Level 7

Under Construction

Spell Name

PPE

Save

Area/Range

Duration

Description

Constrain Lesser Being

20

Std

90ft

10 rounds per level

This spell enables the Arcanist to exercise limited control over Lesser Intelligent Supernatural Creatures that can understand the Arcanist. The control is limited to obeying simple commands such as ‘Back Off’, ‘Stay Here’, ‘Be Gone’, ‘Attack them/there/that’. Control is maintained provided the Arcanist and his comrades stay out of the creatures reach and make no hostile gestures towards it.

Agony

20

Std

150ft

10 minutes

This spell cause the target to be wracked by excruciating pain causing them to be unable to do anything( attack,parry,dodge, use skills or abilities) except writhe of the ground in Agony for the duration of the Magic. Once the magic lapses, recovery takes 40-PE rounds. Initially the target is -5 to strike, parry, and dodge, and their Spd, PS, PP, and skills and abilities are reduced to 50% of normal.

This spell affects a single creature possessing a nervous system per invocation. Targets inside Heavy Power Armour, Robot Vehicles, or Heavy Military vehicles are immune.

Animate / Control Dead

20

None

1 mile

10 minutes per level

This spell enables the Arcanist to animate the remains of dead bodies and control them like a puppeteer would control a marionette.

The origin of the remains affecct the MDC of the animated corpses. Any corpse , whether it be human, Dbee, animal, or monster, can be animated and the Arcanist can control ME/10 (round down) corpses per level. Control is maintained provided the corpses remain visible to the Arcanist ( this includes artificial means such as video or clairvoyance). Each corpse has 1 attack plus 1 per 3 original attacks, a speed of 1/3 its original , does 1D6 damage per 3D6 of original damage on a punch/bite/claw/kick, and can use weapons if normally capable of doing so.

The only method of stopping the dead (other than turn/destroy dead) is to completely destroy the corpse. The magic is such that Animated SDC corpses become MDC creatures : Small creatures ( less than about 4ft in lenght/height) have 15 MDC, Medium creatures ( 4ft to 7ft in length/height) have 35 MDC, and large creatures ( 7ft to 15ft in length/height) have 85 MDC. MDC Creatures have either 1/3 their original MDC or the same as their SDC size counterpart.

Projectiles and directed energy weapons do 1/3 damage, pulse weapons do 2/3 damage, edged weapons (excluding magic and Psi Swords) do 1/2 damage, blunt weapons do normal damage, Plasma waepons and Fire do double damage ( SDC fire does normal damage converted to MDC) . Mind affecting attacks, critical hits , and death blows have no affect on animated corpses. Unless the corpse was originally an MDC creature it inflicts only SDC on physical attacks ( unless using an MDC weapon).

Dispel Magic Barrier

20

Std

250ft

Instant

This spell enables the Arcanist to dispel or negate the affects of any magic barrier, provided the barrier fails its save vs magic. Barriers affected include Sorcerer’s Seal, Carpet of Adhesion, Walls spells, and Wards.

Spells of level 8 or better get +1 to save vs magic for each level above 7. Spells of Legend save at +10.

Fire Bolt (Enhanced)

25+ Spec

Dge

1200ft

1 Round per level / 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 3D8X10 + casters Level SDC or 5D6 + (caseters level / 2 (round down)) MDC. One bolt may be cast per H-To-H attack of the Arcanist, Each Bolt costing an additional 3 PPE .

Fly as the Eagle

25

None

Self / 1000ft

20 minutes per level

This spell enables the Arcanist to bestow the ability of flight on himself, another creature, or to an inanimate object not containing or built from any ferrous metal.

When bestowed upon him-self; the Arcanist has a maximum base arial SPD of 132. When bestowed upon another creature the base arial SPD is 95, whilst when cast on an object the maximum base speed is 75.

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 12ftx5ftx2ft per level. Objects containing ferrous metals may be placed upon the flying oject after the spell is cast without affecting the magic.

Globe of Silence

20

None

upto 50’ Rad upto 500ft

8 rounds per level

This spell creates a 50’ radius globe inside which sound is completely nullified. Noise created inside the globe cannot be heard either inside, nor outside the globe, whilst noise created outside cannot be heard inside.

Apart from the obvious this spell has two other affects, one on Arcanists and one on sonic weapons.

Most Arcanists rely on spoken words to cast their spells; since neither they nor any one else can hear the words, casting becomes impossible.

Weapons using sound waves to cause damage, including vibro blades, become useless since the magic effectively blocks sonic vibration. However the sonic boom from a Glitterboy is completely negated.

Invisibility (Superior)

20

None

Self / touch

12 round 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 and ultra violet sensors, radio frequency sensors, and detection by smell. The spell also masks sounds made by the recipient although detection by sound is still possible ( prowl @ 84%).

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.

Invulnerbility

25

None

Self / touch

2 rounds per level

This spell makes the recipient impervious to fire, energy, poisons, toxins, drugs, and provides a form fitting shimmering energy field. The energy field can with stand 55 MDC before collapsing, leaving the recipient to rely on other defenses at this point (The other invulnerbilities remain until the magic lapses). The magic also bestows a +10 bonus to save vs magic, Psionics, and Horror Factor.

Life Drain

25

Std

500ft

4 rounds per level

This spell saps the life force of the target causing them to weaken each time they are subject to a successful attack by the spell. Each successful hit reduces their SDC and Hit points or MDC by 25% of its normal value. In addition PE, PP, and PS are decreased by 5, Spd by 25%, attacks by 25%, parry/ dodge/ strike/ initiative bonuses from H-to-H skills by 25%, and skills suffer a -20% modifier.

The immediate affect of a hit is the target loses their next attack and is -4 to parry or dodge for 2.5 seconds. If PE, PS, or Hit points reach zero the target collapses into a coma taking 40-PE hours to recover.

Once the magic lapses the target slowly recovers. PE, PP, and PS return at the rate on 1 per hour. Attacks , H-to-H bonuses, and Skills at 10% per hour, SDC at current PE per hour, and Hit points or MDC at half current PE per hour.

Low level Arcanists (Levels 1-3) have to target the spell at a single individual per invocation. Higher level Arcanists can affect 1 target per three levels in a 500ft diameter globe.

Targets inside Heavy Power Armour, Robot Vehicles, or Heavy Military vehicles are affected but save at +4. Borgs are unaffected.

Metamorphosis (Animal)

25

None

Self / Others

1 hour per level

This Spell enables the Arcanist to transform into the form of a common animal gaining the normal abilities of the animal whilst retaining his own IQ, ability to speak, memory, SDC and Hit Points.

Mini-Missile (Superior)

15 /

Spec

Dge

1500ft

Instant /

1 round per level

This spell creates 49 small bolts of energy, which either shoot from the Arcanists hand or eyes. The bolts may be released as a vollies (7+) or one at a time. Each release of bolts counts as one attack but the bolts may be held until the duration expires.

The Arcanist can enhance the number of bolts created by adding PPE to the spell on subsequent phases. For each 7 PPE an additional 49 bolts are created. An Arcanist can extend the spell in this manner as many times as he has levels. Each enhancement counts as an action but not necessarily an attack.

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

Paralysis (Enhanced)

25

Std

300ft

4 rounds per level or Special

This spell has two uses, either to cause multiple parts of the targets body to become paralyzed and useless or to paralyse the targets heart.

In its first form for each three levels of the caster a single limb (hand, arm , leg) can be affected. 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.

In its second form the target gets two saves. The first is vs magic at +4. If this save is failed then they must save vs Death. If they fail then they will die in PE rounds unless the magic can be stopped, negated or some artificial means can be used to keep them alive. If the second save is made then they lapse into a coma for PE days (save once per day until successful or the time expires).

Persons in Robot Vehicles, MDC Armoured Vehicles, Nuclear Powered Vechicles, or Power Armour are affected but they gain +4 to their saves.

Purification

20

None

Touch / 20ft

Instant

This spell enables the Arcanist to cleanse contaminated food and drink of harmful bacteria, disease, and poisons and/or toxins. Up-to 5Kg of food and 2 gallons of liquid per level can be cleansed per invocation.

Second Sight

20

None

5 miles per level

4 rounds per level

This spell allows the Arcanist to see through the eyes and hear through the ears of another individual. The Arcanist must have physically met the individual and must have wax idol representing the individual. The wax used to make the idol must contain at least 7 drops of the individuals blood and the idol must also contain a single hair / scale/ claw/ fingernail belonging to the individual.

When the spell is cast the Arcanist sees exactly what the target is seeing, hears exactly what they are hearing, and knows exactly what they are doing and who they are with. This is like looking in a crystal ball except that the Arcanist experiences the scene in their mind. The Arcanist can use this spell against a given individual once per day for the full duration or twice for a third the duration each time. Each time the magic is used against an individual they are allowed a save vs magic with no bonuses. If the save is made they get the feeling they are being watched but cannot identfy the source. A mind block is the only method of preventing second sight and the Arcanist must concentrate on the scene to register details.

Wind Rush

20

None

600 ft

2 rounds per level

This spell causes a sudden very powerful wind to spring up affecting either a specific individual or individuals , or a volume 20ft x 5ft x 10ft per level. The wind speed is 50+10 mph per level and requires a save vs PS to avoid being blown down or over. For each 5mph greater than 3*PS reduce the save by 1 ( a 1 will thus always make). Supernatural creatures use a multiplier of 5*PS and robots/power armour 7*PS. Large creatures and objects are also more prone to wind affects. For each 15sq ft of surface area beyond 15 sq ft ( the surface area of an average human)reduce the save by 1. Glitterboy armour with locked pylons is +5 to save.

Anything not tied down or attached securely affected by the wind will be blown away ( save 18 for 55-70 mph, 19 for 75-95mph, 20 for 100mph+ ).

Pilot rolls are automatically required for moving or flying vehicles, robots, power armour, or jet packs. If the wind hits from the front use the base modifier, from behind use 2x the modifier, and from the side 4x the modifier.

Specific vehicl e modifiers

Gound vehicle -1% per 10mph

Hover vehicle -3% per 10mph

Jet pack -5% per 10mph

Robot Vehicle -2% per 10mph

Power Armour -1% per 10mph

Power Armour Flying -3% per 10mph

Skycycle/Jet Fighter -1% per 10mph

Helicopter -2% per 10mph




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Site Created and Maintained by Kevin Cowley©Azer Cybertech Ltd 1999
Page Created 3/09/1999 Last Updated 3/09/1999