Level 6 Spells


Apparition
Range: 30 ft.
Duration: One minute/4 melees per level of experience.
Saving Throw: Standard.
PPE: 20

The wizard can create a realisitic apparition in the form of a horrible creature or wierd thing that will attack anybody who comes within 20 feet of it. Apparitions are commonly used to block passages and guard entrances. Although an illusion, it will appear completely real, interaticing with opponents' actions. The illusion will appear to sweat and bleed, but can not be killed or stopped. The illusion can appear as any known supernatural creature or an imaginary "thing", like a man-eating refridgerator and so on.

Ther are only three ways to destroy the illusion: 1) a successful saving throw vs. magic will ause the thing to disappear (at least for that individual). Each character must make a saving throw. 2 Plung a rod or something made of iron into it. 3) Wait for the magic's duration time to elapse.

The person who sees the illusion and fails the saving throw will believe it to be real in every way and will even imagine it inflicting damage to him. Conduct combat as usual, although the daage is imaginary and disappears when the apparition is destroyed. Should the opponent of the apparition "die" (or so he believes), he will fall unconscious for 2D4 minutes from shock. The experience is traumatic; roll to save vs. insanity. If the roll is a failure, roll on the Random Insanity Table. Note that no actual damage is sustained.

The creature will always have 1D4+2 attacks per melee, have a +2 to strike, +3 to parry, +6 to dodge, be incredibly strong, and have a horror factor of 10.

Call Lightning
Range: 300 ft.
Duration: Instant.
Damage: 1D6 MDC per level of the caster.
Saving Throw: None.
PPE: 15

This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be withing the spell caster's line of vision.

Compulsion
Range: 60 ft. within the line of vision
Duration: 24 hours
Saving Throw: Standard
PPE: 20

The spell caster can implant a sudden desire or need in another person's mind. The focus of the irresistable impulse should be something reasonable and attainable, although the motive may seem quite irrational. The enchanted person will be consumed with the object or action of the implanted compulsion, whether it be somethng very simple, like the craving for a candy bar, or the need to visit somebody or something more extravagant. The victim of this enchantment will be obsessed with obtaining whatever it is for the full duration time of the incantation or untl it is attained. A "remove curse" will also negate the compulsion.

Cure Illness
Range: Touch or 30 ft.
Duration: Instant
Saving Throw: Standard, if the person resists treatment.
PPE: 15

A potent magic that can cure ordinary disease and illness, such as fever, flu, and other common diseases. The magic can not cure cancer, lung disease, wounds, broken bones, or internal damage to organs. Nor can it cure magically induces sicknesses or disorders.

Fire Ball
Range: 90 ft.
Duration: Instant
Damage: 1D4 MDC per level of experience.
Saving Throw: Dodge of 18 or higher.
PPE: 10

The spell caster creates a large fire ball which hurls at its target at an awesome speed, inflicting 1D4 Mega-Damage per each level of experience. The fireball is magically directed, and seldome misses.

Impervious to Energy
Range: Self or others by ritual.
Duration: 2 minutes/8 melees per level of experience.
Saving Throw: None
PPE: 20

The arcanist can make himself impervious to all forms of energy including fire, heat, electricity, lasers, and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, etc., do normal damage.

Magic Pigeon
Range: Immediate area
Duration: 2 months per level of experience.
Saving Throw: None.
PPE: 20

Through the means of a special incantation the spell caster is able to create a mystic facsimile of a pigeon. The magic pigeon is able to deliver a spoken (30 words or less) or written message to anyone, anyplace in the same dimension as the caster. However, the caster must know the general location of the recipient of the message and a specific person (or two) to receive the message. Upon reaching its destination, the pigeon will seek out that person and immediately deliver the message. If the recipient is not at the prescribed destination it will wait until he returns or until the spell duration elapses and it fades away.

The magic pigeon looks exactly like a real pigeon, but needs no food or rest; thus it can fly 720 miles every 24 hours at a speed of 30 mph. Normal weapons cannot harm or capture the pigeon, but magic spells of entrapment can capture it. Only a dispel magic spell can destroy it.

Mask of Deceit
Range: Self
Duration: 10 minutes per level of experience.
Saving Throw: Special.
PPE: 15

A useful tool for deception, it magically creates an illusionary mask over the person's own facial features. Age, gender, skin color, hair, hair length, and specific features are composed with thought. However, the magic is limited to facial features, and does not apply to any other part of the body. The mage can attempt to imitate a specific person's face, but has a per 20% + 5% per level of experience; if the character has the disguise skill, use that percentage instead.
Everyone encountering the person gets a save vs. magic, but at a -4 to do so. A successful save means the true features are seen, not the mask.

Memory Bank
Range: Touch.
Duration: 3 months per level of experience.
Saving Throw: Standard if unwilling.
PPE: 12

The mage can implant a block of memory/information deep within another person's subconscious mind without them ever knowing what it is. The mage can then retrieve it at any time with a mere touch. This technique can be used to safely record and hide phone numbers, addresses, incantations, and any other information under 1000 words. The information will be stored for three months per level of the enchanter. Note: a mind block will make it impossoble to implant or retrieve a memory bank. There is no limit to the number of memory banks a mage can implant in the same person. The memory will fade away after the magic's duration time has elapsed.

Reduce Others
An original spell
Range: 500 feet.
Duration: One minute/4 melees per experience level.
Savings Throw: Dodge.
PPE: 20

This spell was first developed by an inventive Ley Line Walker who was trying to alter the effects of the Reduce Self spell. Instead of shrinking the caster to a size of six inches, this spell creates a ball of green energy that shoots from the caster's hands in a straight line. Anyone hit by this ball, as well as his/her clothes and possessions, will be shrunk to a size of six inches. At this size, mega-damage weapons inflict a mere ONE point of SDC damage, all others simply sting. However, the victim of this spell must take care not to get stepped on.

Reduce Self
Range: Self
Duration: 2.5 minutes/10 melees per level of experience.
Saving Throw: None
PPE: 20

This spell instantly shrinks the spell caster, his clothes, and possessions to six inches tall. At this size, mega-damage weapons inflict a mere ONE point of SDC damage, all others simply sting.

Teleport: Lesser
Range: Five miles per level of experience, touch.
Duration: Requires 30 seconds/2 melees.
Saving Throw: None
PPE: 15

The power to transmit matter from one place to another. The lesser teleport incantation is limited to non-living substances. Up to 50 lbs. can be instantly transported from the location of where the spell caster is to any location, possibly miles away. The only requires are that the mage touches the object to be teleported, and that the mage knows the location of where it is being sent. Success ratio: 80% + 2% per experience level of the arcanist. An unsuccessful roll means that the object never arrived where it was supposed to, and could be anywhere within the mage's range.

Time Slip
Range: Self.
Duration: 1/2 melee/7 seconds.
Saving Throw: None.
PPE: 20

The invocation momentarily suspends time, enabling the spell caster to slip 7 seconds into the future. The mage can move forward seven seconds while all around him are caught in the past. The magic is such that the arcanist can not physically hurt any living creature, but can move about the physical environment, open doors, grab an item, run, etc. The effect will appear, to others, as if the character disappears for an instant, and then reappears a few seconds later. All around him lose half their actions for that melee round, but the mystic retains all of his.
The time slip is ideal for a quick escape. Note: Whatever actions the mage takes within the seven seconds are unseen and unknown to the other characters.

Tongues
Range: Self or others by touch
Duration: 3 minutes/12 melees per level of experience.
Saving Throw: None.
PPE: 12

The magic enables the character to perfectly understand and speak all spoken languages at a 98% proficiency. An understanding of written languages is not provided by this magic.

Words of Truth
Range: 5 ft.
Duration: 1 minute/4 melees per level of experience.
Saving Throw: Standard
PPE: 15

A person affected by this enchantment is compelled to answer all questions truthfully. The arcanist must be within five feet and can ask two brief questions per melee. It is wise to keep questions simple and clear to avoid confusion. The enchanted person makes a saving throw for each question asked. A successful save means he doesn't have to answer. Questions can be repeated.


Back to the Main Spells Page