Normal Spells

Level 2

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Spell Name

PPE

Save

Area/Range

Duration

Description

Befuddle

6

Std

50ft Rad up to 1000 ft

8 rounds per level

This spell causes all those within its area of affect to be come confused and disorientated, inparing concentration and reactions. Those affected are -2 to strike, parry, and dodge, and -20% on skills. Attacks per round are halved, as are reflexes.

This spell affects Borgs, AIs, and those in normal or light power armour. SAMAS, Robot Vehicles, and Military vehicles are unaffected.

Chameleon (Simple)

6

None

Self / Touch

18 rounds per level

This spell enables the Target of the magic to alter the colour and pattern or their clothing to blend into the background of the surrounding environment.

This renders them more or less invisible to optical detection if un moving ( 90% undetectable at Spd 0 -10% per point Spd )

Cleanse (Simple)

6

None

Self / One person up to 10ft / 2 persons by touch / One pile of Clothes-Fabric up to 25lbs in weight

Instant

This spell allows the Arcanist to remove dirt and grime from a person and his clothes. After the magic washes over the person they are cleansed as if fresh from the shower and their clothes as if fresh from the laundry. This spell does not work on Body Armour, Furniture, Rooms, Carpets, Streets, Vehicles, or anything else, only a living person and the clothes they are wearing.

This spell only removes surface dirt/grime and stains. It cannot remove/cure poisons/diseases other than surface bacteria, ticks, and fleas.

Climb

3

None

Self / Touch

20 rounds per level

This spell enables the Target of the magic to climb or descend surfaces with in-human skill and agility. Rough, easily climbable surfaces are scaled at 98% proficiency, which smooth, unscaleable ones at 60%.

Cloak of Darkness

6

None

Self plus 5ft radius

20 rounds per level

This spell cloaks the Arcanist in a field of darkness. The Arcanist can see out of the field without hindrance but no-one relying on normal vision can see in. Those using Infra-red, Thermal Imaging (not photo-multipliers), Radar can "see" the Arcanist normally. Motion and similar sensors can also detect him. Further more the area of darkness may also be detected visually if it obscures a lit area or an area of shadows.

Any ranged attack not relying on radar or thermal sensing suffers a -3 strike penalty, those using thermal sensing a -1 strike penalty, and those using radar no penalty. Motion detection only is of use if the Arcanist is moving. Anyone stepping with the cloak can see the Arcanist normally.

Concealment

6

Std

250ft

20 rounds per level

This spell cloaks an object such that to all intents and purposes it vanishes. Anyone looking at the object must make a successful save vs magic to see the object. The object can be touched and manipulated by the caster provided they do not use it as a weapon. If the object is used as a weapon or if picked up by someone who can see it then the enchantment is broken. The magic affects any non-living object up to 5 cubic feet in volume weighing less than 25Kg.

Note the Magic automatically foils cameras and mechanical sensors.

Detect Concealment

6

None

LOS up to 1200ft

1 round per level

This spell enables the Arcanist to see any object hidden by concealment magic with their Line of Sight. An Arcanist can scan about 15 degrees of arc per second of investigate the same per round. A scan requires a perception roll at half chance to notice the hidden object(s). Whilst investigation is automatic detection provided the object would otherwise be visible.

Extinguish Fire

4

None

10ftx20ftx10ft volume up to 400ft

4 rounds per level / permanent

This spell enables the Arcanist to automatically extinguish fire in a 10ftx20ftx10ft area up to 400ft away. For each H-to-H attack possessed by the Arcanist this volume can be extinguished.

Fear

5

HF

10ftx20ft area up to 1200ft

4 rounds per level

This spell creates a sensation of impending doom over a particular area. Anyone entering or within the area must save vs horror factor 16 or be overcome with terror. Once overcome the victim is helpless for 7 seconds (cannot strike, parry, or dodge) and there after whilst they remain with in the field are -4 to strike or parry, -4 to save vs mind influencing magic (not cumulative) , lose half their attacks, have no initiative bonus, and are -30% on all skills.

Upon leaving the field they must make a second save (at no penalty) to recover or the affects remain until a successful save is made (at +1 per further attempt).

This magic affects Borgs, light or Mediums Power armour (including SAMAS), and light military vehicles.

Globe of Darkness

4

None

50ft Rad up to 250ft

4 rounds per level

This spell creates an area from which no light radiates and into which no light penetrates. Light sources are not extinguished within the area, but the light they produce is no longer visible. This means that normal and ultra-violet optics and lamps are of no use. Infra-red devices function normally , as do X-ray devices and radio frequency devices

Heavy Breathing

5

Std

up to 30ft Rad up to 600ft

5 rounds per level

This magic creates a mysterious, frightful sound of deep, rasping, heavy breathing, as if some invisible monster were lurking about. The Arcanist can manipulate the volume, intensity, and rhythm of the sound as well as its apparent point of origin. The breathing can be heard up to 30ft away depending upon its intensity and the point of origin can be moved up to 600ft away.

Those hearing the sound must save vs HF 14. If the save is failed then a second save must be made or the target will flee in terror. If the second save is made then the target is -2 to strike and parry, -1 to dodge, -1 #AT, -4 Init, and -10% on skills.

Levitation

5

Spec

500ft

12 rounds per level

This spell enables the Arcanist to raise himself, someone else, or some object vertically in the air and suspend it there. No horizontal movement is possible even for persons or object that can normally fly.

The Arcanist can lift 200Kg plus 25KG per level.

Supernatural Creatures, Magic Creatures, and persons/objects flying by the use of magic have a standard save vs this spell. Persons/Objects that have a mechanical means of flying can attempt to break the spell. Each attempt uses 2hours or 20% of the flight time (which ever is the lower) and requires a save at -4 vs magic.

Manipulate Objects (Simple)

Var

None

200ft plus 50ft per level

Line of sight

12 rounds per level

This spell enables the Arcanist to create an extra pair of hands to assist him in a task. The spell affects only inanimate objects and is typically used to fetch and hold small objects without the Arcanist having to move.

The spell creates a tendril of blue energy that reaches out and wraps around the desired object and either brings it to the Arcanist, holds it in place, holds it steady, or picks it up and carries it holding it a shoulder or waist height as the Arcanist moves about.

When the Arcanist isn't concentrating on the held object it hangs in mid-air (3-5ft from the floor) within arms reach.

Movement Speed : upto 10 lbs speed 10, over 10lbs speed 5, total weight under 100lbs speed 10 or 5, total weight over 100lbs speed 5 or 2.

Maximum Height : +/-50 ft

Max Objects : 2 per level

Max Weight : 10lbs per level

Force PS : 7 +1 per level

This spell cannot be used to open locks / containers / doors, etc or pick pockets. The magic is such that it will not drop objects. Objects are always lowered gently to the floor.

Mystic Alarm

5

None

 

1 Year per level

This spell places a magic alarm ward on a single non-living item per invocation. If the object is disturbed by anyone other than the Arcanist then a silent alarm will be heard by the Arcanist no matter where they are in relation to the object (next door, 1000 miles away, different dimension). Once disturbed the alarm disappears. Each alarm has duration of 1 year per level of the Arcanist when cast.

Skeleton Key

6

None

up to 1ft

Instant / 1 round per level

This spell causes an object of magical energy resembling a key to appear. This magical key when inserted into a mechanical lock will open that lock. It takes 7 seconds to open a single lock, and each lock on a door requires to be opened. The key will open ‘latch’ and ‘sliding bar’ type locks but not ‘drop bar’ type locks.

Turn Dead

6

Std

120ft radius

20 rounds per level

This spell causes (2+1D4) animated dead per level of the Arcanist to flee from the area of effect and remain outside the area until the magic lapses.

The magic has no effect on Undead.such as Zombies or Vampires.




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Page Created 03/09/2000 Last Updated 20/05/2000