Arella Spells

The arella have been on earth officially since 11/09/2023, but questions and theories have been raised as to whether or not they have been here before. Could they be the source of the christian angels? Could their craft be the inspiration for many of our world's wonders?
This section of the Pocket Guide to Headquarters Island will cover these beings.

So you want to make an Arella?
We can only council you to first read the entire Arella section of this guide, and then recommend you speak to Anathema, and then Asha for approval.

Arella Spells

Elements

Fire (Phaleg)
This is the spectacular power to control and create flames by sheer magical force.
The amount of flame which can be generated, controlled, or extinguished at once is as follows:

Cost Flame Size
1 Campfire
2 Funeral Pyre
3 Bonfire
4 Conflagration
5 Inferno

The 'fireball' lasts only for a few moments but may do searing damage. Unless a fuel source is present the flames burn themselves out.

Ice (Bethor)
Ice may be cast as either a sheet, or a concentrated spell. In a sheet form it will cover the designated area with a sheet of solid ice.
In concentrated form, the spell freezes one or more targets as directed by point expenditure.

Cost Concentrated Effect Sheet Effect
1 Frostbite 10X10
2 Thin Ice 20X20
3 Ice Sculpture 30X30
4 Block of Ice 40X40
5 Glacier 50X50

Water (Bethor)
A less lethal sister spell to the Ice power, the Caster determines the "force" of the water's delivery on a target or area.
Anything from the 'dumping of a bucket' to a full blown riot control fire hose.

Cost Amount Produced
1 1 Gallon
2 10 Gallons
3 100 Gallons
4 1000 Gallons
5 Instant Flood (10,000+Gallons)

NOTE: While this spell does exist naturally in the Arella Bethor clan, a character may not start play with it as its mostly only known by the Bethor Elders. It can be learned IC from another PC or GM controlled NPC.

Lightning (Ophiel)
The ability to project an electrical bolt toward a target. Note: Using this spell in water may be hazardous to your health.

Cost Effect
1 10X2 bolt
2 20X4 bolt
3 30X6 bolt
4 60X12 bolt
5 The Widowmaker*

* - This bolt is far to large to be measured, and a very gory sight. For by the time the target lands from the 50 foot room crossing jump, they continue to burn internally, and then, more or less, explode. Be warned that this can be defended against by shields, or by a very large grounded object obscuring the path.

Earth (Aratron)
The ability to produce walls of dirt and rock or create violent eruptions of stone and earth. The secondary spell 'Shape stone" may be used (and predominantly is used among the Arella) for mining, tunneling and molding of stone into sculpture.

Cost Eruption Size Wall Effect
1 Pellet Bomb 10X10
2 Gravel Grenade 20X20
3 Rock Bomb 30X30
4 Column of Stone 40X40
5 Boulder Rain 50X50

Shape Stone:

Cost Amount Moulded Amount Removed*
1 Pebble 10X10
2 Hand Sized Rock 20X20
3 Torso Sized Rock 30X30
4 Column of Stone 40X40
5 Boulder 50X50

* This amount may be altered, for example, 10x10 may be altered to 15x5, but may never exceed the original dimensions without expending another point.

Wind (Kerub)
This ability is the Arella equivalent of the mage spell Levitate or the Psionic power of telekenisis, It is, simply,
the ability to magically lift, move, and manipulate things, it may also be used to cast shrill winds for the purpose of clearing debris.

Cost Weight Wind speed
1 100 lbs 50 mph
2 250 lbs 100 mph
3 550 lbs 200 mph
4 900 lbs 300 mph
5 1500 lbs 400 mph

Other Spells

Heal (Hagith, Kerub)
Like the mage heal spell, the Arella heal spell normally only heals other people and may not be used on one's self. People healed via in this way still suffer loss of muscular strength, soreness, bouts of intense physical pain, and an increased appetite for up to a week afterward, the same as the mage spell. Light bruising may not be healed.

Cost Amount of Wounds Healed
1 Light wounds (cuts and scratches)
2 Medium wounds
3 Heavy wounds
4 Fatal wounds
5* Heals from near death

* - The five point form of this spell increases the residual effect of the healing fourfold, and causes the same type of effect upon the caster as it does on the target. Meaning not only does the target get four weeks of pain, soreness, loss of strength, and increased appetites. But the caster also gets one week.

Give Life (Hagith)
This spell is a variant of the heal spell, in that it fuels the target with strength to keep them alive, or to return them
to life. It may be used to resurrect a recently dead (up to an hour) target, however is extremely taxing on both the Arella and the target.

Cost Effect
1 Will keep a dying target alive long enough for medical help to be administered
2
3 Will return a recently dead plant to life
4 Will return a recently dead animal to life
5* Will return a recently dead human or human equivalent lifeform to life

* - There are occasions where this will not work for a number of reasons, it may be because the being's soul has already passed from its body, or even because it was just "The right time" for the person to die.

Light
This spell is used to produce a aura of white energy all around the Arella, it may be used to illuminate rooms, provide a source of light for impression, or even as a late night light source for reading.

Cost Brightness
1 50 watt light bulb
2 100 watt light bulb
3 300 watt light bulb
4 Halogen Floodlight
5* Luminaire

* This level of light is nearly blinding, people cannot look directly at the Arella casting this level for more than 5 minutes without developing a migraine, prolonged exposure may cause retinal damage. This level does, however, eliminate all shadows from a room, no matter how large. Using this level in front of humans without just cause will end in you being brought before the council for judgement.

Hide Wings (1 pt)
Using a article of clothing, no matter how thin. (Trench coat, duster, robe, cloak, Etc) An Arella may pass among man with hidden wings.

Summon Spirit (Ophiel)
This summons a spirit from umbral realms to do the caster's bidding, though used predominantly for defense, rarely they may be used to perform tasks that an Arella could not have done originally (clear exceptionally heavy rubble, lift a car, collapse a wall, etc.)

Cost Time OR Strength
1 30 minutes 1 spirit, Average (2, Weak)
2 1 hour 1 spirit, Strong (2, Average)
3 2 hours 1 spirit, Exceptional (2, Strong)
4 4 hours 2 spirits, Exceptional (3, Weak)
5 6 hours 2 spirits, Exceptional (3, average)

Spirit Speak
This allows the Arella to see, and at a higher cost, speak, with the spirits. The spirits most often contacted are their own ancestors, or those who's bodies they're preparing last rites for.

Cost Effect
1 Caster may see spirits in a 20 foot radius.
2 Caster may see spirits in an entire room.
3 Caster may speak and hear spirits aswell.
4 Caster may see into the umbra.
5 Caster may see other beings in the umbra.