First Pentacle Tsetar
Order Angel of Swords
Heirarchy third want!
Stage Malezar terrestrial, immortal

Paths of Power


Path of the Wizard

1-3
1-Wizard's Seal -  Seals a Spell within an item or subject and protects against dispells.
2-Capture Path - For casting Minor spells
3-Heal Living - Heals 1 HP per success.
2-6
4-Quicken Blade - One thrust becomes three rapid thrust, One swipe three, etc.
5-Summon Weapons - A called weapon appears in hand.
6-Heal Undead - Heals 1 HP per success.
3-9
7-Wizard's Mark -  Marks a spell with Magic user's signature to protect against detection and identification.
8-Sleep - Places subject in restful state of sleep.
9-Infiltrate the Unknown - Allows Priest to bypass unknown and unidentifiable magics
4-12
10-Holding Force - Arrests movement and ALL action.
11-Magic shield - Protects from magic attacks and curses. 
12-Soul Arrest - Summons and arrests the souls of the dead.
5-15
13-Wall of Force - Invincible wall of force, often used in warding rooms and buildings.
14-Beckoning - A type of gate summoning spell.
15-Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken.  The contingency cannot be dismantled once one has agreed to terms.  One has to agree to binding honor for agreement to count.  Beware loopholes.
6-18
16-Ring of Rune Stones - Rune Stones appear to circle area party is in, absorbing all magic and energies cast on party. Can not be dispelled by hostile parties.
17-Livid Valor - An imbue used in other spells, or a powerful influence which causes the target to perceive of right and wrong, good and evil, just and unjust lividly. 
18-Resurrection - Includes restore body, Soul Commands, Spirit Joining, Restore Functions, Vital Flame, and Resurrect.  Must roll for each stage.
7-21
19-Disintegrate - Disintigrats an object or element.
20-Master of the Weave - Allows Angelican to weave improvised spells en-field.  An ACE must be rolled to succeed and each 1 rolled, cancels an ACE. 
21-Bolt of Virtue - A powerful bolt of very pure energy strikes target with a corruption tear.  The more corrupt target is, the more damage is done.  Double damage to Evil alignments.  No damage to good alignments.  Instead, one who is good receives a blessing of protection through the divine bolt as called.
8-24
22-Vampires Blood Bane - Spell does 5 dmg per success, each round until 1 LP remains.  Spell can be cast 3 times a day.  This spell burns a vampires blood, then their bodies from within to without, and hinders regeneration 50%.
23-Summoner of Souls - Holy Guardian Command which summons a soul from its vessel and casts it into the Angelican's Holy Sword.
24-Holy Purgatory - Raises evil into a holy tower of power which send continuous streams of holy energy through subject until they are cleansed of all evil and dark traits.
9-27
25-Magic Gate - Opens Gate in any solid object and past wards with higher roll.
26-Elemental Prism - Protects from elemental attacks, allows the casting of one spell from each element, and elemental backlash which gets progressively worse each time shield is attacked or contacted.  Once shield succeeds, so does each of its effects!

  • 1st effect- Wind Funnel - lifts threat in a wind funnel and carries them away from one shielded.
  • 2nd effect - Wind Funnel and Lightning Battery - Many bolts of lightning strike one after the other.
  • 3rd Effect - Wind Funnel, Lightning Battery and Choking Water - Water filles mouth, throat then lungs and starts choking one threatening shield and one shielded as they are lifted by Wind and struck by bolts of lightning.
  • 4th Effect - effects 1, 2, 3 and Wall of Flames - Flames roar up around attacker or threat as they are lifted by wind funnel, struck by lightning, and and choked by water which floods their insides.
  • 5th Effect - effects 1, 2, 3, 4, and Fiery Fissure Trap - The earth rips open and wind funnel plunges attacker of shield in the lava and flames roaring up from the rift, while they are struck by lightning, choked by water, and burst into flames, the earth shutting to trap enemy and incinerate them to ash.  DEADLY to all but demons.
  • 6th Effect - all effects combined with Tomb of Ice -  Same as 5th but when fissure closes, it fills with vaporous ice to quick freeze whatever is trapped in the ground.  Deadly to most anything.
    27-Ascension of the Damned - Raises the soul of target into ascension of the light, destroys the body, preserves and purifies the spirit.
    10-30
    28-Lance of Swords - A light sword of quantum light power which destroys target's darkness utterly through holistic purification to cleanse the soul while erasing ALL past memory and memory echos.
    29-Invulnerable Orb of Arrest - Requires higher power to shatter arresting shield-factored against dispell, disenchant, disjoin and shatter. Protects target held from magic and physical attacks.
    30-Master of the Divine Paths - Create spells, artifacts, magic items, powers, wards and commands.

    Path of Healing and Protection


    Stamina 1 (1-3)

  • Soothe Pain
  • Heal Minor Wounds: will not heal fatal wounds.
  • Purify Water: make poisonous or undrinkable water pure.
  • Purify Food: make poisoned or spoiled food fresh and edible.
  • Detect Wounds: handy for finding internal or difficult to pin point wounds.
  • Detect Poisons: in a living thing or the presence of it in a plant, mineral, water source, food, etc.

    Stamina 2 (4-6)
  • Revitalize: Invigorates for +1 stamina per success and restores strength.
  • Innervate: Numbs pain.
  • Calm: soaks -1 WP, and -1 WP per ace, Power vs. Willpower
  • Detect Disease: Power of roll vs. obscurity LoD of disease.
  • Detect Magic: detect magic fields, items, and presence of any active power.
  • Physical Constitution – target’s health improves by +5 HP per success temporarily. Lasts one day per target.

    Stamina 3 (7-9)
  • Heal Undead: heals vampires, zombies, grim knights, all kinds of undead.
  • Protection from Evil: repells those of evil alignments or go unnoticed by them.
  • Remove Curse: with higher roll.
  • Resist Charms: 30% resistance +1% per success
  • Resist Disease: 30% resistance +1% per success
  • Wizard’s Presence – A wizard’s words and presence holds sway to influence or intimidate others, Charisma and Power of Presence vs. Willpower.

    Stamina 4 (10-12)
  • Heal Serious Wounds: will heal fatal wounds.
  • Cure Disease: this power vs. resistance of disease if any.
  • Resist Cold: 40% resistance +1% per success
  • Resist Heat: 40% resistance +1% per success
  • Negate Magic: Power of roll is subtracted from damage or power of an effect.
  • Wizard’s Staff: Staff improves all powers by +2 d6, and +1 HB targeting. Staff also repels evil with the light of Andor.

    Stamina 5 (13-15)
  • Heal Deadly Wounds: Heals all deadly wounds on success.
  • Dispel: Eliminates a spell before it can do any damage or take effect.
  • Protection from Magic: Protect something or someone from magic with 50% MR, +1% per success.
  • Resist Electrical: 50% resistance, +1% per success.
  • Magic Shield: Protects from magic affects if not dispelled immediately after it is cast. Magic cannot be used by those protected by shield without dispelling it.
  • Neutralize Poisons: with higher roll than LoD of poison.

    Stamina 6 (16-18)
  • Vital Flame: Restores warmth and vital energy to someone near death or being resurrected.
  • Enchant Weapon: Enchant a weapon with a called power at level used. To layer enchantments, spell must cast once for each power.
  • Disenchant: removes enchantments on items, creatures, etc.
  • Protection from Weapons: takes away from damage by total power of roll.
  • Disjoin: Disjoins a power that is already in effect.
  • Wizard’s Familiar: The wizard carves a creature out of stone or wood by hand (any size) and enchants it with this spell to create a living familiar that will serve him faithfully. Rough features will become life-like. The familiar will have as much or little personality as he gives him, and can have any mental faculties the wizard allows it. Stats of the familiar cannot exceed 4 d6. The Familiar is a Level 6 in its main functions. It can gain levels.

    Stamina 7 (19-21)
  • Spirit Command: power vs. the level of spirit targeted for command.
  • Repulse Evil: repulses anything with an evil alignment for +1 turn, +1 per ace.
  • Repulse Enemies: repulses enemies of any alignment for +1 turn, +1 per ace.
  • Resist Domination: 70% resistance +1% per success.
  • Enchant Armor: with a called power at level used.
  • Purify Blood: removes all toxins and poisons from the blood stream. At high levels it can purify a creature of blood bonds and blood enslavement if roll is higher than power of creature who created such bonds.

    Stamina 8 (22-24)
  • Resurrect
  • Companion Weapon: A weapon manifests and strikes as if wielded by an invisible companion, +2, +1 HB per five damage, total MA roll=damage.
  • Improved Combat: Grants +1 HB per ace to combat skills.
  • Bane of Domination: Shatters domination effects with a higher roll.
  • Remove Mark: removes a caster's mark so that a power can be identified.
  • Purify the Body: works against degenerating necromantic affects, and poisons, drugs, or toxins that have already infected the body.

    Stamina 9 (25-27)
  • Resurrect Undead: raises vampires and other undead from death on success.
  • Identify Magic Signature: reveals who cast a spell or commands a power.
  • Remove Seal: removes caster's seal so that a spell can be broken down.
  • TRUE Embodiment: restores someone to their original form and alignment. if target resists, power must defeat subject's will.
  • Ring of Protection: protects called targets within 50 ft. radius from magic.
  • Fuse Embodiment: Brings all disembodied or disjoined parts of a being (such as a projected, split identity, or split soul creature) together to bind them into their TRUE physical form in the Sorcerer’s presence. All alienated embodiments of target creature are likewise revealed to the sorcerer and any witnesses. Lasts one hour per success or until spell is broken.

    Stamina 10 (28-30)
  • Flesh from Ash: a body that has been destroyed can be remade out of ash, even from the ash of a camp fire.
  • Call Gate: called subject is gated to safe place.
  • Destroy Evil: alters target's alignment to a good alignment.
  • Shatter Wards: Shatters warding powers with a higher roll.
  • Liberate: removes all dominating factors and marks from an enslaved or dominated subject.
  • Phylactery Foe: a luminescent mist covers an area of up to 10’ radius per success. if the mist enters an area where a phylactery is hidden it will turn red where the phylactery is stored to reveal where it is hidden, acting like a directional beacon to the wizard’s senses.

    Stamina 11 (31-35)
  • Divination: Gain knowledge of someone, some place or something. Power and Wisdom vs. LoD of knowledge to be gained.
  • Path of Nature: Wizard learns one elemental path.
  • Layer Spells: combine effects of various powers into a spell with multiple effects.
  • Fork Spell: allows one spell to hit multiple targets, up to +1 per ace, and up to +1 per success on a crit.
  • Factor Spell: add a called guard or improvement to a spell to enhance a spell by +1 d6 or HB per ace.
  • Wizard’s Loop: Wizard’s power loops to make it very hard to dispel or shatter inasmuch as the power keeps revitalizing itself very rapidly.

    Stamina 12 (36-40)
  • Immunity: Grants an Immunity to subject as called, lasts 1 day per success.
  • Warding: ward an area or someone from +1 called affects, +1 per ace. Lasts until higher power breaks it down.
  • Permanency Factor: added to spells to make the permanent unless a higher power destroys spell.
  • Contingency: add triggers and catalists to spells to define what activates the spells. They can be as simple or as complex as a wizard makes them.
  • Improved Vitality: grants a subject additional +40 HP, +1 HP bonus per success. HP lost when bonus is used up on hits.
  • Master of Wizardry: Create spells, magic items, elemental guardians, and wards. Use marks, signatures and seals.

    Healing Stats

      Healing Spells heal +5 HP per Success and +10 per Ace. Resurrections restore for +20 HP per success, +50 per ace.

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