Arcane Circuit

Lvl Name Area of Effect Duration Range Type
1) Energy Perception I 1 target C 3'/lvl I
2) Drain Energy I 1 target C touch F
3) Waveguide* 1 attack -- * U
4) Charge Power Supply I 1 target C touch F
5) Power Surge 1 target -- touch F
6) Energy Dispersal I 1 attack -- self F,s
7) Drain Energy II 1 target C 10'/lvl F
8) Charge Power Supply III 1 target C 10'/lvl F
9) Cloaking caster C self F
10) Energy Dispersal III 3 attacks -- self F,s
11) Charge Power Supply V 3 targets C 10'/lvl F
12) Arcane Battery I 1 target C touch F
13) Energy Dispersal V 5 attacks -- self F,s
14) Energy Retaliation 1 attack -- self F,s
15) Arcane Battery III 3 targets C 10'/lvl F
16)          
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20) Energy Dispersal True all attacks against caster -- self F,s
25) Power Enhancing I 1 system C touch F
30) Power Routing I 1 system C touch F
50) Power Enhancing True * C * *

1. Energy Perception - Caster is able to trace and perceive energy potentials and flows (such as in power supplies and circuits). Adds +10 to all repair rolls on such devices.

2. Drain Energy I - Allows caster to drain the power from one personal equipment power supply at the rate equal to two times his level charges per round.

3. Waveguide - Caster touches a point on a metallic object. That point can then be used to target any one metallic missile attack. The range of the missile attack is increased twofold (no affect on point blank) and the attack is made at +20.

4. Charge Power Supply I - Caster can charge any non-reactor-type power supply at the rate equal to his level charges per round.

5. Power Surge - Caster is able to cause a damaging power surge in a device or system (must already be activated or charged) causing it to make a roll on the Routine malfunction table.

6. Energy Dispersal I - Caster can absorb part of the effects of one energy attack. Attacker must subtract 10% per level of the caster from that attack.

7. Drain Energy II - As Drain Energy I except the range changes to 10' per level.

8. Charge Power Supply III - Same as Charge Power Supply I except range changes to 10' per level.

9. Cloaking - Allows caster to 'warp' scanner and sensor beams so that he has a chance of not being so detected. Bonus is a base of 10% plus 5% per level.

10. Energy Dispersal III - As Energy Dispersal I but caster can divide the affect between up to three attacks.

11. Charge Power Supply V - As Charge Power Supply I but charge rate is 2 times level per round.

12. Arcane Battery I - Caster can take the place of one power cell. At 15th level caster can replace one power cartridge. At 20th level caster can replace one power pack.

13. Energy Dispersal V - As Energy Dispersal I but up to five attacks can be affected.

14. Energy Retaliation - Caster can reverse any one energy attack made against him.

15. Arcane Battery III - As Arcane Battery I except caster can affect up to three items simultaneously and the range
increases to 10' per level.

20. Energy Dispersal True - As Energy Dispersal I except all energy attacks against the caster for the current round
are affected.

25. Power Enhancing - Caster is able to increase the power output of any system by one increment. The caster must be touching some element of the system being enhanced for the duration of the spell. (Examples: A starship with a Sublight Acceleration Rating (SAR) of 6 would have it increased to 7 if the caster was in the engine room with his hands on the sublight engines.)

30. Power Routing - Caster is able to act as a power conduit and transformer. He can tap into a reactor and charge a power supply within range (see Charge Power Supply for ranges). He can also act as a power conduit in large scale power systems such as starships or ATV's. This can be useful if those machines receive a critical indicating "severed power conduit...".

50. Power Enhancing True - Caster can cast any spell on this list once per round as long as he concentrates.