The calling is like a limited form of telepathic communication in which the mage can mentally call a specific individual. To use "the call", the mystic must know the person's whole name (first and last), must have personally met the individual (even if only briefly), and must be within range. The call sends out a telepathic message to that particular person, calling him or her by full name, and leaves an impression of where the mage can be found. A typical call message will be something like "Steve Mitchell, come here," or "Trent Harris, get your ass over here NOW!" Only the individual to whom the message is made can hear it, and no one else. If a successful saving throw is made, the call and impression of location is only heard once. If the throw is not successful, the call will repeat itself over and over every 5 seconds (three times per melee) until either the spell elapses or the person goes to the mage. Nothing except a mind block can block out the call, and aspirin, psionic healing, or curative magic may be needed for those who fail the saving throw (rolling a d20 under the called person's ME attribute means no aspirin needed).
The mystic can create a circle of flame round himself. No combustible material is required. The flame is five feet tall and inflicts 6D6 SDC damage to anyone who tries to pass through the fire.
Domination is another trance-like enchantment that enables the mystic to impose his will over the victim's, forcing the person to do his bidding. The victim of domination will appear to be acting oddly, dazed, confised, slow and unfriendly. The enchanted person has one goal: the fulfill the command of the mage. Under the enchantment of domination, the character's alignment does NOT apply. He will steal, lie, assist in crimes, kidnape, betray friends, reveal secrets, and so on. The only things the bewitched character will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned person (principled, scrupulous, and possibly even unprincipled) cannot be made to kill anybody, it is too deeply rooted against their alignment.
The enchanted person is not himself, and suffers the following penalties. Attacks per melee are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
A successful saving throw vs. magic means the magic has no effect; the person is 100% his normal self. The effects of domination magic can not be faked, unless one successfully passes a Performance skill roll. Can not affect a person inside MDC body or power armor, robots, or vehicles.
A particularly useful magic in a tech environment. The invocation will temporarily knock out, stop, or immobilize any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, enitre fuse boxes, batteries, electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) will work perfectly, with no sign of malfunction or energy loss. At the GM's discretion, this may or may not affect MDC power armor, robots, or military vehicles.
The escape invocation enables the mage to magically escape any bonds, or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straightjackets, etc. One restraint or lock can be undone per each invocation (one per melee is possible). Only gagging the mage will prevent the use of this magic.
Thoth was the god of knowledge and wisdom of the ancient Egyptians, and was said to know all languages. This invocation enables the character to read and understand ALL written languages, modern, ancient, and dead. However, the spoken languages are incomprehensible unless a tongues spell is also invoked or the person has an education in that language.
The arcanist can magically bestow the power of flight only to an inanimate object not made of metal or plastic. He or she can then use that object to fly. This spell is the basis of the myths about the witch and her broom, and of flying carpets. The object must be big enough to hold onto or, preferably, large enough to sit on. To avoid muscle strain, it is best that the object can be comfortably sat upon. The maximum length and width of the object must not exceed six feet. This magic will not work if the object has any metal or plastic on it, including nails. Maximum altitude is 1000 ft. Maximum speed is 35 mph; the object can be made to hover stationary.
This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh, and pulled muscles. It will not help against illness, internal damage to organs or nerves, broken bones, or poisons/drugs. Int he case of bullet wounds, the bullet should be removed first, or it could cause further damage. The spell restores 3D6 SDC and 1D6 hit points.
The arcanist creates a frightening, illusiory image of a horrible sight using common images, such as hundreds of large (presumably poisonous) spiders, scorpions, snakes, or a vicious, rabid animal(s), or fire, or similar. Everybody who sees the illusion must roll to save vs a horror factor of 14. A failed roll means that the character is momentarily stunned, with the usual horror factor combat penalties applicable for that one melee. However, the illusion is so real that anyone character who fails to save will not go past the illusion, but can try to find another route around it.
The invocation can turn any normal, drinkable fluid or food into a sleep inducing potion. Immediately, after two bites of enchanted foor or two gulps of fluid, the person will fall into an enchanted sleep. The victim cannot be awakened by any means except by the mage cancelling the magic or until the magic's duration time elapses. A successful save means the enchanted food or drink has no effect.
The invocation bestows the character with the incredible speed attribute of 44 (equal to 30 mph), and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.
This invocation bestows the character a supernatural PS of 30 and a PE of 24, as well as adding 30 SDC for the duration of the magic. Bonuses last for the duration of the magic.
. This spell can be cast upon oneself or on one or two people at a time by touch. The enchanted persons are then able to breath underwater and swim expertly (at a speed of 20). Base skill 98%. No distance or fatigue factor; swims with ease for the full duration of the spell. Bonus of +2 to parry and dodge while in the water.