Normal Spells

Level 3

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Spell Name

PPE

Save

Area/Range

Duration

Description

Armour of Ithan

10

None

Self / touch

20 rounds per level

This spell creates what appears to be a full suit of Gothic Plate Mail around the wearer. The armour is noiseless and weightless and has 15MDC per level of the Caster. The Spell is named after the Armour made for the (mythical?) Dwarven King of the same name. Magic, fire, lightening, and cold attacks are only 50% effective against this armour.

Breath Without Air

5

None

Self / touch

12 rounds per level

This spell enables the recipient to function in an environment without oxygen or in one that has been contaminated by non-magic toxins. The magic does not protect against the environment, it just enables an oxygen breathing creature to function without breathing apparatus.

Create Wood

Var

None

LOS up to 100ft

Permanent

The spell enables the Arcanist to convert magical energy to wood. Elementary particles are drawn together at the sub-molecular level and bonded into the appropriate wood fibre. The Arcanist can create 25 cubic feet of wood per level either in the form of logs or planks. The PPE cost per 25 cubic ft is determined by the type of wood created :-

Ash 24
Balsa 16
Bamboo 14
Beech 20
Birch 18
Box 26
Cherry 16
Chestnut 20
Cedar 10
Deal 10
Ebony 30
Elm 22
Hazel 16
Holly 20
Lignum Vitae 40
Mahogany 24
Oak 28
Teak 22
Walnut 24
Yew 30

Energy Bolt (Simple)

7

Dge

5000ft

Instant

This spell creates a bolt of energy, which shoots, from either the Arcanist's fingers or eyes at the intended target. No gesture is needed from the Arcanist and the target must roll 18 or higher to dodge the bolt. The Arcanist can adjust the damage such that the bolt either inflicts 4D6 SDC or 2D3 MDC. One bolt is cast per invocation of this spell.

Fingers of the Wind

5

None

250ft

4 rounds per level

This spell creates a wind under the control of the Arcanist that can be used to tap, bump or press against a person or object. The wind is not stong enough to cause direct physical damage but can put out Candles, slam doors, knock-over objects weighing 20Kg or less, or knock aside a weapon (unless the target is ready for the attack or has the weapon braced). The wind has an equivalent PS of 8 but cannot be used to lift objects, just knock them about.

First Aid

6

None

Touch

Instant

This spell allows the Arcanist to heal minor ailments in others. The Arcanist grasps the recipient with both hands and forces magic energy through their body stimulating the healing process. This spell stops bleeding in all but major arteries, cures headaches (not migraine), reduces fever, cures indigestion and mild food poisoning, heals minor cuts, bruises and light sprains, and will reduce swelling and inflammation in more serious cases.

This spell can either be used to double the normal healing rate or cure 2D4 SDC or 1D6 HP or 1MDC.

Float in Air

5

Spec

Self / up to 90ft

10 rounds per level

This spell creates a field of air currents around the target person or object, which cause the object to float about a foot from the ground or surface. The spell can be used to break a fall, walk on water, or cause an object to float. Movement whilst floating is awkward and all strikes, parries, and dodges are at -1, and normal speed is reduced by 50% (max speed 30). The maximum weight that can be supported is 100Kg plus 15 Kg per level.

Saving throws are as per Levitation.

Fuel Flame

8

None

5ftx10ftx10ft volume up to 1200ft

1 round per level

This spell enables the Arcanist to magically feed an existing fire increasing its temperature by 150 C and damage by 4D6 SDC each time the fire is augmented. For each attack the Arcanist possess a 5ftx10ftx10ft volume of fire can be affected

Normal Fires burn at °C, Aluminum burns at 660°C, Steel melts at 1700°C. Fires over °C inflict 1D3 MDC plus 1 D3 MDC per additional °C.

Highlight

6

Std

60 Liner feet per level up to 150ft range

10 rounds per level

This spell enables the Arcanist to cause the target(s) of the spell to become outlined in a glowing aura. Covering oneself in armour/blankets wont affect the glow, but hiding inside a receptacle (Vehicle, Trunk, Sealed room) that won't allow the transmission of light will. The spell only affects living tissue not inanimate matter, thus Borgs and Robots are immune, as are Undead, Vampires, Dragons, and certain other Supernatural Creatures.

30 Linear feet is enough to outline the average 6ft Human. For a biped multiply its height by 5 to get its linear surface area.

Ignite Fire

6

None

2ftx2ftx2ft area up to 2500ft

Instant

This spell causes an area 2ftx2ftx2ft to burst into flame causing normall combustable materials to catch fire. Once alight the fire will burn until putout of all combustable material is exhausted. The area to be ignited must be clearly visible (liquids or gasses inside a container are not vsible ) to the Arcanist. A small fire of this size inflicts 2D6 SDC per round.

Impervious to Fire

5

None

Self / touch

20 rounds per level

This spell makes the recipient immune to the effects of Normal or Magical fire and 75% immune to the effects of plasma attacks (take 1/4 damage).

Impervious to Poison

5

None

Self / touch

20 rounds per level

This spell makes the recipient immune to the effects of Normal or Magical poisons or toxins.

Impervious to Cold

5

None

Self / touch

20 rounds per level

This spell makes the recipient immune to the effects of Normal or Magical cold. The effects of cold below -80C are treated as if the temperature were 80C higher.

Invisibility (Simple)

6

None

Self / touch

12 rounds per level

This spell makes the recipient and anything they are carrying or wearing at the time of casting invisible to normal and night vision. Infrared, ultra violet, radio frequency and sound detectors can still be used to determine the location of the invisible person.

Objects pickup whilst invisible remain visible and objects dropped become visible.

The person remains invisible until the duration of the magic elapses of the caster cancels the spell. This means the person can attack and remain invisible.

Negate Poison/Toxin

5

None

Self / touch

Instant / Permanent

This spell enables the Arcanist to render a poison or toxin inert. The poison or toxin may already be present in the blood stream or may be contained in a vessel. The effects of a already ingested poison are not reversed, but any further effects are negated. This spell will not function on a live creature which secretes poisons or toxins, only on the poison or toxin once applied to or ingested by something.

Paralysis (Lesser)

5

Std

300ft

4 rounds per level

This spell causes part of the targets body to become paralyzed and useless. A single limb (hand, arm, leg) is affected per invocation. Once paralyzed the limb remains locked in it current position thus any object held in a paralyzed hand will remain in the hand until the magic elapses. Paralyzing the leg of a biped will reduce speed by 90% and make dodging virtually impossible (-8 to dodge). Combat is possible but difficult, -4 to H-To-H strike, -2 to Parry, +4 to be hit by attacker.

Organs are not affected by this magic. Persons in Robot Vehicles, MDC Armoured Vehicles, Nuclear Powered Vehicles, or Power Armour are also unaffected.

Shield of Perseus

6

None

Self or Other

12 rounds per level

This spell enables the Arcanist to create a medium round shield from Magic energies. The shield has and AR of 13, 150MDC, 30DC, no weight, and is unaffected by wind.

The Arcanist may either use the shield himself or give it to another. The spell does not bestow the benefits of WP:shield and the requisite penalties apply.

Telekinesis

8

Spec

500ft

4 rounds per level

This spell enables the Arcanist to magically pick up and move objects. The magic is such that object can be hurled or brought to the Arcanist, doors opened or closed, buttons or switches activated, or physical attacks parried.

The limitations are
Max Weight Manipulated 50Kg + 5Kg per level
+3 to strike (no other bonuses apply)
+4 to parry (no other bonuses apply)
Damage from Hurled objects
   Small - 0.2Kg to 0.45Kg  1D4
   Small - 0.46Kg to 1.0Kg  1D6
   Med - 1.1Kg to 2Kg         2D4
   Med - 2.1Kg to 5Kg         3D4
   Large - 5.1Kg to 10Kg     3D6
   Large and/or Heavy
           - 10.1Kg to 25Kg     3D8
          + 1D8 per additional 10Kg
   For Objects over 25Kg
          + 1D8 per 50ms-1 over 50ms-1
Objects can be accelerated at 750/mass ms-1



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