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Gateway

Arkana: Power

Power: 4

Duration: 3d10 minutes + Level

Range: Level x 100’

Speed: Ritual

Drain: 24


Links any two locations within the range of the spell with temporary magical gates. These gates create a tunnel in a pocket dimension that links them together for the duration. Any one at either end of the tunnel can travel through it normally. Travel through this tunnel takes the normal amount of time. Any environmental hazards from the real world are not present in the pocket dimension. The tunnel is 1’ wide for every level of the caster. Anyone or anything still in the tunnel at the end of the duration is permanently lost.


Gills

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 minutes + Level

Range: Self or Touch

Speed: Long

Drain: 6


The individual touched will grow gills and be able to breathe under water for the duration of the spell. While underwater the individual will be able to communicate and cast spells normally. If the person is removed from the water without canceling the spell, the recipient will die.


Graft Limb

Arkana: Physical / Power

Power: 2

Duration: 1d10 + Level Hours

Speed: Long

Range: Touch

Drain: 7


The necromancer may use this spell to attach a severed limb to his body. The limb will have all of the abilities, limitations, and attributes it possessed when still attached to its original body. The necromancer can only control up to seven limbs, including his own.


Group Mind-link

Arkana: Mental

Power: 2

Duration: Level

Speed: Long

Range: Level x 5’

Drain: 7


Creates a mental link between the caster and any desired person within range. Anyone who does not wish to join this mental net automatically has a successful save. This spell cannot read minds or memories, only those thoughts directed to the group. Once cast the member may spread out as long as there is at least one other participant within range. Anyone who leaves the range will find their link severed.


Group Teleport

Arkana: Power

Power: 5

Duration: Instant

Speed: Long

Range: 1 mile per level

Drain: 10


Instantly transports the caster and up to 10 other individuals to any location within the range of the spell. There are no penalties if the caster either knows the location intimately or if it is within line of sight. If not there is a 20% penalty to the Cast Power Spells skill.


Growth

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


The recipient will suddenly double in size. Strength and Health will also double in score for the duration. Injury points and injury bonuses will increase accordingly. Any injury should be removed from these temporary injury points first, as they will vanish at the end of the duration.


Hallucination

Arkana: Mental

Power: 5

Duration: 4d10 + Level hours

Speed: Long

Range: Level x 10’

Drain: 10


Creates either a large mass of fully functional illusionary creatures or an entire world within the caster’s mind. The caster can interact with both worlds and can attempt to draw others inside. The hallucination will do physical injury to the victims, as it was real. Up to 10 victims can be included in the hallucination. At casting the victims may receive a Willpower roll to resist the illusion. Afterwards victims may only receive a perception save to break free of the hallucination if there is some logical reason to do so.


Heal

Arkana: Physical

Power: 1

Duration: Instant

Speed: Quick

Range: Touch

Drain: 3


Heals 2d10 injury points plus the level of the caster plus one-tenth the healer’s Cast Physical Spells skill.


Heat Object

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Heats a target piece of metal. If cast upon a metal weapon the caster must roll Willpower each round or drop the weapon. If successful the victim will receive injury equal to the level of the caster. The victim can choose to drop the weapon at anytime. If cast upon metal armor the victim will receive 1 point of injury every round until the armor is removed or the duration elapses.


Hedge Wizardry

Arkana: All

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Can be used to perform any one simple action or chore. This action can include cleaning oneself, collecting fallen pebbles, counting coins, separating items, flavoring food, or any of one million other household uses. This spell can never inflict injury.


Hesitation

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Causes a group within range to lose the initiative in combat. The other group may attempt to save by rolling the greatest willpower of the group. If unsuccessful, they automatically lose the next initiative roll. Even if successful that group gains a penalty of 1 to initiative.


Hologram

Arkana: Mental

Power: 2

Duration: 1d10 minutes + Level

Range: Level x 5’

Speed: Normal

Drain: 4


Hologram creates the visual illusion of something. This hologram is fully visible to everyone within range. This hologram can move and act as the caster directs within the range of the spell. It cannot speak, deal any injury (without outside assistance), or leave the range from the caster. If the caster travels with the hologram it can go as far as the caster desires. At the end of the duration the caster may choose to spend an additional 2 drain to extend the duration another 1d10 + level minutes.


Ice 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.


Ice Shards

Arkana: Energy

Power: 2

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 4


Creates one magical shard of ice for every 2 levels of the caster. Each shard will inflict 1d10 injury. In addition add one-tenth of the caster's use skill to the total injury done. Each shard may be directed at a different target. The victim may save by subtracting the applicable Defensive Tactics from the caster's Cast Energy Spells skill. Armor will reduce any injury received.


Ice Storm

Arkana: Energy

Power: 5

Duration: Instant

Speed: Long

Range: Level x 10’

Drain: 10

Summons a rain of liquid nitrogen in an area up to a maximum of 45' x 45'. The caster may regulate the actual size of the ice storm. 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


Ice Tendrils

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: Level x 10’

Drain: 6


This spell spews a small tendril of ice 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.


Ice Weapon

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self or Touch

Drain: 3

Creates a weapon of pure ice in the hand of the individual touched. 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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26


Identify Magic

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 20’

Drain: 3


By use of this incantation the individual touched can see any magical energies within sight. The magical energies will appear to have vibrant colors and textures. Enchanted items will glow a deep blue color, while spells in effect will seem to glow a reddish orange. Spells being cast will seem to be an almost too bright yellow. Spell casters will seem to have a light blue tinge. This spell will not give any more information on the effects, abilities, or powers of the magic.


Ignite Fire

Arkana: Energy

Power: 1

Duration: Instant

Speed: Quick

Range: Self

Drain: 3


Creates a small flame in the casters hand, finger, thumb, etc. This flame can be used to light a campfire, candle, etc. Acts like a match except it does not burn the caster. It can be used as a weapon for 1 point of injury.


Ignore

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Self or Touch

Drain: 4


Forces everyone to ignore the recipient. They will be aware of the character’s presence but will not take any notice of it. If the character attacks or casts a spell on someone who is ignoring the character the spell is automatically broken for that individual. If the character attempts to do something that would attract the hostile attention of someone in the room, such as opening a guarded door or taking the crown jewels, that individual may attempt a Willpower roll. A successful roll will allow that individual to act accordingly.


Ignore Injury

Arkana: Physical / Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


Allows the individual touched to ignore all pain caused by her wounds. It will remove all penalties to skills due to injuries, pain spells, or other sources. Does not heal the character; it simply allows her to continue to act without difficulties. The character will slip into unconsciousness at zero injury points.


Illusion

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Creates an imaginary illusion within the minds of up to 6 creatures. This illusion can be of anything, and does not require a solid object to cover. All injury inflicted by the illusion will seem real to those who fail a Willpower roll at casting. After casting the victims will only receive a perception save if there is some logical reason to do so.


Illusionary Beauty

Arkana: Mental

Power: 2

Duration: 1d10 ÷ 2 hours + Level

Range: Touch

Speed: Normal

Drain: 5


This spell will cast an illusion of beauty on the body and features of the individual touched. The Beauty attribute will increase 10 + the level of the caster. Since this spell is holographic in nature, a perception save will allow the character to notice the illusion. The illusion will still remain fully visible.


Immolate

Arkana: Energy

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: 5’

Drain: 4


Creates a field of fire around the caster in all directions. Every square around the caster takes 2d10 injury plus the caster’s level. Victims may attempt a dodge to avoid injury. In addition the caster is immune to all fire and heat based attacks for the duration of the spell. Armor will reduce the injury taken


Increase Pressure

Arkana: Energy / Power

Power: 1

Duration: Instant

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


This spell will cause a sudden increase of pressure around the victim dealing 1d10 points of injury. The victim may attempt a Health roll to avoid staggering or falling. All of the fragile items carried and worn by the victim will break. Gems will activate after being broken by this spell.


Inferno

Arkana: Energy

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level x 5’

Drain: 10


Creates a raging inferno that covers a 45' x 45' area. Everyone in the inferno will receive 5d10 + the caster's level + 1/10th the caster's Cast Energy Spells skill. Each round that the victim is within the inferno, they will receive injury. At casting anyone may attempt to save with a dodge, realizing that only those at the edge have the possibility of actually escaping harm. Victims within the inferno may only walk or jog.


Information Stream

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Allows the caster to feed information into the victim’s head. A successful INT roll is required to realize if the knowledge is false. If successful the victim may roll willpower to close his mind to any more intrusions. This spell cannot control or possess anyone.


Invisibility

Arkana: Power / Energy

Power: 2

Duration: 1d10 minutes + Level

Range: Self or Touch

Speed: Normal

Drain: 4


Creates a field around the recipient that bends all light. The recipient cannot be seen by any normal means, but can also not see out without magical assistance. A hearing or smell roll can detect the invisible character, but there is still a penalty of 40% to hit an invisible character.


Jihad

Arkana: Power / Mental

Power: 4

Duration: 1 hour per level

Speed: Ritual

Range: Touch

Drain: 24


Jihad can be cast upon two individuals for every level of the caster. Once the spell is completed, each subject will be as if under the effects of Remove Fear, Ignore Injury, and Berserk for the duration of the Jihad.


Jinx

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


This spell will give the victim bad luck for the duration of the spell. The bad luck is in the form of a penalty to all rolls and an increased chance to fumble. The victim may attempt a successful Luck roll to save. If unsuccessful the victim will have a penalty equal to the caster’s level times two, and will fumble on any roll of 91–100.


Juggernaut

Arkana: Physical

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Touch

Drain: 10


The individual touched will receive the benefits from the following spells: Body Weaponry, Growth, Metal Form, and Resist Magic. For more information, read the effects for each spell.


Jump

Arkana: Physical

Power: 1

Duration: Instant

Speed: Quick

Range: Self or Touch

Drain: 3


Allows the caster or any individual touched to leap 20 feet instantly. The person jumping does travel through the area traveled, this is not a teleport spell.


Leech

Arkana: Physical

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 6


Steals from the victim’s injury point total every round. 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.


Levitate

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self or Touch

Drain: 3


Allow the recipient to levitate up or down at the rate of 10’ per round. The character levitating has complete control over her movements but cannot move horizontally. The levitating character also retains leverage while floating in mid-air as if standing on the ground.


Life Ward

Arkana: Physical

Power: 3

Duration: Special

Speed: Normal

Range: Touch

Drain: 5


The individual touched will gain the effects of a one-use Pin of Life Protection. The spell will lie dormant until one of the following events occurs: receives more than 50 points of injury from a directed spell or single strike, any fall which would kill the character, or a critical hit. When the spell activates it will prevent that event from occurring to the ensorcelled individual.


Lightning Bolt

Arkana: Energy

Power: 3

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 5


Creates a large ionized trail of electrons 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 a 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. Metal armor will not reduce any injury received, and will instead inflict additional injury based on the armor value.


Lightning 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. 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. Metal armor will add their PV in injury to the victim.


Link Health

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Links the caster and the victim together in life or death for the duration. Any injury dealt to one of the pair is instantly dealt to the other. Any critical hit wounds are also duplicated. If one of the pair is drugged, comatose, or killed the other will quickly follow unless a successful Health roll is made.


Location Shift

Arkana: Power

Power: 2

Duration: Instant

Speed: Normal

Range: Self

Drain: 4


Instantly transports the caster and all equipment 10' + the level of the caster in any direction. This square must be within line of sight, but may be obstructed by ice, bars, glass, or other translucent material.


Longevity

Arkana: Power

Power: 4

Duration: Special

Speed: Ritual

Range: Touch

Drain: 24


Alters the duration of the next spell cast by the subject. This spells duration is increased by one level. Rounds become minutes, minutes become hours, hours become days, days become weeks, and so on.


Luck

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


This spell will give the victim good luck for the duration of the spell, or cancel the effects of a Jinx spell. The good luck is in the form of a bonus to all rolls, a greater chance for a critical success and a decreased chance to fumble. The recipient will have a bonus equal to the caster’s level times two (should be used when calculating critical success chances), and will only fumble on a roll of 100.


Lycanthropic Transformation

Arkana: Physical / Power

Power: 4

Duration: 3d10 + Level

Speed: Long

Range: Level x 5’

Drain: 9


This spell will transform one individual into a were-beast. The target may roll willpower to resist the transformation if he desires. Otherwise the target will transform into the were-beast that best represents the dark side of his personality. Werewolves are the most generic of were-creatures. The were-rat often represents assassins and spies, while the were-bear represents guards and protectors. Which specific creature is up to the GMs discretion. The character gains all bonuses, abilities, and penalties of the beast for the duration of the spell.


Mage Bind

Arkana: Energy / Power

Power: 2

Duration: 1d10 hours + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 4


Places manacles and leg cuffs of shimmering energy on the victim. The victim may attempt to roll defensive tactics or dodge to avoid the effect. These bonds will grant a penalty of –25 + the level of the caster to any dexterity or agility based skill. In addition the victim can only walk for the duration.


Magnify

Arkana: Mental / Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


The individual touched will be able to focus much more clearly on small objects for the duration. Any skills that require dexterity and fine motor skills will have a bonus of + 10 while the spell is in effect.


Mass Flight

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5


Grants the power of flight to the individuals touched. The caster can give flight to one individual for every two levels of the caster. 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.


Mass Sleep

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Forces everyone in a 20' by 20' area to save versus willpower or fall fast asleep. Any loud noises within 5’ of the victim or any injury will break this spell. The victim may receive a save with willpower at casting.


Mass Sticky Goo

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


When cast this spell expels a large mass of sticky goo at the victims. One victim can be selected for every two levels of the caster. Each victim may attempt either a dodge or use defensive tactics to save. If hit by the sticky goo, the victim can move only 5’ per round and will have a penalty to strike of 10 + the casters level.


Mature

Arkana: Physical

Power: 5

Duration: Permanent

Speed: Long

Range: Level x 5’

Drain: 10


This spell will age a victim one age group. The age groups are as follows: Infant, Child, Adolescent, Young Adult, Adult, Middle Aged, Mature, Elder, and Dead. If the spell pushes the victim’s age group to dead there is no chance to resurrect the character. The victim may attempt to save using a Health roll. Success denotes the spell had no aging effect.


Meditation

Arkana: Mental / Power

Power: 1

Duration: Special

Speed: Normal

Range: Self

Drain: 3


By use of this spell the caster can cause time to freeze around him. However, he is also frozen and cannot act. This spell will grant the player time to think, argue, and plan with the other players for one minute.


Memory Implant

Arkana: Mental

Power: 2

Duration: Permanent

Speed: Normal

Range: Level x 5’

Drain: 4


Causes the victim to remember a distinct memory of one event that did not occur. The caster can borrow an event from his past, or create one. A created one allows the victim to roll awareness to detect a fatal flaw in the faked memory. The memory will still be there but the victim will be able to ignore it.


Message

Arkana: Mental / Power

Power: 1

Duration: Instant

Speed: Quick

Range: 10’ + 5’ per 2 levels

Drain: 3


Sends a short telepathic message to anyone within range. One word can be sent per level of the caster. The target will automatically realize who sent the message.


Metal Form

Arkana: Physical

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Self

Drain: 6


Converts the caster’s body into a moving metal being that resembles a smooth statue. This transformation makes the caster immune to gas effects, poisons, cold, electricity, and takes ½ injury from fire. In addition the metal form has a natural PV of 10 + the level of the caster, and will grant a temporary injury point bonus of 100. All equipment will remain on the outside of the casing, but any armor or clothing will temporarily merge with the second skin. The character will greatly resemble an iron golem.


Mirror Sight

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: 5 miles per Level

Drain: 5


Very similar to clairvoyance, mirror sight allows the wizard to view an area from a great distance. With mirror sight, the caster must have a scrying device to peer into and a reflective surface at the target area. This reflective surface must be highly polished and very reflective. Examples include a pool of very calm water, ink, polished steel or iron, glass, ice, or highly polished stones. The GM must decide if the reflective surface meets the requirements. The spell will only allow vision from the angle of the reflection and cannot be moved. A successful Scrying roll will allow the caster to refocus the target of the spell to another surface. This spell does not allow the caster to hear anything in the target area.


Mirror Speak

Arkana: Power

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: 10 miles per Level

Drain: 6

This spell is a far more powerful version of Mirror Sight. While still requiring a scrying device, and a reflective surface at the other end, Mirror speak will allow two-way visual and audile communication. In addition, the spell caster may cast spells through the device as if they were at the target area. The range of the spell must be considered from the point of the reflection outwards. This spell interaction works both ways.


Monstrous Weaponry

Arkana: Physical

Power: 5

Duration: 4d10 + Level

Speed: Normal

Range: Touch

Drain: 7

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 monstrous limbs with razor talons. To strike, the person must use his or her brawling, unarmed combat, or martial arts skill. 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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Multiplicity

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Creates multiple images of the target, one per 5' square next to the caster. One mirror image can be created for every 4 levels of the caster. Attackers may receive a perception roll to focus on the correct subject, but the false images will still remain.


Napalm

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5'

Drain: 5


Expels a highly flammable noxious gel at the target. Victims may attempt to save with either a dodge or defensive tactics. The first round the napalm hits the target. The second round the napalm self ignites dealing 2d10 + the casters level. Every round thereafter the victim will continue to receive 2d10 + the casters level in injury. Once splattered the napalm can only be removed with a successful Hedge Wizardry spell (Freshen), Dispel Major Magic, or allowing the duration to elapse. Armor will reduce the injury taken each round. The victim will have a penalty of - 30 to all skills and actions attempted due to the excruciating burning.


Negate Injury

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Touch

Drain: 5

Saves the victims life if injury points drop to or below zero. Unlike Save from Death the character does not slip into a coma. The individual will be unconscious for 1d10 rounds, but will awaken with 10 + 2d10 injury points. The character can resume normal adventuring activities, and be healed using magic normally.


Negate Poison

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Touch

Drain: 5


Removes a non-magical poison or toxin from any drink, food, gas, or bloodstream. Any injury dealt to a victim must be healed normally.


Night-vision

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Allows the individual touched to see in the dark as if they were in daylight. There must be some light for this ability to work. It is identical to the racial ability of the same name. This spell grants the individual with a night-vision of 5’ for every level of the caster. If the individual already has night-vision, then they receive a bonus of 15’ + 5’ per every five levels of the caster.


Object Shift

Arkana: Power

Power: 2

Duration: Instant

Speed: Normal

Range: Touch

Drain: 4


Instantly shifts one non-living object 10' + the level of the caster in any direction. This square must be within line of sight, but may be obstructed by ice, bars, glass, or other translucent material. The item to be shifted must be in the caster’s hand, and can only weigh 10 lbs. per level of the caster. This item cannot be shifted into another object or creature.


Object Teleportation

Arkana: Power

Power: 3

Duration: Instant

Speed: Normal

Range: 1 mile per level

Drain: 5


Instantly transports one non-living object the caster touches to any location within the range of the spell. There are no penalties if the caster either knows the location intimately or if it is within line of sight. If not there is a 20% penalty to the Cast Power Spells skill. This item cannot be shifted into another object or creature.


Object Transport

Arkana: Power

Power: 2

Duration: Instant

Speed: Normal

Range: 10' + Level

Drain: 4


Instantly transports one non-living object to the caster. This object must be within line of sight, but may be obstructed by ice, bars, glass, or other translucent material. The item to be transported can weigh no more than 10 lbs. per level of the caster.


Observation

Arkana: Mental / Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: 1 Mile per Level

Drain: 5


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 and 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.


Omniscience

Arkana: Mental

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Self

Drain: 10


This spell draws upon every sentient creature within 10 miles. The caster can choose to see, hear, or know anything that any of the creatures can. This spell requires a willpower roll afterwards to regain the caster’s sanity. Otherwise he will suffer from the effects of a Delusions of Grandeur spell. The caster does not remember anything gained after the conclusion of the spell.


Open Lock

Arkana: Physical / Power

Power: 1

Duration: Instant

Speed: Normal

Range: Touch

Drain: 3


Unlocks any one non-magical lock. This spell does not open the door, gate, or chest. It also does not search for nor disarm any traps or protections on the lock.


Pain

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Wracks the victim in excruciating pain. Unless the victim makes a willpower roll, he will have all skills reduced by 15% for the duration. Also inflicts 1d10 / 2 injury per round.


Paralysis

Arkana: Mental / Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Causes a victim's body to freeze in place. No amount of strength can move a paralyzed person without inflicting injury. The victim may receive a save with willpower. Each round the target may attempt a 1/4 WIL roll to break free.


Pass wall

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Long

Range: Touch

Drain: 7


Allows the recipient to walk through walls and other solid objects for the duration of the spell. These solid objects cannot be organic or living. Normal weapons and injury inflicting spells will do no injury during this time, but the recipient cannot interact with solid matter either. Two characters that both have this spell active can fight, touch, or otherwise interact normally. Items dropped while in this form become instantly normal.


Permanence

Arkana: Power

Power: 4

Duration: Instant

Speed: Ritual

Range: Touch

Drain: 25


This spell must be cast upon an individual that is already under the effects of a 1st or 2nd power spell. This spell must only effect the individual to be targeted by permanence. When cast successfully the 1st or 2nd power spell will become permanent. This spell can only be disrupted by a Dispel Major Magic spell cast upon the subject. Although this spell would normally not be effective against a 5th power spell, it will break the fragile enchantments given by permanence. This spell cannot be cast upon an item or location.


Phantasm

Arkana: Mental

Power: 5

Duration: Instant

Speed: Long

Range: (¼ Level) x 5’

Drain: 10


Creates an image in the victim’s mind so horrible and terrifying that it causes a heart attack. The victim may roll willpower to save, but failing will die in 1d10 ÷ 2 rounds. At this point only a save from death will revive the character, but will ignore the natural healing requirements.


Pocket

Arkana: Power

Power: 2

Duration: 1d10 hours + Level

Speed: Normal

Range: Touch

Drain: 4


Turns one normal pocket into an Extra-dimensional storage area. The maximum weight that can be placed into this storage area is 1 lb. for every level of the caster. The pocket even when full will appear to be empty, and weighs only 1/10th the actual weight.


Poisoned Slivers

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Level x 5’

Drain: 5

Creates one magical dart of bone 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, and the victim must save against poison with a health roll. The poison type inflicted is equal to the caster’s level ÷ 2. The caster may choose which form of poison is used for each casting of this spell. Each dart may be directed at a different target. Multiple darts that injure the same person only inflict the one poison strike. Armor will reduce any injury received. The victim may save with defensive tactics.


Poisoned Touch

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Self

Drain: 4


This spell gives the caster a poisonous touch for the duration of the spell. No additional injury is inflicted, unless combined with an Animal Weaponry spell or the like. If a hand to hand combat skill is successful the victim must save against the poison with a Health roll. The poison type inflicted is equal to the caster’s level ÷ 2. The caster may choose which form of poison is used for each casting of this spell. Each dart may be directed at a different target. Multiple darts that injure the same person only inflict the one poison strike. The victim may save against the hand to hand touch with their defensive tactics.


Portable Hole

Arkana: Power

Power: 2

Duration: 1d10 + Level

Speed: Long

Range: Touch

Drain: 7


Creates a hole through any solid surface. This surface must be non-living. The hole will be up to 1’ deep and one 1’ wide per level. The surface will not be damaged in any way when the duration ends. If something remains in the hole when the duration ends, it is destroyed and unrecoverable.


Possession

Arkana: Mental

Power: 4

Duration: 3d10 + Level

Speed: Long

Range: Level x 10’

Drain: 9

Allows the caster to temporarily control all of the actions of the victim. The victim will receive a willpower roll. If an action goes against the character's morality the victim receives an additional save. The victim will never allow himself to be killed. The spell caster’s body sits in a helpless state until the spell’s duration is complete. Any victim that succumbs will have a cumulative penalty of - 05% for each additional failure to save against the same person, creature, or item. This penalty is applicable for command, possession, or any similar spell


Probe Magic

Arkana: Mental / Power

Power: 3

Duration: Instant

Speed: Normal

Range: 10’

Drain: 5


Allows the caster to identify the effects, charges, uses, curses, abilities, and other magical modifications of an object. Intelligent objects may roll WIL to avoid being detected.


Purify Food


Arkana: Power / Physical

Power: 1

Duration: Instant

Speed: Normal

Range: Touch

Drain: 3


Removes all toxins, poisons, impurities, and bio-organisms from food. For every level of the caster, one person’s meal can be purified.


Purify Liquid

Arkana: Power / Physical

Power: 1

Duration: Instant

Speed: Normal

Range: Touch

Drain: 3


Removes all toxins, poisons, impurities, and bio-organisms from a liquid. If two or more liquids are in a solution, the spell will remove the liquid with the lesser quantity. At 10th level the caster will also know exactly how much and of what substance was in the liquid.


Push

Arkana: Energy

Power: 1

Duration: Instant

Speed: Quick

Range: 10’ + 5’ per 2 levels

Drain: 3

Shoves the target back 5' for every 5 levels of the caster. The victim may attempt to roll Strength or dodge to resist.


Pyrotechnics

Arkana: Energy

Power: 1

Duration: Up to 3 rounds

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Creates a sparkling cascade of beautiful fireworks and sparks. The sounds emitted are shrill whistles, pops, and bangs. The caster can alter the color and sounds to taste, but there is never any injury inflicted.


Reflective Shield

Arkana: Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Quick

Range: 5’

Drain: 3


Creates an invisible, intangible mirror. The caster must state the size, angle, and direction it is facing. The reflective surface can be up to 5’ x 10’ in area. Once cast the mirror cannot be moved or changed. This spell will reflect light and gaze attacks, but will not reflect images.


Regeneration

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5


When cast upon an individual, this spell will heal any injury at a rate of 1d10 + 1/10th the individual’s health every other round. This spell will not increase the subject’s injury points above their maximum.


Remove Fear

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Upon casting the recipient will feel refreshed, unconcerned, and courageous. They will feel as if a solid anchor of strength was passed to them from somewhere. This spell will banish any effects of magical or unnatural fear and will grant a bonus of 1d10 + Level of caster in WIL for the duration of the spell.


Remove Paralysis

Arkana: Physical

Power: 3

Duration: Instant

Speed: Normal

Range: Touch

Drain: 5


Removes any magical or unnatural paralysis from the recipient. This will not work for victims of spinal injury or other natural paralysis.


Resist Cold

Arkana: Physical / Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self or Touch

Drain: 3


Allows the target to withstand any normal variances in temperature as far down as – 20 F. All injury done by cold and frost based sources has a 10 + 1% per level of the caster to be ignored.


Resist Heat

Arkana: Physical / Energy

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Self or Touch

Drain: 3


Allows the target to withstand any normal variances in heat up to 212 F. All injury done by heat and flame based sources has a 10 + 1% per level of the caster to be ignored.


Resist Magic

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5

The target will become resistant to all magics, friendly and dangerous. There is a 5% bonus + the level of the caster for the duration of the spell. If no save is listed for a spell or if the save is defensive tactics or dodge, automatically roll the bonus as a "save". If the save is successful the spell is resisted.


Restore

Arkana: Physical

Power: 5

Duration: Instant

Speed: Long

Range: Touch

Drain: 10


This spell will completely heal the individual touched of all injury. Any poison, toxins, paralysis, sleep, or stoning effects are cancelled. All temporary effects from critical wounds are also healed. Permanent loss of attributes and accumulated injury is not effected by this spell.


Restore Attribute

Arkana: Physical

Power: 4

Duration: Instant

Speed: Long

Range: Touch

Drain: 9


This spell will return up to 1d10 points of an attribute lost through critical hits or magical means. This spell does not heal any injury points; it simply restores lost attribute points. This spell cannot restore more attribute points than were lost.


Resurrection

Arkana: Power

Power: 5

Duration: Instant

Speed: Ritual

Range: Touch

Drain: 25


This spell will draw a soul from the afterlife and return it to the mortal world. This soul must be allowed to return by Khadina, the god of the dead. If he chooses not to allow the soul to return there is no possibility of resurrection. Otherwise there is a base 90% chance. Every day that passes, between the death of the character and her resurrection, accrues a cumulative penalty of 5%.

 


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© 1999 J.K. Wykowski & T. Coonrod