Level 11 Spells


Anti-Magic Cloud
Range: 100 ft. (30.5 m) radius per level of experience.
Duration: 20 melees/4 minutes per level of experience.
Saving Throw: Special
PPE: 140

This spell creates an ominous, dark grey-brown cloud large enough to hang over an entire town. It cannot be dispelled magically or by manipulating elemental/atmospheric conditions. The cloud's effect is as singular as it is spectacular; it simply negates all magic! Spell casters cannot use magic of any kind, techno-wizard devices, potions, and charms are impotent. Any object of magic (except rune and magic weapons) is rendered harmless as long as it is under the anti-magic cloud. The magic returns when the cloud is cancelled. Only the creator of the cloud is not affected. Saving throw: Only a natural 18 through 20 saves against the cloud, and even these lucky few will find their magic reduced to half strength. If outside the cloud's range, the magic abilities return.

Create Magic Scroll (ritual)
Range: Identical to the spell placed on the scroll
Duration: As per scroll.
Damage: As per scroll.
Saving Throw: Standard magic save; 12 or higher
PPE: 100 plua the PPE needed to cast the spell placed on the scroll.

This spell is similar to the amulet and talisman spells in that the arcanist isable to transfer mystic energy and powers into an inanimate object. In this case, the arcanist can magically make the words to a magic spell appear on paper. The only limitation other than sufficient PPE is that the mage must be able to read and write. If he cannot read, he cannot create a scroll.
Literate mages summon forth the energy needed and write the words of a spell in the sand or dirt with a stick while speaking the words aloud. The words magically appear on the paper as he writes and speaks them. When done, the spell has been transfered to the paper and can be used by anobody who can read the particular language it is written in. Because the paper has been charged with PPE, anyone, fellow mage or house wife, can read the scroll and the magic spell will be cast. To activate the scroll, the spell must be read aloud.
The words on a scroll disappear the moment they are read aloud, leaving only a blank piece of paper. No camera can photograph/record the mystic writing (appears blank), and for some inexplicable reason, a person can never seem to copy the spell down no matter how literate and educated he may be. This is why scroll conversion is so difficult.
Note: The power of the scroll-spell can be controlled by its creator and can range from level one potency to the current level of its creator. However, the creator's enhanced spell strength cannot be transferred, so all saving throws from scroll magic are 12 if created as a spell, or 16 if created as part of a ritual.

Create Mummy (ritual)
Range: Touch
Duration: Exists until destroyed.
Saving Throw: None.
PPE: 160

The mummy invocation is a necromantic ritual that turns a corpse into one of the undead. The ritual involves treating pure linen strips of cloth with a mystic solution and wrapping the body in the cloth. The invocation brings to life (if you can call it that) a sort of humanoid robot that is devoid of emotions and fearless. Like a machine, the barely intelligent "thing" follows simple orders to the best of its ability. The mummy is incapable of understanding complex commands, or performing any skills. It is simply a lumbering corpse. Of course, this combined with its near indestructibility makes it an ideal guardian. A simple command like "Kill all who enter," (with the exception of the mage) is all it needs to know. A mummy cannot speak (or read) but grunts, growls, and howls.
The most devastating aspect of the damnable creature is that it is dead, and feels no pain or emotions. Bullets, knives, clubs, and even most magic have no effect against the monster. Physical attacks simply nick or poke holes into a lifeless husk. Magic charms, sleeps, curses, illusions, illness, paralysis, and turn dead (the mummy is an undead) do nothing at all. Banishment does not work because the mummy is not actually a living supernatural creature. Negation simply does not work, and remove curse is not applicable.
The only way to stop a mummy is to: 1) Trap or imprison it. 2) Blow it to bits. 3) Burn it up. Note: Protection circles will hold a mummy at bay. Fire is its one major weakness and it knows that, so a wall of fire, torch, or flamethrower may also keep it at bay. The magic is present in both the dead body and the linen wrappings. If the wrappings are destroyed, fire does double damage to the corpse, and even sunlight will inflict 3D6 points of damage per melee of exposure.

The mummy

Remove Curse
Range: Touch or 10 ft.
Duration: Instant removal
Saving Throw: None
PPE: 140

The mage can attempt to remove any type of curse using this incantation. To determine success, a 20-sided die is rolled, plus bonuses, to save vs. magic. A successful save means that the curse is still in effect. Try again with a new invocation and another 140 PPE.
The mremove curs is a powerful magic that provides bonuses to save vs. magic and to remove that curse. The bonuses are:

Summon and Control Animals (ritual)
Range: 600 ft.
Duration: 5 hours per level of experience
Saving Throw: Standard for animals
PPE: 125

A superior summoning pentacle, the invocation empowers the arcanist to summon and control any type of animal.
Tiny animals like frogs and mice -- 40 per level of experience.
Medium-sized animals like dogs and cas (up to 30 lbs.) -- 8 per level of experience
Large animals like horses -- 6 per level of experience.
Exotic animals, including animals which are not indiginous to the area; i.e. animals such as a tiger, panther, of elephant are not native to Mad Haven -- one ONE per level of experience.
As usual, any animal which comes into the arcanist's 600 ft. range while in the pentagram will obey the mage unless it makes a successful save vs. magic. Familiars are not influenced by the control animal pentagram.

Summon Fog
Range: Up to 10 miles away per level of experience
Duration: 1 hour per level of experience
Saving Throw: None
PPE: 140

The spell caster can call forth a dense fog that will impair vision and make travel difficult. The fog is so thick that a person can see clearly only four feet and see only blurred, shadowy figures and shapes for about another 10 feet. Anything beyond 10 feet is totally obscured by fog. The fog can be made to cover a one square mile area per each experience level of the arcanist.
Safe travel is slowed to a crawl. On foot, a safe speed is 10 or less, ad even then there is a 30% chance of tropping over something every 30 ft. or so. A completely safe speed is 3. Running faster than a speed of 10 is hazardous, with a likelyhood (60%) of falling every 30 ft. of travel. All sense of direction is lost. A safe speed for an automobile is 5 mph. Up to 20 mph can be attained, but the rust of running off the road is 60%, and there is a 40% chance of crashing into something every half mile. Traveling faster than 25mph is certain disaster, with an 85% likelyhood of running off the road and a 70% chance of crashing. Roll for every 600 ft. Air travel is impossible.
Bonuses or Penalties? The fog adds a +20% to prowl skills. Long-range combat and gunfights are extremely difficult. All such attacks, including distane magic and psychic attacks, are -5 to strike and opponents are +2 to dodge each other's attacks.
The summoner can cancel the fog at any time, or let it last out its full duration. It can be summoned day or night, any time of the year.


Back to the Main Spells Page