This incantation sends the spell caster's astral body into the astral plane, another dimension connected to the physical world. This magic functions exactly like the psychic sensitive ability of the same name.
This enchantment can blind one person or animal each time the spell is cast. The intended victim must be visible and within range. The victim will be temporarily blind; -5 to strike, -10 to parry and dodge, and likely to stumble and fall for every 10 ft. of movement (50% chance). Does not affect people in MDC body armor, power armor, robots, or vehicles.
If the blind spell is cast on another spell caster, he cannot use any spells which require his vision. If the blind spell caster uses any defensive/assault spells, such as magic net, call lightning, fireball, carpet of adhesion, etc, there is a 65% chance that the spell will be misdirected upon his own comrades.
The spell caster creates a sticky carpet, up to 10 ft. wide by 20 ft. long, that will adhere firmly to anyone who touches it. The victim will stay stuck until the carpet spell time elapses, or until the spell caster cancels the spell. The carpet can be cast on a floor, table, wall, ceiling, etc., or actually cast upon a person. The spell caster can cast this "super-flypaper" up to 90 feet away, and can alter the size and shape, without exceeding the stated limit of 200 square feet.
Saving Throw: If a successful saving throw vs. magic is made, that player rolls 2D6 to see how many melee rounds it will take him to pull free. Those failing to make the saving throw are stuck for the entire duration of the spell. Effective even against borgs, power armor, and robots.
A particularly handsome tool of deception, this magic can be cast upon the spell caster or another person. The spell instantly enhances that person's physical beauty by +8, increasing his charisma and charming all who behold him. Although the focal point of the spell is the person on whom it is cast, it effects everybody in a 60 foot radius from that person. Thus everybody in that radius must save vs. magic. Those who successfully save wll not be affected at all; those who fail to save are affected, and will respond accordingly.
The person with the charismatic aura can invoke one of three responses: friendship/trust, power/fear, or successful deception.
A unique bit of curative magic that will instantly relieve minor physical disorders and illnesses, such as ehadaches, indigestion, gas, heartburn, nausea, hiccups, muscle stiffness, low fever (under 101 degrees), and similar. It will also negate simple curses that inflict minor disorders.
This creates a protective field of energy around the mystic, others, or an object. The maximum area of protection is about 8 ft., which means that it can protect a small roomful of people (about 6 to 8 individuals). The energy field appears as a semi-transparent wall or bubble that shimmers with a blue-white light. The field normally provides a total protection of 60 MDC, but is doubled at ley lines, and tripled at ley line nexuses.
Like the energy bolt, the mage can direct a bolt of fire. Bonus to strike os +4. The mage can adjust the damage between the MDC and SDC settings, both cost the same amount of PPE.
This elemental magic enables the magician to cause any object to appear to be made of gold. After the magician leaves, the object will still retain its gold appearance until the spell elapses. The effect is temporary, and upon close examination by those who can recognize precious metals it is seen that it is not gold. Those who successfully make their saving throw will recognize the object to be fool's gold.
The spell caster can send a verbal and/or audio message directly along a ley line to another person so long as that person is located somewhere on the line. The best messages are brief ones under a hundred words to avoid overwhelming the recipient. Unfortunately, the message is a one-way transmission unless the other person is a Ley Line Walker or another mage with the Transmission spell. Range is limited only by the length of the ley line and teh people's positions on the line. The time lapse between sending and receiving a ley line transmission is only a matter of seconds. The message can be sent to several people (one per level of experience) at different locations, as long as they are all on the ley line.
The only danger is that a telepath (psionic or magic) may be able to listen in on the message. There is a 20% chance that any psionic or magic character with the telepathy power will sense a ley line transmission coming through, and there is a 31% chance that they too can receive the message. There is no way for the sender to know if others have eavesdropped on his message. Nor is there any way to scramble the message.
This spell creates a net composed of magic fibers which will snare 1D6 human-sized victims within a 10 ft. area. Normal weapons can not cut through the net, only mega-damage weapons, magic weapons, and magic can affect it. Even then, it requires two full melee rounds to cut or blast it out (a Dispel Magic Barriers spell will dispel it instantly). Anyone caught in this net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
An illusion that creates three exact duplicate images of the mage which mimic his every movement exactly. Only piercing the image with iron will dispel that particular image. This is a great way to confuse, scare, and distract an opponent or opponents. Provides the mage with the bonus of +2 on initiative, +2 to dodge, and +1 to strike. Viewers may be able to see through the illusion and identify the true person, but such rolls vs. magic are at a -6.
The character can invoke an enchantment that will make even a hostile predatory animal stop, turn, and leave the area without harming the mage or anyone near him. The animal will not return for hours. The enchantment can affect six animals simultaneously.
The mage can magically prevent any inanimate object from being opened. The mystic can seal shut a door, gate, window, drawer, lid, refridgerator, and so on. There is no sign of force, the lock can be unlatched, but the door, or whatever, will not yeild/open regardless of the character's physical strength. the only way to get in or out or open is to smash or chop through the obstacles. At early levels, the mystic can only seal one item per incantation. However, at fourth level of experience and beyond, the character can seal every door, window, and enclosure within a 100 foot area (that can be an entire 50 to 80 foot house up to 3 stories high).
This unique magic enables the mage to step into shadows, becoming totally invisible, even to those who can "see the invisible." The shadow must be at least five feet tall to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of shadow or from shadow to shadow. While in shadow darkness, the mage prowls at 60% proficiency (or at +15% to normal skill, whichever is higher). Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows. When hidden in shadow, the character is still susceptible to magic, psychic, and physical attacks, although attackers are -5 to strike him (because they cannot see him). Area affect attacks do not suffer any penalty. Infrared/thermal optics are the most effective means to see someone in a shadow.
An incantation that provides the character with exceptional swimming abilities. Equal to Advanced Swimming and SCUBA skills combined. Base skill is 96%, can swim a distance equal to 100 x PS in yards/meters without tiring, additional +1 to parry and dodge while in water, and can hold breath for two minutes/8 melees at a time.
The enchantment places another person into a zombie-like state in which the entranced person is in a hypnotic daze, unaware of his environment or happenings around him. He can not formulate thoughts, use skills, or act on his own. While entranced, the individual is only aware of the enchanter's voice and will follow extremely simple commands. The entranced victim can NOT engage in any type of combat to any degree, nor any actions that require skill or thought, and offers no resistance. The magic is meant to incapacitate more than it is to enslave.
While entranced, the person can not be made to reveal secrets, betray a friend, harm himself, or act against his alignment. All physical attributes function as if they are half what they really are; a speed of 10 wouldbe 5 while entranced. The victim of the trance will remember nothing of the events that occurred while entranced. Can not affect people inside power and MDC body armor, robots, or vehicles.