SHADOWS ANGELUS

JAMADAGNI RENUKA'S BOOK OF SPELLS

SPELLS OF GENERAL UTILITY

1) Calling Upon The Void I: Dispel Magic 13d6, any Magic power one at a time (+1/4) (49 Active Points); OAF (enchanted kris; -1), Gestures (-1/4), Incantations (-1/4), Noisy (-1/4), Real Cost: 18, END 5
Notes: This spell allows Jama to undo and unmake spells by calling upon the elemental forces of the Void to return the magical energy to whence it came. This spell requires Jama to use her kris to symbolically "cut" the spell free. One drawback to this spell is that the dispersing magical energies are fairly "loud" and easily detected by other magicians and magical beings.

2) Calling Upon The Void II: Suppress Magic 6d6, any Magic power one at a time (+1/4) (37 Active Points); OAF (enchanted kris; -1), Incantations (-1/4), Gestures (-1/4), Real Cost: 15, END 4
Notes: Similar to Calling Upon The Void I, this spell "smothers" other spells with the energy of the Void, preventing them from working at full power.

3) Create Light: Sight Group Images 1" radius, +4 to PER Rolls (22 Active Points); Only To Create Light (-1), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 7, END 2
Notes: By calling upon a minor fire spirit, Jama can produce a glowing sphere of light (with a faint humanoid figure at the center). The light is heatless, even if it looks a bit like a bit of sourceless fire.

4) Fogbreaker: Dispel Mist Powers 13d6, any Mist power one at a time (+1/4) (49 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 20, END 5
Notes: By calling upon the spirits of the air, Jama can ask them to clear an area of fog, smoke, or mist.

5) Gazing Upon The Void: Clairsentience (Sight Group), Mobile Perception Point (can move up to 6" per Phase), MegaScale (1" = 1 km; +1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Extra Time (5 Minutes, Only to Activate, minimum of 5 Minutes to enter trance; -1), OAF (brazier; -1), Blackout (-1/2), Gestures (-1/4), Incantations (-1/4), One Sense Only (normal sight; -1/4), Real Cost: 9, END 1
Notes: Similar to True Sight/Opening The Third Eye (see below), this spell allows Jama to send forth her inner spirit to view remote locations. It takes some time to prepare and requires various brazier of coals in which Jama places various herbs and bits of incense. When active, Jama cannot see anything around her and is pretty much unaware of her surroundings -- obviously, she will only cast this spell in a secure location (such as XSWAT HQ).

6) Magesight: Detect Magic 11- (no Sense Group), Discriminatory, Range, Sense (17 Active Points); Costs Endurance (-1/2), Sense Affected As Sight Group Sight Group (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 7, END 2
Notes: This spell allows Jama to "feel" if magic is present. She can sense the flow of magic in the area, as well as its nature, what it might have been used for, and how long ago the magic was used. She doesn't actually see the magical energy in the area, at least not visually, but instead builds a mental image.

7) True Sight (a.k.a. Opening The Third Eye): Detect True Nature 11- (no Sense Group), Discriminatory, Perceive into a single other dimension ("the real world"), Range (25 Active Points); Sense Affected As Sight Group (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (character can never forget what he sees with True Sight, may result in disturbing images and the like; -1/4), Real Cost: 8, END 2
Notes: True Sight allows one to see the world (and people in it) as they really are. All illusions and facades are stripped away, exposing the core "soul" for Jama to look upon. Demonic possession and Entity corruption became blatantly obvious, as does the strength of purity and will of the Divine. What is seen is never forgotten, no matter how much the magician may wish it, and viewing the true nature of many beings may be a sight the magician is unable ot handle. For obvious reasons, Jama is loathe to use this spell.

OFFENSIVE SPELLS

8) Breathe Fire: RKA 2d6 (30 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (6"; -1/4), Real Cost: 13, END 3
Notes: With this spell, Jama doesn't quite "breathe" fire, but instead produces a flame in the palm of her hand and then gently blows on it, producing a large jet of flame. Within the flames one can usually see a birdlike figure.

9) Call Down The Lightning: RKA 2 1/2d6, Indirect (always comes from the sky; +1/4) (50 Active Points); Extra Time (Full Phase, -1/2), Only Outside (-1/2), Incantations (-1/4), Gestures (-1/4), Real Cost: 20, END 5
Notes: By calling upon the spirits of the air and storms, Jama can summon a bolt of lightning to strike where she wills it. This spell can only be cast outside, as the spirits of the air won't listen to those inside buildings (unless the building is large enough to have its own weather patterns inside!).

10) Command The Winds I: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 17, END 3
Notes: Another variant of Walking/Dancing On Air, this spell allows Jama to call up a wind spirit and have it lift/move a remote object (or person), as opposed to herself. A very versatile spell, Jama has found it to be of great use for a wide variety of tasks.

11) Command The Winds II: Telekinesis (33 STR) (50 Active Points); Affects Whole Object (-1/4), Incantations (-1/4), Gestures (-1/4), Real Cost: 28, END 5
Notes: A more powerful version of Command the Winds, allowing Jama to shift even greater weights.

12) Fire Fairies (a.k.a. Fire Darts): RKA 1d6+1, Autofire (5 shots; +1/2) (30 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 3
Notes: Producing a handful of flame, Jama throws it at a foe, resulting in a small swarm of firefly-looking creatures streaking at her target and then bursting upon impact.

13) Form Blazing Sword: HKA 2d6 (2 1/2d6 w/STR) (30 Active Points); OAF (kris; -1), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4), Real Cost: 11, END 3
Notes: Not the real name of this spell (it's actually titled "Kris Of Pure Fire"), "Form Blazing Sword" is Jama's personal nickname of the spell. Using her kris as a focus, she summons a fire spirit, causing it to assume the shape of a burning blade of flame.

14) Jan (scissors) I: RKA 3d6+1 (50 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Cannot Be Used With Bouncing or Spreading (-1/4), Real Cost: 22, END 5
Notes: One of a series of related spells, Jan depends less on elemental forces and more on certain animistic effects, calling upon the forces of ancient ritual for power. Jan requires Jama to make a series of gestures behind her back and then thrust her hand out in front of her, calling forth "Jan-Ken-Pon" and then either "scissors," "paper." or "stone." Jama's most lethal spell, Jan manifests as a brillant green flash capable of cutting most anything in twain. The Gestures culminate with Jama pointing the index and middle fingers of one hand at her target and snapping them closed.

15) Jan (scissors) II: RKA 2d6, Armor Piercing (+1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Cannot Be Used With Bouncing or Spreading (-1/4), Incantations (-1/4), Gestures (-1/4), Real Cost: 20, END 4
Notes: While doing less damage than the basic form of Jan, this version of the spell can cut through thick armor with ease and is often used against machines and vehicles. Another variant swaps the Armor Piercing for Penetrating.

16) Jan (scissors) III: RKA 1 1/2d6, Area Of Effect (10" Line; +1) (50 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 20, END 5
Notes: While doing comparatively little damage Jan III can cut a swath some 20 meters (65 feet) in length, making it highly useful for engaging massed foes. The Gestures for this spell are the same as Jan I, but instead of snapping her fingers closed horozontially, she does it vertically.

17) Jan (scissors) IV: RKA 1 1/2d6, Area Of Effect (6" Cone; +1), Two-Dimensional (-1/4) (44 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 18, END 4
Notes: This final version of Jama's Scissors spell affects a whole swath of ground, and can conceivably cut down a dozen or more targets in a single shot. The Gestrures require Jama to point her arms in opposite directions across her body and then sweep them together and across in a broad cutting motion.

18) Pon (stone) I: EB 10d6 (50 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Cannot Be Used With Bouncing or Spreading (-1/4), Real Cost: 22, END 5
Notes: Closely related to "Jan," Pon itself manifests as a powerful purplish bolt of pure kinetic force capable of smashing most obstacles and foes.

19) Pon (stone) II: EB 6d6, Does x1 1/2 Knockback (+1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Cannot Be Used With Bouncing or Spreading (-1/4), Incantations (-1/4), Gestures (-1/4), Real Cost: 20, END 4
Notes: This variant of the basic Pon spell sacrifices raw power for increased kinetic impact and allows Jama to send a foe flying.

20) Pon (stone) III: EB 5d6, Double Knockback (+3/4) (44 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Cannot Be Used With Bouncing or Spreading (-1/4), Real Cost: 19, END 4
Notes: Similar to Pon II, this variant does even less damage, but can throw a foe even further.

21) Tuju: RKA 1d6+1, LOS (+1/2), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); OAF (kris; -1), Extra Time (Full Phase, -1/2), Cannot Be Used With Bouncing or Spreading (-1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 5
Notes: One of a number of spells calling upon the hantu (spirit) residing in her kirs, Tuju allows Jama to kill a target simply by pointing the kris at them. Naturally, she is hesitent to use this spell on all but the most evil or dangerous of foes.

DEFENSIVE SPELLS

22) Deny Corruption: Power Defense (20 points) (20 Active Points); Only Versus Anti-Entity Sickness (-1), Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 7, END 2
Notes: This spell calls upon the innate elemental forces present in all humans to remain as they are and resist alteration and corruption. Currently, Jama uses it to defend against "Entity Sickness," but she may expand it into a more general use defensive spell.

23) Finding The Center: Mental Defense (32 points total) (30 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 3
Notes: A powerful spell, Jama calls upon the Aether and the Void to render her mind blank to outside scrying and mental intrusions. While tiring, it is also one of her best defenses against psychic assualts from espers and Entities.
24) Guardian Hantu: Danger Sense (self only, out of combat, Function as a Sense, Intuitional) (17 Active Points); OAF (kris; -1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 11-,, Real Cost: 6
Notes: By calling upon the guardian spirit within her kris, Jama can be alerted of possible danger to her person when the kris rattles in its sheath.

25) Hantu I: FF (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (kris; -1), Incantations (-1/4), Gestures (-1/4), Real Cost: 20, END 2
Notes: By calling upon the guardian spirit residing in her kris, Jama can defend herself (and others) from attacks.

26) Hantu II: FF (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2) (45 Active Points); OAF (kris; -1), Gestures (-1/4), Incantations (-1/4), Real Cost: 18, END 4
Notes: With this version of the Hantu spell, the guardian spirit protects Jama and one other person, provided that person remains in contact with Jama herself.

27) Hantu III: FF (10 PD/10 ED), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) (40 Active Points); OAF (kris; -1), Incantations (-1/4), Gestures (-1/4), Real Cost: 16, END 4
Notes: This version of Hantu, Jama can defend herself and one other person, as long as that person stays in her line-of-sight.

28) Ken (paper) I: FW (10 PD/10 ED) (50 Active Points); No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Restricted Shape (arc; -1/4), Real Cost: 22, END 5
Notes: Ken causes a sheet of paper to rise from the ground. Covered in mystic symbols, it can repel most attacks, and is Jama's best defensive spell.

29) Ken (paper) II: FW (8 PD/8 ED; 5" long and 2" tall) (50 Active Points); No Range (-1/2), Gestures (-1/4), Restricted Shape (arc; -1/4), Incantations (-1/4), Real Cost: 22, END 5
Notes: Not as resistant as Ken I, this version of the spell covers a wider area and is used to protect Jama and her teammates.

30) Wind Shield: FF (15 PD/15 ED) (30 Active Points); Noisy (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 3
Notes: Jama calls upon the spirits of the air to form a protective barrier around her body. While effective at deflecting and stopping attacks, the concentrated whirlwind is rather noisy and kicks up a small cloud of dust and debris.

MOVEMENT SPELLS

31) Walking On Air: Usable As Flight (+1/4) for up to 14 Active Points of Running (3 Active Points); Only Along Reasonably Horizontal Surfaces (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 1, END 1
Notes: Jama calls upon various air spirits to lift her up, allowing her to "walk" on a layer of swirling air. She can rise only about a foot into the air using this spell, but it does let her cross water and the like. Whatever she's standing over will show the effects of the spell, with swirls of dust, blowing paper scraps, leaves and grass being pushed around, and so on.

32) Dancing On Air: Flight 15" (30 Active Points); Incantations (-1/4), Gestures (-1/4), Real Cost: 20, END 3
Notes: A more powerful variant of Walking On Air, which allows Jama to fly unaided. Further variations have a slower base speed, but allow her to reach higher velocities given time (i.e. lower based Flight speed with Noncombat Multiples added). As with Walking On Air, there are certain minor wind-based side effects when Jama passes by.

33) Ride The Wind: Leaping +45" (47" forward, 1" upward) (Accurate) (50 Active Points); Forward Movement Only (-1), Gestures (-1/4), Incantations (-1/4), No Noncombat movement (-1/4), Real Cost: 18, END 5
Notes: Similar to Dancing On Air, this spell calls upon the air spirits to lift Jama and virtually hurl her forwards.
Variant: Jama can use this spell to leap anywhere from around 10" to 45". Breakdown down for shorter distances is as follows: 40" (45 Active /16 Real), 35" (40 Active/14 real), 30" (35 Active/13 Real), 25" (30 Active/11 Real), 20" (25 Active/10 Real), 15" (20 Active/7 Real), 10" (15 Active/5 Real).

MISCELLANEOUS SPELLS

34) Breathe Water: LS (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold), Usable Simultaneously (up to 8 people at once; +1) (16 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 8, END 2
Notes: Jama can use this spell to either breathe underwater herself or to assist a number others -- as long as they all remain in contact with her. Normally, Jama uses a more limited version of the spell, which only works on herself. The expanded version was developed based on a request by Sergeant Hemelshot.
Variant: The basic version of this spell is 8 Active Points, 4 Real Points. It is one of Jama's favorites.

35) Clean The Desk/Wash The Dishes: Change Environment 1" radius, +2 Points of Telekinetic STR (10 Active Points); Extra Time (Full Phase, -1/2), Gestures, Requires Gestures throughout (-1/2), No Range (-1/2), Incantations (-1/4), Real Cost: 4, END 1
Notes: These two spells represent the sort of minor magics Jama often uses to accomplish fairly mundane tasks. By calling upon an assortment of minor spirits (mostly of air and/or water), she can quickly straighten up her XSWAT office desk, clean dirty dishes, or dust a room. Although the spell doesn't affect a large area at once, Jama will usually keep the spell operating until the desired task is accomplished. The effect lasts until the affected area becomes dirty/messy again through normal use.

36) Create Fog/Mist: Change Environment (create fog/mist) 8" radius, -3 to Sight Group PER Rolls (26 Active Points); Extra Time (Full Phase, -1/2), Only Outside (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 10, END 3
Notes: A far more mild version of Create Rain, this spell creates a thick pea-soup fog that renders most anyone in it nearly blind. Usable virtually everywhere, Jama has found this spell works far better on human foes than Entities, who apparently don't need to see -- at least in the visual spectrum.

37) Create Rain (Calling Upon The Kioh-Lung): Change Environment (create rainstorms) 4" radius, -1 to Hearing Group PER Rolls, -1 to Sight Group PER Rolls, Long-Lasting 20 Minutes, Multiple Combat Effects (28 Active Points); Extra Time (Full Phase, -1/2), Only Outside (-1/2), No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Real Cost: 9, END 3
Notes: Visually impressive, this spell allows Jama to produce rain at will. With it, she can call up rain from an otherwise clear sky, quickly producing a driving storm that can make it hard for people to see and hear. Once she stops the spell, it can take upwards of 30 minutes for the rain to stop and the sky to clear. This spell can only be cast outdoors, as Jama needs to have the Kioh-Lung's attention (or so she says).

38) Create Water: Major Transform 2d6 ((air into water), evaporation) (30 Active Points); No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Real Cost: 15, END 3
Notes: With this spell, Jama doesn't just call upon water spirits, she causes them to physically manifest, producing large quantities of water at will. Obviously, when using this spell, there needs to be somewhere for the water to go, or else there might be a bit of a mess to clean up. On the other hand, Jama often uses this spell to wash off objects and put out fires. This spell produces 4 liters of water for ever point of BODY rolled.
Variant: Jama can draw forth water from the blade of her kris. While it doesn't allow her to create more water, it requires far less energy. Add Reduced Endurance (1/2 END; +1/4) and OAF (enchanted kris; -1). Active Points 37, Total Cost: 12 points.

39) Wash The Spinner (as well as people and other objects): Change Environment (clean persons/objects) 1" radius, Long-Lasting Permanent (25 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures, Requires Gestures throughout (-1/2), Instant (-1/2), Incantations (-1/4), Limited Range (5"; -1/4), Real Cost: 7, END 2
Notes: Developed when Jama had to clean off her spinner one afternoon (part of her rookie duties), this spell combines elements of Clean The Desk and Create Water. It will clean and dry a spinner, as well as uniforms, clothing, and people. The effect lasts until the cleaned object becomes dirty again through normal use.


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