Level 1 Spells


Blinding Flash
Range: 10 foot radius, up to 60 feet away
Duration: Instant
Saving Throw: Standard
PPE: 1

This invocation creates a sudden burst of intense white light, temporarily blinding everyone in its ten-foot radius. Victims are blinded for 1D4 melees, have a penalty of -5 to strike, and -10 to parry and dodge. Those who successfully Save vs. Magic are not blinded. Note: Does not affect bionic or cybernetic eyes.

Cloud of Smoke
Range: 90 feet
Duration: One minute per level of experience
Saving Throw: None
PPE: 2

This magic enables the arcanist to create a cloud of thick, black smoke, up to 30 ft. X 30 ft. x 30 ft. in volume, and up to 90 feet away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet in the cloud (and that means only a blurry shape. While in the cloud, victims are -5 to strike, parry, and dodge.

Death Trance
Range: Self
Duration: 10 melees per level of experience
Saving Throw: None
PPE: 1

A magically induced trance which makes the mage appear to be dead. There is no breathing, pulse, heartbeat, or any other signs of life. While in the trance, the mage is quite helpless, unable to speak, move, or invoke magic. Only minor physical sensations felt by the mage are recognizable, like being lifted, carried, jostled, or hearing voices, but no specific identification or memories are possible. The magic can be cancelled at will.

Globe of Daylight
Range: Near self, or up to 30 ft. away.
Duration: 3 minutes per level of experience.
Saving Throw: None
PPE: 2

A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot area per level of its creator's experience. Because it is daylight, it can ward off vampires, keeping them at bay just beyond the edge of light. the creator of the globe can mentally move it along with himself, or send it up to 30 feet ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.

See Aura
Range: 100 ft.
Duration: 1 melee/15 seconds Saving Throw: None, but a psychic mind block will mask the presense of psychic abilities, the level of PPE, and possession.
PPE: 6

All things, organic and inorganic, have an aura. The aura has many distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:

Note: Can not tell one's alignment using this spell.

See the Invisible
Range: 200 ft.
Duration: 1 minute per level of experience
Saving Throw: None
PPE: 4

The character can see forces, objects, and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities, and the astral body.

Sense Evil
Range: 90 ft. area
Duration: 2 minutes per level of experience
Saving Throw: None, except a psychic mind block or a protection from a magic pentacle which will prevent the spell from working on anyone in the curcle. The psychic's equivalent power of sense evil is not blocked by the magic pentacle.
PPE: 2

The sense evil invocation will enable its spell caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the 90 ft. area. It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object or person, or an approximate distance.
Evil eminations from human beings are much less distinct, and cannot be sensed unless the source/person has an immediate evil intention.

Sense Magic
Range: 120 ft. area
Duration: 2 minutes per level of experience
Saving Throw: None
PPE: 4

This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 20 ft.) or far from the magic. The ability can also indicate whether a person or object is enchanted/under a magic spell (this does not include psychic powers), is in the process of invoking magic, or if magic is being used in the range area. Note: Practicioners of magic and most supernatural creatures do not register as magic except when actually casting a spell/using magic.

Thunderclap
Range: Directly affects the immediate area (30 ft. radius), but can be heard up to one mile away.
Duration: Instant
Saving Throw: Save vs. Horror Factor
PPE: 4

The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signalling allies, as well as a means of intimidation. As an intimidation device, it will momentarily startle and distract everyone other than the spell caster. This provides the creator of the thunder with a bonus of +5 on his initiative, +1 to strike, parry, and dodge, and creates a horror factor of 8. All characters within the 30 foot radius must roll to save vs. Horror Factor, except the mage who cast the spell.


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