what the intensity.

Lantern Light

1

None

3ft-25ft Rad upto 10ft

30 minutes per level

This spell creates a small sphere of light capable of intensity between that of a 50w light bulb (3ft radius illumination) and a 300w light bulb (25ft radius illumination). The illumination tails off in intensity to double the radius. The Arcanist can adjust the intensity to suit his needs. This light is not daylight and can be varied between a subtly yellow light to a blue-white light. The light sphere hovers in the air at a distance of between 1ft and 10ft from the Arcanist, and can be adjusted as the Arcanist desires. It has a movemnet speed of up to 24.

Mini-Missile (Simple)

2

Dge

1500ft

Instant /

1 round per level

This spell creates four small bolts of energy which either shoot from the Arcanist's hand or eyes. The bolts may be released as a volley (4) or one at a time. Each release of bolts counts as one attack but the bolts may be held until the duration expires.

Each bolt is +4 to hit in addition to ‘aim’ or ‘burst’ modifiers and does 2D6 SDC or 1 MDC damage.

See Aura

6

None

LOS up to 1000ft

1 round per level

This spell enables the Arcanist to See the aura which surrounds an object or being. from the aura the following can be determined

Approximate level

Presence of Magic

Presence of Psionics

Approximate level of PPE

Approximate level of ISP

Presence of a spirit or possessing entity.

Possible genus of being ( the auras of different races have different characteristics) including mutations and/or illness

See the Invisible

4

None

LOS up to 1000ft

4 rounds per level

This spell enables the Arcanist to see as a visible form objects, forces, or creatures which are invisible, whether naturally so, or through magic , but not by Psionics .

Sense Evil

2

None

900ft Rad

8 rounds per level

This spell enables the Arcanist to feel the presence of Super Natural Evil within the radius of the spell. The Arcanist gets a feeling of how many and how powerful the presences are and their approximate location.

Note. Ley Lines and Nexus Points reduce the range of this spell according to their proximity.

Sense Magic

4

None

2500ft Rad

8 rounds per level

This spell enables the Arcanist to feel the presence of Magic within the radius of the spell. The Arcanist gets a feeling of how many and how powerful the presences are and their approximate location.

Note. Ley Lines and Nexus Points reduce the range of this spell according to their proximity.

Sense Psionics

4

Special

500ft Rad

4 rounds per level

This spell enables the Arcanist to feel the presence of powerful psionics within the radius of the spell. The Arcanist gets a feeling of how many and how powerful the presences are and their approximate location (Note this spell will only detect Major and Master Psionics or those with equivalent abliliies (Crazies, Cyber Knights, Dog Pack etc). Anyone with a Mind Block active or with Mind Block Auto will not be detected by this spell.

Note. Ley Lines and Nexus Points reduce the range of this spell according to their proximity.

Thunderclap

4

HF

Special

Instant

This spell produces a violent booming clap of thunder that will startle all within 900ft of the caster and be heard up to 3 miles away. Startled individuals (save vs HF 14) are -5 to strike, parry, and dodge, and -15 on initiative for 7 seconds. The caster is immune to the effects of the Magic. Those with amplified hearing are -6 to save unless they have sound filters in which case they are +4.

Will-o-Wisp

4

HF

100ft Rad up to 600ft

4 rounds per level

This spell creates bobbing lights which last between 5 and 30 seconds before winking out and re-appearing else where. The Arcanist has no control over the lights and the number visible at any time as well as their duration is random. The spell has createst effect in rural areas (especially marshes) having a HF of 14 whilst in built up areas the HF drops to 10, unless all the buildings are derilict. Those who fail to save are -2 to strike and parry and -1 to dodge, and will be drawn towards the lights in an attempt to find the cause.




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Page Created 3/09/199 Last Updated 20/05/2000