Mythus Magick
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Empyreal Guards Spell

Area: Dweomercræft, White SchoolGrade: 7Type: Spell
Time: 1 BT/STEEPArea: 1 chain radiusDistance: Centered on casterMateria Cost: None
Other Heka Costs:
R&D: NilOther: Nil

E/F/M:

This dweomer calls forth from the Empyreal Plane up to a number of beings equal to one-tenth its caster's STEEP in this Sub-Area. Each such guard has the same basic statistics as does the practitioner, save that the M and P groups are reversed. The Empyreal Guards remain within one chain of the caster at all times, protecting and defending that persona for as long as the Time duration continues active, until they are destroy in material form and return to their own Plane, the practitioner dismisses the Casting or its dweomer is negated or dispelled.

Empyreal Guard

Base Scheme (+/- 1D3 + 1D6)
(As caster, but with all P and M statistics reversed.)

Empyreal Guards are simply spirits from the Empyreal (Supernatural) Plane and Spheres called to service through Heka application. Only certain ones-those whose weaker mental sort (equal to the caster's P TRAIT)-will be affected. They assume material form according to the Mental TRAIT of the caster.

Weapons & Armor: Each Empyreal Guard is armed with a shield, throwing spear, and a short sword. The shield is of Heka energy and absorbs 70 points before being negated. The spear is a bolt of burning for which can be hurled up to 70 feet, has a 7-foot by 1-foot strike path, and which inflicts 7D6 Fire PD on all within its area. The sword is a blade of pure fire, is enchanted in that it is Helta-engendered, has a Speed Factor of -7, and does 3D6+7 PD (negating all armor save that of enchanted or Helm-based sort.).

Empyreal Guards are invulnerable to non-enchanted/non-Heka Based attack forms, disease, poison, fire of Preternatural or Supernatural sort and direct positive energy.

AreaPierceCutBlunt†FireChemStunElec.
Ultra202020**4020
Super151515**3015
Vital101010**2010
Non555**105
Avg.121212**2512

* Invulnerable to Fire, virtual invulnerability to all Chemical but acids.

† Applies to Impact damage as well.

Ref: Page 103