Meta
Meta
Spectral Hand Regular
Causes a ghostly, glowing hand shaped from the caster's own life force
to materialize and move as the caster desires. This hand can move at
the same speed as the caster. It is DR8, HP12. The caster can use this
hand to perform any action he could with his own hand. The caster can
cast other spells as at range touch upon any creature or item that the
spectral hand is holding. If the spectral hand is destroyed, the caster
immediately takes 1d-2 damage. The caster must concentrate to maintain
control of the hand. If he stops concentrating the hand will return to
his side until the spell expires (or he begins to concentrate again).
Duration: 5 seconds
Cost: 4 to cast, 2 to maintain
Prerequisites: Wizard Hand, two “Touch” spells (Death Touch, Icy
Touch, Shocking Touch etc)
Items: Glove. Mage only. Energy cost to create 1,000
Meta
Protection From Evil (M/VH) Regular
Creates a magic barrier around the subject at a distance of one foot.
The barrier moves with the recipient and has the following effects:
+1 PD vs attacks by evil (or evilly enchanted) creatures or items.
Any possession or mind control attacks attempted on the subject are at
-3.
The spell also prevents bodily contact by extraplanar or conjured items
or creatures. Extraplanar creatures cannot pass through the protection
(though the caster should beware thrown objects!).
This spell is automatically cancelled if the subject attacks or
attempts to force the barrier onto the blocked creature(s).
Time to cast: 5 seconds
Duration: 10 seconds
Cost: 3 to cast, 3 to maintain
Prerequisites: Pentagram, Avoid
Meta
Protection From Good (M/VH) Regular
This spell is identical to Protection From Evil except that it protects
from Good creatures and items instead of Evil.
Time to cast: 5 seconds
Duration: 10 seconds
Cost: 3 to cast, 3 to maintain
Prerequisites: Pentagram, Avoid
Meta
Enervation Missile
A bolt of bluish magical energy shoots from the caster’s finger. It causes the
subject Mage to suffer an energy drain from his remaining available casting
strength. If the missile is successfully dodged or blocked (it cannot be parried)
the subject suffers no effect. If it hits it draws off spell casting energy equal to 1D
per point put into the spell. This effects both Standard mages and the Threshold
of Umana mages. Recovery is inhibited for 2 hours per point spent. This spell
affects mages only.
Duration:2 hours per point Cannot be maintained
Cost: 1 per 1D draining
Prerequisites: Steal Health, Steal Strength, Curse Missile
Items: Staff, wand. glove or ring. Energy cost to create 1,800
Meta
Greater Spell Shield Area
Functions as per spell shield but it also dissipates any magical
missile spell if it succcessfully resists.
Duration: 1 minute
Base Cost: 4 to cast; 2 to maintain
Prerequisite: Spell shield
Items: (a) Container Energy cost to create 300 cubic foot of volume
(b) Rug or area of floor Energy cost to create 500 per hex