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Activate Gate

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Long

Range: Touch

Drain: 7

When cast this spell will allow travel through a magical gate. This gate must have been specially prepared and linked to at least one other gate. The caster may choose any of the available linked gates as a destination. Travel is instantaneous.


Adhesion

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

Causes the subjects hands to become very sticky and adhesive. Under the effects of this spell the character gains a bonus of + 10 to their climbing skill and cannot drop a weapon due to a fumble.


Alarm

Arkana: Mental / Power

Power: 1

Duration: 1d10 ÷ 2 hours + Level

Range: 10’+ 5’ per 2 levels

Speed: Ritual

Drain: 21

This spell will create a loud cacophony whenever anyone enters the range. The spell will let loose shrieks, bangs, crashes, bells, foghorns, and screams. The caster can choose the form of the alarm at the time of casting. This spell cannot create any visual effects, simply auditory.


Amiability

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

When cast this spell will make everyone a little more friendly with the caster. Nothing unusual, just a slightly better reaction than normal. Hostile encounters may simply become suspicious. Suspicious encounter would become average, and so on. There is a + 5 bonus to negotiation or a Charisma roll, but most of the effect will be in a role-playing arena.


Amnesia

Arkana: Mental

Power: 3

Duration: Permanent

Speed: Normal

Range: Touch

Drain: 5

This spell strips the victim of all of his or her personal memories. These include memories of family members, friends, enemies, failures, places, and his or her personal history. Skills can never be taken, but they can be forgotten. The character will not be able to consciously use any skill that relies upon knowledge, but may roll the skill if asked about the subject. The source of the knowledge will be completely unknown to the victim.

Victims may roll willpower when the spell is cast. If the roll fails, the character may roll again after 1 day. If that roll fails, then the next one may be made after 1 week. If that fails, then the victim may roll again after 1 month, then 1 year, and then every decade.


Analyze Magic

Arkana: Power / Mental

Power: 2

Duration: Instant

Speed: Normal

Range: Touch

Drain: 2

This spell allows the caster to identify the effects, charges, uses, curses, abilities, and other magical properties of an object or field. Objects that have intelligence may roll WIL to hide some or all of their properties.



Animal Speak

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’+ 5’ per 2 levels

Drain: 3

This spell allows the character to understand and speak with all animals that are within range. Animals may or not be friendly, and will act according to their nature.



Animal Weaponry

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self Or Touch

Drain: 3

This spell temporarily modifies part of the body of the spell recipient. The spell causes the person to grow claws, fangs, quills, or spikes. To strike, the person must use his or her brawling, unarmed combat, or martial arts skill. Whatever the form, the weaponry will inflict the amount shown below, + 1/10th of the caster’s Cast Physical Spells skills.

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Animate Archer Skeleton

Arkana: Power

Power: 3

Duration: 2d10 hours + Level

Speed: Ritual

Range: Touch

Drain: 23


Animates one 10th Level skeleton called an Archer Skeleton. This skeleton follows all of the spoken commands of the animator. Archer Skeletons can act independently of their creators, but cannot disregard any specific orders. Requires the corpse of a 10th level or greater warrior. Many religions consider this an evil or immoral act.



Animate Crusader Skeleton

Arkana: Power

Power: 4

Duration: 3d10 hours + Level

Speed: Ritual

Range: Touch

Drain: 24


Animates one 15th Level skeleton called a Crusader Skeleton. This skeleton follows all of the spoken commands of the animator. Crusaders can act independently of their masters, but cannot disregard any specific orders. Requires the corpse of a 15th level or greater warrior. Many religions consider this an evil or immoral act.


Animate Horde Skeleton

Arkana: Power

Power: 1

Duration: 1d10 / 2 hours + Level

Range: Touch

Speed: Ritual

Drain: 21

Animates one 1st Level skeleton called a Horde Skeleton. This skeleton follows all of the spoken commands of the animator. The commands must be simple and straightforward. Many religions consider this an evil or immoral act.


Animate Undead Monster

Arkana: Power

Power: 3

Duration: 2d10 hours + Level

Speed: Ritual

Range: Touch Drain: 23

Animates one monster. This monster cannot be any of the human-like races such as elves, dwarves, humans, vartith, legyre, orcs, goblins, nogashim, secotah, or motul. The monster cannot have had a level in life greater than the caster. This monster will have all of the abilities and weaknesses they had in life, but will also incur those of a skeleton. This skeleton follows all of the spoken commands of the animator.



Animate Greater Scourge

Arkana: Power

Power: 5

Duration: Permanent

Speed: Ritual

Range: Touch

Drain: 25

Animates one 20th Level Scourge. This skeleton does not require soul-bind and is fully sentient. The scourge cannot disobey or disregard any commands given by the creator. Most scourges are created by Darkheart’s blade, but given time the life essence of the scourge will enchant it’s own blade. Requires the corpse of a 20th level or greater warrior, and a large gem of the finest quality. Many religions consider this an evil or immoral act.


Animate Lesser Scourge

Arkana: Power

Power: 4

Duration: Permanent

Speed: Ritual

Range: Touch

Drain: 24

Animates one 15th Level Scourge. This skeleton does not require soul-bind and is fully sentient. The scourge cannot disobey or disregard any commands given by the creator. Most scourges are created by Darkheart’s blade, but given time the life essence of the scourge will enchant it’s own blade. Requires the corpse of a 15th level or greater warrior, and a large gem of the finest quality. Many religions consider this an evil or immoral act.



Animate Skeletal Platoon


Arkana: Power

Power: 4

Duration: 3d10 hours + Level

Speed: Ritual

Range: Touch

Drain: 24


Animates a platoon of 20 Levels of skeletons. The most powerful skeleton that can be animated is a 10th level archer. The levels can be divided as the caster desires. All the requirements for the individual animate spells still apply.


Animate Skeletal Squad

Arkana: Power

Power: 3

Duration: 2d10 hours + Level

Speed: Ritual

Range: Touch

Drain: 23


Animates five Horde skeletons. These skeletons will fight and obey all simple commands issued by the creator.



Animate Soldier Skeleton

Arkana: Power

Power: 2

Duration: 1d10 hours + Level

Speed: Ritual

Range: Touch

Drain: 22


Animates one 5th Level skeleton called a Soldier Skeleton. This skeleton follows all of the spoken commands of the animator. The commands should be simple and straightforward, but can understand more complex orders. Requires the corpse of a 5th level or greater warrior. Many religions consider this an evil or immoral act.


Antigravity

Arkana: Energy

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Self Or Touch

Drain: 4

This spell causes uncontrolled levitation. The target will bob and float in midair. The only propulsion is by kicking or grabbing objects and walls. The maximum movement from a kick is ¼ the recipient’s Strength or 5’ per round crawling. Victims may save with Defensive tactics.



Barrier

Arkana: Energy / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

Creates a barrier of solid energy that prevents the victim from travelling in one direction. This direction can be any of the cardinal directions, or up and down. If the direction selected is north, the victim will be prevented from travelling north, northwest, and northeast. Spells and missile attacks will not be prevented however. There is no save against this spell.



Berserk

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

This incantation will turn the victim into a raving beast only interested in slaughter. The victim may receive a willpower roll to save. If unsuccessful, the victim will attack the nearest person to him. If the nearest person is a personal friend the character may roll an additional willpower to avoid striking. Otherwise the victim will continue to attack until that person is dead. Then he will focus on the next nearest person. And so on. The victim will also be unable to save with willpower against anything else during the duration. Berserk characters cannot defend but gain a bonus of + 5 to strike.



Borrow Experience

Arkana: Mental

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Touch

Drain: 6

The caster will duplicate all of the skills of the individual touched. The higher score for each skill should be the one used for the duration. The donor retains all of her skills at their original values, and does not share in the information transfer. The donor can attempt to save with defensive tactics or a dodge. No memory or understanding of the information granted by this spell will remain after the duration expires.



Borrow Skill

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4

By use of this incantation the mentalist can borrow any one skill from the individual touched. The donor can attempt to save with defensive tactics or a dodge. The donor does not lose the skill, the enchanter simply duplicates the skill in his own mind. The percentage score of the donor becomes the percentile score of the caster. The caster does not add his own skill with the donor’s. No memory or understanding of the information granted by this spell will remain after the duration expires.


Blind

Arkana: Mental / Physical

Power: 4

Duration: Permanent

Speed: Normal

Range: Touch

Drain: 6

This spell strips the victim of his or her sense of vision, both day and night. The victim may make a defensive tactics skill roll to avoid the effects of the spell. Blinded victims can only have their sight restored by a cure blindness spell, or a divine miracle.



Blink

Arkana: Power

Power: 1

Duration: Instant

Speed: Quick

Range: 5 Feet

Drain: 3

This spell will instantly transport the caster, and all equipment that he or she is carrying 5 feet in any direction. The place must be within the line of sight of the caster, but may be obstructed by ice, bars, glass, or anything other than a solid wall.



Blur

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self

Drain: 3

This spell causes the caster to blur before the eyes of everyone that sees him or her. All skills that are directed towards the caster, such as all strike rolls, or single target spells, have a penalty of 5 + the caster’s level. A successful perception roll will negate the penalty, but must be made for each action attempted.


Body Weaponry

Arkana: Physical

Power: 3

Duration: 1d10 + Level

Speed: Normal

Range: Self or Touch

Drain: 5

This spell temporarily modifies part of the body of the spell recipient. The spell causes the person to transform one or more arms into large weapons. To strike, the person may use any of his melee weapons or hand to hand fighting skills. Whatever the form, the weaponry will inflict the amount shown below, + 1/10th of the caster’s Cast Physical Spells skills + the recipient’s strength.

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Boost Spell’s Area of Effect

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Self or Touch

Drain: 4

After casting this spell, the very next spell cast by the individual touched will have a greater area of effect. Spells that can only affect one individual cannot be effected, but spells that can only be cast on self can be cast upon another via touch. Spells with an area increase by 5 feet by 5 feet every fifth level. Spells that deal a swath of injury, such as fire stream, will have an additional 5’ of effect for every 10 levels of the caster. Spells with a radius increase 5 feet every fifth level. Spells that effect groups based on levels do 10% more levels for every five levels of the caster. Spells with an effect in miles can effect 1 mile more per level of the caster. This spell cannot be cast to effect the same spell more than once.



Boost Spell’s Duration

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Self or Touch

Drain: 4

After casting this spell, the very next spell cast by the individual touched will have a longer duration. The duration will increase by 25% for every five levels of the caster. For example, a 15th level wizard will have a bonus of 75% to the duration of the next spell cast.


Boost Spell’s Injury Done

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Self or Touch

Drain: 4

After casting this spell, the very next spell cast by the individual touched will deal more injury. The spell will have a bonus of +1 to each die of injury, for every five levels of the caster. For example a 15th level wizard could deal 7d10+21 using lightning bolt, but only 1d10 + 4 using Energy shock.



Boost Spell’s Range

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Self or Touch

Drain: 4

After casting this spell, the very next spell cast by the individual touched will be able to cast the spell a greater range. The increase to the duration is 25% for every five levels of the caster. For example, a 15th level wizard will have a bonus of 75% to the duration of the next spell cast.


Bountiful Harvest

Arkana: Physical

Power: 3

Duration: 1 Season

Speed: Ritual

Range: 1 acre per level

Drain: 23

Protects and provides extra nourishment for all food-crops within the range of the spell. This spell not only fertilizes the crops; it protects them from animals, insects, bad weather, and disease. Consider the yield from fields with this spell to be consistent with modern crop yields.


Branched Lightning

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 6

This spell spews a small arc of electricity at the target. The victim may attempt to save with a Dodge or using Defensive Tactics. If the spell is successful, the victim will receive 1d10 injury for every level of the caster. The caster may choose to add additional targets by dividing the injury dice amongst them as he wishes. No target may be assigned less than 1d10 injury. Metal armor will increase the injury received.



Breathe without Air

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level X 5 Feet

Drain: 4

This spell allows the recipient to survive in any area where there is no, little, or poisonous air. Any poisons in the air will not affect the recipient of this spell.



Breeze

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

Creates a mild breeze travelling in a direction of the caster’s choice. The maximum speed of the breeze is 2 mph for every level of the caster, but the creator may regulate the speed.


Brittle

Arkana: Physical

Power: 3

Duration: Permanent

Speed: Normal

Range: Level x 5 Feet

Drain: 5

This spell can only be cast upon a non-living, non-magical item. The item will break or be otherwise unusable with the next attack, jolt, or whack that it receives. The remaining PV of armor will be reduced by half each time this spell is cast upon it.


Cacophony

Arkana: Energy / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5'

Drain: 3

Fills an area with shrieks, bangs, shouts, screams, clatters, pops, whistles, bluegrass music, grinding, and other annoying sounds. The caster can fill an area 30' x 30' for every five levels of experience. Everyone within the area of noise will have a penalty equal to the caster's level + 10 to most skills. Communication and concentration based skills will have a penalty of 20 + the level of the caster.


Calm

Arkana: Mental

Power: 1

Duration: Instant

Speed: Normal

Range: 10' + 5' / 2 levels

Drain: 3

Calms the subject for one round if the victim fails a willpower roll. After this round the subject will remain calm but can become re-enraged. The actions and conversation will determine the ultimate outcome. This spell will simply give a chance to reason or calm the subject further.


Camouflage

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

This spell causes the skin and clothing of the recipient to mimic the coloration of the surrounding area. This spell does not extend to metallic armors but will change padded and leather varieties. This color change will give a natural skill of 95% in hiding to a stationary character. Missile weapons and spells receive a penalty of – 10 even if the character is moving.


Catalyst

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Touch

Drain: 5

This spell must be cast onto an object followed by another spell. The object will then cast the secondary spell when a certain set of conditions is met. These conditions can be anything the caster desires, but must occur within 50 feet of the object. The conditions may be visual or audible; they cannot be mental in nature. Once the secondary spell is activated the spell is dissipated.


Chain Lightning

Arkana: Energy

Power: 5

Duration: Instant

Speed: Long

Range: Level X 10 Feet

Drain: 10

This spell creates an area of electrical energy, up to 45 feet x 45 feet. The caster may regulate the actual size of this spell. Every creature within the area of effect will receive 1d10 injury per 2 levels of the caster. Persons wearing metal armor will have their armor’s PV added to the injury suffered instead of subtracted from it. Victims may attempt to dodge out of the area of effect, but if unable to do so will still suffer full injury.



Charm

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level X 5 Feet

Drain: 4

The person affected by this spell will think of the caster as his or her closest friend and confidante. This feeling of friendship will not apply to the caster’s friends, although the victim may hesitate to attack them. Once the spell wears off, the victim will forget that he or she was ensorcelled. The victim may make a willpower roll to avoid the effects of this spell.


Circle of Protection

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

This spell creates a non-movable circle, centered upon the caster. This circle is inscribed with glowing runes and can be erected against angels, cold, demons, electricity, elementals, fire, magic, missiles, shadows or undead. When in use the proscribed creature or condition can have no effect upon any person or thing within the circle. If the runes of the circle are carved upon the ground or floor then the duration of the spell is permanent until it is destroyed in some way. Each type of circle must be learned separately.


Clairaudience

Arkana: Mental / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: 1 Mile per Level

Drain: 4

Allows the character to hear anything or anyone within the range of the spell. It does not require a scrying device, but it also does not grant visions. At the end of the duration the caster may choose to spend an additional 2 drain to continue the spell for another 1d10 rounds. The object under surveillance may move within the range of the spell, but if it leaves the area the spell is broken. The caster may also not change subjects without breaking the spell.



Clairvoyance

Arkana: Mental / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: 1 Mile per Level

Drain: 4

This spell gives the caster the gift of second sight looking into a non-magical crystal ball, mirror, or a pool of water. The caster can see, but not hear, any person, place, or thing within range. The caster must concentrate upon watching the vision unfold and cannot act for the duration without breaking the spell. At the end of the duration the caster may spend an additional 2 drain to continue the vision. The object under surveillance may move within the range of the spell, but if it leaves the area the spell is broken. The caster may also not change subjects without breaking the spell. Small details and hidden secrets require a Scrying roll to refocus from a different vantage. The subject must remain the same.



Clear Thoughts

Arkana: Mental

Power: 1

Duration: Instant

Speed: Normal

Range: Touch

Drain: 3

This spell will cancel the effects of any mental spell of up to 2nd power cast upon the individual. Victims may attempt to save with a willpower roll, but cannot be forced to save.



Cloak of Light

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

This spell is a precursor to the invisibility spell. The recipient of this spell has some of the light bent around her, giving a shimmering outline with a fuzzy interior. This spell allows the character to see, fight, and cast spells as normal. If the character stands motionless there is a 95% chance of hiding. If the character moves anyone can see an indistinct figure, but there is a penalty to strike the cloaked character. Running grants a penalty of – 5 to hit, trotting grants a penalty of – 10, jogging grants a penalty of – 15%, and walking grants a penalty of – 20.


Clothing Transformation

Arkana: Power / Physical

Power: 2

Duration: Permanent

Speed: Normal

Range: Touch

Drain: 4

This spell transforms one suit of clothing into another suit. Style, coloration, and materials can all change, but cannot include metals. The mass of the clothing remains the same. Armor of any type can not be transformed. Victims may attempt to save with defensive tactics or a dodge. Seamstress guilds tend to attempt to outlaw or "discourage" the use of this spell.


Command

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level X 5 Feet

Drain: 5

This spell forces the victim to complete all commands given to him or her by the caster during the duration of the spell. These commands cannot break the victim’s personal code of ethics or morality. The victim may roll willpower to save at casting. If the victim fails, then he or she will have a cumulative penalty of –5 to all command, possession, or similar spells cast by the same person.


Compress Time

Arkana: Power

Power: 4

Duration: Special

Speed: Ritual

Range: 20’ or 1 Room

Drain: 24

When cast the spell will freeze time for everyone except the caster and his companions. Time will continue as normal for them inside the area of effect. Anyone who attempts to leave the area affected by the spell will receive 2d10 injury and be frozen like everyone else. Those who remain may sleep, read, study, recover wounds, or anything else they desire without the possibility of interruption. Time will remain frozen for exactly one week.



Conduit

Arkana: Mental / Power

Power: 3

Duration: Special

Speed: Normal

Range: Touch

Drain: 5

This spell must be cast via touch. Unwilling victims may resist using defensive tactics and, if unsuccessful, willpower. This spell can lie dormant until the caster desires. On activation the caster can see through the eyes of the target, and can cast spells as if she was there. Duration once activated is only a total of 2d10 + Level in rounds, but can be divided amongst several sessions as the caster desires.



Confusion

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

This spell causes the person touched to be extremely confused. The victim will have a penalty of 10 + the caster’s level to all skills. If this spell is cast upon a spell caster in mid-spell, then he or she will automatically fumble the spell, but will not suffer from any drain. The victim is allowed to save with a willpower roll to avoid the effects of this spell.



Control Animal

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

This spell will allow the caster to control any one normal animal equal or less than her level. The animal will not commit suicide, or allow itself to be hurt or killed. Otherwise the animal will follow all commands faithfully. This spell cannot be cast upon a familiar. The animal may receive a willpower roll to save.



Control Beasts

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

When cast the wizard can control up to his level x 2 in levels of normal animals. The animals will not commit suicide, or allow themselves to be hurt or killed. Otherwise the animals will follow all commands faithfully. This spell cannot be cast upon a familiar. The animals may receive a willpower roll to save.


Control Demon

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5

Allows the caster to control any one demon recently summoned. Demons are far more tractable than one may otherwise believe, if cast by the summoner. The demon can be equal to the caster’s level or lower. The demon may receive a willpower roll to save. The demon will not commit suicide, or allow itself to be hurt or killed. Otherwise the demon will follow all commands faithfully. Demons can also be controlled by any spell that can effect sentient creatures.


Control Monster

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5

Allows the caster to control any one non-sentient monster. The monster can be equal to the caster’s level or lower. The monster may receive a willpower roll to save. Sentient monsters must be controlled with spells such as Command, Suggest, or Domination. The monster will not commit suicide, or allow itself to be hurt or killed. Otherwise the monster will follow all commands faithfully.


Control Weather

Arkana: Power

Power: 4

Duration: 3d10 + Level Hours

Speed: Long

Range: 2 miles per Level

Drain: 9

The caster can slowly change the weather within the area of effect. The caster can alter the wind speed, humidity, and ambient temperature. Each can be altered 1 mph, 1 percent, or 1 degree per level. It only requires 1 minute per unit of change. In addition, the caster can attempt to create an unnatural weather phenomenon such as a tornado, lightning storm, or hurricane. The percent chance is equal to the caster’s level times two.



Create Golem

Arkana: Power

Power: 3

Duration: Permanent

Speed: Ritual

Range: Touch

Drain: 23

By use of this incantation the caster can imbue a mechanical body with a semblance of life. This body can be made from a variety of materials, but the best golems are made from the finest components. The type of golem created is solely based upon the materials used. A stone golem must be crafted from stone, whereas an Iron golem must be made from iron. The cost to create a suitable golem varies with the materials used and is up to the discretion of the game master. Special or unusual golems may require additional spells to create their natural abilities and powers. See the listing on golems in Beings, Creatures, and Adversaries.



Create Light

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Varies

Drain: 3

With this spell, the caster creates a globe of light, which will hover above the caster and travel with him or her. This globe will illuminate a 35-ft. X 35 ft. Area centered upon the caster. The caster can have the globe travel away from him at a rate of 5 ft. per round. However, it cannot move more than 30 ft away from the caster.


Create Water

Arkana: Power

Power: 1

Duration: Instant

Speed: Normal

Range: 5 ft.

Drain: 3

This spell creates 1 gallon of water per level of the caster. This water is pure, clean, and fresh. Unless the caster has enough jugs, buckets, or other containers the water will spill upon the ground.


Crumble

Arkana: Physical

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 5 feet

Drain: 6

This spell is an advanced version of Brittle. Any one non-magical item within range will break and crumble into dust. Magical items automatically have a resistance equal to their amount of magical energy plus 50. For each minor power add a bonus of +5 to the resistance roll. Each major power add +10, excellent powers add +15, and superlative powers add +25. Unique or special magical items cannot be affected by this spell.



Cure

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Touch

Drain: 5

Cure automatically heals 1d10 injury points for every level of the caster plus 1/10th the caster’s Cast Physical Spells skill.


Cure Blindness

Arkana: Mental / Physical

Power: 4

Duration: Instant

Speed: Normal

Range: Touch

Drain: 6

Restores one sight of any person touched. This sight can be either night vision or normal vision. The blindness to be cured can be natural, magical, but not divine in nature. Only a miracle can cure a curse from a god.



Cure Disease

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Touch

Drain: 5

Cures any one non-magical disease. This spell will not heal any injury inflicted by disease, nor will it restore any attribute points or senses lost.


Daylight

Arkana: Energy

Power: 3

Duration: 1d10 Hours

Speed: Normal

Range: Level x 5’

Drain: 5

Illuminates an area 100 feet by 100 feet in pure sunlight. This sunlight is completely normal and will warm the characters, injure vampires, and feed plants. Once cast the area cannot move but can be cancelled by the caster at whim.


Deaden Sense

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

The victim may attempt a willpower roll. If unsuccessful the caster may choose one sensation to dull to the point of non-existence. The available sensations are hearing, sight, or smell & taste. A successful roll for any attribute that has been deadened is 01 - 05% only. Tactile sensation cannot be deadened by this spell.



Deflection

Arkana: Power

Power: 2

Duration: Instant

Speed: Quick

Range: Self

Drain: 4

Deflection can be used instead of a normal save. If the spell is successful, any spell that only targets the caster can be redirected or returned. The spell will automatically be redirected harmlessly, but a successful dexterity roll must be made to select a new target. Touch spells cannot be deflected. Will not remove any spells currently in operation.



Deflection Shield

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5

This spell can be cast upon another individual. For the duration of the spell it can be used instead of a normal save. Any spell that only targets the caster can be redirected or returned. The spell will automatically be redirected harmlessly, but a successful dexterity roll must be made to select a new target. Touch spells cannot be deflected. Will not remove any spells currently in operation.


Delayed Fire Pulse

Arkana: Energy

Power: 5

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 7

Creates a sudden pulse of superheated flame that explodes outwards in all directions with extreme force. This pulse can be delayed up to one minute per level of the caster. At point blank range 5d10 + level + 1/10th the casters skill is dealt. At each 5' increment reduce the injury done by 1d10. A successful dodge may reduce injury. Injury done can be reduced by armor.


Delusion

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

Alters the appearance, sound, and smell of an object into that of another object. The object must be inanimate. Injury done, PV, and Breakage Points will remain the same. Anyone who has a good reason to suspect the delusion may attempt a perception save. If successful, the illusion remains visible but the character detects a fatal flaw.


Delusions of Grandeur

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

The victim may attempt to roll willpower to avoid the effects of this spell. If the victim fails the save he thinks he is a god. He fully believes that he his omniscient, omnipotent, and omnipresent. He will attempt actions that would be suicidal or insane for any mere mortal to attempt. The victim also sees his actions as if they were successful, and will not believe any statements to the contrary.


Dimensional Portal

Arkana: Power

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: 5’

Drain: 10

Creates a shimmering portal to another dimension of the caster’s choice. This dimension must have been personally visited or have a dimensional gate the caster has studied extensively. The destination point will be analogous to the current dimension, or to the specific gate.


Dimensional Reduction

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Self or Touch

Drain: 5

This spell turns a three-dimensional object or creature into a two dimensional version of itself. Such a creature cannot be attacked, injured, or interacted with in any way by a three-dimensional creature.



Direction Sense

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 Minutes + Level

Range: Self

Speed: Normal

Drain: 3

This spell will grant the character a perfect sense of direction. The character will always know the cardinal directions including the current depth and which way is up. If cast once per hour while travelling the party cannot become lost.



Disease

Arkana: Physical

Power: 3

Duration: 1d10 Days + Level

Speed: Normal

Range: Touch

Drain: 5

Summons a nasty non-magical disease that infects the victim. The victim may attempt to avoid the touch using Defensive Tactics or a Dodge. If the touch is successful the victim may attempt to avoid the effects with a successful Health roll. This disease may be most of the common types but will only last for the duration of the spell and then dissipate. 1d10 Injury will be inflicted each day and cannot be healed by anything other than bed rest. In addition, for every day not spent resting there is a cumulative penalty of 5% to all of the character’s skill and attribute rolls. The disease can be dispelled using Cure Disease or Dispel Major Magic.


Dispel Minor Magic

Arkana: Power

Power: 2

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 4

This spell can instantly remove any continual effects of a spell. This spell can destroy illusions, destroy lower level undead, reverse low level curses, and stop or reverse any spell of second power or lower. Higher power spells will ignore this spell. Any injury inflicted, or permanent (non-magical) affects of dispelled enchantments remain after the spell has been cast. If cast upon an enchanted item, there is a chance that it will temporarily neutralize the item. The base chance is up to the GMs discretion, but if successful it will remain drained for 1d10 rounds.



Dispel Major Magic

Arkana: Power

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 7

This spell can instantly remove any continual effects of a spell. This spell can destroy illusions, destroy mid-level undead, reverse mid-level curses, and stop or reverse any spell of fourth power or lower. Fifth power spells, except permanence, will ignore this spell. Any injury inflicted, or permanent (non-magical) affects of dispelled enchantments remain after the spell has been cast. If cast upon an enchanted item, there is a chance that it will temporarily neutralize the item. The base chance is up to the GMs discretion, but if successful it will remain drained for 3d10 rounds.


Distance Transport

Arkana: Power

Power: 3

Duration: Instant

Speed: Normal

Range: 10' + Level

Drain: 5

Instantly transports one individual and all their equipment to the caster. This individual must be within line of sight, but may be obstructed by ice, bars, glass, or other translucent material.


Domination

Arkana: Mental

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level X 10 Feet

Drain: 10

This spell forces the victim to complete all commands given by the caster for the duration, even if they betray the character’s morality. The victim may receive a willpower roll at casting, or if instructed to end his own life. Any victim that succumbs will have a cumulative penalty of –5 for each additional failure to save against the same caster. This penalty is applicable to any of the mind control spells: command, possession, domination, etc.


Drain Life

Arkana: Physical

Power: 2

Duration: Instant

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 4

Steals from the victim’s injury point total. 1d10 + 1/10th the Cast Physical Spells skill of the caster is taken. Every point taken can heal the caster for one if necessary. The remaining points are converted into a pool that the caster can use to cast spells without draining himself. Every two points of injury done are worth one point in the drain pool. Necromancers often employ this spell.



Dust Devil

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

Creates a tiny whirlwind 5’ in diameter. This dust devil is strong enough to move paper, leaves, sand, cloth, loose dirt, and small pebbles. It can move up to 10’ in one round, if the caster does not control its movements. If the caster does control its direction, it can only travel 5’ per round. Anyone enveloped by the dust devil will have a penalty of – 5 to any skills due to the whirling dust and debris. Ranged weapons will have a penalty of – 10 to strike.



Earthquake

Arkana: Physical / Power

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level x 100’

Drain: 10

Creates an earthquake that rips the earth apart within the area of effect. The specific effects of the earthquake must be determined by the GM, but most buildings will be destroyed or take serious damage. Injuries sustained by those caught in the earthquake are also subject to the GMs whim. If the spell is cast on an existing fault line, there is a 10% chance it will cause a natural series of earthquakes and aftershocks.



Eavesdrop

Arkana: Mental / Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 50'

Drain: 3

Allows the caster to hear any 15' x 15' area as if she was there. The area of effect must be within range, but need not be in line of sight. Once the duration has elapsed, the caster may choose to spend one drain for every round to continue listening.


Editing

Arkana: Physical / Power

Power: 1

Duration: Instant

Speed: Normal

Range: Touch

Drain: 3

Allows the caster to rewrite any document that she holds in her hands. The document remains in the handwriting of the original author, but reads however the mage wishes. One page of text can be altered for every level of the caster.


Electric Shock

Arkana: Energy

Power: 1

Duration: Instant

Speed: Quick

Range: 10’ + 5’ per 2 levels

Drain: 3

Deals 1d10 + 1 Injury plus the level of the caster plus 1/10th her Cast Energy Spells skill. In addition, any metal armors the victim is wearing will add the PV to the total injury dealt. Non-metal armors such as cloth and leather will reduce the amount of injury as normal. The victim may save with defensive tactics.



Electric Touch

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

Creates a sparking aura of electricity around the caster’s hands. When another individual is touched, the spell will inflict 1d10 + 1 Injury plus 1/10th the character’s Cast Energy Spells skill. In addition, any metal armors the victim is wearing will add the PV to the total injury dealt. Non-metal armors such as cloth and leather will reduce the amount of injury as normal. The victim may save with defensive tactics.


Elemental Flaring

Arkana: Energy

Power: 3

Duration: Special

Speed: Normal

Range: Touch

Drain: 5

Places a charge onto a weapon similar to the magical weapon ability of the same name. Each strike that connects will use one charge and increase the injury done by the seventh value on the weapon chart. This means that a knife would deal 7 extra injury points while a battle-axe will deal 24 additional injury. The weapon will have a number of charges equal to the casters level ÷ 3. The caster at casting chooses the element used to deal the extra injury. Options include fire, cold, electricity, or acid.


Elevator

Arkana: Power / Energy

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5

Creates a disk of magical energy in front of the caster. This disk can carry up to 150 lbs. per level of experience of the caster. The elevator will be 2’ in diameter for every level of the caster. The elevator can climb or lower up to 20’ per round. The disk cannot travel horizontally, only vertically. At the end of the duration the elevator will descend to the nearest flat location before disappearing.



Emissary

Arkana: Power

Power: 3

Duration: Special

Speed: Long

Range: Touch

Drain: 8

Emissary embeds a spell within another person. More than one emissary can be cast upon an individual, but the recipient cannot hold more than her Health ÷ 10 in spells. The caster can determine at the time of casting how the spells will be activated. They can be activated at a certain time / date, a specific event, interaction with a specific person, or at the desire of the recipient. If the recipient wishes to resist at casting they may receive a willpower roll. The spells embedded into the recipient will remain until activated. The chance of success is equal to that of the original caster at that time.


Empathy

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

This spell allows the caster to sense the feelings and emotions of those around her. The person being scanned can attempt a willpower roll to clear his mind of all emotions and thoughts if aware of the caster’s intentions. This does not confer the ability to read minds or thoughts, simply strong emotions.



Endurance

Arkana: Physical

Power: 3

Duration: 2d10 hours + Level

Speed: Normal

Range: Touch

Drain: 5

Once cast the entire adventuring party can travel at an all out rate without a need to roll Health. One person can be effected for every level of the caster. In addition, once the travelling has halted the recipients feel as if they simply walked down a short path.



Energy Armor

Arkana: Energy

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4

Creates a weightless, but visible layer of energy that moves with the recipient. This armor has a PV equal to the level of the caster. Armor cannot be worn while this spell is in effect.



Energy Avatar

Arkana: Energy

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level x 10’

Drain: 10

This spell creates an avatar of the caster formed of pure magical energy. While this alter ego exists the caster may not perform any actions. The avatar is usually used for combat. Non-magical weapons will always inflict the minimum injury dealt. Magical and enchanted weapons will inflict injury as normal. Energy spells will deal no injury to this avatar. For every 10 points of injury inflicted upon the avatar, the caster will receive one. The avatar will have IP equal to the caster times two. The avatar will have as many actions as the caster and will move at the same rate. The avatar will fight using the caster’s combat skills. The avatar will inflict the injury listed below plus 1/10th of the Cast Energy Spells skill and 1/10th WIL.

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Energy Shell

Arkana: Energy

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Self or Touch

Drain: 5

This spell will create an aura of energy around the individual touched. Any one who strikes this aura will inflict injury as normal, but will also suffer 1d10 injury. This injury is not reduced by any physical armor. All magical effects will be stopped by this aura. Roll percentile. 01 – 50 the aura absorbed the effect. 51 – 00 the aura will rebound the effect on the caster. This applies to beneficial and harmful spells.



Energy Shield

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

Creates a magical shield of solid energy around one of the arms of the target. This shield adds a bonus of 5 + the caster’s level to defensive tactics.


Energy Snake

Arkana: Energy

Power: 5

Duration: 4d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 7

Creates a long stream of energy that is not sentient. This stream of energy is 5’ wide and 5’ in length for every two levels of the caster. The stream can roam randomly at a rate of 10’ for every three levels of the caster, or controlled at a rate of 5’ for every three levels of the caster. While in operation the caster must expend one action per round to control. The snake will inflict 5d10 + level + 1/10th the caster's Cast Energy Spells skill in injury.


Energy Storm

Arkana: Energy

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level x 10’

Drain: 10

This spell is an area effect spell centered upon the caster. Everyone within the area of effect, including the caster, will receive 1d10 injury for every two levels of the caster. This injury is inflicted each round. While in the area of effect, vision is limited to 5’. All ranged weapons and spells are useless. Any spell caster that fails a spell roll must automatically roll on his arkana’s fumble table. Any character or creature in flight will be buffeted for an additional 1d10 injury per round.


Enhance Sense

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4

Increases the physical output of one physical sensation by 15% or 20’. This spell cannot increase tactile awareness, but can affect normal vision, night vision, hearing, or smell & taste.


Enslave

Arkana: Mental

Power: 5

Duration: Permanent

Speed: Ritual

Range: Touch

Drain: 25

This spell forces the victim to complete all commands given to him or her by the caster. These commands cannot break the victim’s personal code of ethics or morality. The victim may roll willpower to save at casting. If the victim is later freed, then he or she will have a cumulative penalty of –5 to all command, possession, or similar spells cast by the same person.


Ensorcelled

Arkana: Mental

Power: 4

Duration: Special

Speed: Normal

Range: Level x 5’

Drain: 6

This spell forces the victim to complete one command. The victim will remain ensorcelled until this command is completed. The victim may attempt a willpower roll to resist the spell. Failure dooms the victim to complete the command. This command can force the victim to break her personal morals but not attempt suicide. If the victim fails, then he or she will have a cumulative penalty of – 5 to all command, possession, or similar spells cast by the same person.



Fear

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

Forces every enemy in the range to save with willpower. If unsuccessful then they will be terrified of the caster and will attempt to run for their lives. Victims will continue to run until the duration ends.


Feign Death

Arkana: Physical

Power: 2

Duration: 1d10 + Level hours

Speed: Normal

Range: Touch

Drain: 4

Forces the victim into a deep deathlike coma for the duration of the spell. If the victim resists, a willpower roll is allowed. Otherwise the victim's metabolism drops near zero. To all appearances the victim is dead.


Field of Silence

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5

Creates an area where no sounds can be made or heard. This area will negate any spell casting requiring speech. Stealth within this area is increased by + 40. A 5’ by 5’ area can be effected for every level of the caster. The caster may choose where and how to lay the squares, within the range of the spell.


Fiery Death

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 6

This spell spews a small stream of fire at the target. The victim may attempt to save with a Dodge or using Defensive Tactics. If the spell is successful, the victim will receive 1d10 injury for every level of the caster. The caster may choose to add additional targets by dividing the injury dice amongst them as he wishes. No target may be assigned less than 1d10 injury.


Find Person

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 50’

Drain: 4

When cast this spell will give the caster a mental beacon to home in on and a brief glimpse of the surroundings. If the individual is not within range, then the caster will know that also.



Fire Blast

Arkana: Energy

Power: 5

Duration: Instant

Speed: Long

Range: Level x 10’

Drain: 10

Creates a veritable firestorm in an area up to a maximum of 45' x 45'. The caster may regulate the actual size of the fire blast. Every creature within the area of effect will receive 1d10 injury per 2 levels of the caster. Victims may attempt to dodge out of the area of effect, but if unable will still take full injury. Armor will reduce the injury taken.


Fire Bolt

Arkana: Energy

Power: 1

Duration: Instant

Speed: Quick

Range: 10’ + 5’ per 2 levels

Drain: 3

Deals 2d10 injury plus the level of the caster plus one-tenth her use skill. Victims may subtract the appropriate amount from the use spell with their Defensive Tactics. Armor will reduce any injury received.


Fire Cone

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: 15’

Drain: 6

Sprays superheated fire in a cone close to the caster. The square directly ahead of the caster is effected, so are the next three squares directly in front of that square, and finally the five squares directly in front of that. Injury done is equal to 5d10 + level + 1/10th the casters skill. The victim may attempt to dodge by rolling an AGL check. Armor will reduce any injury received.


Fire Darts

Arkana: Energy

Power: 2

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 4

Creates one magical dart of fire for every 2 levels of the caster. Each dart will inflict 1d10 injury. In addition add one-tenth of the caster's use skill to the total injury done. Each dart may be directed at a different target. Armor will reduce any injury received. The victim may save with defensive tactics.


Fire Form

Arkana: Energy

Power: 4

Duration: 3d10 + Level

Speed: Long

Range: Touch

Drain: 9

By use of this incantation the caster can transform the individual touched into a being of magical fire. In this fiery form he is immune to all fire and heat based attacks, and can fly at his running speed. All equipment carried becomes part of this fiery aura. In addition the recipient gains several abilities relating to combat. Once during the duration of the spell the caster can cast Immolate, as per the spell. Three times during the duration the caster can cast Fire Bolt, as per the spell. Any strikes dealt by the caster during the duration will inflict the amount shown below, + 1/10th of the caster’s Cast Energy Spells skills.

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Fire Pulse

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 6

Creates a sudden pulse of superheated flame that explodes outwards in all directions with extreme force. At point blank range 5d10 + level + 1/10th the casters skill is dealt. At each 5' increment reduce the injury done by 1d10. A successful dodge may reduce injury. Injury done can be reduced by armor.



Fire Stream

Arkana: Energy

Power: 3

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 5

Creates a large stream of fire that shoots from the caster's hand in one direction up till the range of the spell. Anyone in that line of fire may attempt an AGL dodge roll to move 5' in any direction. At 10th level the width of the stream is 5 feet, at 20th the range increases to 15 feet. 5d10 injury is done, with a bonus of one-tenth the caster's use skill. Armor will reduce any injury received.


Fire Ward

Arkana: Energy

Power: 2

Duration: Special

Speed: Normal

Range: Touch

Drain: 4

Creates a simple one shot rune on an item that is activated by touch. Until it is touched the rune will be a permanent mark upon the object. If anyone but the caster touches or moves the item in any way the ward will activate and inflict 1d10 injury for every 2 levels of the caster plus one-tenth the use skill. There is no save against this ward.


Flame Growth

Arkana: Energy

Power: 1

Duration: Instant

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3

Causes a fire to grow in size suddenly. A candle can suddenly become the size of a campfire. A campfire could become a raging bonfire that covers a 5' square. Anything larger will add 50% of its area. Once the fire is increased it will quickly burn out unless there is sufficient fuel.


Flaming Weapon

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

Creates a weapon of pure fire. The weapon will appear to be any weapon that the caster desires. Must use the wielder’s weapon skill. Whatever the form, the weapon will inflict the amount shown below, + 1/10th of the caster’s Cast Energy Spells skills.

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Flare

Arkana: Energy

Power: 1

Duration: Instant

Speed: Normal

Range: 50’

Drain: 3

This spell will shoot a magical flare into the sky. This flare will deal no injury, but will be bright and visible. Once in the air the flare will explode, burning brightly for two rounds.



Flesh to Stone

Arkana: Physical

Power: 4

Duration: Permanent

Speed: Long

Range: Touch

Drain: 9

Turns the next victim touched into a stone statue. As a statue the victim does not age, hunger, thirst, nor is he aware of the outside world. This spell is not effective against golems, skeletons, or other non-living creatures. Living creatures made from stone are immune to the effects of this spell. The victim may save with defensive tactics or a dodge.


Flight

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4

Grants the power of flight to the individual touched. The recipient is in complete control of the direction, speed, and altitude traveled. This spell does not confer an ability to breathe thinned oxygen so the character can not fly too high. Speed is equal to the running speed of the character, but the character can not be carrying more than his STR + HEA ÷ 2 in lbs.


Float

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Quick

Range: Touch

Drain: 3

This spell causes uncontrolled levitation. The target will bob and float in midair. The only propulsion is by kicking or grabbing objects and walls. The maximum movement from a kick is ¼ the recipient’s Strength or 5’ per round crawling. Victims may save with Defensive tactics.


Floating Disk

Arkana: Power / Energy

Power: 3

Duration: 1d10 hours + Level

Speed: Normal

Range: Up to 20’

Drain: 5

Creates a disk of magical energy that follows behind the caster. This disk can carry up to 5 lbs. per level of experience of the caster. The disk can travel up to 20’ per round, but cannot travel farther than 20’ from the caster. If this occurs the disk will float motionless until the duration expires.


Force Field

Arkana: Energy

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5

Creates an impervious wall of energy that will absorb any attack. Gases can pass through the wall unhindered. The energy is translucent and can be shaped as a wall, a box, or as a hemisphere. If shaped as a wall it may be 10' long and 10' high for every level of the caster. As a box only a cubed 5' volume per level of the caster can be protected. These cubes must be adjoining and may be stacked upon each other. Unless the characters are very small or are sitting some cubes MUST be double stacked. Hemispheres will have a radius of 5' for every 3 levels of the caster and a height of 5' + 2' for every 3 levels.


Forced Change

Arkana: Power / Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 5

Induces the transformation into the victim’s truest form. Any illusionary enchantments or shape changing is immediately cancelled. The GM has the final decision in what the truest form is, but should generally be considered what the character was at birth.


Forget

Arkana: Mental

Power: 2

Duration: Permanent

Speed: Normal

Range: Level x 5’

Drain: 4

Forces victim to completely forget about any one event. The memory is unrecoverable by normal means if the victim fails a willpower roll. Events that are paramount to the caster will grant a bonus of +25% to save.


Freezing Wind

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 6

Creates a sudden gust of chilling wind that whips outwards in all directions with extreme force. At point blank range 5d10 + level + 1/10th the casters skill is dealt. At each 5' increment reduce the injury done by 1d10. A successful dodge may reduce injury. Injury done can be reduced by armor.


Frost Cone

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: 15’

Drain: 6

Sprays frost in a cone close to the caster. The square directly ahead of the caster is effected, so are the next three squares directly in front of that square, and finally the five squares directly in front of that. Injury done is equal to 5d10 + level + 1/10th the casters skill. The victim may attempt to dodge by rolling an AGL check. Armor will reduce any injury received.


Frost Stream

Arkana: Energy

Power: 3

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 5

Creates a large stream of frost that shoots from the caster's hand in one direction up till the range of the spell. Anyone in that line of cold may attempt an AGL dodge roll to move 5' in any direction. At 10th level the width of the stream is 5 feet, at 20th the range increases to 15 feet. 5d10 injury is done, with a bonus of one-tenth the caster's use skill. Armor will reduce any injury received.


Continue to the spells from G - R



© 1999 J.K. Wykowski & T. Coonrod