Spell Name |
PPE |
Save |
Area/Range |
Duration |
Description |
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Calling |
8 |
Std |
10 Miles per level |
1 hour per level |
This spell allows the Arcanist to telepathically call a specific individual whom the Arcanist has met and knows thier full name (firstname, surname, and middle name or initials). Provided the individual is in range then they will hear the call, receive its message, and gain a distinct impression of where the Arcanist is located. The message can be 10 words plus 2 words per level in length and must include the individuals full name. If the individual makes their saving throw then they here the call but once, otherwise the call and its compulsion repeats every 5 seconds until the individual gets to the Arcanist, the Duration lapses, or the Arcanist cancels the call. |
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Chameleon (Enhanced) |
15 |
None |
Self / Touch |
24 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 ( 95% undetectable at Spd 0 -5% per point Spd ). In-addition this spell makes them partially invisible to infra-red, heat sensor, image-intensifier, and radar detection if un moving ( 70% undetectable at Spd 0 -10% per point Spd ) |
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Circle of Flame |
10 |
None |
50ft Rad |
8 rounds per level |
This spell causes a hemi-sperical wall of flame to spring up in a radius of 50ft about the Arcanist. The flames appear to radiate no heat, but will inflict 6D6 SDC or 2D4 MDC to all who attempt to pass through. Creatures of Fire or Energy or those resistant to Fire or Energy take no damage. Those with a Fire weakness take double damage and Undead take tripple damage. |
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Domination |
10 |
Std |
Touch / 20ft |
15 minutes per level |
This spell is a very much more powerful version of the ‘Trance’ spell. It places the target into a zombie like state under which the they have only one goal, to fulfill the commands of the Arcanist. Whilst in this state the target appears dazed, confused, slow and unfriendly. All attacks , skills proficiencies and speed are half their normal values. The target will act contrary to their alignment but will not kill a friend or love one, inflict self harm, or commit suicide. Persons of ‘Good’ alignment will only kill if they would have done so normally. Persons in Robot Vehicles, MDC Armoured Vehicles, Nuclear Powered Vechicles, or Power Armour are unaffected. The effects of this magic cannot be faked. |
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Energy Disruption (Lesser) |
12 |
None |
50ft Rad upto 500ft |
12 rounds per level |
The effects of this spell are such that simple tehnological devices cease to function with the area of effect. Such devices include computers, radios, watches, normal vehicles (electric and gasolene) , cameras, sensors, alarm systems, generators etc.. The items suffer no harm they simply no longer work, spring back into life when the duration elapses. No amount of checking will reveal the cause. Robot Vehicles, Robots, Borgs, Nuclear Powered Vechicles, and Power Armour are unaffected. |
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Escape |
8 |
None |
Self / touch / 50ft |
Instant / Permanent |
This spell enables the Arcanist to magically undo or unlock one restraint per level upto 50ft away. The Arcanist visualises the locks / restraints that require opening / removing , then casts the spell. All these then open simultaneously. Typical locks include ropes, handcuffs, sliding bars, mechanical locks on doors or trunks, straight jactets, etc. If a lock is electronically controlled the lock still opens but its still registers electronically as closed. |
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Eyes of Thoth |
8 |
None |
Self / touch |
1 hour per level |
This spell is named after the Egyption God of Knowledge , Thoth’s ability to read any written language. One cast the target can read any language but can only understand speech if a Tounges spell is also cast or the target speaks the language. This spell grants a permanet skill increase of IQ/10 % (round down ) in one read language each time it is cast on a person. |
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Fly |
15 |
None |
Self / touch |
20 minutes per level |
This spell enables the Arcanist to gain the ability of flight or to bestow the ability to an inanimate object containing or built from any ferrous metal. When bestowed upon himself the Arcanist has a maximum base ariel SPD of 95 whilst when cast on an object the maximum base speed is 50. This is reduced by 5 per 50Kg of weight above 100kg. In all cases the object can be made to hover stationary. The maximum volume of the object is 8ftx4ftx1ft per level. Objects containing ferrous metals may be placed upon the flying oject after the spell is cast without affecting the magic. |
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Heal Wounds |
10 |
Std |
Touch / 20ft |
Instant / Permanent |
This spell instantly heals minor physical injuries, such as bruises, cuts, gashes, bullet wounds, burns, strained muscles, and sprained joints. It will not help against illness, internal organ damage, broken bones, or poisons/drugs. If the wound contains a foreign object then the object is expelled by the magic. The magic restores 3D6 SDC and 1D6 HP or 2D6MDC. |
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Horrific Illusion |
10 |
HF |
900ft |
8 rounds per level |
This spell allows the Arcanist to creat a frightening image of either something common ( snakes, rats, insects, fire) or of some demonic creature that the Arcanist has seen. Everyone who looks at the illusion must save vs HF 14. Those who fail their save are helpless for 7 seconds (cannot strike , parry, or dodge) and there after whilst they remain with in the vicinity of the illusion are -4 to strike or parry , -2 to dodge, lose half their attacks and initiative bonus, and are -30% on all skills. The magic is such that those who fail will not enter or cross the area encompassed by the illusion, or pass by the illusion. They must find an alternate route. |
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Sleep |
10 |
Std |
Touch / 20ft |
15 minutes per level |
This spell turns normal drinkable fluid or edible food into a sleeping potion or solid. An person taking two bites of the food or 2 gulps of the liquid will fall into an enchanted sleep. Once asleep the victim can only be awakened by the Arcanist or the magic expiring. The food or fluid becomes inert after 1 hour per level of the Arcanist, and the effect lasts for 15 minutes per level. Note if kept within 3 miles of a ley-line the food or fluid never becomes inert. |
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Super Human Strength |
10 |
None |
Self / touch |
4 ronds per level |
This spell bestows a strength of 40 upon the target, increases their PE to 24, and adds and additional 20+5 SDC per level of the Arcanist to their SDC for the duration of the magic. |
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Super Human Speed |
10 |
None |
Self / toch |
4 rounds per level |
This spell bestows a speed of 60 to the target, adds +2 to pary, +6 to dodge, and +6 to initiave bonus. All movement and actions performed during this period are done with out fatigue. |
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Super Human Prowess |
10 |
None |
Self / touch |
4 rounds per level |
This spell bestows super human agility upon the target, giving them a PP of 40, +8 to Archery & Targeting, +6 to Range combat with modern weapons (except for WP:Heavy), +4 to WP: Heavy, and +20% to agility type skills (Gymnastics, Acrobatics, Climb, Prowl, etc). |
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Super Human Endurance |
10 |
None |
Self / touch |
4 rounds per level |
This spell bestows super human endurance upon the target, giving them a PE of 40. Whilst the magic lasts they function without fatigue, gain 50+10 SDC per level of the Arcanist, Can hold thier breath for 3 times as long as normal, |
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Swim as a Fish (Superior) |
12 |
None |
Self / touch |
10 minutes per level |
This spell enables the Arcanist and upto 1 additional person per 3 levels to swim as if they possessed the combined skills of swimming and SCUBA, but does not confer the ability to breath under water. The additional persons must be held by the Arcanist at the time of casting . Each gains a base swimming skill of 98% and can swim 275xPS metres without tiring. Each person can hold their breath underwater for 90sec plus 25sec per level of the Arcanist and can dive to a depth of 100ft plus 15ft per level of the Arcanist without ill efffects. The target also gains a bonus of +2 to parry and dodge , and their speed for movement is x2.5 whilst in the water . |