Level 3 Spells


Armor of Ithan
Range: Self or Other
Duration: 4 melees per level of experience.
Saving Throw: None
PPE: 10

This powerful spell creates an invisible, weightless, noiseless, full suit of mystic armor instantly upon the spell caster. Named after the magic armor of the dwarf king Ithan, this mystic armor has an M.D.C. of 10 per level of experience. Magic, fire, lightning, and cold do one-half damage. The armor can be instantly created on anyone, so long as the spell caster invokes the spell while touching the intended recipient.

Breathe Without Air
Range: Self, or others by touch
Duration: 12 melees (3 minutes) per level of experience.
Saving Throw: None
PPE: 5

This invocation enables the person to function normally without air, whether it be underwater or in a vaccuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the person from magic toxins or other sypes of magic, but does protect against natural and man-made gases.

Energy Bolt
Range: 150 ft.
Duration: Instant.
Damage: 4D6 S.D.C.
Saving Throw: Dodge of an 18 or higher.
PPE: 5

This incantation creates an energy bolt that the mage can mentally direct simply by looking at his intended target. The bolt may appear to fire from a hand or finger, or from the eyes, but needs no physical gesture. S.D.C. damage is normally 4D6, but is increased to 6D6 under the influence of a ley line, and 8D6 at a ley line nexus; PPE cost is the same despite the increased damage. One energy bolt can be fired at one target per each spell invocation.

Fingers of the Wind
Range: 90 ft.
Duration: 3 melees (45 seconds) per level of experience.
Saving Throw: None.
PPE: 5

The magician can conjure a wind and manipulare it to touch, tap, bump, or press against a person or object. It can also put out candles, slam doors shut, or move or knock over small items weighing less than 10 lbs.

Float in the Air
Range: Self, or others within 30 ft.
Duration: 10 melees (2 minutes 30 seconds) per level of exoperience.
Saving Throw: None.
PPE: 5

This spell creates air currents which hold a person or object aloft, hovering about 1 foot above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating person suffers the following penalties: all attacks, strikes, parries, and dodges are at -1; normal speed/movement is reduced to half.

Fuel Flame
Range: 100 ft.
Duration: Instant.
Saving Throw: None.
PPE: 5

The magic feeds any existing fire, doubling it in size. It can affect a 10 square foot area up to 100 ft. away.

Ignite Fire
Range: 40 ft.
Duration: Instant (counts only as one attack; fire lasts until it is put out).
Saving Throw: None.
PPE: 6

A magic that causes spontaneous combustion. The magic will ignite any material that can burn. This means the mystic could set a chair on fire, a jacket, hair, etc. Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car, can NOT be ignitied. The target to be set on fire must be clearly visible. Maximum area of effect is 3 square feet. If somebody's clothes or hair is set on fire, they have two melees (30 seconds) to get it off our put out the fire before damage is inflicted; no other combat or action is possible. Damage from the small fire is 2D6 SDC per melee (beginning after the first two melees).

Impervious to Fire
Range: Self, or others up to 60 ft. away.
Duration: 5 minutes (20 melees) per level of experience.
Saving Throw: None.
PPE: 5

A magic invoction that makes the individual temporarily impervious to fire. Normal and magic fires do no damage to the person or to anything he is wearing/on his person.

Impervious to Poison
Range: Self, or others by touch.
Duration: 5 minutes (20 melees) per level of experience.
Saving Throw: None.
PPE: 5

This enchantment makes the person temporarily impervious to poisons, deadly toxins, and poison gases.

Invisibility: Simple
Range: Self only.
Duration: 3 minutes (12 melees) per level of experience.
Saving Throw: None.
PPE: 6

The spell caster and anything he is wearing or carrying at the time of theinvocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any object on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically, or magically see the invisible can see the spell caster. Infrared and heat detectors can also pinpoint an invisible person.

Although the invisible person is imperceptible to the eye, he still retains physical mass. This means he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contacts/attacks still affect him as usual.

While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration has elapsed or the mage cancels the spell. Note: if cut, only the blood is visible.

Negate Poisons/Toxins
Range: Self or by touch.
Duration: Instant.
Saving Throw: None.
PPE: 5

This arcansit can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used can not be reversed using this spell.

Paralysis: Lesser
Range: 60 ft.
Duration: The effect lasts one minute (4 melees) per level of experience.
Saving Throw: Standard.
PPE: 5

This magic attack temporarily paralyzes a part of its victim's body, immobilizing that particular limb. A paralyzed hand means that the person cannot pick up or hold objects or write. A paralyzed arm means that the limb dangles uselessly at teh person's side. A paralyzed leg will make standing difficult amd movement almost impossible; reduce speed by 90%, and -1 to parry and dodge. Note: The incantation will paralyze only one limb per each invoking of the magic. Internal organs cannot be affected, so the mage cannot paralyze a heart or lung, etc. Paralysis can not affect people inside a vehicle, robot, power armor, or MDC body armor.

Resist Fire
Range: Self or two others up to 60 feet away.
Duration: 20 melees (5 minutes) per level of experience.
Saving Throw: None.
PPE: 6

With this spell, the spell caster can make himself, or one or two others, fire resistant. This meams that heat has no ill effect, and fire, normal or mystic, does half damage.

Telekinesis
Range: 60 ft.
Duration: 1 minute (4 melees) per level of experience.
Saving Throw: Dodge.
PPE: 8

The telekinesis invocation temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl object, bring them to him, open doors, flick switches, press buttons, and so on.
Rules and Limitations:


Back to the Main Spells Page