Level 4

Under Construction

Spell Name

PPE

Save

Area/Range

Duration

Description

Astral Projection

10

None

Self / touch

5 minutes per level

This spell enables the Arcanist to project their Astral body into the Astral Plane. The spell functions exacty as the Psionic Discerpline of the same name.

Blind

6

Std

touch / 100ft

4 rounds per level

This spell enables the Arcanist to temporayly blind one person , creature or animal per invocation. The blinded target is -5 to strike in H-to-H, -10 to strike in ranged combat (and all shots count as wild) , and -10 to parry and dodge for the duration of the magic.

The target must make a PP roll at half chance for every 10ft of movement or stumble and fall.

If cast upon an Arcanist then the Arcanist cannot use any spell which rely on vision for their placement. Also any area effect spells have a 65% chance of hitting hitting the casters comrades rather than the enemy.

Persons in Robot Vehicles, MDC Armoured Vehicles, Nuclear Powered Vechicles, or Power Armour are unaffected.

Carpet of Adhesion

10

Spec

20ftx50ft area per level upto 1200ft away.

10 rounds per level

This spell turns upto a 20ft by 50ft area per level of the Arcanist of ground, wall, or ceiling into a giant piece of fly paper. The area appear no different ( other than to the caster) than any adjacent areas and any creature ( including vehicles, Robot Vehicles, Power Armour, and Borgs) making contact with the area become stuck fast.

A saving throw is allowed to determine the degree of contact. If the saving throw is failed then there is no escape until the magic lapses ( other than Dimensional Teleport, Teleport, or Vapour Form) . If the saving throw is made then the target can pull free in time.

The magic has a supernatural strength of 60. The time taken to pull free is given by 60/PS *2D6 rounds. Creatures of normal strength multiply this time by 5, abnormally strong by 2, whilst mechanically strong ( Robots, Vehicles, Full Conversion Borgs) creatures divide it by 2.

Stuck creatues are -4 to strike and parry , and cannot dodge. They are also +4 to be hit.

Charismatic Aura

10

Std

60’ Rad

6 rounds per level

This spell has the immediate effect of altering the Arcanists PB by 8 and causing the Arcanist to radiate an Aura to invoke one of three possible reactions Awe, Fear, or Deception. Although the spell directly affect the caster those within a 60ft radius will be subject to the Aura effects and anyone looking directly at the Arcanist will notice the change in PB. Those within the 60ft Rad are allowed a saving throw to remain unaffected.

Awe : The Arcanist inspires complete trust and friendship in those affected . Provided no hostile actions are taken by the Arcanist ( or his comrades) then he may make peaceable suggestions to those affected ( eg Theres no need for any violence, You can trust us etc).

Fear : The Arcanist causes those affected to fear him or her , and by association his comrades. The Arcanist can use this fear to make suggestions which end in an open ended threat (eg Lets us pass or suffer my Wrath).

The Horror Factor for both of these options is 13.

Deception : This Aura allows the Arcanist to lie with an 85% chance of those hearing the lie believing it.

Cure Minor Disorders

10

Std

touch / 20ft

Instant / ( Permanent or 8 hours)

This spell enables the Arcanist to cure simple medical ailments such as headaches, indigestion, nausea, insect bites , alieviate colds and Hayfever ( for 8 hours), cure minor fevers, cure muscle stiffness, or aliviate pain for 8 hours. The magic is such that these disorders will be cured even if the cause is a simple curse, in which case the curse is negated as well.

Deafen

6

Std

touch / 100ft

4 rounds per level

 

Energy Field

10

None

Self / 250ft

5 minutes per level

This spell creates a shimmering field of protective energy about the caster, another creature, or an object upto 250ft away. The volume of the field is upto 10ftx4ftx4ft per level of the caster and moves with the caster if cast upon himself. The field has a protective value of 300 MDC and provides an AR of 15.to anything within the field .

Fools Gold

10

Std

50ft

1 hour per level

This spell allows the Arcanist to convert any object such that it appears to be ( even to the touch) made from solid gold. There are 4 methods of proving this to be false, wait until the magic lapses, disbelieve ( ie make a successful saving throw), subject the material to spectrascopic or chimical analysis, use some form of true seeing (incuding Object Read).

Fire Bolt (Simple)

7

Dge

1200ft

Instant

This spell creates a bolt of fiery plasma which shoots from either the Arcanists fingers or eyes at the intended target. No gesture is needed from the Arcanist and the bolt is +6 to hit . The Arcanist can adjust the damage such that the bolt either inflicts 3D4X10 SDC or 5D6 MDC. One bolt is cast per invocation of this spell.

LeyLine Communication

30

None

LeyLine Length

10 minutes per level

This spell enables the Arcanist to transmit and recieve messages along a Ley Line to/from somebody capable of receiving/sending them. Typical individuals include LeyLine walkers or Other Mages using the same spell. The messages are un-secure and can be intercepted by anyone with the telepathy skill. The chance of a telepath noticing a message is (10+ME+Level)% , whilst the chance of reading the message is (10+ME+IQ)%. The telepath needs to speak the language the message is sent in to understand it. The Arcanist can simultaneously converse with as many people as their level and has a (PERC+level)% chance of detecing a message interception.

Magic Net

7

Spec

300ft

5 minutes per level

This spell creates ball of energy that bursts into a net of magic energy upon detonation , and then resolves into fibres upon contact with any object. The fibres are super strong and capable of restraining vechicles, Robots, and Power Armour. The explosive area of the Net is 5ftx5ft per level of the caster and the target must be capable of dodging out of the area to avoid the net. Even then the target must roll 16+ with bonuses halved to avoid being snared. Once snared the target can cut, blast or break their way out of the net, but is otherwise helpless ( no dodge , parry, or attacks, +4 to be hit).

The net is an MDC structure with 10 MDC per strand. To be released 16+4D6 strands will need to be broken or cut. To determine how many strands are broken per attack use Punch Damage. Damage acrues across attacks. A blade or weapon blast can cut 1 strand at a time. Range Attacks against snared targets also damage the net. Apply half damage for ponit inpact weapons like lasers, equal damage for blast weapons like plasma cannons, and twice damage for area effect weapons like missiles, grenades, or fire balls.

The Arcanist can detonate the net anywhere upto 300ft away and the energy ball has a speed of 250.

Mini-Missile (Improved)

7

Dge

1500ft

Instant /

1 round per level

This spell creates sixteen small bolts of energy which either shoot from the Arcanists hand or eyes. The bolts may be released as a vollies (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.

Multiple Image

7

Spec

10ft Rad

4 melee per level

This spell creates a number of duplicate images of the Arcanist , that in addition to mirroring his movements appear to shift position. The magic is such that it will confuse any targeting system which has a visual component, providing the Arcanist with +2 to dodge, +2 on initiative, and +1 on H-To-H strike. The Arcanist can create 3 plus 1 per 3 levels above 3 images, which are dispelled if pierced with cold iron.

True Seeing will reveal the real where abouts of the Arcanist , as will a save vs Magic at -4.

Repel Animals

7

Std

150ft Rad

1 hour per level

This spell creates an area into which no hostile predatory animal will enter, unless under magic or psionic compulsion. Hostile animals within the area of effect when the spell is cast will immediately leave, and remian outside the area for as long as the magic lasts.

Seal

7

None

500ft

20 rounds per level

This spell enables the Arcanist to magically prevent the opening of any inanimate object upto 500ft away. The Arcanist can prevent their level squared objects from opening in a volume of 25ftx25ftx10ft per level. Typical objects include doors, windows, draws, boxes, gates, lids, etc. No amount of forcing will open the object and the only way past it, is the smash through it.

Shadow Meld

10

None

Self

20 rounds per level

This spell enables the Arcanist to move into a shadow big enough to accommodate him and disappear (even to See Invisible, or other mechanical detection methods). The Arcanist is not actually invisible but has stepped into the dimension of shadow. Whilst here the Arcanist can move from shadow to shadow (provided they are less than 10ft per level apart) without detection.

The only means of detecting the Arcanist is to remove the shadow. The Arcanist can attack freely from within the shadow but all attacks against him are at -8 to strike, except for area effect weapons which envelope the whole area which are a at no penalty , or those which envelop half the area which are at -4.

NOTE: There must be shadows present to use this spell. Normal Darkness or a darkened area not shadows. It takes at least 100W of illumination to dispel a 20ftx20ft area of shadow. Also there is a risk to the Arcanist from native denzians of the Shadow Realm. Every 10 rounds that the spell is active the GM should roll a d20. On a 1 a denzian detects the opening to the real world. The Arcanist must then save vs Magic. If he fails then the Beast attacks him, otherwise it simply crosses from the Shadow Realm to this world.

Swim as a Fish

6

None

Self / Touch

10 minutes per level

This spell enables the target to swim as if they possessed the combined skills of swimming and SCUBA, but does not confer the ability to breath under water. The target has a base skill of 96% and can swim 250xPS meters without tiring. The target can hold their breath underwater for 1 minute plus 20sec per level of the Arcanist and can dive to a depth of 50ft plus 10ft per level of the Arcanist without ill efffects.

The target also gains a bonus of +1 to parry and dodge , and their speed for movement is x2 whilst in the water .

Trance

10

Std

Touch / 50ft

20 rounds per level

This spell places the target into a zombie like state. Whilst in this state they remember nothing of what happens to them, cannot act of their own volition, cnnot remember or use any learnt skills or abilities, cannot engange in any form of combat (even to defened themselves), are vaguely aware of their surroundings, and respond only to the Arcanist. Only simple commands can be given (sit,stay, follow me, lie down) but the target cannot reveal possed knowldege, act against their alignment, act in a manner to harm themselves, or betray a friend. In addition all physical attributes are half their normal value.

Persons in Robot Vehicles, MDC Armoured Vehicles, Nuclear Powered Vechicles, or Power Armour are unaffected.




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Page Created 3/09/1999 Last Updated 3/09/1999