A useful invocation for controlling supernatural beings. The magic forces one lesser supernatural being/demon, per experience level of the caster, to leave the immediate area (600 ft. radius). The creature is unable to return for at least 2 weeks per level of experience. Each lesser being gets to roll to save vs. magic. A successful save means it is not banished, and can stay to cause trouble.
Another incantation used to control supernatural forces. The magic does not summon entities, but does enable the mage to control them when encountered. The arcanist can control two entities per level of experience. Each entity gets to make a saving throw vs. magic. A successful save means it is not controlled by the arcanist. A failed roll means it will obey the arcanist to the best of its ability (some are barely intelligent).
At the end of its mandatory service to the arcanist, the mage can try to renew his control by invoking the control invocation again, banish the creature, or just let his control slip away. The latter can be dangerous, because the evil beings may turn on the mage to extract vengeance or just out of spite. On the other hand, the more intelligent types may willingly agree to work with an arcanist, especially an evil one, if it will help the diabolical being in its own schemes or to inflict pain and suffering.
This incantation enables the spell caster to transform himself into any real, living creature: animal, human, D-Bee, or insect. The usual limitations and abilities still apply. The mage can also transform himself to resemble a supernatural creature, but does not possess any of its powers or abilities, only his normal, human abilities (IQ, memory, attributes, hit points, SDC, etc).
This spell creates a dimensional rift int he fabric of space, allowing the spell caster to use it in the following ways:
This pentacle of summoniong produces an army of mice, rats, and/or other rodents that obey the will of the arcanist who summoned them. As long as the mage stands in the pentagram, he can control any type of rodents. Note: Familiars are not affected.
The sorceror can summon 30 rodents per level of experience. Mice and rat bites inflict one point of damage each. Mice have one attack per melee, rats have two. All are +1 to dodge, and are excellent climbers.
This interdimensional spell summons a creature not of this world to do the bidding of the spell caster. Shadow beasts are large, vicious predators of some other, strange world. They stand 9 to 12 ft. tall, with sharp claws and wicked fangs. Deadliest of all is their ability to completely merge into the smallest shadow, becoming completely invisible. While hidden in shadows they are undetectable, even by a See the Invisible spell, since they are not truly invisible, but one with the shadow.
Abilities in darkness or shadows:
I.Q. 7, M.E. 7, M.A. 7
P.S. 30, P.P. 24, P.E. 30
Spd. 24, Hit Points: 90, M.D.C.: 2
Attacks Per Melee: 3
Damage: 1D6 M.D.
Strike/Parry/Dodge Bonus: +5
Invisible
Prowl 90%
Abilities in light:
I.Q. 7, M.E. 7, M.A. 7
P.S. 18, P.P. 16, P.E. 15
Spd. 8, Hit Points: 45, S.D.C.: 200
Attacks Per Melee: 2
Damage: 6D6 S.D.C.
Strike/Parry/Dodge Bonus: +1
Visible
Prowl 45%
The spell caster can command the shadow beast in a combat situation for six melees per level of experience, or in a non-combat situation, send the beast on a simple mission ("Bring me so-and-so," or "Slay whatshisface"). The shadow beast will remain in this dimension until the mission is completed, or it is slain.
There is a 15% chance that ther shadow beast will not return to its own dimension and will no longer obey the spell caster who summoned it. If this happens, it will remain in our world wreaking havoc and killing innocent people for food and pleasure. Likewise, it will kill any who try to send it back.
The wards invocation creates mystic symbols used to protect items of bvalue, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet, or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the arcanist who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
Alarm: A screeching, siren-like noise is instantly sounded, and continues to blare for TEN minutes. The sound can be easily heard through closed doors up to 100 ft. away.
Fear: An aura of fear engulfs everybody within a 20 ft area of the ward. Each person must roll to save vs. magic, or be overwhelmed by terror. Effects are identical to the second level fear invocation.
Fire Bolt: The person touching the item is struck by a fire bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth level invocation.
Paralysis (lesser): The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation.
Sleep: The ward will put everybody within a ten foot area around into a deep sleep. Each person must roll to save vs. magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell.
Agony: The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation.
Curse (minor): Inflicts a minor curse identical to the eighth level invocation, except that it lingers for 1D6 weeks.
Curse (phobia): Inflicts a phobia curse identical to the ninth level invocation, except that it lingers for 1D4 weeks.
Banishment (counts as two wards): Will instantly force lesser supernatural beings from the area, just like the tenth level invocation. Plus, the creature must leave the object where it rests.
After a ward has been triggered, its magic is used up and it disappears. A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the arcanist.