The incantation enables the arcanist to see and speak with all types of "entities", including poltergeists, haunting spirits, trapped entities, imprisoned entities, and possessing entities. The ability to see and communicate with these ghostlike beings does not mean that they will obey the character, but a dialogue can be exchanged.
Exorcism is a powerful magic that forces a possessing supernatural being to relinquish its control over the enslaved person, animal or object. Forced out of its host body, the evil intelligence will try to possess any other human or animal within the immediate area (30ft. line of vision). The horrid thing gets two attempts at possession. Fortunately, the exorcism incantation protects the person who was its original victim with a bonus of +12 to save vs. possession and the mage conducting the exorcism with bonus of +6 to save vs. possession. Anybody else in the area has no extra bonus, and is in great peril. If the evil force fails in both of its attempts to take possession of a host body, roll percentile dice on the following:
Bestows the following abilities:
The invocation creates a mystic illusion or delusion that the mage implants in the character's mind, thus only that one person experiences the illusion. Whatever the illusion is, whether it be a monster, or fire, or bottomless pit, or void, or watever, seems completely real to its victim. The person hallucinating will react and interact with the hallucinatory image regardless of what anybody else may say or do. A successful save vs. magic means that the magic has no effect. A mind block adds a +3 bonus to save vs. hallucinations.
This spell enables the arcanist to sense the general location of his quarry. The location is limiteto a general area or environment, like a specific apartment building, house, shopping mall, church, park, on an airplane, etc.
To locate a particular personthe arcanist must have either personally encountered the individual or a photograph must be provided. The success ratio for a spell is 41%; for a ritual, the success ratio is 89%, but this also requires an object owned by the person, or a lock of hair, fingernail clipping, of dried blood from the person.
This particularly nasty incantation inflicts it target with bad luck. The victim's normal bonuses to strike, parry, dodge, initiative, and roll with punch are reduced to zero; no bonuses. Critical strikes do normal damage (except for the natural 20, which always does double damage); a death blow or knockout/stun punch only does 1D4 damage. Kick attacks have a 60% chance of causing the character to trip and fall down. Prowl rolls turn into clumsy rolls, making noise every time it is tried. All skills are at -40%, but only during critical situations. Other instances of bad luck are at the GM's discretion. Only a Remove Curse incantation can negate the effect of this enchantment prior to it wearing off.
A human mage can shapechange, altering his or her physical structure. The ultimate disguise, the character can change his height, weight, age, hair color, hair length, skin color, gender, and features. A non-human can transform himself to appear completely human.
To attempt to impersonate a real, existing person, the arcanist must have the disguise skill, even though he/she is mentally molding his/her features through magic. A good photograph is required. A mirror does help. The success ratio for imitating/impersonating a real person is the mage's disguise skill +20%. The better he knows the person the more complete the disguise.
In a ritual version of magic, the mage can metamorphosize somebody else, rather than himself. Also in the ritual magic, the mage can metamorphosize someone into an exact duplicate of himself. Furthermore, a captive at the ceremony can be duplicated without flaw. Note: the metamorphosis process only changes the appearance of the body. The transformed person retain his own voice, memory, skills, and attributes/abilities.
The spell caster can inflict a curse in the form of minor physical disorders that cause a constant irritation. Such disorders include:
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not, roll a saving throw. If the roll is a successful save against the magic used, its influence is immediately destroyed/negated/cancelled. A failed save means the negation attempt did not work. Try again if sufficient PPE is available.
Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols/circles of protection, wards, summoning magic, zombies, golems, restoration or healings/cures. Negation can be attempted to cancel a curse, but only has a 25% possibility of succeeding, and that's only if the saving throw was successful. Of course, it has no affect against psychic abilities or the machines of a psi-mechanic.
The oracle is the magic equivalent of clairvoyance. The arcanist receives a dream-like vision of a possible future. The focus of the vision will depend upon what, when, or whom the mage is thinking about. The same basic rules that apply to clairvoyance apply to the oracle incantation.
Sickness is a debilitating magic which afflicts its victims with the symptoms of a specific disease. Only the symptoms of the disease manifest themselves, not the actual disease. Consequently, a medical examination will show that there is no physical cause to the illness. At best, it will be diagnosed as psychological or unknown. No matter how ill or helpless the victim may become, he can not die from the magic sickness. But the character will suffer greatly.
All sickness inflicted by this magic is severe, inflicting the following penalties and modifiers: Attacks per melee are reduced to one, physical endurance is reduced by 70%, -4 to strike, parry, and dodge, no initiative, and skills are at -40%. The person is very weak, disoriented, and uncomfortable.
Basically, this spell is the opposite of Purification. In this case, the mage can instantly transform good food into spoiled, affecting 50 lbs. or 10 gallons of water/fluids, making the food inedible and the water undrinkable. Anybody who forces themselves to eat or drink the horrible tasting food or drink will get sick with stomach cramps and diarrhea. Penalties: -1 to strike, parry, dodge, and initiative.
This spell transforms stone to flesh, and can restore people who have been turned to stone back to normal. The spell caster can change 50 lbs. per level of experience.
Wisps cause 1D8 people/creatures to become confused and disoriented. Those affected are at -5 to strike, parry, and dodge; attacks per melee are reduced by half.