Since someone was nice enough to start the translation of the spells from Core Exxet I figured i'd start trying to convert the spells from Arcana Exxet
Not all relevant principles of life are gathered in eleven ways of magic. In addition to the main roads, there are many minor aspects of reality that can also be controlled by spells.
By developing magic a character with the ability to use spells may declare that, instead of choosing free access spells they will learn a sub-path of magic. Each sub-path consists of ten different spells, equivalent to a list of free access spells. In the case of the sub-path is learned with in a higher path it consumes all free access spells, while if combined with a lower path it consumes ten free access spells of appropriate level, while leaving ten free access slots available.
Once a Sub-path has been chosen the mage cannot abandon the path in favor of free access spells later.
Below the spells of different sub-paths are listed. Each contains
following information:
Closed Paths: Paths that are unable to learn the sub-path
Magic Level: The Magic Level of the spell ranging from 4-94. This is used to determine the free access slot needed to learn the spell
Action: The spell can be active or passive.
Effect: The general description of the effect achieved by launching the
spell at any level.
Zeon: The cost to cast the spell on all four degrees of power (base, intermediate, advanced and arcane). I
Int R (Intelligence required): Refers to the minimum
Intelligence that is needed to cast the spell at each power level.
Base: Effects that the spell gets when released at its base level.
Intermediate: Effects of the spell gets when released at its Intermediate level.
Advanced: Effects of the spell gets when released at its Advanced level.
Arcane: Effects of the spell gets when released at its Arcane level.
Maintenance: Some spells may be sustained for a prolonged time. The cost to maintain the spell will be listed for each degree of power. For example 5/5/10/15 would be 5 Zeon for base and intermediate, 10 for advanced, and 15 for arcane.
Spell Type: The type of spell in question.
Chaos
This path controls the principle of chaos, the power of unpredictability and alteration of events.
Closed paths: Necromancy, Illusion, Essence, Fire, Earth, Water.
Feel the Chaos
Level: 4 Action: Active
Effect: The caster is able to notice the fluctuations caused by chaos in the environment, allowing the mage to notice alterations of reality within the radius of the spell. This spell does not grant the exact location, but rather the mage is aware of the level of chaos influence excreted on reality.
Zeon Base(5), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: 50 m radius.
Intermediate: 100 m radius.
Advanced: 250 m radius.
Arcane: 500 meter radius / The sorcerer perceives the presence of any being with more than 20 Gnosis or Natura over 10 who is within the action area of the spell if they do not exceed an MR against 160.
Maintenance: 5 / 10 / 10 / 15 Daily
Spell Type: Effect, Detection
Aura of Chaos
Level: 14 Action: Active
Effect: The caster causes a surge of energy that alters reality forcing potentially chaotic and unpredictable results. While this spell is active, all people behave as if they have Natura 10 (although for the purpose of its importance in reality, retain their original value) and all sorts of unusual events and impossible things occur without stopping. In other words, it's as if fate went crazy, and anything could happen. At the time of launching this spell, the wizard must decide whether to leave a fixed area or if the aura moves with you.
Zeon Base(60), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: MR 80 / 10 meter radius / maximum Presence 100.
Intermediate: MR 100 / 20 meter radius / maximum Presence 120.
Advanced: MR 120 / 40 meter radius / maximum Presence 140.
Arcane: MR 140 / 60 meter radius / maximum Presence 160.
Maintenance: 15 / 20 / 25 / 30
Spell Type: Effect
Alteration of Probability
Level: 24 Action: Active
Effect: The magician or target of the characters choice undergoes a temporary alteration of nature. This spell increases both the chances of a fumble and open roll. Example at the base level a character botches on a 5 or below, but an 85 and up would be an open roll
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: +2 to Fumble / -5 to Open Rolls.
Intermediate: +4 to Fumble / -10 to Open Rolls.
Advanced: +6 to Fumble / -15 to Open Rolls.
Arcane: +8 to Fumble / -20 to Open Rolls.
Maintenance: 20 to Fumble / 20 / 25 / 30
Spell Type: Spiritual
Alter Luck
Level: 34 Action: Active
Effect: The target of this spell has increased results
produced by chance and luck as desired by the sorcerer.
Any situation that is determined by chance will always get
disproportionate results, either for Good or Bad. A players
rolls, for example, result in continuously incredibly fortunate or disastrous results. Characters with the advantage Good Luck or disadvantage Bad Luck are increased exponentially.
Zeon Base(80), Intermediate(140), Advanced(250), Arcane(400)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120.
Intermediate: MR 140.
Advanced: MR 160 / Luck is so disproportionate its bordering the absurd.
Arcane: MR 180 / As advanced degree, but the character always wins or loses to anyone (Unless their Gnosis or Natura is higher) at all things related to luck.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Spiritual
Path of Chaos
Level: 44 Action: Active
Effect: The caster can reroll an offensive roll provided it was not a fumble, this can only be done once per roll.
Zeon Base(120), Intermediate(180), Advanced(280), Arcane(400)
Int R. Base(7), Intermediate(9), Advanced(12), Arcane(14)
Base: One reroll.
Intermediate: Two rerolls.
Advanced: Three rerolls.
Arcane: Four rerolls, can be used on fumbles.
Maintenance: 20 / 20 / 25 / 30
Spell Type: Spiritual
Chaotic aberration
Level: 54 Action: Active
Effect: Creates a monster of solidified chaos in the environment.
The caster has no power over it, and it will behave completely unpredictable (although as a rule, always in a violent way). The being should be developed as a Being Between Worlds
using the rules described in Chapter 26 of the corebook, but the caster can only choose half of the DP of the creature, while the other half will be determined randomly by the
GM. The creature will be Gnosis 20 regardless of the degree in which the spell is launched; this
spell can not create creatures of a higher level than the sorcerer. It is not possible to give this being a soul.
Zeon Base(120), Intermediate(200), Advanced(300), Arcane(700)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: Level 2.
Intermediate: Level 4.
Advanced: Level 8.
Arcane: Level 12.
Maintenance: No
Spell Type: Effect
Handling of Chaos
Level: 64 Action: Passive
Effect: Altering the essence of chaos this spell changes the
outcome of an event. The spell must be released immediately after and action has been taken, forcing a reroll. The Gnosis 35 or beings with a higher Natura are aware of the change, while others can not perceive it.
Zeon Base(100), Intermediate(200), Advanced(300), Arcane(400)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: MR 140.
Intermediate: MR 180 / may force re-roll twice.
Advanced: MR 220 / may force re-roll three times.
Arcane: MR 260 / may force re-roll four times.
Maintenance: No
Spell Type: Automatic
Chaotic mutation
Level: 74 Action: Active
Effect: The target of this spell suffers serious mutations in thier body, altering both their physiognomy and their capabilities. Using Chaotic Mutation,
the sorcerer or the target get additional DP to get monster powers like a Being Between Worlds with Gnosis 25. However, you can only spend half the DP voluntarily, while the other half will be randomly determined by the GM. Generally, the powers this causes always leave visible physical changes. The DP increases the level of the character, and a character can only be affected by this spell once.
Zeon Base(200), Intermediate(400), Advanced(800), Arcane(1200)
Int R. Base(8), Intermediate(11), Advanced(13), Arcane(15)
Base: 100 DP / 100 MR to resist.
Intermediate: 200 DP / 120 MR to resist.
Advanced: 300 DP / 140 MR to resist.
Arcane: 400 DP / Gnosis 30 / 160 MR to resist.
Maintenance: No
Spell Type: Effect
Chaos Control
Level: 84 Action: Active
Effect: The magician has the ability to bend the nature of chaos to their
command, allowing them to get the results they want. It is important to note that this
spell does not give a character a control of chaos if it does not exist in an area, so the more chaotic environment is, the greater their powers. For example, controlling a place where the environment is low in chaos would not allow him to do anything, while in an area affected by a lots of chaos, could make almost anything. For the purpose of play, the mage gets the powers granted to beings with Gnosis(see Core book page 277). Chaos aspected beings just pass an MR test indicated in the spell level or fall under the control of the caster.
Zeon Base(300), Intermediate(500), Advanced(800), Arcane(1200)
Int R. Base(11), Intermediate(13), Advanced(15), Arcane(17)
Base: Gnosis 30 / MR 120.
Intermediate: Gnosis 35 / MR 160.
Advanced: Gnosis 40 / MR 200.
Arcane: Gnosis 45 / MR 260.
Maintenance: 50 / 60 / 65 / 75
Spell Type: Effect
Primary chaos
Level: 94 Action: Active
Effect: This spell completely alters the laws of reality, the sorcerer
creates chaos in its purest form, an area where everything has stopped responding to any form of reason. The space is so distorted that up may become down, miles are traveled in seconds and yards in hours. A person can be young and old at the time, storms on a sunny day ... nothing makes sense, because the concept of logic has ceased to exist. Normal people go crazy as supernatural power gets out of control. The area of this spell is
determined by the grade.
Zeon Base(500), Intermediate(900), Advanced(1500), Arcane(2400)
Int R. Base(12), Intermediate(14), Advanced(16), Arcane(18)
Base: 546 yards.
Intermediate: 1100 yards.
Advanced: 3 miles / Anyone inside the area for over a minute is affected by the Chaotic Mutation spell cast at arcane level.
Arcane: 15 miles / As the advanced degree, but at the core of the area for a one mile radius everything ceases to exist, everything is simply atoms in motion. Anyone in the core must pass a MR 160 test or merge with the chaos and disappear forever.
Maintenance: 100 / 180 / 300 / 480 Daily
Spell Type: Automatic