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Sanctuary

Arkana: Power

Power: 5

Duration: 4d10 days + Level

Speed: Ritual

Range: Special

Drain: 25

This spell transports the character’s home, and a large amount of land, into a pocket dimension. This pocket dimension will have the same weather patterns and climate as the original area. The original area will appear to be a flat and barren, even if there were originally mountains there. The caster can choose to re-materialize at the original location at any time.


Save from Death

Arkana: Physical

Power: 1

Duration: Instant

Speed: Quick

Range: Touch

Drain: 3

Saves the victims life if injury points drop to or below zero. The character slips into a coma however for 1d10 hours. After this rest the character has 10 injury points and can only walk until naturally healed.


Seal

Arkana: Physical / Power

Power: 1

Duration: Permanent

Speed: Normal

Range: Touch

Drain: 3


This spell will create a magical seal on a door, chest, lock, or other device that opens. This seal is unbreakable by normal means. An Open Lock spell will automatically open the door. The door can still be smashed or the hinges removed, if they can been seen.


See Heat

Arkana: Physical / Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Allows the recipient to see heat emanations and infrared light. This can be done with or without another visible light source. If however a sudden burst of extreme heat occurs the caster must roll Health. If unsuccessful the caster is blinded for 1d10 rounds. The range of vision is equal to 5’ for every level of the caster.


See Invisible

Arkana: Physical / Mental / Power

Duration: 1d10 + Level

Power: 2

Range: Touch

Speed: Normal

Drain: 4


Allows the individual touched to see a darkened patch that generally follows the invisible person, creature, or item. This patch enables the caster to target the victim with spells, weapons, or other effects. The recipient cannot fully identify any features of the item beyond that vague patch. The invisible victim may attempt a stealth roll to avoid being seen by the caster, if she knows that she can be seen.


See Magic

Arkana: Physical / Mental

Duration: 1d10 + Level

Power: 2

Range: Touch

Speed: Normal

Drain: 4


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.


Shadow’s Edge

Arkana: Physical / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


This spell must be cast upon a weapon. When cast the weapon will seem to dim and become shadow. The weapon will deal no extra injury, but can now injure shadow creatures. In addition, when a critical hit occurs or the weapon deals its maximum injury, the victim must roll health or lose one point of health permanently.


Shadowy Transformation

Arkana: Physical / Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5


Transforms the subject into a creature of shadow. The subject gains all of the abilities and penalties of a shadow. See the full description of shadows in Beings, Creatures, & Adversaries. In short, shadows cannot be struck by normal weapons, but can be the victims of spells. In addition, when a critical hit occurs or the weapon deals its maximum injury, the victim must roll health or lose one point of health permanently.


Shape-change

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Self

Drain: 4


Allows the caster to alter his features, race, and sex or become any one non-magical creature of similar size and mass. Any natural abilities or armor is automatically gained for the new form. Any equipment becomes part of the mass of the creature.


Shape-change Another

Arkana: Physical / Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5


Allows the caster to alter the features, race, and sex of the individual touched. The caster can choose to turn the victim into any one non-magical creature of similar size and mass. Any natural abilities or armor is automatically gained for the new form. Any equipment becomes part of the mass of the creature.


Shrinkage

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Shrinks the victim to approximately 3" in height. The victim's HEA is unaffected, but his strength drops to 1. All other attributes remain the same, but the victim will gain a bonus of +20 to his Defensive Tactics for the duration.


Silence

Arkana: Physical / Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Forces the victims to be unable to speak for the duration unless they save with a successful willpower roll. The caster can silence up to one person for every two levels.


Sleep

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Causes one individual to sleep. 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.


Slow

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


Causes the target to slow unnaturally. The victim will slow one encumbrance level and lose one action for every 5 levels of the caster. Victims may attempt to save with willpower.


Slow Sense of Time

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


This spell will slow the subject’s sense of time to a crawl. Events will seeem tooo slooow doooown. Every action will seem to take forever to complete. While this could be used for psychological torture, it does give the recipient a bonus of + 10 to all skills. The character’s body does not speed up, simply the time allowed her to think and plan.


Smoke Form

Arkana: Physical / Power

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


By use of this incantation the individual touched can become intangible and smoky. This smoke form is completely controlled by the recipient and cannot be dispersed or divided. Winds can buffet and move the individual unless he saves with willpower. While in this form the individual can go anywhere that smoke or mist can.


Soar

Arkana: Power

Power: 3

Duration: 2d10 Hours + Level

Speed: Normal

Range: Touch

Drain: 6


Grants the power of flight over long distances 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. If travelling for more than an hour, consider the airspeed to be 20mph.


Soul-bind

Arkana: Power

Power: 3

Duration: Permanent

Speed: Ritual

Range: Level x 5 Feet

Drain: 23


Soul-bind requires an active skeleton, zombie, or other corporeal undead. When this spell is cast the corpse’s soul is permanently bound into the corpse. This causes the animation to become permanent. Up to the casters level of undead can be bound in any combination desired. For example: a 15th level caster can bind three 5th level skeletons, or one 15th level skeleton, or one 10th level skeleton and five 1st level skeletons.


Soul Projection

Arkana: Power

Power: 3

Duration: 2d10 + level minutes

Range: Touch

Speed: Ritual

Drain: 23


This spell will place the recipient into a coma-like state for the duration of the spell. Once in this state the recipient’s soul can leave the body and travel independently. This soul is invisible to all senses. Some spells, including See Magic and Identify Magic, may be able to detect the soul. Spells that detect heat, invisibility, or night vision will have no chance for success. Creatures such as ghosts, spirits, or other non-corporeal undead will see the soul without difficulty. Souls cannot affect living tissue, and have an effective strength attribute of 1. Souls can affect other non-corporeal creatures without penalty or restriction.


Sparks of Death

Arkana: Energy

Power: 4

Duration: Instant

Speed: Normal

Range: 15’

Drain: 6

Sprays sparking electricity 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. Non-metal armor will reduce any injury received, but metal armors will add the PV of the armor to the injury inflicted.


Speed Sense of Time

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


This spell will make the subject’s time seem to fly past. The duration of the spell will seem to be over instantly. The victim must attempt a willpower roll each round to be able to make any active actions. Active actions include combat, spell casting, or anything that requires impetus. Defense and speech are passive actions and can be done without a save.


Speed

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3

Causes the target to become much faster. The target will gain one action for every 5 levels of experience the caster possesses. In addition the target will act as if one encumbrance value greater for the purposes of speed. If already at the lowest, add 10' for every 5 levels of the caster.


Spell Store

Arkana: Mental / Power

Power: 1

Duration: 1 Hour per Level

Speed: Normal

Range: Self

Drain: 3


Allows the character to store any one spell to be used as needed within the duration of the spell. Only the power for the storing spell is required at casting, when activated the power for the second spell will be taken normally (no roll is required for non-combat spells at activation). Spell activation can be done either at the beginning of the encounter or in one action once combat has begun.


Sticky Goo

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


When cast this spell expels a large mass of sticky goo at the victim. The 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.


Stone Form

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Self

Drain: 5


Transforms the caster into solid living stone. The caster will greatly resemble a stone golem. Grants the wearer a PV equal to her level. In addition the caster will gain 50 injury points for the duration of the spell. All injury dealt to the caster will be taken from this bonus first. This transformation makes the caster immune to gas effects, poisons, cold, electricity, and takes ½ injury from fire.


Stone to Flesh

Arkana: Physical

Power: 4

Duration: Instant

Speed: Long

Range: Touch

Drain: 9


This spell will revert a victim turned to stone back into flesh. This will reverse any spells such as Flesh to Stone, or the gaze of a basilisk or medusa. This spell will not turn a statue or golem into flesh; it will only reverse a previous spell or effect.


Stone to Mud

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


This spell will transform a section of stone into mud. This mud can then be shaped, formed, or molded as desired. The wizard may determine the viscosity of the mud at the time of the casting. When the duration ends the mud will return to stone. One 5’ x 5’ x 5’ cube of stone can be transformed for every five levels of the caster.


Strength

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


The recipient of this spell will gain a large bonus to his strength attribute. This bonus is equal to 20 + the caster’s level. This new strength should be considered for extra injury done, as well as strength rolls. Multiple castings will lengthen the duration; not strengthen the individual further.


Strengthen

Arkana: Physical

Power: 3

Duration: Permanent

Speed: Normal

Range: Touch

Drain: 5


This spell will harden and toughen an item held in the caster’s hand. It can cancel a brittle spell, add 1 PV to armor, or increase an item’s number of breakage points. If Breakage points are added to an item increase them 1d10 + the caster’s level. The PV of armor or Breakage points of items cannot be increased to more than 150% of the original value.


Stronghold

Arkana: Power

Power: 5

Duration: 4d10 days + Level

Speed: Ritual

Range: Touch

Drain: 25


This spell must be cast upon a building or structure. It prevents anyone from travelling inside by magical means. It will bar and repel any monster or creature that the caster does not wish to enter. It will resist offensive spells with a save roll of 85%. Any physical attacks or magical spells deal half damage to the structure. The structure cannot be any larger than 1000 square feet for every level of the caster.


Stupidity

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Drains the target of most of her intelligence. The victim may attempt a save with willpower, but failing that may only roll at 1/4 INT until the duration is complete. Any and all rolls (Perception saves, certain skills) that incorporate intelligence must be rolled with this value. The victim will begin to react instinctively and more primal as the duration continues.


Suggest

Arkana: Mental

Power: 1

Duration: 1 Action

Speed: Normal

Range: 10’

Drain: 3


Forces victim to complete one simple command that does not break his or her morality. This action cannot take longer than 1d10 / 2 + Level rounds or else the spell will fizzle. The victim receives a save with willpower.


Summon Angel

Arkana: Power

Power: 5

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 25


This spell will summon one angel from Elysian to the caster. This angel will attempt to aid good individuals and strike down evil, even if the summoner is evil. This spell does not grant control over the angel. There is a 5% chance to summon an Archangel, a 10% chance to summon a Guardian angel, and a 25% chance to summon a Healer angel. Otherwise a Seraph angel will be summoned.


Summon Animals

Arkana: Power

Power: 2

Duration: Special

Speed: Ritual

Range: 1 mile per level

Drain: 22


Summons up to the caster’s level in normal animals. The animals summoned will be common for the habitat the summoning is performed in. It will take 1d10 minutes for all of the animals to arrive. If there are no animals within the range, the spell will not be effective. The animals will follow the instructions of the summoner for 1d10 + Level hours.


Summon Major Demon

Arkana: Power

Power: 5

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 24


Summons a demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle or another spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit). This spell has a 5% chance to summon an Arch demon, a 10% chance to summon a Baal demon, and a 25% chance to summon a Daemon. Otherwise it will summon a Seducer.


Summon Minion Demon

Arkana: Power

Power: 3

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 23


Summons a minion demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle or another spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit).


Summon Minor Demon

Arkana: Power

Power: 4

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 24


Summons a demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle or another spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit). This spell has a chance to summon a Merchant demon, a Warrior demon, or an Imp. Roll percentile. A result of 01 – 70 summons an imp, a roll of 71 – 90 results in a Warrior, and a 91 + summons a Merchant Demon.


Summon Multiple Minions

Arkana: Power

Power: 4

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 24


Summons several minion demons from the depths of Gehenna. These demons are not controlled by this spell. A magical circle or another spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit). The caster can summon up to one-fifth his level in demons.


Summon Djinni

Arkana: Power

Power: 4

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 24


By use of this incantation the caster can summon and control one Djinni. This djinni will follow all of the spell caster’s commands for 3d10 + Level rounds. These requests, also called wishes, are limited to the knowledge, skills, and abilities of the djinni. The djinni must use his formidable memory and spell-casting powers to complete the request.


Summon Dragon

Arkana: Power

Power: 3

Duration: Instant

Speed: Ritual

Range: 1 mile per level

Drain: 23


Awakens and compels a dragon within the range of the spell to travel to the caster. This spell does not control the dragon in any way, and most dragons are not happy to be summoned. Control spells and magical circles are the only way not to be eaten. The caster can summon a dragon of an equal level to himself. If there are no dragons in this category within range the spell fails.


Summon Elemental

Arkana: Power

Power: 3

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 23


This spell will summon an elemental to the caster from any of the four elements: fire, earth, air, and water. The elemental summoned will be half the level of the summoner. This spell contains an inherent control of the elemental which will last for 2d10 + Level. The caster can return the elemental to its home at any time during this duration. After the duration expires the caster cannot return the elemental home.


Summon Faerie

Arkana: Power

Power: 3

Duration: Special

Speed: Ritual

Range: 1 mile per level

Drain: 23


Compels a faerie within the range of the spell to travel to the caster. The faerie will arrive in 1d10 minutes after casting. Once the faerie arrives, the caster has no control over or protection from the faerie. The faerie will be of the same level or lower than the summoner. If there are no faeries within the range of the spell, then the spell will fizzle.


Summon Familiar

Arkana: Power

Power: 1

Duration: Special

Speed: Ritual

Range: 1 mile per level

Drain: 21


This spell will summon a normal creature within range to the caster. It will take 1d10 minutes for the creature to arrive. The specific creature is left to the GMs discretion, but large animals make poor familiars. Smaller animals such as ravens, owls, mice, cats, dogs, and hawks are preferred. Once this animal has arrived the caster may choose to bond with the animal. If this occurs it is permanent, and can only be broken with the death of the caster or the familiar. The caster can choose to see and hear through the familiar, but will also take any injury the familiar receives. At 10th level the caster can speak through the familiar, and at 15th the caster may choose to cast spells through the animal. If the familiar dies, the caster may not repeat this spell for 2d10 + 4 months of mourning.


Summon Object

Arkana: Power

Power: 2

Duration: Special

Speed: Ritual

Range: ¼ mile per level

Drain: 22


This spell can bring any one item within range to the caster. Non-magical items will automatically be transported. Magical items have an inherent resistance to this spell. Items with minor properties have a 35% chance to resist this spell, major items have a 50% chance, excellent items have a 75% chance, and superlative items will always resist (100%). Only one attempt can be made per item.


Summon Person

Arkana: Power

Power: 3

Duration: Special

Speed: Ritual

Range: 1 mile per level

Drain: 23


This spell will compel any one person within range to travel to the caster. The caster must know the true name of the person to be summoned. This true name cannot be a nickname or epitaph. The travel times will vary on the individual, but they will take the fastest, most direct route. This spell will not protect the caster from the wrath of the summoned person, nor will it control them.


Summon Shadow

Arkana: Power

Power: 3

Duration: Instant

Speed: Ritual

Range: 10’

Drain: 23


This spell will draw a creature from the realm of shadow. This shadow is simply transported to this world; it is not controlled by this spell. In order to control the shadow the caster must use a magical circle or a spell that can control sentient creatures such as suggest, command, or domination.


Summon Spirit

Arkana: Power

Power: 2

Duration: Instant

Speed: Ritual

Range: ¼ mile per level

Drain: 22


This spell will summon one ghost, spirit, or wraith within range to the caster. This spell does not grant the caster with any protection or control over the ghost. Because of the tendencies of ghosts to have unfinished business on Selan, most spirits will speak before harming the summoner.


Tame Animal

Arkana: Mental

Power: 3

Duration: 1 month

Speed: Long

Range: Touch

Drain: 8


Causes one animal to become domesticated for the duration. The animal receives a willpower roll to save at casting and at any out-of-character or harmful commands. Mistreatment or abuse will instantly end the spell.


Tattoo

Arkana: Power

Power: 2

Duration: Special

Speed: Normal

Range: Touch

Drain: 4


When this spell is cast upon an object held or worn by the caster, it will become a tattoo somewhere on the caster’s body. This tattoo will resemble the original item and will radiate a magical aura. When the caster touches the tattoo and concentrates, the item will reappear as it was before its transformation. If the tattoo is not activated within one day, there is a cumulative 2% chance per day that the tattoo will become permanent (and inert).


Telekinesis

Arkana: Energy / Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Allows the character to mentally lift, move, and manipulate items by simple concentration. The spell-caster can lift a maximum weight of [(WIL + HEA) / 2] + 5 lbs. per level. The weight limit can be distributed amongst several items to manipulate simultaneously. The maximum number of items that can be Telekinetically lifted is INT / 10. To strike with an item roll with the Cast Energy or Mental Spell skill.


Telekinetic Bolt

Arkana: Energy / Mental

Power: 1

Duration: Instant

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Deals 1d10 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.


Telekinetic Flight

Arkana: Energy / Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Self

Drain: 5


Grants the power of flight to the caster by a form of reversed telekinesis. 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.


Telepathy

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Allows the caster to read the surface thoughts of anyone within range. The victim may receive a willpower roll to force the caster out, if a successful awareness roll is made to even notice the intrusion. Only what the victim is currently thinking can be scanned, not deep memories or beliefs unless there is a prompting to bring them to the surface.


Teleport

Arkana: Power

Power: 3

Duration: Instant

Speed: Normal

Range: 1 mile per level

Drain: 5


Instantly transports the caster 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.


Telescopic Vision

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Grants the gift of far seeing to the individual touched. This person can see up to twice as far as accurately as their normal vision. This spell does not grant night-vision, nor is it compatible with either natural or magical versions. At 10th level the caster can see up to three times the normal distance, at 15th up to 6 times, at 20th up to 10 times, and at 25th up to 12 times.


Tell Truth

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Forces the victim touched to tell the truth, the whole truth, and nothing but the truth. In order to resist, the victim may roll a save using willpower. Failure results in a complete and honest account of anything asked. The victim will speak from her recollection and point of view. Knowledge unknown to the victim cannot be told.


Tongues

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


Allows caster to understand and speak any language by an intelligent creature. This spell will not translate the written word, nor does it allow the caster to speak with animals. The caster will not remember the language after the spell’s duration, except highlights and simple phrases used.


Tornado

Arkana: Power

Power: 5

Duration: 4d10 + Level

Speed: Long

Range: Level x 10’

Drain 10


Creates a large swirling mass of wind very similar to a real tornado. This tornado will be up to 40’ in diameter, and can lift numerous objects no heavier than the caster’s level x 20 lbs. This tornado cannot be controlled and will move up to 50’ in one round.


Transfer Enchantment

Arkana: Power

Power: 4

Duration: Instant

Speed: Ritual

Range: Touch

Drain: 24


Transfers the powers, abilities, memories, personality, and other characteristics of one magical item into another. The only limitation is that weapons with offensive abilities can only transfer them into other weapons. Other magical items will gain a natural resistance based on their properties’ magnitude. Minor items will have a base 10% to resist, major items will have a 20% to resist, excellent items will have a 50% chance to resist, and superlative item will have a 90% chance to resist. Items that resist will remain as they were with no penalty to their powers or properties. Intelligent items may choose to roll willpower to resist the transference with a bonus equal to any additional property magnitude.


Transformation

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Self

Drain: 5


Allows the caster to alter his features, race, and sex or become any one creature of similar size and mass. Any natural abilities, magical abilities or armor is automatically gained for the new form. Any equipment becomes part of the mass of the creature. All natural or magical abilities that were from the true form are lost for the duration.


Transform Others

Arkana: Physical / Power

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Touch

Drain: 6


Allows the caster to alter the features, race, and sex of another or transform them into any one creature of similar size and mass. Any natural abilities, magical abilities or armor is automatically gained for the new form. Any equipment becomes part of the mass of the creature. All natural or magical abilities that were from the true form are lost for the duration.


Trickery

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


Allows the caster to create an illusion that affects only one sense. The applicable senses are Sight, Smell, Taste, Touch, and Hearing. Everyone within sensory range receives a Perception save to realize what the illusion really is. They still can see, hear, or feel the illusion, but can easily ignore it and any of its effects.


True Vision

Arkana: Mental

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Touch

Drain: 5


The individual touched by the caster will gain the ability to see the truth in all things. The subject can still see what most others see, but it requires concentration. All illusions, shape-changes, holograms, disguises, hidden doors, and other deceptions will be noticed and pierced by this spell.


Truth Tell

Arkana: Mental

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


Allows the individual touched to know instantly whenever anyone is lying to her. The victim is allowed an awareness roll to notice the individual’s odd reactions as she listens to the speaker.


Undead Transformation

Arkana: Power

Power: 5

Duration: Permanent

Speed: Ritual

Range: Self Only

Drain: 25


This ritual drains off the remaining life essence of the caster to transform himself into a Lich. As a lich the caster will gain immortality of a sort as an undead creature. If the spell is unsuccessful the caster will be dead with no chance of Khadina allowing a chance for resurrection. The caster does not automatically gain the abilities of a lich as described in Beings, Creatures, and Adversaries. He will keep his skills, knowledge, and spell ability he had in life. The character can still advance in levels and experience just as they did before. Un-death does begin to unhinge the mind of the wizard. Every year of un-death requires a willpower roll or the lich will go insane for that year. Any further insanity rolls will have a cumulative penalty of – 5 for each failure.


Understand Writing

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


Allows the individual touched to understand any written language for the duration. This does not grant the caster the ability to write in this language, nor speak it. This spell also does not decrypt codes or cyphers. The subject can understand dead, lost, and pictographic languages.


Undo

Arkana: Power

Power: 2

Duration: Instant

Speed: Quick

Range: Self

Drain: 4


By use of this spell the caster can choose to re-roll the results of any dice throw. This spell must be cast the very next action or else the spell will fizzle. If there are any subsequent dice rolls the spell will also fizzle. Fore example, a wizard casts fire stream and fumbles. The player must immediately state that he is casting Undo. If he waits until after the die roll to determine what the result of the fumble is, the spell will fizzle. This spell will allow one re-roll, but these results cannot be changed. Only one undo is allowed per dice roll.


Vegemorph

Arkana: Physical / Power

Power: 5

Duration: Permanent

Speed: Long

Range: Level x 5’

Drain: 10


This spell transforms the victim into a living plant of the caster’s choice. This plant must be similar in size to the victim. A human might be vegemorphed into a small tree, but never a flower. The victim is still aware of his surroundings but cannot interact with them except as his new form allows.


Vertigo

Arkana: Mental

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: 10’ + 5’ per level

Drain: 3


Causes the victim to fall if any sudden action is attempted. Sudden actions include combat, movement (except crawling), dodging, or defensive tactics. To resist the original spell the victim is granted a save using willpower. If this fails a successful agility roll must be made for each sudden action.


Visualize

Arkana: Mental

Power: 1

Duration: Instant

Speed: Normal

Range: 1 mile per level

Drain: 3


Grants an instantaneous peek at the desired target. The image will remain for one round. The caster must have a scrying device and the true name of the person or object to be glimpsed. Otherwise the spell will fizzle.


Wall of Energy

Arkana: Energy

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: 50’

Drain: 6


Creates a wall of electricity in a straight line or curve for Level x 5'. For every action spent inside the wall it will inflict 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at the caster's will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.


Wall of Fire

Arkana: Energy

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: 50’

Drain: 6


Creates a wall of flame in a straight line or curve for Level x 5'. For every action spent inside the wall it will inflict 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at the caster's will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.


Wall of Ice

Arkana: Energy

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: 50’

Drain: 6


Creates a wall of swirling frost in a straight line or curve for Level x 5'. For every action spent inside the wall it will 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at the caster's will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.


Wall of Iron

Arkana: Physical / Power

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Level x 10’

Drain: 6


This spell will create a wall of iron within the range of the spell. Creates a 10' high, 5' wide wall of steel from the ground. This wall can be up to Level x 5' long. Each 5' section of the wall has 200 Breakage points.


Wall of Plants

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 4


Causes all nearby plants to suddenly grow to unprecedented size and tangle up together. The wall will be 10 feet tall, 5' wide and can be up to Level x 5' long. The wall will inflict 1d10 injury to anyone attempting to climb the wall each round. The wall has 50 Injury points and is NOT sentient. This spell cannot be cast in an area without plant-life.


Wall of Spinning Death

Arkana: Physical / Mental / Energy

Duration: 3d10 + Level

Power: 4

Range: Level x 5’

Speed: Normal

Drain: 6


This spell causes all loose metal within the immediate area to begin flying together and spinning at a great rate of speed. The wall can be created in a straight line or curve for Level x 5'. For every action spent inside the wall it will inflict 1d10 injury for every 2 levels of the caster, with a bonus of one-tenth the caster's use skill. The wall cannot be moved once cast, but can be cancelled at the caster's will. At the end of the duration, all of the metal will crash down upon the ground where the wall used to be. This spell requires a great amount of metal or the spell will fizzle or be greatly reduced in effect.


Wall of Steel

Arkana: Physical / Power

Power: 5

Duration: 4d10 + Level

Speed: Normal

Range: Level x 10’

Drain: 7


This spell will create a wall of steel within the range of the spell. Creates a 10' high, 5' wide wall of steel from the ground. This wall can be up to Level x 10' long. Each 5' section of the wall has 500 Breakage points.


Wall of Stone

Arkana: Physical

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


Creates a 10' high, 5' wide wall of stone from the ground. This wall can be up to Level x 5' long. Each 5' section of the wall has 200 Breakage points. Can only be cast near a source of stone.


Warp Wood

Arkana: Physical

Power: 1

Duration: Permanent

Speed: Normal

Range: 10’ + 5’ per 2 levels

Drain: 3


This spell will warp items made of wood. Many items when warped become useless or less effective. The exact effects are up to the GM, but melee weapons should have a penalty of – 10, and missile weapons a penalty of – 20. Doors may not open or close correctly, and wheels may bow or break. One wooden item can be warped for every five levels of the caster.


Weaken

Arkana: Physical

Power: 1

Duration: 1d10 ÷ 2 + Level

Speed: Normal

Range: Touch

Drain: 3


Subtracts 20 + Level from victim's strength. A successful defensive tactics or dodge will negate the spell. The victim’s strength can never drop below 5. Multiple castings will lengthen the duration; not weaken the victim further.


Weapon Transformation

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Long

Range: Touch

Drain: 8


By use of this incantation the caster can transform one weapon into another weapon. Mass must remain the same with a maximum modifier of +/- 5% per level. The weapon must remain a weapon; it cannot be transformed into nothingness.


Weather Shield

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 hours + Level

Range: 10’ + 5’ per 2 levels

Speed: Ritual

Drain: 21


This spell creates an invisible barrier shaped as a hemisphere around the range of the spell. This shield will repel bad weather such as hail, rain, or snow. The temperature within the shield will stabilize at a cool 50-60 degrees Fahrenheit. The shield itself can become opaque to shield the inhabitants from the rays of the sun.


Whirlwind

Arkana: Power

Power: 3

Duration: 2d10 + Level

Speed: Normal

Range: Level x 5’

Drain: 5


This spell creates a whirlwind similar in nature to Dust devil. The whirlwind will be 1’ in diameter for every level of the caster. This whirlwind can move objects up to 1 lb. per level of the caster. This spinning mass of air can be controlled by the caster or set to wander randomly. The whirlwind can move up to 20’ in one round randomly, or 10’ in one round if controlled by the caster.


Winged Flight

Arkana: Physical

Power: 4

Duration: 3d10 + Level

Speed: Normal

Range: Touch

Drain: 6


The individual touched will begin to grow large bird, bat, or butterfly wings from his back. If there is any armor worn by the recipient the spell will deal 2d10 injury and then fizzle. Clothing will rip and tear, but will inflict no injury. The wings will allow the subject to fly. 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. Anything more becomes a controlled fall, allowing the character to receive half injury. The subject of the spell may cast spells and fight normally with his hands while flying.


Wings

Arkana: Physical

Power: 2

Duration: 1d10 + Level

Speed: Normal

Range: Touch

Drain: 4


The individual touched will have his arms transformed into wings. If there is any armor worn by the recipient the spell will deal 2d10 injury and then fizzle. Clothing will rip and tear, but will inflict no injury. The wings will allow the subject to fly. 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. Anything more becomes a controlled fall, allowing the character to receive half injury. The subject may not use the wings to fight or cast spells while flying.


Write

Arkana: Power

Power: 1

Duration: 1d10 ÷ 2 minutes + Level

Range: 5’

Speed: Normal

Drain: 3


This spell will take 100% accurate dictation. The caster can select any number of people present to be recorded. The caster must have paper and ink available, or select some other means of writing. Chalk, paint, and blood can all be used for this spell.


Youthen

Arkana: Physical

Power: 5

Duration: Instant

Speed: Ritual

Range: Touch

Drain: 25


This spell will cancel the effects of a Mature spell, or similar aging effects. In this circumstance the spell will reduce the character’s age by one group. The age groups are as follows: Infant, Child, Adolescent, Young Adult, Adult, Middle Aged, Mature, and Elder. Otherwise this spell will remove 3 years of normal aging from the character.


Return to spells A - F

Return to spells G - R


© 1999 J.K. Wykowski & T. Coonrod