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 Glood (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 |
20x20 |
| 3 |
Torso Sized |
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 (custs 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 bulb |
| 2 |
100 watt bulb |
| 3 |
300 watt 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
as well |
| 4 |
Caster may see into the umbra |
| 5 |
Caster may see other beings
in the umbra |
|