Sub-Paths from Arcana Exxet

By Jtest, in Anima: Beyond Fantasy RPG

Knowledge

Knowledge is a primary sub-path that dominates the very concept of
knowing. Sorcerers who use it have control over everything that can be learned.
Closed Paths: Destruction, Earth, Fire, and Illusion.

Categorize
Level: 4 Action: Active
Effect: The caster gains knowledge about the nature
of a creation; from how to use a cooking utensil to trying to
find your recipe, seeing how to use something and why it was made.
The spell doesn’t actually grant the skill necessary to use the item but rather a guide on its use.
Items such as building or complex items with a high presence are immune to this spell.
Zeon Base(30), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(5), Intermediate(7), Advanced(9), Arcane(11)
Base: The caster knows that field of study it covers: the kitchen,
mechanics, blacksmithing ... without acquiring more data.
Intermediate: Obtains information about the materials or compounds, as well as an approximate percentage of each in the final set.
Advanced: Get a rough idea of how it works, but not for
the purpose it serves.
Arcane: The caster gets a vague idea of how the object was created,
but not enough to recreate it.
Maintenance: No.
Spell Type: Effect.

Knowledge
Level: 14 Action: Active
Effect: Grants the caster innate knowledge in a subject. The Sorcerer
gets a value for the ability of his choosing, replacing the current base score. A character may cast this spell multiple times to access multiple abilities.
Zeon Base(40), Intermediate(80), Advanced(120), Arcane(160)
Int R. Base(6), Intermediate(9), Advanced(11), Arcane(13)
Base: 40 in a skill.
Intermediate: 60 in a skill.
Advanced: 80 in a skill.
Arcane: 100 in a skill.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Effect

Knowing Weakness
Level: 24 Action: Active
Effect: Allows the caster to see the imperfections and weaknesses of some thing
or someone. If cast on a being the mage will find out their faults and weaknesses, while if it is an object, you'll know if something is particularly weak and at what point it is weakest.
Zeon Base(60), Intermediate(100), Advanced(140), Arcane(180)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 120
Intermediate: MR 140
Advanced: MR 160
Arcane: MR 180
Maintenance: No
Spell Type: Detection

Know the Truth
Level: 34 Action: Active
Effect: The caster will know when someone is lying to him. Everyone
he faces must overcome the MR test determined by the level of the spell. In case of failure, the sorcerer knows if you've lied about something, though not specifically what.
Zeon Base(80), Intermediate(120), Advanced(160), Arcane(200)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 80.
Intermediate: MR 100.
Advanced: MR 120.
Arcanum: MR 140.
Maintenance: 10 / 15 / 20 / 20 Daily
Spell Type: Detection

Magical knowledge
Level: 44 Action: Active
Effect: The mage gains the knowledge required to cast a spell from a path he does not know. After this spell has been cast the gained spell must be cast within five rounds, after that the benefits of this spell fade.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: A spell up to level 20.
Intermediate: A spell to level 30.
Advanced: A spell up to level 40.
Arcane: A spell up to level 50.
Maintenance: No
Spell Type: Effect

Combat Knowledge
Level: 54 Action: Active
Effect: The magician perceives and understands the skills of an opponent
and methodology of combat and how to anticipate their movements.
Therefore, if the target fails the MR test, the caster gains a bonus to all skills while facing the enemy.
Zeon Base(80), Intermediate(120), Advanced(160), Arcane(200)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 140 / +20 any contested action.
Intermediate: MR 160 / +30 any contested action.
Advanced: MR 180 / +30 any contested action.
Arcane: MR 200 / +40 any contested action.
Maintenance: 5 / 10 / 20 / 20
Spell Type: Automatic

Learning
Level: 64 Action: Active
Effect: The target of the spell improves your ability to learn, reducing the time for study and practice to master the knowledge they want to achieve. For example, you could learn a spell and its level is decreased by degree of difficulty.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: Decreases a degree of difficulty of learning.
Intermediate: Decrease in two the degree of learning difficulty.
Advanced: Decreases in three degree of difficulty of learning.
Arcanum: Decreases in four degree of difficulty of learning.
Maintenance: 10 / 20 / 30 / 40 Daily
Spell Type: Automatic.

Counselor
Level: 74 Action: Active
Effect: As the name suggests, this spell wisely advises
the caster on an issue or question. The spell will not guess or
possess a knowledge greater than the caster.
Zeon Base(60), Intermediate(100), Advanced(140), Arcane(200)
Int R. Base(6), Intermediate(9), Advanced(11), Arcane(13)
Base: The Mage gets a tip about what is the best decisions to be taken. The success rate is high, but it is far from being a perfect prediction.
Intermediate: The counselor will show the range of possibilities and potential
consequences of their events as well as the most appropriate to perform.
Advanced: The Mage gets a very rough council on
decisions to be taken or done. The success rate is very high.
Arcane: Caster receives detailed advice with all the possibilities
and possible consequences of their actions, as well as an approximate percentage
the possibilities of success of each.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Effect

Giving Knowledge
Level: 84 Action: Active
Effect: Allows transfer of knowledge from one individual to another. For example,
could make someone lose their knowledge of archeology or
occult rituals to give another individual those skills for the duration of the spell.
The spell grants a knowledge ability to convey knowledge whose value does not exceed the level indicated by the spell. This ability also allows you to send information
concerning the knowledge of spells, a maximum amount equivalent
the value determined by the spell. In this case, for example, if the caster gives
40 levels of the path of light but has it up to level 70, the giver would lose the ability to cast spells of level 2 to 40, but could continue casting level 42 to 70. It is important to remember that
spells do not grant the gift, so if someone receives spells without
this advantage, they simply can not use them. Resisting the effects of this
spell requires overcoming a MR test determined by the degree of the spell.
Anyone affected can repeat the MR test once a day.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(14)
Base: MR 120 / intellectual ability 50 or magic level 20.
Intermediate: MR 140 / intellectual ability 100 or Magic level 40.
Advanced: MR 160 / intellectual ability of 150 or magic level 60.
Arcanum: MR 180 / intellectual ability to 200 or magic level 80.
Maintenance: 5 / 10 / 15 / 20 Daily
Spell Type: Spiritual

Life
Level: 94 Action: Active
Effect: This spell temporarily gives the character life experiences,
allowing for a few moments to increase your skills and knowledge.
The caster gains additional levels, giving the ability to momentarily use the DP obtained to improve. The effect of this spell does not overlap, and
a sorcerer can only benefit from one spell of life at a time.
Zeon Base(400), Intermediate(600), Advanced(800), Arcane(1000)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: +1 Level.
Intermediate: +2 Levels.
Advanced: +3 Levels.
Arcane: +4 Levels.
Maintenance: 40 / 60 / 80 / 100
Spell Type: Effect
.

Blood

This sub-pathway controls the principle that gives life to organic beings, that of
their own blood.
Closed Paths: Light, Illusion, Fire, Air, and Earth.
Limitation: Beings without a blood stream, such
as elementals, spirits or inorganic golems are immune to spells of this sub-pathway.

Slow Pulse
Level: 4 Action: Active
Effect: Affects the bloodstream of its target, slowing it down, if it is abnormally fast (as in the case of emotional extremes, such as anger or fear). The victim feels relaxed, with
any extreme emotion eliminated regardless if the source of the emotion is natural or supernatural. The feeling of calm will be so great that during the next minute the target of the spell suffers a -10 to all actions of physical nature. To try to resist its effects must be overcome
MR test the difficulty determined by the degree of the spell.
Zeon Base(30), Intermediate(60), Advanced(100), Arcane(150)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(13)
Base: MR 80.
Intermediate: MR 100.
Advanced: MR 120.
Arcanum: MR 160.
Maintenance: No
Spell Type: Spiritual

Clot
Level: 14 Action: Active
Effect: magically heals wounds, preventing blood loss and closing wounds. You can only affect someone once a day this spell.
Zeon Base(40), Intermediate(80), Advanced(120), Arcane(160)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(13)
Base: Automatically removes any bleeding effects
Intermediate: Recovers 20% of the LP lost to injuries caused by cuts or bleeding.
Advanced: Recovers 40% of the LP lost to injuries caused by cuts or bleeding.
Arcanum: Recovers 60% of the LP lost due to injury caused by cuts or bleeding.
Maintenance: No
Spell Type: Effect

Sangfroid
Level: 24 Action: Active
Effect: Changes the body temperature of the target of the spell,
allowing you to regulate it accordingly to external conditions. Thus,
the target can not be affected by adverse weather and can survive in
icy wastes or burning deserts. It can affect multiple targets as long as their presence does not exceed the amount allowed by the level of the spell.
Zeon Base(50), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: Maximum Presence 60.
Intermediate: Maximum Presence 100.
Advanced: Maximum Presence 180.
Arcane: Maximum presence 300.
Maintenance: 5 / 20 / 25 / 30 Daily
Spell Type: Effect

Creating Blood
Level: 34 Action: Active
Effect: Creates a weapon from the wizard's own blood,
crystallizing the material to make it an extremely hard.
Unfortunately, the sorcerer must sacrifice a necessarily part of his own blood, losing life points in the process.
Zeon Base(80), Intermediate(120), Advanced(160), Arcane(200)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: Loss of -10 LP / Quality +0 / Objects up to 2kg/4.5lbs.
Intermediate: Loss of 20 LP / Quality +5 / Objects up to 5kg/11lbs.
Advanced: Loss of 40 LP / Quality +10 / objects up to 15kg/33lbs.
Arcanum: Loss of 60 LP / Quality +15 / objects up to 25kg/55lbs.
Maintenance: 10 / 40 / 50 / 60
Spell Type: Effect

Transfusion
Level: 44 Action: Active
Effect: Separating the vital elements of the blood of the sorcerer and
imbuing them on an ally, the wizard transfers their points of life to another person. The amount of LP to sacrifice by the caster is multiplied by the amount determined by the level of the spell.
For example, if the warlock launched this spell at intermediate and
sacrificed 10 LP, 50 LP would go to its his. This spell does not allow
restoration of severed limbs or permanent loss, but does remove
penalties caused by criticals by an amount equal to the sacrificed life points.
Zeon Base(40), Intermediate(60), Advanced(80), Arcane(100)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: x2 the LP sacrificed.
Intermediate: x5 the LP sacrificed
Advanced: x10 the LP sacrificed.
Arcane: x20 the LP sacrificed.
Maintenance: No
Spell Type: Effect

Drain
Level: 54 Action: Active
Effect: This spell causes the wounds of a target
to bleed horribly, increasing the damage they receive. While
the spell is active, the affected increases the damage suffered in an amount
determined by the level of the spell. Damage should from bruises, cuts and bleeding recive this effect while the wounds caused by heat, cold or no energy do not.
To avoid its effects, the target must overcome
MR test, but can repeat it every time damage is received and it augmented by this spell.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(6), Intermediate(8), Advanced(10), Arcane(12)
Base: Increases damage taken by 50% / MR 120.
Intermediate: Doubles damage taken / MR 140.
Advanced: Triples damage taken / MR 160.
Arcane: Quadruples the damage received / MR 180.
Maintenance: 10 / 15 / 20 / 25
Spell Type: Spiritual.

Vampirism
Level: 64 Action: Active
Effect: This spell causes a weapon to drink the blood of those
those who hurt, channeling their energy and giving the wielder life.
In the case of attacking a being with damage resistance, the amount drained should be divided by ten.
Zeon Base(150), Intermediate(200), Advanced(250), Arcane(300)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: Heals 10% of the damage dealt.
Intermediate: Heals 20% of the damage dealt.
Advanced: Heals 30% of the damage dealt.
Arcane: Heals 40% of the damage dealt.
Maintenance: 10 / 10 / 15 / 15
Spell Type: Effect

Bloody Tears
Level: 74 Action: Active
Effect: This spell causes horrific blood pressure from the heart to expand and burst from within.
If the character fails the resistance test by more than 40 points they die automatically, while if the failure below 40 they receive damage based on the level of the spell.
Zeon Base(280), Intermediate(320), Advanced(360), Arcane(400)
Int R. Base(10), Intermediate(13), Advanced(15), Arcane(17)
Intermediate Level Advanced Base Arcane
Base: 140 MR or PhR / Damage 50.
Intermediate: 180 MR or PhR / Damage 100.
Advanced: 220 MR or PhR / Damage 150.
Arcane: 260 MR or PhR / Damage 200.
Maintenance: No
Spell Type: Spiritual.

Blood Stream
Level: 84 Action: Passive
Effect: Increases the speed of the sorcerer's bloodstream
and his allies, greatly increasing their capabilities.
However, the pressure at which the heart is subjected to will cause internal damage that can kill the target if kept active too long.
Zeon Base(200), Intermediate(240), Advanced(300), Arcane(340)
Int R. Base(10), Intermediate(12), Advanced(15), Arcane(17)
Base: +10 all action bonus / -5 LP a turn.
Intermediate: +20 all action bonus / -15 LP a turn
Advanced: +40 all action bonus / -30 LP a turn
Arcanum: +60 all action bonus / -50 LP a turn
Maintenance: 40 / 50 / 60 / 70
Spell Type: Effect

A World of Blood
Level: 94 Action: Active
Effect: The caster gets complete control over all the blood
is within the range of the spell. His mastery is such that
can cripple the bodies of living things, and create almost anything you want with the blood that has already been shed. Any
individual who is affected by the spell must overcome a resistance test to avoid being controlled by the witch like a puppet, or suffering damage equal to twice the level of failure. In the case of the Sorcerer want to use blood as a means of attack or defense (creating
blades, thorns or shields), has the ability to use their magical projection
to project it as sharp or shields downloads mystics. Both the damage
as attacks and their resistance is determined by the degree of
spell, but can only use it if there is enough blood around.
Zeon Base(280), Intermediate(320), Advanced(360), Arcane(400)
Int R. Base(10), Intermediate(13), Advanced(15), Arcane(17)
Base: 120 MR or PhR / Damage 60 / 500 Points of Resistance.
Intermediate: 140 MR or PhR / Damage 90 / 1200 Points of Resistance.
Advanced: 160 MR or PhR / Damage 120 / 2400 Points of Resistance.
Arcane: 180 MR or PhR / Damage 150 / 3600 Points of Resistance.
Maintenance: No
Spell Type: Spiritual

.

Third one today!! If I am lucky I'll have the last three sub-paths finished by the end of tomorrow gui%C3%B1o.gif

Dreams

Dreams is the way of magic that controls the dream world of dreamers, as reflected in the Wake.
Closed Paths: Creation, Destruction, Water, Earth, and Fire.

Feel the Dream
Level: 4 Action: Active
Effect: With this spell the caster is able to locate the energies of all beings dreaming, what they are dreaming about it, and in addition placid dreams, or terrible nightmares. To resist detection,
sleepers must overcome an MR test.
Zeon Base(40), Intermediate(60), Advanced(80), Arcane(100)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: 50m/54yd radius / MR 120.
Intermediate: 150m/164yd radius / MR 160.
Advanced: 200m/218yd radius / MR 200.
Arcane: 500m/546yd radius / MR 240
Maintenance: No
Spell Type: Detection

Undisturbed Sleep
Level: 14 Action: Active
Effect: This spell protects a person from being assaulted by spells
or effects of any kind related to dreams, giving a
bonus to MR or PsR against such attacks. Also, this spell
prevents the character from accidentally traveling to the wake,
giving the same bonus to your resistance if someone tries to force them to go against their will.
Zeon Base(60), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: +40 MR or PsR.
Intermediate: +60 MR or PsR.
Advanced: +80 MR or PsR.
Arcane: +100 MR or PsR.
Maintenance: 5 / 5 / 5 / 10 Daily
Spell Type: Effect

Dream Spy
Level: 24 Action: Active
Effect: This spell allows you to observe what is occurring in the dreams of
a sleeper, whether they are quiet as nightmares. It is not possible to intervene
in any way, but you see them in detail. A person can
resist by passing an MR test, but if it fails, only entitled to a
new test each day if it is aware or suspects they may
being affected by a spell like this.
Zeon Base(60), Intermediate(80), Advanced(100), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(10), Arcane(12)
Base: MR 140.
Intermediate: MR 160.
Advanced: MR 180.
Arcane: MR 200 / caster can show an image of the
affected individual's dreams, allowing any person next to him to see.
Maintenance: 10 / 10 / 10 / 15 Daily
Spell Type: Spiritual

Altering Dreams
Level: 34 Action: Active
Effect: With this spell the wizard has the ability to alter
dreams (whether peaceful or nightmares) for everyone
within the radius.
This spell only works if the caster is "outside" the dream, and if they enter the dream or the wake the spell is not usable.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 100 / 50 m radius.
Intermediate: MR 120 / 150m/164yd radius.
Advanced: MR 140 / 250m/273yd radius.
Arcanum: MR 160 / 500m/546yd radius.
Maintenance: 10 / 10 / 10 / 15
Spell Type: Spiritual

Night Walker
Level: 44 Action: Active
Effect: With this spell the caster or his target
This can bring the world his dream consciousness, so while your physical body sleeps,
can move freely around the world in the form of dreams. While someone is affected by this spell they are invisible to the naked eye (except those capable of seeing spirits) and make no noise. At the same time they are completely intangible, and can not touch anything material. The maximum distance that the person can leave his
physical body is determined by the level of the spell. If the walker
receives any kind of damage the spell is broken.
Zeon Base(100), Intermediate(120), Advanced(140), Arcane(160)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: 1km/1093yd maximum distance.
Intermediate: 2km/1.25mile maximum distance / The target may become visible at will and to speak with anyone.
Advanced: 5km/3mile maximum distance / As intermediate, but the character can alter his physical appearance at will, acquiring any shape you can dream.
Arcane: Any Distance / As advanced degree, but walkers can enter the dream world oft hose sleeping if the dreamer fails an MR 150 test.
Maintenance: 30 / 30 / 40 / 40 Daily
Spell Type: Effect.

Eternal dream
Level: 54 Action: Active
Effect: This terrible spell binds its victim in a dream from which nothing
can wake up the target until the caster desires, no matter what
happens to your body. Anyone affected by this spell has the right to
a resistance test once a day, but uses a -40 to their resistance to wake up if already under the influence of the spell.
Zeon Base(100), Intermediate(140), Advanced(180), Arcane(240)
Int R. Base(7), Intermediate(9), Advanced(11), Arcane(13)
Base: MR 80.
Intermediate: MR 100.
Advanced: MR 120.
Arcanum: MR 140.
Maintenance: 10 / 20 / 20 / 25 Daily
Spell Type: Spiritual.

Barrier Tear
Level: 64 Action: Active
Effect: The caster creates a vortex in reality establishing a portal to the wake.
Zeon Base(200), Intermediate(240), Advanced(280), Arcane(320)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: The portal allows only the sorcerer, and is only one direction.
Intermediate: The portal can be passed by any kind of being, but only in one direction.
Advanced: As in intermediate grade, but the portal can be used in both directions.
Arcane: As the advanced degree, but the sorcerer can determine
who can freely cross the portal or require some special quality to open it.
Maintenance: 40 / 50 / 60 / 70 Daily
Spell Type: Effect.

Banish to the Wake
Level: 74 Action: Active
Effect: This spell allows you to banish a person or being to a random place in the wake. The caster only to sends the subconscious dream of a person affected (ie, your body remains asleep while your mind goes to the Wake). If the target is asleep when the spell is cast they will not the feel dimensional jump, if he was awake his body fall into a deep sleep. It can also affect creatures that are from the wake banishing them completely. To resist exceed an MR test.
Zeon Base(100), Intermediate(120), Advanced(140), Arcane(160)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: MR 100.
Intermediate: MR 120.
Advanced: MR 140.
Arcanum: MR 160.
Maintenance: No.
Spell Type: Spiritual.

Between Dreams and Reality
Level: 84 Action: Active
Effect: Allows the caster to alter the links between the real world and
Wake, allowing him to temporarily fuse both realities into one. The beings that come into that area will remain "on your side" of reality (ie, the Wake will be on your plane of existence across the area affected by the spell). However, the creatures that have powers
Special to the Wake keep them while inside the spell radius.
Zeon Base(400), Intermediate(500), Advanced(700), Arcane(900)
Int R. Base(13), Intermediate(15), Advanced(17), Arcane(19)
Base: 100m/109yd500 radius.
Intermediate: 500m/546yd radius.
Advanced: 1km/1093yd radius.
Arcane: 3km/1.8mile radius.
Maintenance: 80 / 100 / 140 / 180 Daily
Spell Type: Effect.

Making dreams come true
Level: 94 Action: Active
Effect: This spell is literally what its name suggests, allowing
the sorcerer to bring into the real world any being or object that is in
the dreams of a sleeper. He Could bring, for example, a shield you used while you are dreaming your a warrior. In doing so actually materializing the object/thing. In the case of
bringing a live being the creature is apparently real, but can not have
Gnosis powers beyond level 25 or above as determined by the level of the spell. If instead it is an object, its maximum presence will be determined by the degree of the spell. It is important to note that this spell does not allow the caster to see what's inside the dreams of people, so it will be necessary to use some other means to "see" exactly what you want to bring.
Zeon Base(300), Intermediate(600), Advanced(900), Arcane(1200)

Int R. Base(12), Intermediate(14), Advanced(16), Arcane(18)
Base: Maximum Presence 80 / Max Level 3.
Intermediate: Maximum Presence 120 / Max Level 6.
Advanced: Maximum Presence 160 / Max Level 9.
Arcane: Maximum Presence 200 / Max Level 12.
Maintenance: 50 / 60 / 65 / 75 Daily
Spell Type: Effect.

NekoShogun said:


Question, is there a "Time" subpath? One of my players would really like to know.

Time

To many occultists the sub-path that controls time is the greatest of all, valued even more than the higher paths. Those who use it are often called Chronomancers or magicians of the time, and as they wield the ability is to use magic to control the flow of time like an element.

Closed Paths: Necromancy, Air, Water, Fire, Earth, Essence, and Illusion.

NOTE: Unlike the other paths of magic, spells all related to time in Gaia are greatly limited and controlled by the power in the shadows. Therefore, any spell related the space-time continuum causing a possible alteration in history, simply has no effect, nullified by Imperium safe guards.

Temporal knowledge
Level: 4 Action: Active
Effect: The character can perceive time supernaturally.
Zeon Base(30), Intermediate(50), Advanced(70), Arcane(90)
Int R. Base(5), Intermediate(7), Advanced(10), Arcane(12)
Base: Allows the mage to supernaturally perceive the time and date is that using the calendar known as the caster.
Intermediate: As base level, but also with the caster feels with absolute accuracy seconds and milliseconds. It also allows him to feel if there is some kind of supernatural disturbance in the flow of time.
Advanced: As in intermediate grade, but the character can set
an “alarm”, feeling it when that time comes.
Arcane: As advanced degree, but the pitcher can calculate the
period of time it will take time to conclude something, such as time it will take you
to walk at constant speed across a beach, or the time it takes a melody to finish.
Maintenance: No
Spell Type: Effect

Temporal acceleration
Level: 14 Action: Active
Effect: The magician accelerates their essence before the flow of time, allowing
him to perceive the world in slow motion, others only see a blur in motion.
Zeon Base(100), Intermediate(140), Advanced(180), Arcane(240)
Int R. Base(7), Intermediate(10), Advanced(12), Arcane(15)
Base: Movement +1 / +20 to Initiative / +10 All action Bonus.
Intermediate: Movement +2 / +30 Initiative / +15 All action Bonus.
Advanced: Movement +2 / +40 Initiative / +20 All action Bonus.
Arcane: Movement +3 / +50 Initiative / +25 All action Bonus.
Maintenance: 10 / 15 / 20 / 25
Spell Type: Effect

Temporal slowness
Level: 24 Action: Active
Effect: This spell affects an area of land within
which every individual designated by the caster is temporarily slowed. Consequently, those affected move much more slowly, and suffer various penalties. The area affected by temporal slowness remains static after casting. To resist the effects, it is necessary to pass an MR test, but someone who has failed the test can not repeat it again until after exiting the influence of the spell.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(7), Intermediate(10), Advanced(12), Arcane(15)
Base: -2 Movement / -40 Initiative / 10m/10yd radius / MR 100.
Intermediate: -4 Movement / -60 Initiative / -10 All action penalty / 25m/27yd radius / MR 120.
Advanced: -6 Movement / -80 Initiative / -20 All action penalty / 50m/54yd radius / MR 140.
Arcane: -8 Movement / -100 Initiative / -30 All action penalty / 100m/109yd radius / MR 160.
Maintenance: 10 / 15 / 20 / 25
Spell Type: Effect

Stall time
Level: 34 Action: Active
Effect: This spell creates a supernatural bubble where the flow of time ceases to function; the state of the things inside can not change. Even damage and effects will not be applied. For example, while this spell is maintained, a wounded character will remain with
the same amount of LP even if new attacks that can produce damage or even kill him. Similarly, negative physical effects such as pain or fatigue, will not take effect at the time.
Unfortunately, stall time can only delay the effects of
what really happened, and never avoid them, so any damage
an individual or thing has suffered during the stagnant period of time appear immediately once the spell ends or upon leaving the area of influence. That means that if someone has died within a stall time spell no matter how much healing you give them when the spell ends, they will be dead long ago.
The warlock can freely choose who is affected and decide what things can be destroyed and which cannot. However, this charm never affects the caster; he is the nexus that links the
past and present. The area affected by stall time remains
static on the site it was launched.
Zeon Base(150), Intermediate(200), Advanced(280), Arcane(380)
Int R. Base(8), Intermediate(11), Advanced(13), Arcane(15)
Base: 5m/5yd radius
Intermediate: 10m/10yd radius
Advanced: 25m/27yd radius
Arcane: 50m/54yd radius.
Maintenance: 15 / 20 / 30 / 40
Spell Type: Automatic

Stop Time
Level: 44 Action: Active
Effect: This spell makes time stand still inside a
given space. Anyone or thing after the start of the spell that is in the interior of your
area of effect will be frozen in time if failing their MR test. The people or things frozen in time are completely solid, so nothing can interact with them, touch them or damage them. Beings with 40 or more Gnosis can ignore this fact, being able to interact freely with
frozen things without any problems. Anyone affected by this
spell can only repeat the MR test once a day. The affected area
by Stop Time is static at the site it was launched, the caster cannot select targets, with the exception being himself.
Zeon Base(200), Intermediate(300), Advanced(400), Arcane(500)
Int R. Base(9), Intermediate(12), Advanced(14), Arcane(16)
Base: MR 120 / 10m/10yd radius
Intermediate: MR 140 / 25m/27yd radius.
Advanced: MR 160 / 50m/54yd radius.
Arcane: MR 180 / 100m/109yd radius.
Maintenance: 40 / 60 / 80 / 100 Daily
Spell Type: Automatic

Retro Evolution
Level: 54 Action: Active
Effect: This spell affects the essence of a target, taking
its "existence" back in time. Naturally, not traveling to the past itself, but its essence returning to a time earlier in life. Thus, an elder would be young or
adult male could become a mere child (or even a
baby). Unfortunately, the time traveled backwards is removed from the life span of the
individual, so that the affected lose that part of his life, forgetting their
memories or even losing (or winning) the capabilities they had. Naturally, if needed it is possible to alter the affected level (only doing half a year instead of the full 12 months at advanced level for example). This spell does not support retrieving severed limbs, damage, or effects caused by beings of Gnosis 40 or higher.
To resist its effects, is necessary to pass a MR test.
Zeon Base(250), Intermediate(350), Advanced(450), Arcane(600)
Int R. Base(10), Intermediate(13), Advanced(15), Arcane(17)
Base: MR 120 / Backs up one day.
Intermediate: MR 140 / Backs up to a month.
Advanced: MR 160 / Backs up to a year.
Arcane: MR 180 / Backs up to a decade.
Maintenance: No
Spell Type: Spiritual.

Undoing Time
Level: 64 Action: Active
Effect: This spell allows the fibers of time to recede
a moment in a given area, undoing any event
that has occurred in that period. That way, you can repeat
a few rounds or even restore life to someone who had died in that time. Only the caster, beings with natura 15 or higher, or divine beings will be aware of what has happened. This spell
can not undo the actions caused by a being with Gnosis 40 or higher unless the caster has a higher Gnosis score. This spell also not return life to someone whose soul has been lost or destroyed. It is important to point out that the fact that time in general does not
stop, but separates one part of the space time continuum that makes it back briefly therefore, establishing a short temporal distortion.
Both the affected area as the period of time that is possible to go back
are determined by the level of the spell. No resistance test is possible.
Zeon Base(200), Intermediate(350), Advanced(500), Arcane(800)
Int R. Base(11), Intermediate(14), Advanced(16), Arcane(18)
Base: 15 seconds (5 rounds) / 50m/54yd radius
Intermediate: 30 seconds (10 rounds) / 150m/164yd radius
Advanced: One minute / 250m/273yd radius.
Arcanum: One hour / 1km/1093yd radius.
Maintenance: No
Spell Type: Effect

Time Shift
Level: 74 Action: Active
Effect: This spell affects an individual or thing by moving it into the future. The target of the spell disappears and appears in the same place some time later.
While the only change being to the environment and no perception of the time lost.
The caster is one who chooses how much time ahead the target is moved. However, there is a limit to its effects, there are certain moments in history that mark important events that existentially are impossible to avoid. Therefore, if the period of time a time shift passes through has one of those points the individual who is jumping ahead stops their advance, ending the spell ahead of schedule.
The resisting this spell requires a MR test.
Zeon Base(250), Intermediate(350), Advanced(450), Arcane(600)
Int R. Base(11), Intermediate(14), Advanced(16), Arcane(18)
Base: Up to ten minutes / MR 120.
Intermediate: Up to one day / MR 160.
Advanced: Up to one month / MR 200.
Arcane: Up to one year / MR 240.
Maintenance: No
Spell Type: Spiritual

Temporary Loop
Level: 84 Action: Active
Effect: This spell creates a loop in a period of time, making
the events to be constantly repeated over and over again, while the
spell is maintained, upon reaching the end of the period determined by the
restart time set by the caster, starting the events over again
Unless the individuals are designated by the caster or Gnosis over 35 (or, alternatively, those whose Natura is 15 or more), nobody will be aware that history repeats itself.
This spell has a definite area of effect; however, this does not
mean that the time advances outside the area. When the spell
ends, it is as though only the last period of time has passed. Gnosis 40 or higher immediately know the place and positioning of all the temporary loops existing.
If desired, the pitcher may impose an event as the end of
the spell, making so that if certain events happen the spell is ended.
The maintenance of this spell is calculated in a special way, the caster must pay the cost of
maintenance at the end of each of the periods that loop. That is, if you set the loop time out of ten minutes, when the ten minutes are up you would spend Zeon at that time.
Unfortunately, by tying his essence a static moment in history the Temporary Loop caster can not recover Zeon in any way while the spell is active.
Special Limitation: Contrary to the general rules for Free Access and sub-path spells, Temporary loop is considered a High Magic spell.
Zeon Base(400), Intermediate(600), Advanced(900), Arcane(1400)
Int R. Base(11), Intermediate(14), Advanced(16), Arcane(18)
Base: 250m/273yd radius / Until one day.
Intermediate: 500m/546yd radius / Up to a week.
Advanced: 1km/1093yd radius / Up to a month.
Arcane: 5km/3mile radius / Up to one year.
Maintenance: 40 / 60 / 90 / 140 (Special)
Spell Type: Effect

Overlap Time
Level: 94 Action: Active
Effect: This spell allows the caster to create a junction point between
present and past, making both join in a moment.
The past does not change at all, it is the present that
changes, the past slips into the temporal line. That means
that both people and things that existed at that time and place,
reappear today. There is no limit to the number of items
are brought into the affected area, armies to whole cities that existed eons ago.
The beings and objects are ghostly reflections they are not completely real.
In the case of overlapping two identical things in the same place
(As in usual construction and durable geographic markers) will be imposed with which version had more presence at that time or, in the case of both presences are very similar, mixed giving
as a result somewhere between the two. But if one person was in the same place both times, the result is always unstable, they may either be merged into one, exist as separate entities, or even that both are completely destroyed.
However, this spell also has its limits. First, nothing
can "bring" the past of someone or something that was uncreated or whose soul was destroyed (in the second of these cases, your body does appear, but it would be little more than an empty shell). Furthermore, if we “bring” an object +5 or more, whose remains still exists today, the manifestation of the object would be incomplete, possessing qualities very inferior to those of the remains.
Special Limitation: Contrary to the general rules for spells Overlap Time is considered Divine Magic.
Zeon Base(500), Intermediate(800), Advanced(1250), Arcane(2500)
Int R. Base(12), Intermediate(15), Advanced(17), Arcane(19)
Base: 5m/5yd radius / Up to one year in the past.
Intermediate: 25m/27yd radius / Up to a decade in the past.
Advanced: 500m/546yd radius / Up to a century in the past.
Arcane: 1km/1093yd radius / Upto a thousand years in the past.
Maintenance: No
Spell Type: Effect

Ooh, thanks for that. ^^ He was actually sitting here with me when I saw that. ^^

And when I get a free moment, I'll make an updated book with all this info. ^^

NekoShogun said:

Ooh, thanks for that.

Np. And now for Threshold

Threshold

Fear and madness are the darker emotions, primary and powerful from earlier times the man who was unaware of his destination. This track has two sub-concepts the principle of primal horrors and things that are beyond the darkness.
Closed Paths: Light, Essence, Water, Creation, and Destruction.

Eyes of the Other Side
Level: 4 Action: Active
Effect: The magician's eyes let you see the fears inherent in the
people and their disorders and insanity. While this spell is active,
anyone capable of perceiving spirits sees the eyes of the character
turn completely black, as if an inner darkness devours them.
To avoid detection by this spell, an individual can overcome a MR or PsR test.
Zeon Base(30), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(11), Arcane(14)
Base: The character can sense if a person is scared or not / MR or PsR 120.
Intermediate: The character can perceive not only whether a person is or is not
scared, but also the origin of fear they are feeling at the moment / MR or PsR 140.
Advanced: The Wizard senses disorders and perceived fears of the people in a generic way, even when the people he sees are not actively scared / MR or PsR 160.
Arcane: The character senses disorders and perceived fears of the people, seeing visual representations of those fears walking beside them / MR or PsR 180.
Maintenance: 5 / 5 / 5 / 10
Spell Type: Detection

Shadow of Fear
Level: 14 Action: Active
Effect: This spell affects an area of land, making it seem gloomy and dark
to others. It is important to note that different people can
perceive the same area differently, depending on what they consider a gloomy place.
Zeon Base(40), Intermediate(70), Advanced(100), Arcane(130)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 50m/54yd radius.
Intermediate: 250m/273yd radius.
Advanced: 500m/564yd radius.
Arcane: 1km/1093yd radius.
Maintenance: No
Spell Type: Effect

Whispers from the Other Side
Level: 24 Action: Active
Effect: Causes whispering voices in a given area, sounds that fill the hearts of victims of a primal fear. Anyone within range of the spell hearing more than five rounds of the voices must pass a MR or PsR test or suffer the fear state.
Zeon Base(60), Intermediate(100), Advanced(160), Arcane(200)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: MR or PsR 80 / 10 m radius.
Intermediate: MR or PsR 100 / 25m/27yd radius.
Advanced: MR or PsR 120 / 50m/54yd radius.
Arcanum: MR or PsR 140 / 100m/109yd radius.
Maintenance: 5 / 5 / 10 / 10
Spell Type: Automatic

Path of Madness
Level: 34 Action: Active
Effect: The magician changes the mind of a person filling it with ideas and concepts
demented, and disturbing plunging them into temporarily insanity. The target of this spell must overcome MR or PsR test determined by the level of the spell or will be subject to temporary insanity, psychosis, schizophrenia or paranoia, losing the ability to take their own actions. The affected person may only attempt the MR or PsR test once a day.
Zeon Base(80), Intermediate(100), Advanced(120), Arcane(140)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: MR or PsR 120.
Intermediate: MR or PsR 140.
Advanced: MR or PsR 160.
Arcanum: MR or PsR 180.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Spiritual

Stalking in Dreams
Level: 44 Action: Active
Effect: This curse allows the wizard to convert the dreams of his
victim into a prison where his soul trapped in a nightmare without end. The
target is immersed in an eternal sleep in which they are constantly haunted by monsters and other unspeakable creatures who want to hunt and kill him. This spell must be cast on
an individual who is dreaming and, if this fails MR or PsR test they can not wake up again until the spell is completed. The target is entitled to repeat the MR or PsR after winning against one of the things haunting him in the nightmare.
Zeon Base(100), Intermediate(140), Advanced(180), Arcane(240)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: MR or PsR 120.
Intermediate: MR or PsR 160.
Advanced: MR or PsR 200.
Arcanum: MR or PsR 240.
Maintenance: 10 / 15 / 20 / 25 Daily
Spell Type: Spiritual

Sharpen
Level: 54 Action: Active
Effect: The character heightens fears and follies of those individuals within the area of the spell. Any person failing this test will suffer terror state from those things that frighten him, creating a form of dementia. You can only repeat the test once a day or when increasing the resistance of the character.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(300)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 50m/54yd / MR or PsR 120.
Intermediate: 100m/109yd / MR or PsR 140.
Advanced: 250m/273yd / MR or PsR 160.
Arcane: 500m/546yd / MR or PsR 180.
Maintenance: 15 / 20 / 25 / 30 Daily
Spell Type: Spiritual

Terror
Level: 64 Action: Active
Effect: Temporarily causes Terror status to all subjects around the caster. The sorcerer is the one who decides what is the source of terror and who is affected.
Zeon Base(80), Intermediate(140), Advanced(200), Arcane(240)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: MR or PsR 120 / 10m/10yd radius.
Intermediate: MR or PsR 140 / 50m/54yd radius.
Advanced: MR or PsR 180 / 100m/109yd radius.
Arcane: MR or PsR 200 / 250m/273yd radius.
Maintenance: 10 / 15 / 20 / 25
Spell Type: Spiritual

Lord of the Mad
Level: 74 Action: Active
Effect: The witch gains the ability to control any insane person
altering their dementia will and perception of reality. The
condition to be affected by this spell is to be in area of influence of the spell and be plunged into a severe dementia, those who only have a temporary insanity can apply a +40 to their resistance test for the effects of this spell. The victims are only entitled to
repeat the test once a day or when they increase their resistances.
Zeon Base(200), Intermediate(300), Advanced(400), Arcane(500)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: MR or PsR 140 / 100m/109yd radius.
Intermediate: MR or PsR 160 / 250m/273yd radius.
Advanced: MR or PsR 180 / 1km/1093yd radius.
Arcane: MR or PsR 200 / 5km/3mile radius.
Maintenance: No
Spell Type: Automatic

Incarnation of Fear
Level: 84 Action: Active
Effect: This spell creates a pure incarnation of the fear of a person,
it is a being between worlds born from the deepest terrors of the subconscious. The creature is real in every respect, but only individual or individuals who fear it can see or interact with
(just as the creature feel or touch only those who fear it). By launching this spell, the caster must choose a person in his presence as a target, which is affected automatically. If this
individual fails the MR or PsR test, the spell shapes instantly the image of the character's fears. The creature can have any level or power, provided they have no more than one Gnosis 30 ability.
Zeon Base(150), Intermediate(250), Advanced(500), Arcane(700)
Int R. Base(10), Intermediate(12), Advanced(15), Arcane(18)
Base: Level 4 / MR 140.
Intermediate: Level 8 / MR 160.
Advanced: Level 12 / MR 180.
Arcane: Level 15 / MR 200.
Maintenance: 15 / 25 / 50 / 70
Spell Type: Automatic

Fear made Flesh
Level: 94 Action: Active
Effect: The character becomes a source of fear, causing fear of
all sorts to creatures, even those that are immune to such a state. Anyone who is in his presence is automatically subject to fear automaticly, and must pass a MR or PsR test to avoid also being subjected to Terror.
Zeon Base(250), Intermediate(350), Advanced(450), Arcane(600)
Int R. Base(11), Intermediate(13), Advanced(15), Arcane(17)
Base: MR or PsR 120
Intermediate: MR or PsR 140
Advanced: MR or PsR 200
Arcanum: MR or PsR 240
Maintenance: No
Spell Type: Automatic

AND here it is the last of the sub paths, Void.


Void

Void is the sub-pathway that controls the complete absence of all physical and spiritual matters.
Closed Paths: Light, Creation, Earth, Fire, Illusion, and Essence.

Shadow of the Void
Level: 4 Action: Active
Effect: Brings forth a fragment of an empty existence, a mere shadow,
of the Void. Light, air, and energy are partially absorbed by the void fragment. Anyone exposed must pass a MR test or lose a fatigue point, or in the case of elementals two levels of intensity.
Zeon Base(30), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(5), Intermediate(8), Advanced(11), Arcane(14)
Base: MR 80 / 5m/5yd radius.
Intermediate: MR 100 / 10m/10yd radius.
Advanced: RM 120 / 15m/16yd radius
Arcanum: RM 150 / 30m/32yd radius
Maintenance: No
Spell Type: Spiritual

Void Wave
Level: 14 Action: Active
Effect: This spell sends a slight void wave that can deconstruct
the fibers of any supernatural protection. This spell itself
does not damage their opponents, but is directed against a supernatural shield
causing devastating effects. Void wave is invisible to the naked eye, except for those able to see magic.
Zeon Base(30), Intermediate(60), Advanced(90), Arcane(120)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 120 damage against shields.
Intermediate: 250 damage against shields.
Advanced: 400 damage against shields.
Arcane: 600 damage against shields.
Maintenance: No
Spell Type: Attack

Void Shield
Level: 24 Action: Passive
Effect: Creates a barrier that absorbs and converts to nothingness.
In addition to a conventional shield, any supernatural power will stop
automatically, canceled if the attacker fails to overcome a WP or POW control test against the difficulty determined by the level of the spell(1d10 + WP or POW).
That is, if an opponent launches a offensive power against a magician who is protected behind a Void Shield at intermediate grade, and the caster obtains a successful defense, the attacker must overcome a WP or POW control check of 16 or attack will be canceled without
even damaging the shield. Similarly, any physical object stopped by the shield must pass a PhR test or be destroyed immediately.
Zeon Base(50), Intermediate(90), Advanced(120), Arcane(150)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 200 Points of Resistance / Hard 14 / PhR 100.
Intermediate: 300 Points of Resistance / Hard 16 / PhR 120.
Advanced: 400 Points of Resistance / Hard 18 / PhR 140.
Arcane: 500 Points of Resistance / Hard 20 / PhR 160.
Maintenance: 5 / 20 / 25 / 30
Spell Type: Shield

The Vortex of Reality
Level: 34 Action: Active
Effect: Creates an area filled with millions of microscopic void particles. Everyone in the radius of the spell (including the caster) must pass a MR test each turn or suffer damage and loss Ki points equivalent to half the level of failure and Zeon lost points equal to the level of failure.
Zeon Base(80), Intermediate(120), Advanced(180), Arcane(240)
Int R. Base(7), Intermediate(10), Advanced(13), Arcane(15)
Base: MR 100 / 5 m radius.
Intermediate: MR 120 / 10m/10yd radius.
Advanced: MR 140 / 20m/21yd radius.
Arcanum: MR 160 / 40m/43yd radius.
Maintenance: 5 / 10 / 15 / 20
Spell Type: Automatic

Blade of Black Doom
Level: 44 Action: Active
Effect: Summons the void in its purest form, shaping a crackling
blade manifested in the hands of a sorcerer. The weapon
can be used to attack with the attack ability or magic projection of the mage, the attacks ignores AT. The sorcerer can keep the blade active for multiple turns, but each turn must make a WP control check (1d10 + WP) difficulty 12 or losing control and suffer and “attack” from the weapon using his attack/magic projection +50. After passing the WP control check increase the difficulty by +1, so on turn two it is a WP check diff 12, diff 13 for turn 3, diff 14 for turn 4, etc.
Zeon Base(100), Intermediate(150), Advanced(200), Arcane(250)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: 80 Damage
Intermediate: Damage 120.
Advanced: Damage 160.
Arcanum: Damage 200.
Maintenance: 5 / 10 / 10 / 15
Spell Type: Attack

Aura of Emptiness
Level: 54 Action: Active
Effect: Covers the caster with an aura of emptiness that protects you from
supernatural effects or attacks, providing energy AT while devouring any spell or psychic power of indicated value or lower. Unfortunately, this spell does not discriminate between the powers
of friends or enemies, and devours them all without distinction. The aura is invisible, but everything that surrounds the wizard seems to be more tenuous and off.
Zeon Base(120), Intermediate(180), Advanced(240), Arcane(350)
Int R. Base(6), Intermediate(9), Advanced(12), Arcane(15)
Base: AT 4 / 60 Zeonic Value / Psychic Potential 80.
Intermediate: AT 6 / 90 Zeonic Value / Psychic Potential 120.
Advanced: AT 8 / 120 Zeonic Value / Psychic Potential 140.
Arcane: AT 10 / 160 Zeonic Value / Psychic Potential 180.
Maintenance: 15 / 20 / 25 / 35 Daily
Spell Type: Effect

Black Holes
Level: 64 Action: Active
Effect: Creates a filled area around the sorcerer with a vortex of
existential black holes that move chaotically from one side to
another. Anyone who falls within that area must overcome an Athletics, or Acrobatics test difficulty determined by the level of the spell, otherwise collide with a black hole. If colliding with such a point a MR or PhR test must be passed you or suffer damage and
Ki loss equivalent to half the level of failure, and Zeon loss equivalent to the level of the failure. The mage cannot designate targets within the spell.
Zeon Base(150), Intermediate(250), Advanced(350), Arcane(500)
Int R. Base(8), Intermediate(10), Advanced(12), Arcane(15)
Base: Difficulty 120 / 10m/10yd radius / PhR or MR 120.
Intermediate: Difficulty 140 / 20m/21yd radius/ PhR or MR 140.
Advanced: Difficulty 180 / 50m/54yd radius / PhR or MR 160.
Arcanum: Difficulty 240 / 100m/109yd radius / PhR or MR 180.
Maintenance: 15 / 25 / 35 / 50
Spell Type: Automatic

Void Protection
Level: 74 Action: Active
Effect: Covers the caster in a supernatural energy that repels
effects of the void.
Zeon Base(140), Intermediate(200), Advanced(280), Arcane(400)
Int R. Base(10), Intermediate(12), Advanced(14), Arcane(16)
Base: Protects against spells of this sub-path.
Intermediate: As base level, but the character is also immune to
effects and attacks from Void beings.
Advanced: The character is immune to any effects related to the void except primordial nothingness.
Arcanum: As advanced degree, but the character is capable of
surviving even in the primordial nothingness.
Maintenance: 15 / 20 / 30 / 40
Spell Type: Attack

Implosion
Level: 84 Action: Active
Effect: This spell creates a void point on the inside of something that attracts all the mass of its interior, causing the structure implode and disappear completely. By absorbing the flesh, bones and organs, granting an automatic critical with a bonus when ever damage is done.
Zeon Base(250), Intermediate(500), Advanced(750), Arcane(1000)
Int R. Base(14), Intermediate(16), Advanced(18), Arcane(20)
Base: 200 Damage / Critical +20.
Intermediate: 400 Damage / Critical +40.
Advanced: 500 Damage / Critical +60.
Arcane: 800 Damage / Critical +100.
Maintenance: No
Spell Type: attack.

Gate to Nowhere
Level: 94 Action: Passive
Effect: Opens a one way portal to the primordial nothingness a force that will one day devour the universe. Anyone who passes through the door automatically ceases to exist only beings with 35+ Gnosis or more objects of equal presence or
individuals protected somehow against the Void can survive there,
but slowly lose their attribute points for POW, which recovers at a rate of one a day. Naturally, something that remains in the interior is virtually immune to any kind of attack, since these
can not reach you. The dimensions of the site are determined by the
level of the spell.
Zeon Base(300), Intermediate(500), Advanced(800), Arcane(1200)
Int R. Base(11), Intermediate(13), Advanced(15), Arcane(18)
Base: 2m/2yd in diameter.
Intermediate: 5m/5yd in diameter.
Advanced: 15m/16yd in diameter.
Arcane: 50m/54yd in diameter.
Maintenance: 30 / 50 / 80 / 120
Spell Type: Effect

Awesome!! Thanks for these. Nice to see what else they've added in the book, and I know some of my NPC's will have uses for some of these spells.

Arikail said:

Awesome!! Thanks for these. Nice to see what else they've added in the book, and I know some of my NPC's will have uses for some of these spells.

Hey NP thank you for the advantages, and psychic powers

And thank you Elric of Melniboné for your ongoing efforts for the core exxet spells

And thank you NekoShogun for gathering all the spells in one doc.

I guess all thats left is the summoning rules/additions and the Theorems of magic and that will be most of the crunch from arcane exxet?

Yep, sounds about right. And I haven't started on any of it yet. Been preparing stuff for my game, this week. Maybe get started on something over the weekend. I think I want to look into the Sheela next, and then the Summoning. I've got a Summoner in this group, and I'm sure he'll be quite interested in that stuff. Of course, you seem to be a bit more timely than I am, so if you want a crack at some of it, let me know, and I'll concentrate elsewhere. :)

Arikail said:

Yep, sounds about right. And I haven't started on any of it yet. Been preparing stuff for my game, this week. Maybe get started on something over the weekend. I think I want to look into the Sheela next, and then the Summoning. I've got a Summoner in this group, and I'm sure he'll be quite interested in that stuff. Of course, you seem to be a bit more timely than I am, so if you want a crack at some of it, let me know, and I'll concentrate elsewhere. :)

I just make use of the time I have while stuck on conference calls lol.

Sheela? I guess I missed that part my first thumb through.

Sadly, I can't keep the book here at work, so have to do that at home. I spend most of my time at work doing up an Excel spreadsheet character sheet based off of Sphynx's outdated sheet. When I'm finally happy with it, I'll release it, for those interested. It's got most of DE atm, and am working on adding the stuff from AE as we get it done.

I forget what chapter they are in, but if you flip through the book, they're the fairy looking women. Chapter 7, perhaps. I know that wizards can bond to them and get advantages, but not sure what. There's even an Advantage listed that deals with them. I've heard comments they are extremely Zeon intensive, and people have mentioned costing them at half price or even less. Not having read the chapter, I can't say yet.

Question about Void Shield, what happens when someone using martial arts to attack the caster and hits the shield does the shield automatically destroy the person if they fail the PhR check? Also if a weapon has a quality bonus does it automatically destroy the item or decrease its quality by 5?

i think void shield only destroys supernatural discharges that hit it.

"Similarily, any physical object stopped by the shield must pass a PhR test or be destroyed immediately." so it destroys weapons at the very least.

Vacuum Coat
Level: 24 Action: Passive
Effect: Creates a barrier that absorbs particles and converts empty
nothing attacks you receive. In addition to resistance as a
conventional shield, any supernatural power that will stop
automatically canceled if the attacker fails to overcome control
Will or Power against the difficulty determined by the level of the spell.
That is, if an opponent launches a charm offensive or animosity
a magician who is protected behind a shield of empty intermediate grade, and
latter obtains a successful defense, the attacker must overcome a
will or power control to 16 or attack will be canceled without
the least damage to the shield. Similarly, any physical object
managed to stop the RF shield to overcome a difficulty against certain
by the shield or be destroyed immediately.

While there is still alot of interpretation needed to clean it up, you can see the original text was pretty clear about the bit for physical objects.

It doesn’t specifically say, but I can see the breakage rules for quality weapons being used in this case.
.