Level 9 Spells


Curse: Phobia
Range: Touch or 20 ft.
Duration: 24 hours per level of experience
Saving Throw: Standard
PPE: 40

The phobia curse implants in its victim an unreasoning fear of something. The arcanist can select one of the phobias listed in the insanity tables, randomly roll on that table, or introduce a new phobia. The victim of the curse will have a phobic reaction every time he encounters that fearful thing. Only a Remove Curse spell is a 100% cure, Negate Magic has a 25% chance of success, and, of course, the mage who created the curse can cancel it at any time.

Familiar Link
Range: Self and animal/600 ft.
Duration: Indefinite
Saving Throw: None
PPE: 55

At third level, a practicioner of magic is experienced enough to mentally link with a small animal. This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will be instantly linked to the mage, becoming docile and submissive to him and him alone. The two are now one. The spell caster is its friend and master, an extension of the animal. The animal familiar will understand and obey any command, mental or verbal. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste, and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling into areas not easily accessible to its master. Although the familiar understands and obeys its master, it can not actually speak to him.
Just as the arcanist knows what the familiar is feeling, so does the familiar know what its master is experiencing. If one is in danger, the other will know it. Because of the magical nature of the union, the mage and familiar both get an additional six hit points. However, if the familiar is hurt or attacked, its master also takes the same damage, even if miles apart. If the familiar is killed, the arcanist permanently loses 10 hit points! There is a 50% chance he will also suffer shock from the ordeal; if he does, he will lapse into a coma for 1D6 hours. Another familiar link cannot be tried again for another 1.5 years.
Other Limitations

Metamorphosis: Insect
Range: Self, or others through ritual magic.
Duration: 20 minutes per level of experience.
Saving Throw: None.
PPE: 60

The mage can transform himself into an insect or arachnid that is no smaller than a half inch and no larger than six inches. In insect form, the mage retains his own IQ, memory, knowledge, hit points, and SDC; however, the performance of human skills is impossible as a bug. Likewise, magic cannot be cast as an insect, as he cannot speak. The metamorphosis can be cancelled at will, but the arcanist will be naked.
Bite or Sting:

Speed: Note: Never seems to tire and can walk on any surface.
Abilities and Bonuses:

Mute
Range: 30 ft.
Duration: 20 minutes per level of experience.
Saving Throw: Standard
PPE: 50

This spell temporarily affects the voice box and vocal cords, preventing any voice or sounds from being uttered.

Protection Circle: Simple (ritual)
Range: Radius of the circle
Duration: 24 hours, plus 4 PPE to reactivate after the circle's initial creation.
Saving Throw: None
PPE: 45

This invocation requires the drawing of a circle and symbols while the incantation is recited. Chalk or charcoal, or almost any substance, can be used to draw the circle. 45 PPE points are needed to initially create the circle, but a mere four PPE is all that is needed to reactivate it. Anybody with sufficient PPE and desire can reactivate a protection circle. However, if the circle is damaged (scraped, scarred, rubbed out, etc), it will not function and a new one will have to be created.
The simple protection circle will protect everybody inside its radius by keeping lesser supernatural creatures five feet away from the circle. The creatures cannot come any closer, nor enter the circle. The circle also provides its occupants with a bonus of +2 to save vs. magic and psychic attack.
Although lesser supernatural beings, such as entities, ghouls, and gremlins, cannot come near or enter the circle, they can hurl objects, use weapons, or use magic and psychic powers against the person(s) inside teh circle. Greater beings, such as vampires, elementals, and demi-gods, are not affected by the simple circle, and can enter effortlessly. No bonuses vs. magic apply against these powerful beings, either.

Speed of the Snail
Range: 60 ft.
Duration: 30 seconds/2 melees per level of experience
Saving Throw: Standard
PPE: 50

This time distortion spell reduces the physical prowess, speed, and mobility of its victims to one-third their normal ability. Speed, attacks per melee, dodge, and parry are all reduced to one-third. Spell-casting is not reduced. This spell can be cast on 1D6 people up to 60 ft. away, but within the spell caster's line of vision. Also affects robots and vehicles.

Summon and Control Canines (ritual)
Range: Varies
Duration: 5 hours per level of experience
Saving Throw: Standard animal, but only if part of the player character's group.
PPE: 50

The summon and control canines pentacle will provide 1D4 canines (dogs, wolves, foxes, coyotes, etc), plus one additional canine per level of experience. The animals will be under the complete control of the mage, obeying his every command, and will fight to the death. The pentacle will also give the mage the power to control any other canines which were not originally summoned, within a 200 ft. line of vision, so long as he remains in the pentacle. The canines originally summoned will obey the arcanist in and out of the pentagram for the duration of the enchantment, then leave.

Transferal
Range: Touch of 10 ft.
Duration: One hour per level of experience
Saving Throw: Standard
PPE: 50

The spell caster can use this magic to temporarily transfer his mystic essence into another person by transferring all but 4 PPE and experience into that individual. A See Aura would reveal no magic, little PPE, and no level of mystic experience. An excellent way of hiding one's mastery of magic when needed.
The person to whom the PPE and experience have been transferred is completely unaware of the power within him, and can not use it. The mystic who has temporarily drained himself of magic retains his mystic knowledge, but has only 4 PPE and can create magic only at first level proficiency. He can regain his power by touching the person who holds it, or by waiting for the magic's duration time elapses.

Water to Wine
Range: 12 ft.
Duration: Instant/Permanent
Saving Throw: None
PPE: 40

Another transformation spell, the spell caster is able to change ordinary fresh water into wine, affecting 10 gallons per level of experience. The wine is fair to average quality, increasing by 5% per each level of experience.


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