
| Dur: 1 melee | Range: 50 feet |
| Cost: 10 P.P.E. | Comp: Gesture, Material (Reusable gem worth at least 1000 cr.) |
| EFFECT: The caster shoots 1d6 (per level) beams of either darkness or light in a 30° continuous spread. Each beam does 1D4 damage (S.D.C. to S.D.C. beings, M.D. to M.D.C. beings). Darkness does no damage to evil alignments, Light does no damage to good alignments. Only one type of beam can be fired at once. Use Firearm Wild Burst rules to determine who is hit. Note that shafts will also parry 1 shaft of opposing force automatically, cancelling out both beams. Mages often use this spell in duels. | |
| SAVE: None, Dodge or magical Parry only (18-20 to dodge) | |
| Dur: Instantaneous | Range: 1000 feet |
| Cost: 12 P.P.E. | Comp: Verbal |
| EFFECT: The caster projects a bolt of magical energy. The bolt does 1D6+1D6 MD / level. The bolt aims magically, and cannot be dodged, but it's damage can be resisted. | |
| SAVE: Standard, spell strength is +2 | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 15 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of fire that takes the place of a physical attack. Flame flies from caster's hand doing fire & heat damage. Uses natural roll plus P.P. bonuses to strike. Damage is 2D6+1D6 MD / level. | |
| SAVE: None, Dodge | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 15 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of ice takes the place of a physical attack. Ice flies from caster's hand doing cold & penetration damage. Uses natural roll plus P.P. bonuses to strike. Damage is 2D6+1D6 MD / level. | |
| SAVE: None, Dodge | |
| Dur: 1 min / level | Range: 50 feet |
| Cost: 18 P.P.E. | Comp: Verbal |
| EFFECT: Creates 1D4 transparent blue magical caltrops in the caster's hand. He can throw these up to 50 feet. Any ground-based vehicle (including hover-vehicles) that runs over them has their wheels/hover jets/etc. destroyed, regardless of their damage capacity. Anyone walking over them in any type of armor has their footwear completely destroyed. Anyone who walks over the caltrop wearing anything less than steel-soled boots has all the bones in their feet shattered (S.D.C./M.D.C. in feet is 0). The caltrop are very hard to see. They disappear at end of spell duration. | |
| SAVE: None; Avoid (-6 on Perception rolls to see them) | |
| Dur: 2 minutes (+1 melee prep.) | Range: Self |
| Cost: 18 P.P.E. | Comp: Verbal (chant) |
| EFFECT: The caster levitates off the ground (3 ft) in lotus position. The caster cannot be moved, and is totally invulnerable to all damage and attacks. The caster cannot move, fight, see, hear, etc., he is totally involved in the chant. When the chant is over, he is at 0 HP until healed. Any physical activity while at 0 HP results in the caster going comatose (no save) | |
| SAVE: Not applicable | |
| Dur: Instantaneous | Range: 30 feet radius |
| Cost: 20 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of energy takes the place of a physical attack. A wave of energy travels out in all directions, doing 1D6 MD / level to all in area. No dodge is possible. | |
| SAVE: None | |
| Dur: Instantaneous | Range: 100+15 feet / level |
| Cost: 20 P.P.E. per arrow | Comp: Gesture (pantomime drawing a bow & releasing an arrow) |
| EFFECT: The caster can fire an "arrow" of eldrich energy at a target. The blast from the arrow does 4D6 MD. Five different colours of arrows can be fired. BLACK (necromantic) arrows do double damage to living targets. BROWN (geomantic) arrows do double damage to technology. RED (pyromantic) arrows do double damage to organic targets. SILVER (metamantic) do double damage to magical, or magic-wielding targets. WHITE (biomantic) arrows do double damage to undead targets. The arrow is fired using only P.P., and archery bonuses, with a +1 to strike per 2 levels of caster. Rate of fire is equal to archery rate of fire (1 per melee if no Archery skill). | |
| SAVE: None, dodge only. | |
| Dur: up to 12h / level | Range: Reach |
| Cost: 20 P.P.E. | Comp: Verbal |
| EFFECT: Creates a 1 feet diameter crystal orb filled with volatile magic energy. The orb can be set to detonate any time within the duration period (min. 1 second). When it does detonate, the energy blast does 4D6�10 S.D.C. or 3D6 (+2/lev) M.D. (caster's choice, set at time of casting). The orb has an M.D.C. of 10, and breaking it will cause premature detonation. Blast radius is 5 feet per level. | |
| SAVE: None, but a dodge (natural 19-20) may get person out of blast radius | |
| Dur: 2+2 melees / level | Range: Reach |
| Cost: 25 P.P.E. | Comp: Verbal |
| EFFECT: A broadsword of pure magical fire manifests in the caster's hands. Works just like a regular broadsword, except the caster cannot be disarmed, or give the sword to another. There is a 66% chance that a hit from the sword will set flammables on fire. Sword damage is 1D6 MD / level | |
| SAVE: None. | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 25 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of energy takes the place of a physical attack. Eldrich energy flies from caster's hand doing impact & pain damage. Uses natural roll plus P.P. bonuses to strike. Damage is 3D6+1D6 MD / level. | |
| SAVE: None, Dodge | |
| Dur: 1 melee | Range: 100 feet radius |
| Cost: 28 P.P.E. | Comp: Verbal |
| EFFECT: Causes an earthquake in affected area. It does 2D6 S.D.C. damage / level to everything in the area, and may cause buildings to topple (even M.D.C. structures will take equivilant damage). Characters standing on the affected ground will fall unless they roll balance at -35%, and take � damage (even M.D.C. creatures take damage, as M.D.) | |
| SAVE: None, must get off ground before spell goes off to avoid its effects. | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 28 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of fire takes the place of a physical attack. Mystic fire flies from caster's hand doing impact, fire & heat damage. Uses natural roll plus P.P. bonuses to strike. Damage is 4D6+1D6 MD / level. | |
| SAVE: None, Dodge | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 30 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of energy takes the place of a physical attack. A stream of "evil eyes" fly from caster's hand doing stun & pain damage. Uses natural roll plus P.P. bonuses to strike. Damage is 1D6�10 M.D. | |
| SAVE: None, Dodge | |
| Dur: Instantaneous | Range: 150 feet |
| Cost: 35 P.P.E. | Comp: Verbal |
| EFFECT: The spell sets off all explosives on the victim's body, doing full damage | |
| SAVE: Standard | |
| Dur: Instantaneous | Range: 1000 feet |
| Cost: 35 P.P.E. | Comp: Verbal |
| EFFECT: Swirling balls of blue energy fly out from caster and magically target 2D8 targets (randomly). The balls each do 2D6+1D6 MD / level and stun the target for 1D4 melees. | |
| SAVE: Spell Strength + 4 | |
| Dur: 1D4-1 melees (min 1 melee) | Range: Self |
| Cost: 35 P.P.E. | Comp: Verbal |
| EFFECT: The caster's hands glow with energy. All his hand to hand attacks do (+) 2D6 MD. Attacks done with hand-held weapons do not get the bonus damage. | |
| SAVE: None | |
| Dur: 1+1 melee / level, or until hits | Range: Unlimited |
| Cost: 40 P.P.E. | Comp: Verbal |
| EFFECT: Conjures a ball of mystic energy. It will fly at one target and attack repeatedly until it hits. It has 4+2 attacks / melee per level, and is +2 to strike and dodge. When it hits, it detonates and does 2D6+1D6 MD / level. Caster does not need to concentrate on the plasmid; its actions are automatic. | |
| SAVE: None, Dodge or Parry | |
| Dur: Instantaneous | Range: 30 feet |
| Cost: 60 P.P.E. | Comp: Gesture |
| EFFECT: A magical burst of energy takes the place of a physical attack. A green beam fires from caster's hand doing. If it hits a target, the victim is reduced to 1 HP/M.D.C., 1 S.D.C., 1 attack per melee, and he has no combat bonuses. Additionally, all saving throws are natural rolls-3. This effect lasts until the victim somehow heals one HP, then all bonuses return. Remaining lost S.D.C./M.D.C. must still be somehow healed. Life Leech attack uses natural roll plus P.P. bonuses to strike. Damage is 3D6+1D6 M.D. / level. | |
| SAVE: None, Dodge | |
| Dur: Instantaneous | Range: 100 feet radius / level |
| Cost: 90 P.P.E. | Comp: Verbal |
| EFFECT: Caster emits a spray of lightning bolts in all directions. All possible targets within the radius are hit with the lightning bolts and take 1D6 MD per level of the caster. | |
| SAVE: None, Dodge (natural 18-20) | |
| Dur: 1 melee | Range: 20+10 feet area / level |
| Cost: 145 P.P.E | Comp: Verbal |
| EFFECT: Causes a rain of fire doing 3D6+1D6 M.D. / level to everyone but the caster who doesn't dodge. | |
| SAVE: None, Dodge (natural 18-20) | |
| Dur: 200 km (125 miles) | Range: 1-8 targets |
| Cost: 180 P.P.E. | Comp: Verbal |
| EFFECT: The targets are surrounded by a ball of fire. The fireball travels at the speed of light for 200 km (125 miles). The passengers take no damage from the fire, acceleration or any impacts that may happen. The caster controls the direction of travel. The fire does 5D6 MD to anyone who tries to pass into or out of the fireball while active. Projectiles, energy and fire (magical or otherwise) do no damage to the passengers. | |
| SAVE: None | |
| Dur: Instantaneous | Range: 10+2 miles / level |
| Cost: 210 P.P.E. | Comp: Verbal |
| EFFECT: Projects a huge bolt of energy at one target. This spell is not intended for man-size targets, hence they are +8 to dodge. Roll D20+2 to strike (+1 per 2 levels). The Missile does 1D6�100 M.D. (+1D6�100 M.D. at levels 3, 6, 9, 12 & 15; max damage is 6D6�100 M.D.) | |
| SAVE: None, Dodge | |
| Dur: Instantaneous | Range: 20 miles |
| Cost: 5000 P.P.E. | Comp: None |
| EFFECT: This devastating spell forces together two molecules of hydrogen, causing a nuclear explosion. The blast does 6D6�10000 M.D. to everything within 5 miles of ground zero, followed by a shockwave doing 4D6�1000 M.D. to a 10 mile radius. The area will be radioactive for 5D20 years. | |
| SAVE: None, Dodge (if feasible) -natural 18-20 only | |