The "amulet" is a potent invocation that instills a medallion or charm with mystic properties that will protect an individual from magic or supernatural forces. The only requirement of the invocation is that the amulet be made of one metal purified by fire or made of semiprecious stone.
The sole purpose of the amulet is to protect. Protection is provided in several different ways. Any one of the following can be created by the amulet invocation.
Charm: A general ward against magic, that provides a bonus of +1 to save vs. magic and psychic attacks. PPE Cost: 290.
Protection Against Sickness: Specifically protects against the spell "Sickness" and similar magics. Bonus of +6 to save. PPE Cost: 290.
Protection Against Insanity: Adds a bonus of +4 to save against all magically induced insanities. PPE Cost: 320.
Protection Against the Supernatural: Adds a bonus of +2 to save vs horror factor. PPE Cost: 300.
See the Invisible: Enables only the wearer of the medallion to see the invisible. PPE Cost: 500.
Sense the Presense of Supernatural Spirits: The amulet changes color whenever an entity(s) is in the area. Range: 60 ft. (18.3 m). PPE Cost: 310.
Turn the Undead: A charm that will prevent any of the undead from physically touching them while they war or hold the amulet. The amulet works much like a cross does against vampires. Effective against all undead including mummies, zombies, and vampires. PPE Cost: 400.
The arcanist can calm the the tumuluous tempest of nature with a simple invocation and 200 points of PPE. As a spell, the mage can slow a downpour to a ligh rain, reduce wind speed by half, reduce waves by half, and lighten the dark, stormy skies.
Using ritual magic the mystic can turn a torrential rain into a drizzle, reduce winds to a gentle breeze, shrink ocean waves to normal, disperse a tornado in an instant, and get the sun to peek through clearing skies.
Note: Calm Storms is effective against natural and magically induced storms.
The zombie invocation is a necromantic ritua that turns a corpse into the undead. The create a zombie, the sorcerer must find a recently deceased body, no more than six hours dead, lay it on a while or silver linen, draw a circle around it, and light three scented candles. The candles are then placed on the body: one on the forehead, one on the mouth, and one on the chest above the heart. As the incantation reaches its climax, the mage cuts his finger and draws a pentagram on the corpse's throat with his still warm blood. Moments later, the monstrosity rises to pseudo-life, the obedient slave of its master. The ceremonry must be done secretly in a graveyard or burial place during the night of a full moon.
The zombie is more intelligent than the mummy, and can speak, read simple signs and sentences, perform simple tasks, and even drive a car. This means a zombie(s) can be sent to retrieve an artifact, follow somebody, kidnap a person, and so on. A zombie will only obey the person who created it and individuals whom its creator may designate as authorities.
Like the mummy, a zombie is a walking corpse. It feels no pain, no fears, no goals, and little emotion. Bullets, knives, clubs, and other physical attacks do NO damage. Mental assaults by psychics, magic charms, illusions, sleeps, curses, sickness, paralysis, and other similar attacks do no damage. Turn dead does not work because the zombie is an undead. Banishment doesn't work because it is not actually a living supernatural being. Negation simply does not work, and remove curse is not applicable. However, the zombie is more vulnerable than the mummy, the trick is knowing what to use.
A Zombie is vulnerable to magical energy attacks, such as energy bolt, fire bolt, circle of flame, and call lightning, all of which do full damage. Normal electricity, lasers, particle beam weapons, and similar energy weapons do half their normal damage. Normal fire inflicts full damage. Weapons made of, or covered in, silver will do full damage whether it be a blade or bullet. Zombies can also be trapped/imprisoned and blown up.
Zombies will rise again, even if riddled with silver bullets or blown to bits, unless their heads are severed from their bodies and buried separately, or an exorcism is performed. Otherwise it will regenerate all SDC and body parts within 48 hours and seek out its master for new instructions. There is no limit to the number of zombies a mage can command. Horror stories in Haiti whisper of entire sugar cane plantations worked by zombie laborers.
ZOMBIES
Said to be the most pwoerful of all the metamorph magics, the mage can transform himself into a mist. As a mist, no physical or energy attacks can harm him. No locked door can stop him, for he can slip through the tiniest crack or keyhole. Although the mystic cannot communicateor cast magic, he can hear and see events around him as would a normal human being. Of course, he can materialize (naked) with a thought. The mist moves at a maximum speed of 14. Prowls (natural, inate ability) at an 80% skill proficiency, is completely silent, can vocer up to 100 ft. (30.5 m) high, and is semi-transparent.