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.
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.
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.
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.
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:
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.
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.
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.
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.