Level 7 Spells


Agony
Range: 5 ft. per level of experience.
Duration: 1 minute/4 melees.
Damage: Special.
Saving Throw: Standard.
PPE: 20

A particularly cruel and painful invocation that incapacitates its victim with pain. Under the influence of the magic, the victim has no attacks per melee, can not move or even speak; only writhe in agony. Although there is no physical damage (no SDC or hit points are lost), the pain IS real. It will take a full minute after the magic elapses for the victim to regain his full composure. During that minute, his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of -1 to strike, parry, and dodge. Only one person can be affected per invocation.

Animate & Control Dead
Range: 400 ft./line of vision.
Duration: 5 minutes/20 melees per level of experience.
Saving Throw: None.
PPE: 20

With this incantation, the arcanist can animate the remains of dead bodies -- human, animal, or monster -- and mentally control them like a puppetmaster would a marionette. The remains are not alive and do not have any intelligence whatsoever. It is the sorcerer who controls their actions.
Restrictions:

  1. The mage can animate and control only two corpses/skeletons, plus one per level of experience.
  2. The animated dead must remain in his line of vision. If it cannot be seen, it cannot be animated.
  3. The animated dead can be a corpse or skeleton. Attacks per melee: two each, Speed: 7, Damage: 1D6 from punch, bite, claw, or blunt weapon. Modern weapons, such as guns of any kind, can not be used by animated dead, although bladed weapons can.
  4. Only total destruction will stop an animated dead, or knocking out the controlling mage. SDC of a small corpse/skeleton, about 3 to 4 feet tall, is 50 SDC; medium, 5 to 6 feet tall, is 80 SDC; large, 7 to 12 ft. tall, is 140 SDC. Bullets do 1/3 damage, blunt and smashing attacks do full damage, fire does double normal damage. Animated dead can not be stunned, nor are they affected by a death blow or critical hit. They are SDC structures and inflict SDC damage, unless they wield and MDC weapon like a vibro-blade.

Constrain Being
Range: 30 ft.
Duration: 2 minutes/30 seconds per level of experience.
Saving Throw: Standard
PPE: 20

This invocation is useful for controlling lesser supernatural creatures. The enchantment forces the being to obey the arcanist to obey the arcanist to a very limited degree. Mainly, the mage can hold the "thing" at bay with an order like: "Back, stay back." "Go... begone." "Stay there... don't move." "No." "Stop." "Back away." No commands more elaborate than that will be obeyed. The constrain being incantation works in the same way as a cross holds a vampire at bay. As long as the mage and his allies stay out of the creature's reach, the magic will hold it at bay. If it can reach out and hurt somebody, it will. If it is attacked, the enchantment is broken, and it is free to lash out at everybody. Note: possessing entities and the greater supernatural beings are not affected by this magic, nor are non-supernatural D-Bees or aliens.

Dispel Magic Barriers
Range: 100 ft.
Duration: Instant
Saving Throw: Standard
PPE: 20

The dispel magic barriers spell negates/dispels all magic barrers of any kind, including the sorcerer's seal, carpet of adhesion, wall spells, wards, etc. Savings Throw: The magic spell being attacked automatically gets a savings throw as if it were a person. A successful save means the negate magic barriers spell has no effect; the barrier remains.

Fly as the Eagle
Range: Self or others up to 100 ft. away.
Duration: 20 minutes per level of experience.
Saving Throw: None
PPE: 25

The power of flight is bestowed upon the spell caster or person it is cast upon. It is especially effective out of doors, and in large, open areas. Maximum speed: 50 mph. Bonuses: +1 to parry, +2 to dodge, and +2 to damage on a diving attack. Bonuses apply only when in flight.

Globe of Silence
Range: 90 ft.
Duration: 1.5 minutes/6 melees per level of experience.
Saving Throw: None.
PPE: 20

This spell immediately creates an invisible, 10 ft. radius globe which stops all sound. Voices, screams, footsteps, Glitter Boy Boom Guns, everything within that 10 ft. radius is absorbed by the globe. This means that absolutely no no sound can leave the globe or penatrate it. So while it can prevent those within the globe from making noise, it also prevents sounds from outside to enter. Those within the globe cannot hear anything. A spell caster, reliant on spoken incantations, is completely powerless inside a globe of silence because his words cannot be heard.
The spell affects those within its radius; stepping beyond the radius frees that person from its effect. The globe itself can be fixed in a stationary area, or mentally moved and manipulated by the spell caster. However, the spell caster cannot cast another spell while manipulating the globe, and once fixed to a spot it, that is where it remains until the spell duration elapses, or it is cancelled.

Invisibility: Superior
Range: Self or others by touch.
Duration: 3 minutes/12 melees per level of experience.
Saving Throw: None.
PPE: 20

A powerful incantation that makes the spell caster invisible to all means of detection. Infrared, ultraviolet, heat, motion detectors, and even an animal's sense of smell cannot locate the invisible person. No footprints are made, and little sound (Prowl 84%). The magic is broken only if the character makes a hostile move, or engages in combat. At that instant, he becomes completely visible.

Invulnerability
Range: Self or others by touch
Duration: 15 seconds/1 melee per level of experience.
Saving Throw: None
PPE: 25

This magic makes the individual impervious to fire and all energy attacks, impervious to poisons/toxins/gases/drugs, and provides a form-fitting energy field which appears as a glowing aura around the body (35 MDC). Once the 35 MDC from the energy field is exhausted, the person will suffer normal damage to his own MDC, SDC, and hit points. The invulnerable character is also +10 to save vs. magic, psychic assault, and horror factor.

Life Drain
Range: 30 ft.
Duration: 30 seconds/2 melees per level of experience.
Damage: Special; see description.
Saving Throw: Standard
PPE: 25

The life drain is a debilitating magic that weakens an opponent. The victim will turn pale and experience weakness. Reduce SDC by half, hit points by half, speed by half, attacks per melee by one, and skills are -10%.
Low-level arcanists (1-3) can only affect one individual per each spell cast, but at fourth level the mage can also cast the magic on a 15 ft. area, affecting everyone who enters and remains int he area of enchantment.
Once the magic's duration time has lapsed, teh victim's skills and attacks per melee return to normal, SDC returns at a rate of 8 per hour, and hit points return at a rate of 4 per hour. Reduced speed and a feeling of weakness remains for 6 hours.
A successful saving throw means the magic has no effect on the person. Characters inside MDC body and power armor, robots, and vehicles are affected; Borgs are not.

Metamorphosis: Animal
Range: Self or others by ritual.
Duration: 20 minutes per level of experience.
Saving Throw: None.
PPE: 25

Theinvocation can completely transform a character into a particular animal, from an alley cat or cocker spaniel to a lian, wolf, alligator, or bird. As the animal, the character gets all the inherent abilities and defenses which that animal form may offer, but retians his own IQ, ability to speak, memory, SDC, and hit points. The mage can return to human form (naked) at will.

Purification
Range: Touch or 3 ft.
Duration: Instant
Saving Throw: None
PPE: 20

The mystic can pruify food or water, cleansing it of disease, bacteria, and poison/toxins. Up to 50 lbs. of food or 10 gallons of water/fluid can be purified each time the spell is cast.

Second Sight
Range: 5 miles per level of experience
Duration: 30 seconds/2 melees.
Saving Throw: None; mind block will prevent its use.
PPE: 20

A unique use of magic that enables a mage to see and hear what another person is doing at that very moment. To use second sight, the arcanist must have previously encountered the individual. The mage just has to think about that person and he will get a clairvoyant-like vision showing what that person is doing and saying, and who he/she is with. The vision is what one might expect to see in a crystal ball except that the arcanist sees it in his mind. The vision lasts only 30 seconds each time the magic is invoked.
A mage can also use second sight to transmit his present activity to another person. Perfect for that mystic S.O.S. The image always consists of true events, showing exactly what is happening when it is happening. The vision can not be altered or doctored in any way.

Wind Rush
Range: 120 ft.
Duration: 15 seconds/1 melee
Saving Throw: 18 or better to maintain balance.
PPE: 20

This spell creates a short, powerful wind gusting at 60 mph, which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 to 120 feet away, or creating dust storms.
The wind can be directed by the spell caster at a specific target, or a general sweep (maximum wind width: 20 ft.) can be made. Anyone caught in the wind is helpless and unable to attack or move against the wind. It takes an additional melee to recover, and 1d8 melees to gather up all items blown away.


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