Powers Spell System

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About the Powers Spell System

The Powers Spell System is a magic system for GURPS that uses the rules for building power talents and power abilities used in the GURPS psionics system and in GURPS Powers (B254; P6). This system was developed for the GURPS Trystell conversion, but could easily be adapted to other settings.

How the System Works

Each type of magic has its own power talent. Possession of the power talent may be required before purchasing spells or may not, depending on the setting. Spells are modeled as advantages. The power talent may be bought up from level 1 to level 4. Each level purchased of a power talent grants a limitation to all spells of that type of magic; this limitation is called "Talent" and is worth -10% for each level of power talent the character has. Thus, for example, if a character has three levels of one power talent, then all her spells of that type of magic have the Talent, -30% limitation. (Note that since a character can never have more than four levels of a power talent, the limitation will never exceed 40%.) When a new level of power talent is bought this limitation is applied retroactively, even to spells that were already known. The extra character points this frees up must immediately be allocated towards other spells of that type of magic, representing the epiphany of magical insight gained from the character's breakthrough in understanding that magic.

All spells require magical energy to cast. Each time a spell is cast, it costs 1 FP. This may (depending on the setting) be taken from the normal FP pool or a special magic FP pool.

Upgrading Spells

Most spells have a base form and upgraded forms. In some settings the upgraded forms can only be purchased when a character has reached a prerequisite level of her Power Talent. These upgraded forms may be learned through practicing the spell and do not require a teacher. They may be upgraded only in the ways defined in the spell description with one exception: Any spell may be upgraded to have the Variable enhancement at any time after the spell is initially purchased. This enhancement simply allows the spell to be cast at lower power levels if the caster chooses.

Casting Spells

When a spell is cast, the player specified the spell, the target and any necessary options, then rolls against IQ. An attempt to cast a spell--whether successful of not--requires that the character spend a Magic Point. Most spells require only the expenditure of a magic point at casting, but some may require an expenditure at regular intervals to maintain the spell. The player's level of her Power Talent for that type of magic adds as a bonus to the casting roll. Furthermore, there are a number of other factors that may modify the roll, depending on the setting:

Spells Maintained: Mages find it more difficult to maintain the effects of multiple spells at once than they do to maintain a single spell. Each spell the mage already has in effect gives a -1 penalty to cast further spells. If the spell in effect requires Concentration, then the penalty increases to -3 per sny such spell.

Casting Rituals: By default, all spells require two-handed gestures, subtle foot motions like dance steps, and a clearly spoken incantation. However, any wizard may choose to omit parts of the ritual by accepting a penalty to skill. Omitting the foot movements requires a -2 penalty. Gestures with only one hand require a -2 penalty, while casting with no hand gestures at all requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and no incantation requires a -4 penalty. If, on the other hand, a wizard has time to be especially precise with his movements and speaks the incantation loudly and articulately, doubling the casting time, he gets +1 to his effective skill. Each of these also gives an equal penalty to Per-based Thaumatology rolls by others to identify the spell.

Encumbrance: Being that spells require very specific arm and leg movements to cast properly, one's encumbrance level applies as a penalty to all casting rolls. So -0 for no encumbrance, -1 for light encumbrance, etc. If you are already taking penalties to omit all arm and leg movements (-6 total) then the encumbrance penalty does not apply (as there are no significant movements to weigh down). Omitting only partial arm and leg movements grants to reduction in the encumbrance penalty.

Special Effects: Some mages may want to enhance their spells in cosmetic ways, such as make the fire in a Fireball bright green or case the smoke conjured in some spell rise in the shape of a skull. Mages may make subtle alterations to their castings to achieve these effects, but no such effect may have a mechanical effect (such changes as that require archmagery and research on how to enhance a spell). To achieve these effects, the casting roll takes a penalty of -1 to -5, depending on the effect.

Distance: Some spells have a distance penalty. Use the appropriate distance penalty table. For maledictions this, by default, is -1 per yard.

Spell Components: The quality of the spell components that the magical energy was extracted from may also give a bonus or penalty to a casting roll. Particularly bad quality spell components--like old magine leaves or dampened lunar magic devices--may be -1 to -10 on casting rolls (the extact penalty being unknown to the character until the time of casting, although often defects in the components will be obvious before the magical energy is extracted). Other times high quality or rare components--such as a specially-preserved kalid heart or the thickened sap of a rare variety of magine plant--may give a +1 to +10 bonus. Some rare and esoteric spells may even require special components.

The Spells

Alternate Form

Allows the caster to assume the form of another race (any of the standard races). The character's racial template is removed and replaced with the assumed racial template for the duration of the spell; this includes racial bonuses or penalties to IQ, Per and Will. It does not, however, affect racially learned skills. The alternate form assumed by the spell is the same every time it is assumed and is chosen when the spell is learned. This means the alternate form may be recognized by people who witnessed the alternate form from previous castings, since it is always the same. Staying in this form requires 1 MP every minute to maintain; this time interval is expanded for higher levels of the spell. The cost of this spell varies based upon the cost of the caster's racial template and the one she wants to assume. To calculate the cost, take the cost of the caster's racial template and subtract the cost of the racial template she wants to assume, and multiply by 0.9. Add 15 points to the total (if it was positive). If it was negative, simply take the value 15. Finally, multiply the value by 0.85, round up. This is the cost of the spell.

  • Traits: Alternate Form (See text; Costs Fatigue 1, MP, -5%; Magic, -10%) [varies].
  • Modifiers: -15%
  • Cost: Varies; see above.
  • Level 2: Add Extended Duration, 10x, +40% [varies].
  • Level 3: Increase to Extended Duration, 30x, +60% [varies].
  • Level 4: Increase to Extended Duration, 300x, +100% [varies].

Alter Sex

This spell allows the caster to change their sex in the span of 10 seconds. Beards fall away, breasts shrink or grow, etc. If pregnant during the change, the fetus is painfully aborted from the caster. The caster takes on the appearance of how he or she would if of the opposite sex, requiring a Per-3 roll to recognize the caster if unaware of the possibility of the change--a flat Per roll if aware of such a possibility. This spell can also be used to give a +3 to Disguise rolls. This spell costs 1 MP to switch.

  • Traits: Hermaphromorph (Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -15%
  • Cost: 5 points.

Ball of Force

This globe of force explodes on impact, pushing aside anything nearby.

  • Traits: Crushing Attack 1d (Double Knockback, +20%; Explosion 1, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [8].
  • Modifiers: +55%
  • Cost: 8 points.
  • Level 2: Increase damage to 2d [16]. 16 points.
  • Level 3: Increase damage to 3d [24]. 24 points.
  • Level 4: Increase damage to 4d [31]. 31 points.

Blizzard

A raging snowstorm that blocks light and infrared (-2), and absorbs sound (-1). Quickly melts and leaves puddles, except in sub-freezing temperatures.

  • Traits: Obscure 1 (Hearing; Area Effect, 16 yards, +150%; Link, +10%; Ranged, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [6] + Obscure 2 (Vision; Area Effect, 16 yards, +150%; Extended, Active IR, Infravision, Ladar, Ultravision, +80%; Link, +10%; Ranged, +50%) [8].
  • Modifiers: +195%/+290%
  • Cost: 14 points.
  • Level 2: Increase to Obscure 2 [12] and 3 [16]. 28 points.
  • Level 3: Increase to Obscure 3 [18] and 4 [32]. 50 points.
  • Level 4: Increase to Obscure 4 [24] and 5 [39]. 63 points.

Burning Touch

Causes flesh to cook and blister without heat or fire. This attack passes through and has no effect on inanimate objects – including armor.

  • Traits: Burning Attack 1d (Accessibility, Only on living beings, -10%; Cosmic, Irresistible attack, +300%; Melee Attack, Reach C, Cannot Parry, -35%; No Incendiary Effect, -10%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: +235%
  • Cost: 17 points.
  • Level 2: Increase damage to 2d [34]. 34 points.
  • Level 3: Increase damage to 3d [51]. 51 points.
  • Level 4: Increase damage to 4d [67]. 67 points.

Call Lightning

Calls down repeated lightning strikes on the target area. This creates electrical noise nearby.

  • Traits: Burning Attack 1d (Area Effect, 2 yards, +50%; Bombardment, skill 12, -10%; Environmental, Air, -5%; Overhead, +30%; Persistent, +40%; Side Effect, Stunning, +50%; Surge, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: +160%
  • Cost: 13 points.
  • Level 2: Increase damage to 2d. 26 points.
  • Level 3: Increase damage to 3d. 39 points.
  • Level 4: Increase damage to 4d. 52 points.

Catfall

The caster subtracts five yards from the distance of a fall. In addition, a successful DX roll (modified by your power talent level) halves damage from any fall. At second level casting this spell becomes a free action. At third level the caster can cast this on others as well.

  • Traits: Catfall (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Add Reduced Time 1 (+20%) [11]. 11 points.
  • Level 3: Change to Affliction (Advantage, Catfall, +100%; Reduced Time 1, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) ) [21]. 21 points.

Chameleon Skin

The caster's skin changes to blend in with her surroundings. This costs 1 MP/min.

  • Traits: Chameleon 2 (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Chameleon 4 [17]. 17 points.
  • Level 3: Increase to Chameleon 6 [26]. 26 points.
  • Level 4: Increase to Chameleon 8 [34]. 34 points.

Channel the Invisible World

The caster concentrates for a minute and enters a trance. Once in this trance, she acts as a conduit for inter-planar beings to speak through her.

  • Traits: Channeling (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.

Chilling Touch

Inflicts the effects of extreme cold on a living target, regardless of clothing or armor.

  • Traits: Fatigue Attack 1d (Cosmic, Irresistible attack, +300%; Freezing, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [38].
  • Modifiers: +275%
  • Cost: 38 points.
  • Level 2: Increase damage to 2d [75]. 75 points.
  • Level 3: Increase damage to 3d [113]. 113 points.
  • Level 4: Increase damage to 4d [150]. 150 points.

Compel Truth

To use this ability, the user must be close enough to touch his subject, engage his mark in conversation, and maintain eye contact. If he satisfies all three requirements, he can compel the subject to give one truthful answer per minute. Roll a Quick Contest of IQ vs. Will for each question.

  • Traits: Mind Probe (Accessibility, Must converse with subject, -20%; Vision-Based, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -55%
  • Cost: 9 points.
  • Level 2: Remove Vision-Based, -20% [13]. 13 points.
  • Level 3: Remove Accessibility, -20% [17]. 17 points.

Concussion Blast

Creates a ball of compressed air that ruptures explosively on impact. Might blow out small fires.

  • Traits: Crushing Attack 1d (Explosion 1, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: +35%
  • Cost: 7 points.
  • Level 2: Increase damage to 2d. 14 points.
  • Level 3: Increase damage to 3d. 21 points.
  • Level 4: Increase damage to 4d. 27 points.

Control Earth

The caster touches the element to be controlled and concentrates, shaping up to 10 lbs. of it to her will. The alterations revert after you stop concentrating. This does not allow for control over complex, manufactured objects unless they are almost entirely composed of the element manipulated. Attempts to create a complex object may require a skill roll for the appropriate crafts skill. Finally, in combat, tactical control over a nearby element lets you eliminate -1 per level in combat penalties or add +1 per level to resistance rolls – your choice – for you and any allies in your area of effect, as long as you can explain the effects in terms of your element.

  • Traits: Control 1 (Earth; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Control 2 [34]. 34 points.
  • Level 3: Increase to Control 3 [51]. 51 points.
  • Level 4: Increase to Control 4 [68]. 68 points.

Control Fire

The caster touches the element to be controlled and concentrates, shaping up to 10 lbs. of it to her will. The alterations revert after you stop concentrating. This does not allow for control over complex, manufactured objects unless they are almost entirely composed of the element manipulated. Attempts to create a complex object may require a skill roll for the appropriate crafts skill. Finally, in combat, tactical control over a nearby element lets you eliminate -1 per level in combat penalties or add +1 per level to resistance rolls – your choice – for you and any allies in your area of effect, as long as you can explain the effects in terms of your element.

  • Traits: Control 1 (Fire; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Control 2 [34]. 34 points.
  • Level 3: Increase to Control 3 [51]. 51 points.
  • Level 4: Increase to Control 4 [68]. 68 points.

Control Water

The caster touches the element to be controlled and concentrates, shaping up to 10 lbs. of it to her will. The alterations revert after you stop concentrating. This does not allow for control over complex, manufactured objects unless they are almost entirely composed of the element manipulated. Attempts to create a complex object may require a skill roll for the appropriate crafts skill. Finally, in combat, tactical control over a nearby element lets you eliminate -1 per level in combat penalties or add +1 per level to resistance rolls – your choice – for you and any allies in your area of effect, as long as you can explain the effects in terms of your element.

  • Traits: Control 1 (Water; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Control 2 [34]. 34 points.
  • Level 3: Increase to Control 3 [51]. 51 points.
  • Level 4: Increase to Control 4 [68]. 68 points.

Control Weather

This spell lets you control all weather in a 0.1 mile radius around yourself. This takes an hour of concentration before the effects occur and the effect lasts as long as you concentrate. You can apply your level of this spell as a modifier to Influence rolls (to impress others), Survival rolls and Strategy rolls. Be sure to describe the effects you’re producing.

  • Traits: Control 1 (Weather; Natural Phenomena, +100%; Takes Extra Time 10, -100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Control 2 [34]. 34 points.
  • Level 3: Increase to Control 3 [51]. 51 points.
  • Level 4: Increase to Control 4 [68]. 68 points.

Control Wind

The caster touches the element to be controlled and concentrates, shaping up to 10 lbs. of it to her will. The alterations revert after you stop concentrating. This does not allow for control over complex, manufactured objects unless they are almost entirely composed of the element manipulated. Attempts to create a complex object may require a skill roll for the appropriate crafts skill. Finally, in combat, tactical control over a nearby element lets you eliminate -1 per level in combat penalties or add +1 per level to resistance rolls – your choice – for you and any allies in your area of effect, as long as you can explain the effects in terms of your element.

  • Traits: Control 1 (Wind; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Control 2 [34]. 34 points.
  • Level 3: Increase to Control 3 [51]. 51 points.
  • Level 4: Increase to Control 4 [68]. 68 points.

Create Earth

The caster concentrates and creates within his hands up to 10 lbs. of earth. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Earth; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Create Fire

The caster concentrates and creates nearby up to 1000 kJ (one cubic yard) of fire. This fire goes out in 10 seconds unless appropriate fuel is available.

  • Traits: Create 1 (Fire; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Create Food

The caster concentrates for a minute and creates within her hands up to 10 lbs. of food. This matter is unstable and changes back within five minutes unless the caster stabalizes it with character point (1 CP/$100) or otherwise destroys in the ritual process of the spell materials worth $100.

  • Traits: Create 1 (Food; Extended Duration, x30, +60%; Takes Extra Time, 6, -60%; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Create 2 [17]. 17 points.
  • Level 3: Increase to Create 3 [26]. 26 points.
  • Level 4: Increase to Create 4 [34]. 34 points.

Create Water

The caster concentrates and creates within his hands up to 10 lbs. of water. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Water; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Create Wind

The caster concentrates and creates within his hands up to one cubic yard of wind. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Wind; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Culture Sense

The user temporarily adjusts to foreign social norms through careful observation or “psychic osmosis.” After a minute of conversation with a sapient being, he no longer suffers penalties for cultural unfamiliarity or differences in Rank or Status. These benefits last for as long as the user interacts with that person or members of the same culture, and for a minute afterward.

  • Traits: Social Chameleon (Accessibility, Must converse with subject, -20%; Exposure Time, 1 minute, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [3] + Xeno-Adaptability (Accessibility, Must converse with subject, -20%; Exposure Time, 1 minute, -30%) [10].
  • Modifiers: -65%/-50%
  • Cost: 13 points.
  • Level 2: Remove Exposure Time [4] + [16]. 20 points.

Curse

Curses the victim until Addiction wears off. At level 2 this effect lasts until the victim achieves a notable success... at which time his victory and the curse evaporate. Spells that remove curses work normally. Roll Will vs. subject’s Will.

  • Traits: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Cursed, +75%; ; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [47].
  • Modifiers: +200%
  • Cost: 30 points.
  • Level 2: Add the Extended Duration, Permanent, +150% modifier [45]. 45 points.
  • Level 3: Increase to Affliction 2 [90]. 90 points.
  • Level 4: Increase to Affliction 3 [135]. 135 points.

Darkness

Plunges the area into total darkness. Those without enhanced senses are blind while they remain in the area.

  • Traits: Obscure 10 (Vision; Area Effect, 2 yards, +50%; Ranged, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [37].
  • Modifiers: +85%
  • Cost: 37 points.
  • Level 2: Increase Area Effect to 4 yards (+135%) [47]. 47 points.
  • Level 3: Increase Area Effect to 8 yards (+185%) [57]. 57 points.
  • Level 4: Increase Area Effect to 16 yards (+235%) [67]. 67 points.

Deathskin

The caster's skin becomes death-like: taunt, cold and resistant to damage.

  • Traits: Injury Tolerance (Unliving; Costs Fatigue 1, MP, -5%; Magic, -10%) [17] + DR 1 [5] + .
  • Modifiers: -15%/+0%
  • Cost: 22 points.
  • Level 2: Increase to DR 2 [10]. 27 points.
  • Level 3: Increase to DR 3 [15]. 32 points.
  • Level 4: Increase to DR 4 [20]. 37 points.

Dehydrate

Lets the attacker drive moisture from the victim’s body by winning a Quick Contest of Will vs. HT. Also dries out wet equipment.

  • Traits: Fatigue Attack 1d (Based on HT, +20%; Dehydration, +20%; Malediction 2, +150%; Costs Fatigue 1, MP, -5%; Magic, -10%) [28].
  • Modifiers: +175%
  • Cost: 28 points.
  • Level 2: Increase damage to 2d [55]. 55 points.
  • Level 3: Increase damage to 3d [83]. 83 points.
  • Level 4: Increase damage to 4d [110]. 110 points.

Destroy Earth

The caster concentrates and touches what she wishes to destroy, up to 10 lbs.

  • Traits: Create 1 (Earth; Destruction, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Destroy Fire

The caster concentrates and touches what she wishes to destroy, up to 1000 kJ (1 cubic yard).

  • Traits: Create 1 (Fire; Destruction, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Destroy Water

The caster concentrates and touches what she wishes to destroy, up to 10 lbs.

  • Traits: Create 1 (Water; Destruction, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Destroy Wind

The caster concentrates and touches what she wishes to destroy, up to one cubic yard.

  • Traits: Create 1 (Wind; Destruction, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Increase to Create 2 [34]. 34 points.
  • Level 3: Increase to Create 3 [51]. 51 points.
  • Level 4: Increase to Create 4 [68]. 68 points.

Detect Magic

The caster concentrates for a round and makes a Perception roll (the range modifiers apply). On a success, she learns whether any magic is present and a clue to the quantity. At second level, upon sensing magic she may make an IQ roll to analyze the magic. The better the success, the more she learns about it.

  • Traits: Detect (Magic; Vague, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: -15%
  • Cost: 11 points.
  • Level 2: Remove the Vague limitation [26]. 26 points.

Diminution

Shrinks the subject to 1/2 normal size over a period of six seconds. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Advantage, Shrinking 2, +100%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [31].
  • Modifiers: +205%
  • Cost: 31 points.
  • Level 2: Increase effect to Shrinking 4 (1/4 normal size) [41]. 41 points.
  • Level 3: Increase effect to Shrinking 6 (1/10 normal size) [51]. 51 points.
  • Level 4: Increase effect to Shrinking 8 (1/20 normal size) [61]. 61 points.

Disrupt Magic

The caster casts this spell and touches her target. Then, if the caster beats her target in a quick contest of Will, all her target's ongoing magical spells are terminated, including those the target cast using magical items. Initially this spell only works for other spells of the same type of magic. At level 2 this extends to all kinds of magic.

  • Traits: Neutralize (One Power, Varies, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [18].
  • Modifiers: -65%
  • Cost: 18 points.
  • Level 2: Remove One Power limitation [43]. 43 points.
  • Level 3: Add Ranged enhancement, +40% [63]. 63 points.

Distort Personal Time

The planar time around the caster's body distorts, allowing her to take two actions on her turn. This effect lasts 1 min./MP; it takes effect on the round after the round taken to cast--that is, after you've cast it, you don't immediately gain a second action that round.

  • Traits: Altered Time Rate 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [85].
  • Modifiers: -15%
  • Cost: 85 points.
  • Level 2: Increase to Altered Time Rate 2. 170 points.
  • Level 3: Increase to Altered Time Rate 3. 255 points.
  • Level 4: Increase to Altered Time Rate 4. 340 points.

Earth Bore

The caster bores through earth and stone at the rate of 10 yd/min. At second level this increases to 40 yd/min. And at third level this increases to 1 yd/round; then 5 yd/round at level four. Each MP spent activates the spell for a minute.

  • Traits: Tunneling 5 (Slow; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Tunneling (Slow) 20 [22]. 22 points.
  • Level 3: Enhance to Tunneling 1 Not the 'slow' version. [30]. 30 points.
  • Level 4: Increase to Tunneling 5 [47]. 47 points.

Electricity Arc

An electrical arc that leaps between the user’s hands. At its lowest setting, it can jump-start electrical machines (and hearts!); at its highest setting, it can kill instantly.

  • Traits: Burning Attack 1d (Melee Attack, Reach C, Cannot Parry, -35%; Side Effect, Stunning, +50%; Surge, +20%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: +25%
  • Cost: 7 points.
  • Level 2: Increase damage to 2d. 13 points.
  • Level 3: Increase damage to 3d. 19 points.
  • Level 4: Increase damage to 4d. 25 points.

Electric Stun

Delivers a nerve-jangling electrical pulse.

  • Traits: Affliction 1 (HT; Accurate +1, +5%; Armor Divisor (2), +50%; Increased 1/2D, ×5, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [15]
  • Modifiers: +50%
  • Cost: 15 points.
  • Level 2: Increase to Affliction 2. 30 points.
  • Level 3: Increase to Affliction 3. 45 points.
  • Level 4: Increase to Affliction 4. 60 points.

Emotion Control

Directly implants an emotion of the controller’s choice in the subject. Roll IQ vs. Will, as usual. At sencond level, this endures without further concentration. Doesn’t work on aliens, animals, monsters, or anything else with emotions foreign to the user.

  • Traits: Mind Control (Accessibility, Only affects members of own or similar race, -20%; Emotion Control, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [10].
  • Modifiers: -85%
  • Cost: 10 points.
  • Level 2: Add Independent, +70% [43]. 43 points.

Electrified Skin

The user charges himself up like an electric eel. Foes who touch him receive a potentially lethal shock.

  • Traits: Affliction 1 (HT; Aura, +80%; Link, +10%; Melee Attack, -30%; Secondary, Heart Attack, +60%; Underwater, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [23] + Burning Attack 1d (Aura, +80%; Link, +10%; Melee Attack, -30%; No Incendiary Effect, -10%; Surge, +20%; Underwater, +20%) [10]
  • Modifiers: +125%/+90%
  • Cost: 33 points.
  • Level 2: Increase damage to 2d [19] and Affliction to 2 [45]. 64 points.
  • Level 3: Increase damage to 3d [29] and Affliction to 3 [68]. 97 points.
  • Level 4: Increase damage to 4d [38] and Affliction to 4 [90]. 128 points.

Enhanced Charisma

Grants target a level of the Charisma advantage.

  • Traits: Affliction 1 (HT; Advantage, Charisma 1, +50%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: +5%
  • Cost: 11 points.
  • Level 2: Increase to Charisma 2 (+100%) [16]. 16 points.
  • Level 3: Increase to Charisma 3 (+150%) [21]. 21 points.
  • Level 4: Increase to Charisma 4 (+200%) [26]. 26 points.

Enhanced Dexterity

Grants the target a +1 to DX, but does not raise secondary characteristics based on DX (such as Basic Speed).

  • Traits: Affliction 1 (HT; Advantage, +1 DX!, +150%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: +105%
  • Cost: 21 points.
  • Level 2: Increase to +2 DX! (+300%) [36]. 36 points.
  • Level 3: Increase to +3 DX! (+450%) [51]. 51 points.
  • Level 4: Increase to +4 DX! (+600%) [66]. 66 points.

Enhanced Health

Grants the target a +1 to HT, but does not raise secondary characteristics based on HT (such as FP or Basic Speed).

  • Traits: Affliction 1 (HT; Advantage, +1 HT!, +20%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [8].
  • Modifiers: -25%
  • Cost: 8 points.
  • Level 2: Increase to +2 HT! (+40%) [10]. 10 points.
  • Level 3: Increase to +3 HT! (+60%) [12]. 12 points.
  • Level 4: Increase to +4 HT! (+80%) [14]. 14 points.

Enhanced Intelligence

Grants the target a +1 to IQ, but does not raise secondary characteristics based on IQ (such as Will and Per).

  • Traits: Affliction 1 (HT; Advantage, +1 IQ!, +100%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [16].
  • Modifiers: +55%
  • Cost: 16 points.
  • Level 2: Increase to +2 IQ! (+200%) [26]. 26 points.
  • Level 3: Increase to +3 IQ! (+300%) [36]. 36 points.
  • Level 4: Increase to +4 IQ! (+400%) [46]. 46 points.

Enhanced Perception

Grants the target a +1 to Per.

  • Traits: Affliction 1 (HT; Advantage, +1 Per, +50%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: +5%
  • Cost: 11 points.
  • Level 2: Increase to +2 Per (+100%) [16]. 16 points.
  • Level 3: Increase to +3 Per (+150%) [21]. 21 points.
  • Level 4: Increase to +4 Per (+200%) [26]. 26 points.

Enhanced Speed

Grants the target a +1 to Basic Speed.

  • Traits: Affliction 1 (HT; Advantage, +1 Basic Speed!, +200%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [25].
  • Modifiers: +155%
  • Cost: 26 points.
  • Level 2: Increase to +2 Basic Speed (+400%) [46]. 46 points.
  • Level 3: Increase to +3 Basic Speed (+600%) [66]. 66 points.
  • Level 4: Increase to +4 Basic Speed (+800%) [86]. 86 points.

Enhanced Strength

Grants the target a +1 to ST; it does not raise secondary characteristics based on ST (such as HP), but it does affect damage.

  • Traits: Affliction 1 (HT; Advantage, +1 ST!, +80%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [14].
  • Modifiers: +35%
  • Cost: 14 points.
  • Level 2: Increase to +2 ST! (+180%) [22]. 22 points.
  • Level 3: Increase to +3 ST! (+270%) [30]. 30 points.
  • Level 4: Increase to +4 ST! (+360%) [38]. 38 points.

Enhanced Willpower

Grants the target a +1 to Will.

  • Traits: Affliction 1 (HT; Advantage, +1 Will, +50%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: -5%
  • Cost: 11 points.
  • Level 2: Increase to +2 Will (+100%) [16]. 16 points.
  • Level 3: Increase to +3 Will (+150%) [21]. 21 points.
  • Level 4: Increase to +4 Will (+200%) [26]. 26 points.

Eyes of the Eagle

Allows the caster to focus more easily at ditant targets, negating up to -2 in penalities to Vision rolls and up to -4 range penalities to ranged attacks rolls if the caster takes an aim maneuver. This effect lasts 1 min/MP.

  • Traits: Telescopic Vision 2 (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Telescopic Vision 4 [17]. 17 points.
  • Level 3: Increase to Telescopic Vision 6 [26]. 26 points.
  • Level 4: Increase to Telescopic Vision 8 [34]. 34 points.

Fear

Terrifies a single subject within 10 yards who can see or hear the user. Roll Will vs. subject’s Will.

  • Traits: Terror (Active, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [26].
  • Modifiers: -15%
  • Cost: 26 points.
  • Level 2: Increase Terror Penalty to Will-1 [34]. 34 points.
  • Level 3: Increase Terror Penalty to Will-2 [43]. 43 points.
  • Level 4: Increase Terror Penalty to Will-3 [51]. 51 points.

Feeblemindedness

The subject becomes a drooling idiot who can’t speak, discern the truth, or focus on tasks. IQ can’t fall below 1 (a special effect). Roll Will vs. subject’s IQ.

  • Traits: Affliction 1 (IQ; Attribute Penalty, -5 IQ, +50%; Based on IQ, +20%; Disadvantages, Cannot Speak, Gullibility (6), Hidebound, Short Attention Span (6), +60%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: +235%
  • Cost: 34 points.
  • Level 2: Increase effect to -10 IQ [39]. 39 points.
  • Level 3: Increase effect to -15 IQ [44]. 44 points.
  • Level 4: Increase effect to -20 IQ [49]. 49 points.

Fireball

Similar to Fire Bolt, but the bolt explodes on impact, damaging every-thing nearby. 50 points.

  • Traits: Burning Attack 1d (Explosion 1, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: +35%.
  • Cost: 7 points.
  • Level 2: Increase damage to 2d [14]. 14 points.
  • Level 3: Increase damage to 3d [21]. 21 points.
  • Level 4: Increase damage to 4d [27]. 27 points.

Fire Bolt

A simple bolt of flame that sets fires and cooks flesh.

  • Traits: Burning Attack 1d (Increased 1/2D, ×5, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -5%.
  • Cost: 5 points.
  • Level 2: Increase damage to 2d [10]. 10 points.
  • Level 3: Increase damage to 3d [15]. 15 points.
  • Level 4: Increase damage to 4d [19]. 19 points.

Flame Breath

Classic “dragon-fire” attack that blasts foes in a broad cone.

  • Traits: Burning Attack 1d (Cone, 5 yards, +100%; Reduced Range, ×1/5, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: +65%
  • Cost: 9 points.
  • Level 2: Increase damage to 2d [17]. 17 points.
  • Level 3: Increase damage to 3d [25]. 25 points.
  • Level 4: Increase damage to 4d [33]. 33 points.

Flame Jet

Lets the user project a flamethrower-like torch from his hand.

  • Traits: Burning Attack 1d (Jet, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -15%
  • Cost: 5 points.
  • Level 2: Increase damage to 2d [9]. 9 points.
  • Level 3: Increase damage to 3d [13]. 13 points.
  • Level 4: Increase damage to 4d [17]. 17 points.

Flame Torch

A hot, short-ranged torch, useful for cutting through armor.

  • Traits: Burning Attack 1d (Armor Divisor (5), +150%; Melee Attack, Reach C, 1, Cannot Parry, -25%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: +110%
  • Cost: 11 points.
  • Level 2: Increase damage to 2d [21]. 21 points.
  • Level 3: Increase damage to 3d [32]. 32 points.
  • Level 4: Increase damage to 4d [42]. 42 points.

Flash

Lobs a “flash bomb” that goes off at a distance, potentially blinding those who see the blast.

  • Traits: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Vision-Based, +150%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: +235%
  • Cost: 34 points.
  • Level 2: Increase Area Effect to 4 yards (+285%) [39]. 39 points.
  • Level 3: Increase Area Effect to 8 yards (+335%) [44]. 44 points.
  • Level 4: Increase Area Effect to 16 yards (+385%) [49]. 49 points.

Fog

Summons a fogbank that interferes with vision and ladar. Weakens fire attacks like the Fog spell (p. B253) – but any wind more forceful than a light breeze disperses it.

  • Traits: Obscure 5 (Vision; Area Effect, 2 yards, +50%; Drifting, +20%; Extended, Ladar, +20%; Ranged, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [23].
  • Modifiers: +125%
  • Cost: 23 points.
  • Level 2: Increase Area Effect to 4 yards (+175%) [28]. 28 points.
  • Level 3: Increase Area Effect to 8 yards (+225%) [33]. 33 points.
  • Level 4: Increase Area Effect to 16 yards (+275%) [38]. 38 points.

Force Beam

A pencil-thin beam of force that breaks bones and sends the victim flying.

  • Traits: Crushing Attack 1d (Accurate +2, +10%; Double Knockback, +20%; Increased 1/2D, ×10, +15%; Increased Max, ×2, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [50].
  • Modifiers: +35%
  • Cost: 7 points.
  • Level 2: Increase damage to 2d [14]. 14 points.
  • Level 3: Increase damage to 3d [21]. 21 points.
  • Level 4: Increase damage to 4d [27]. 27 points.

Force Bonds

Conjures glowing bands of force that pin the victim’s arms to his sides.

  • Traits: Binding 5 (Engulfing, +60%; One-Shot, -10%; Unbreakable, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [18].
  • Modifiers: +75%
  • Cost: 18 points.
  • Level 2: Increase to Binding 10 [35]. 35 points.
  • Level 3: Increase to Binding 15 [53]. 53 points.
  • Level 4: Increase to Binding 20 [70]. 70 points.

Freeze Ray

This thin, icy beam leaves the victim shivering. The side effect represents being frozen. Attempts to chill ale, etc. succeed automatically.

  • Traits: Fatigue Attack 1d (Accurate +2, +10%; Armor Divisor (2), +50%; Freezing, +20%; Increased 1/2D, ×10, +15%; Increased Max, ×2, +5%; Side Effect, Paralysis, +200%; Costs Fatigue 1, MP, -5%; Magic, -10%) [39].
  • Modifiers: +285%
  • Cost: 39 points.
  • Level 2: Increase Armor Divisor to 3 (+335%). 44 points.
  • Level 3: Increase Armor Divisor to 5 (+385%). 49 points.
  • Level 4: Increase Armor Divisor to 10 (+435%). 54 points.

Frog

Transforms the victim into a frog. Cancelled by a kiss from a member of the opposite sex, or any spell that removes curses. At first level this spell can wear off; at higher levels it can only be cancled by the aforementioned means. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Advantage, Alternate Form, Frog, +150%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [36].
  • Modifiers: +255%
  • Cost: 36 points.
  • Level 2: Add Extended Duration, Permanent, +150% [51]. 51 points.
  • Level 3: Increase to Affliction 2 [101]. 101 points.
  • Level 4: Increase to Affliction 3 [152]. 152 points.

Frost Breath

A broad cone of stinging ice crystals that can actually freeze those it injures.

  • Traits: Crushing Attack 1d (Cone, 5 yards, +100%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, ×1/5, -20%; Side Effect, Paralysis, +200%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: +235%
  • Cost: 17 points.
  • Level 2: Increase damage to 2d. 34 points.
  • Level 3: Increase damage to 3d. 51 points.
  • Level 4: Increase damage to 4d. 67 points.

Future Sense

The caster makes a deliberate attempt to see into the future. This involves 10 minutes of concentration and the expenditure of 2 FP (from the caster's normal FP pool) for the effort. She then makes a spellcasting roll at -8 to read her future or that of another person present that she is touching. There is no resistance roll. On a success she sees flashes or voices speaking of the target's future. She has no control over what she sees. However, at second level she gains the ability to influence the content of these visions.

  • Traits: Precognition (Active Only, -60%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -75%
  • Cost: 7 points.
  • Level 2: Add Directed (+100%) [32]. 32 points.

Giant Growth

Increases the subject to 3/2 normal size over a period of six seconds. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Advantage, Growth 1, +100%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [31].
  • Modifiers: +205%
  • Cost: 31 points.
  • Level 2: Increase effect to Growth 2 (5/2 normal size) [41]. 41 points.
  • Level 3: Increase effect to Growth 3 (7/2 normal size) [51]. 51 points.
  • Level 4: Increase effect to Growth 4 (5 times normal size) [61]. 61 points.

Great Leap

The caster can leap great distances.

  • Traits: Super Jump 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Super Jump 2 [17]. 17 points.
  • Level 3: Increase to Super Jump 3 [26]. 26 points.
  • Level 4: Increase to Super Jump 4 [34]. 34 points.

Hand of Death

This attack looks like a punch and must touch bare skin. The victim gets a HT roll to resist. If he fails, the attacker can inflict a heart attack at some unspecified point in the future, from any distance. To escape this fate, the victim must slay his tormentor or convince him to cancel the Hand – there’s no other known cure! Initially this spell requires an all-out attack to use, leaving the caster open to a counter-attack. Higher levels of this spell remove that requirement.

  • Traits: Affliction 1 (HT; Contact Agent, -30%; Cosmic, Lingering special effect, +100%; Delay, Triggered, +50%; Heart Attack, +300%; Low Signature, +10%; Melee Attack, Reach C, -30%; All-Out, -25%; Costs Fatigue 1, MP, -5%; Magic, -10%) [46].
  • Modifiers: +360%
  • Cost: 46 points.
  • Level 2: Remove All-Out limitation [49]. 49 points.
  • Level 3: Increase to Affliction 2 [97]. 97 points.
  • Level 4: Increase to Affliction 3 [146]. 146 points.

Heal Afflictions

With a touch, a round of concentration and the expenditure of some FP, the caster can cure the afflictions of herself and others.

  • Traits: Healing (Affects Self, +50%; Capped, 2 FP, -25%; Afflictions Only, -40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: -30%
  • Cost: 21 points.
  • Level 2: Increase to Capped, 4 FP, -20% [23]. 29 points.
  • Level 3: Increase to Capped, 8 FP, -10% [26]. 32 points.
  • Level 4: Remove Capped [29]. 35 points.

Heal Disease

With a touch, a round of concentration and the expenditure of some FP, the caster can cure the diseases of herself and others.

  • Traits: Healing (Affects Self, +50%; Capped, 2 FP, -25%; Disease Only, -40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: -30%
  • Cost: 21 points.
  • Level 2: Increase to Capped, 4 FP, -20% [23]. 29 points.
  • Level 3: Increase to Capped, 8 FP, -10% [26]. 32 points.
  • Level 4: Remove Capped [29]. 35 points.

Heal Injuries

With a touch, a round of concentration and the expenditure of some FP, the caster can heal the injuries of herself and others.

  • Traits: Healing (Affects Self, +50%; Capped, 2 FP, -25%; Injuries Only, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [27].
  • Modifiers: -10%
  • Cost: 27 points.
  • Level 2: Increase to Capped, 4 FP, -20% [29]. 29 points.
  • Level 3: Increase to Capped, 8 FP, -10% [32]. 32 points.
  • Level 4: Remove Capped [35]. 35 points.

Heat Vision

This spell allows the caster to see the heat in objects, letting her see most creatures in pitch darkness.

  • Traits: Infravision (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Level 2: Add Extended Duration 10x (+40%) [14]. 14 points.
  • Level 3: Add Extended Duration 30x (+60%) [16]. 16 points.
  • Level 4: Add Extended Duration 300x (+100%) [20]. 20 points.

History Sense

The caster concentrates for an hour and gets a sense of a place or object's history, use or user's personality. To do this the caster must be physically present and touching the object or place. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, etc. On a success the caster's gets a feeling of the emotional history behind the object or place. If an object does not have an emotional history, she may get no sense at all. On a failure this spell may not be tried again on that place or object for 24 hours. At second level the time required concentrating is reduced to a minute. At third level it is reduced to a round.

  • Traits: Psychometry (Takes Extra Time 10, -100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [4].
  • Modifiers: -80%
  • Cost: 4 points.
  • Level 2: Reduce to Takes Extra Time 6 (-60%) [5]. 5 points.
  • Level 3: Remove Takes Extra Time [17]. 17 points.

Hypothermia Attack

Causes the subject’s body temperature to plunge, chilling him (see Cold, p. B430). Roll Will vs. subject’s HT.

  • Traits: Fatigue Attack 1d (Based on HT, +20%; Freezing, +20%; Malediction 2, +150%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [30].
  • Modifiers: +195%
  • Cost: 30 points.
  • Level 2: Increase damage to 2d [59]. 59 points.
  • Level 3: Increase damage to 3d [89]. 89 points.
  • Level 4: Increase damage to 4d [118]. 118 points.

Ice Bonds

Freezes the victim in ice. Treat FP lost to failed attempts to break free as freezing (see Cold, p. B430), but the victim doesn’t become helplessly entangled on 17-18. This tradeoff is a special effect.

  • Traits: Binding 5 (Engulfing, +60%; Costs Fatigue 1, MP, -5%; Magic, -10%) [15].
  • Modifiers: +45%
  • Cost: 15 points.
  • Level 2: Increase to Binding 10. 29 points.
  • Level 3: Increase to Binding 15. 44 points.
  • Level 4: Increase to Binding 20. 58 points.

Ice Slick

Creates a small patch of ice on the ground. Those who leave the area are free of the Affliction, but must make a new resistance roll if they return. The resistance bonus equals the DR of the victim’s footwear (heavier boots give better purchase).

  • Traits: Affliction 1 (DX; Area Effect, 4 yards, +100%; Based on DX, +20%; Disadvantage, Total Klutz, +15%; Environmental, Touching ground within area, -20%; Persistent, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [24].
  • Modifiers: +140%
  • Cost: 24 points.
  • Level 2: Increase to Affliction 2. 48 points.
  • Level 3: Increase to Affliction 3. 72 points.
  • Level 4: Increase to Affliction 4. 96 points.

Ice Spear

Hurls a razor-sharp icicle that melts shortly after impact.

  • Traits: Impaling Attack 1d (Accurate +1, +5%; Increased 1/2D, ×10, +15%; Increased Max, ×2, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: +10%
  • Cost: 9 points.
  • Level 2: Increase damage to 2d. 18 points.
  • Level 3: Increase damage to 3d. 27 points.
  • Level 4: Increase damage to 4d. 36 points.

Ice Storm

Calls down bullet-like hail over a vast area. This can kill unarmored victims who don’t flee.

  • Traits: Large Piercing Attack 1d (Area Effect, 16 yards, +200%; Bombardment, skill 10, -15%; Overhead, +30%; Persistent, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [19].
  • Modifiers: +210%
  • Cost: 19 points.
  • Level 2: Increase damage to 2d. 38 points.
  • Level 3: Increase damage to 3d. 56 points.
  • Level 4: Increase damage to 4d. 75 points.

Icy Skin

Coats the user in a slick skin of ice that absorbs damage, makes him hard to hold onto, and keeps him cool. Each level gives him DR 1 – doubled vs. heat/fire – and +1 on rolls to break free, and adds HT degrees to the “hot” end of his temperature comfort zone.

  • Traits: DR 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [5] + DR 1 (Heat/Fire, -40%) [3] + Slippery 1 [2] + Temperature Tolerance 1 [1].
  • Modifiers: -15%/-40%/+0%/+0%
  • Cost: 11 points.
  • Level 2: Increase all advantages to level 2. 22 points.
  • Level 3: Increase all advantages to level 3. 33 points.
  • Level 4: Increase all advantages to level 4. 44 points.

Illusion Disguise

Alters the possessor’s appearance by projecting a suggestion into the minds of those who can see him. This takes 10 seconds, although at level 2 this takes no time. Viewers can shrug off this influence by making a Will-4 roll.

  • Traits: Elastic Skin (Glamour, Will-4, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: -25%
  • Cost: 15 points.
  • Level 2: Reduced Time 4, +80% [31]. 31 points.

Images

Generates believable, fire-and-forget illusions at a distance. Handy as a distraction!

  • Traits: Illusion (Area Effect, 2 yards, +50%; Independence, +40%; Ranged, +40%; Visual Only, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: +35%
  • Cost: 34 points.
  • Level 2: Increase Area Effect to 4 yards (+85%) [47]. 47 points.
  • Level 3: Increase Area Effect to 8 yards (+135%) [59]. 59 points.
  • Level 4: Increase Area Effect to 16 yards (+185%) [72]. 72 points.

Immolation

User sheathes himself in flames that incinerates enemies who touch his body.

  • Traits: Burning Attack 1d (Aura, +80%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: +35%
  • Cost: 7 points.
  • Level 2: Increase damage to 2d [14]. 14 points.
  • Level 3: Increase damage to 3d [21]. 21 points.
  • Level 4: Increase damage to 4d [27]. 27 points.

Inferno

The affected area erupts in a roaring pillar of flame. At its lowest levels, this is useful as a bonfire or barbecue.

  • Traits: Burning Attack 1d (Area Effect, 2 yards, +50%; Persistent, +40%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: +80%
  • Cost: 9 points.
  • Level 2: Increase damage to 2d [18]. 18 points.
  • Level 3: Increase damage to 3d [27]. 27 points.
  • Level 4: Increase damage to 4d [36]. 36 points.

Intangibility

The caster phases partially out of the physical world and becomes intangible. In this form she can't be affected by physical damage, nor can she cause physical damage. She can, however, affect the world with magic and magic can affect her. She may pass through walls and other objects, etc. Initially this does not affect what she carries, although at higher levels it does.

  • Traits: Insubstantiality (Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: -15%
  • Cost: 68 points.
  • Level 2: Add Can Carry Objects, No encumbrance, +10%. 76 points.
  • Level 3: Add Can Carry Objects, Light, +20%. 84 points.
  • Level 4: Add Can Carry Objects, Medium, +50%. 108 points.

Invisibility

Your body becomes invisible. This lasts for 1 min./MP. Initially this does not make any clothing or other equipment visible along with you, however, at higher levels this becomes possible. It should also be noted that even though invisible, you still cast a shadow and reflection, which could altert others to your presence.

  • Traits: Invisibility (Visible Reflection, -10%; Visible Shadow, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [26].
  • Modifiers: -35%
  • Cost: 26 points.
  • Level 2: Add Can Carry Objects, No Encumbrance, +10% [30]. 30 points.
  • Level 3: Add Can Carry Objects, Light Encumbrance, +20% [34]. 34 points.
  • Level 4: Remove Visible Reflection and Visible Shadow limitations [42]. 42 points.

Leprous Touch

A subtle “death touch” with no visible effects. The attacker must touch his victim’s bare skin. The victim gets a HT roll to resist. If he fails, he contracts a wasting disease that will kill him slowly over about two years. Mundane and supernatural medicine work as usual.

  • Traits: Affliction 1 (HT; Contact Agent, -30%; Disadvantage, Terminally Ill, Up to two years, +50%; Extended Duration, Permanent, +150%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [24].
  • Modifiers: +140%
  • Cost: 24 points.
  • Level 2: Increase effect to inflict Terminally Ill (One Year) [27]. 27 points.
  • Level 3: Increase effect to inflict Terminally Ill (One Month) [29]. 29 points.
  • Level 4: Increase to Affliction 2 [58]. 58 points.

Levitate

The caster gains the ability to move through the air at Basic Move times two. Initially she cannot go more than 10 yards above ground. This restriction is removed at level 2.

  • Traits: Flight (Low Ceiling, 10 yd, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [30].
  • Modifiers: +210%
  • Cost: 30 points.
  • Level 2: Remove Low Ceiling limitation. 34 points.
  • Level 3: Add Enhanced Move (Air) 1/2 [10]. 44 points.
  • Level 4: Increase to Enhanced Move (Air) 1 [20]. 54 points.

Light Beam

An accurate, long-ranged light beam, suitable for sniping. Attack is tight-beam.

  • Traits: Burning Attack 1d (Accurate +3, +15%; Armor Divisor (2), +50%; Increased 1/2D, ×20, +20%; Increased Max, ×10, +15%; Costs Fatigue 1, MP, -5%; Magic, -10%) [10].
  • Modifiers: +85
  • Cost: 10 points.
  • Level 2: Increase damage to 2d [19]. 19 points.
  • Level 3: Increase damage to 3d [28]. 28 points.
  • Level 4: Increase damage to 4d [37]. 37 points.

Lightning Bolt

Hurls a destructive bolt of electricity that sets fires and fries things.

  • Traits: Burning Attack 1d (Accurate +2, +10%; Increased 1/2D, ×10, +15%; Increased Max, ×2, +5%; Side Effect, Stunning, +50%; Surge, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [10].
  • Modifiers: +85%.
  • Cost: 10 points.
  • Level 2: Increase damage to 2d [19]. 19 points.
  • Level 3: Increase damage to 3d [28]. 28 points.
  • Level 4: Increase damage to 4d [37]. 37 points.

Madness

The subject believes that friends are foes... and hears evil voices that tell him to kill. Takes two rounds. Roll Will vs. subject’s IQ.

  • Traits: Affliction 1 (IQ; Based on IQ, +20%; Disadvantages, Delusion (Severe), Paranoia, Phantom Voices (Diabolical), +40%; Malediction 1, +100%; No Signature, +20%; Takes Extra Time 1, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [25].
  • Modifiers: +155%
  • Cost: 26 points.
  • Level 2: Remove Takes Extra Time [27]. 27 points.
  • Level 3: Increase to Affliction 2 [53]. 53 points.
  • Level 4: Increase to Affliction 3 [80]. 80 points.

Magical Watchman

The caster gains a divination sense about danger, with the magic alerting her mind when danger is about to strike. Initially, this spell lasts 1 min./MP.

  • Traits: Danger Sense (Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: -15%
  • Cost: 13 points.
  • Level 2: Add Extended Duration, 10x, +40% [19]. 19 points.
  • Level 3: Increase to Extended Duration, 30x, +60% [22]. 22 points.
  • Level 4: Increase to Extended Duration, 300x, +100% [28]. 28 points.

Mental Blow

A mental blast that wears down the target. Roll Will vs. subject’s Will to deliver the attack. If this works, the subject must roll vs. HT to avoid being stunned.

  • Traits: Fatigue Attack 1 point (Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [6] + Affliction 1 (HT; Follow-Up, Fatigue Attack, +150%) [25].
  • Modifiers: +105%/+150%
  • Cost: 31 points.
  • Level 2: Increase damage to 1d [21]. 46 points.
  • Level 3: Increase damage to 2d [66]. 66 points.
  • Level 4: Increase to Affliction 2 [91]. 91 points.

Mental Fingers

The caster can use her mystical mental power to lift objects, strike out or manipulate physical things. This mental force manifests as a faintly visible image of the caster's hand. This spell costs 1 MP/min.

  • Traits: Telekinesis 5 (Visible, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -35%
  • Cost: 17 points.
  • Level 2: Increase to Telekinesis 10 [33]. 33 points.
  • Level 3: Increase to Telekinesis 15 [49]. 49 points.
  • Level 4: Increase to Telekinesis 20 [65]. 65 points.

Mental Illusions

Totally hijacks the subject’s perceptions. This requires constant concentration. Roll IQ vs. the subject’s Will.

  • Traits: Illusion (Mental, +100%; Contact Agent, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [50].
  • Modifiers: +55%
  • Cost: 14 points.
  • Level 2: Remove Contact Agent, -30% [22]. 22 points.

Mental Paralysis

Paralyzes the victim. Mobile and Selective Effect represent the capacity to limit paralysis to particular body parts and move the paralysis to other body parts by concentrating after a successful attack. Roll Will vs. subject’s Will.

  • Traits: Affliction 1 (Will; Based on Will, +20%; Malediction 1, +100%; Mobile 1, +40%; No Signature, +20%; Paralysis, +150%; Selective Effect, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [44].
  • Modifiers: +335%
  • Cost: 44 points.
  • Level 2: Increase effect to Malediction 2, 150% [49]. 49 points.
  • Level 3: Increase to Affliction 2 [97]. 97 points.
  • Level 4: Increase to Affliction 3 [146]. 146 points.

Mental Stab

A psychic blast that burns out the target’s nervous system. Roll Will vs. subject’s HT to deliver the attack. If this works, the subject must roll vs. HT to avoid suffering a seizure.

  • Traits: Toxic Attack 1d-2 (Based on HT, +20%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [6] + Affliction 1 (HT; Follow-Up, Toxic Attack, +150%; Seizure, +100%) [35].
  • Modifiers: +125/+250%
  • Cost: 41 points.
  • Level 2: Increase damage to 2d-1 [11]. 46 points.
  • Level 3: Increase damage to 3d [62]. 62 points.
  • Level 4: Increase to Affliction 2 [97]. 97 points.

Mental Trace

Mentally bonds one subject to the user, who can then discern his subject’s mental state at any time. Establishing the bond requires a minute, an IQ roll, and a willing or helpless target.

  • Traits: Special Rapport (One-Way, +20%; Transferable, Any willing/helpless living being, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: +105%
  • Cost: 11 points.

Mind Shackles

With a touch, the caster affects the target mind, mentally shackling the target's limbs.

  • Traits: Binding 5 (Will; Melee Attack, Reach C, -30%; Malediction, +100%; One-Shot, -10%; Only Damaged by Magic, +30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [18].
  • Modifiers: +75%
  • Cost: 18 points.
  • Level 2: Increase to Binding 10 [35]. 35 points.
  • Level 3: Increase to Binding 15 [53]. 53 points.
  • Level 4: Increase to Binding 20 [70]. 70 points.

Mind Speak

The caster sends a series of thoughts directly to the mind of another. At first level the receiver needs to share a language with the caster to understand them; at second level this is no longer required. At third level the receiver can send a series of thoughts back. And at fourth level the caster can broadcast the thoughts to everyone around her.

  • Traits: Telecommunication (Telesend; Send Only, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [11].
  • Modifiers: -65%
  • Cost: 11 points.
  • Level 2: Add Universal (+50%) [26]. 26 points.
  • Level 3: Remove Send Only [41]. 41 points.
  • Level 4: Add Broadcast (+50%) [56]. 56 points.

Mindwipe

Obliterates memories. Selective Effect lets the attacker delete specific memories, if desired. To undo this effect, use hypnotism, shock therapy, or Mind Control with Conditioning. Roll Will vs. subject’s Will.

  • Traits: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Malediction 1, +100%; No Signature, +20%; Selective Effect, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [42].
  • Modifiers: +320%
  • Cost: 42 points.
  • Level 2: Increase to Affliction 2 [84]. 84 points.
  • Level 3: Increase to Affliction 3 [126]. 126 points.
  • Level 4: Increase to Malediction 2, +150% [141]. 141 points.

One With the Fishes

This spell lets you breathe water. Initially it costs 1 MP/min., however, this is extended at later levels. At level 3 the ability to function unhindered under water is added as well.

  • Traits: Doesn't Breathe (Gills, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -65%
  • Cost: 7 points.
  • Level 2: Add Extended Duration 10x (+40%) [15]. 15 points.
  • Level 3: Add Amphibious [10]. 25 points.
  • Level 4: Increase to Extended Duration 300x (+100%) [27]. 37 points.

Pain

Subject is in such pain that he has -4 on most rolls. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Malediction 1, +100%; No Signature, +20%; Severe Pain, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [25].
  • Modifiers: +145%
  • Cost: 25 points.
  • Level 2: Increase to Affliction 2 [49]. 49 points.
  • Level 3: Increase to Affliction 3 [74]. 74 points.
  • Level 4: Increase to Affliction 4 [98]. 98 points.

Paralytic Bite

The caster grows sharp teeth that drip with paralytic poison. The victim must make a HT roll a minute after being injected. Failure means he’s paralyzed for ten minutes times his margin of failure; failure by 5+ means he falls into a coma.

  • Traits: Affliction 1 (HT; Extended Duration, 10×, +40%; Follow-Up, Teeth or Striker, +0%; Onset, 1 minute, -10%; Paralysis, +150%; Secondary Coma, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [32] + Sharp Teeth [1].
  • Modifiers: +215%/+0%
  • Cost: 33 points.
  • Level 2: Increase to Affliction 2 [64]. 64 points.
  • Level 3: Increase to Affliction 3 [96]. 96 points.
  • Level 4: Increase to Affliction 4 [127]. 127 points.

Paralyzing Touch

The victim must roll against HT if touched; DR gives its usual bonus. Failure means he suffers paralysis for three minutes times his margin of failure. Selective Effect lets the attacker touch specific hit locations in order to paralyze them.

  • Traits: Affliction 1 (HT; Extended Duration, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Paralysis, +150%; Selective Effect, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [24].
  • Modifiers: +140%
  • Cost: 24 points.
  • Level 2: Increase to Affliction 2 [48]. 48 points.
  • Level 3: Increase to Affliction 3 [72]. 72 points.
  • Level 4: Increase to Affliction 4 [96]. 96 points.

Pass the Walls

Allows the caster to pass through walls as if they did not exist.

  • Traits: Permeation (Walls; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: -15%
  • Cost: 34 points.

Pestilence

An insidious “death spell.” After an hour, the subject becomes ill. He loses 1 FP/hour for a day, and is infectious during this time. Remember that at 0 FP, each FP lost saps 1 HP. Roll Will vs. subject’s HT.

  • Traits: Fatigue Attack 1 point (Based on HT, +20%; Cyclic, 1 hour, 24 cycles, Mildly Contagious, +460%; Malediction 1, +100%; No Signature, +20%; Onset, 1 hour, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: +565%
  • Cost: 17 points.
  • Level 2: Increase to 48 cycles [29]. 29 points.
  • Level 3: Increase to Highly Contagious [50]. 50 points.
  • Level 4: Increase to 72 cycles [94]. 94 points.

Planar Multiply

The caster calls forth other incarnations of you from alternate planes. These individuals are not truly under your control, but they share a similar thought process and prejudices. Since they are the same person as the caster, they share a magical sympathetic link, meaning if the duplication dies, the caster is mentally stunned and takes 2d damage--in an alternate plane the caster is now dead! At the end of the spell's duration the duplicate returns to her home plane. Initially the individuals called forth do not have any equipment at all--they're naked--but at second level, they have the exact same equipment you have on your person when the spell was cast.

  • Traits: Duplication 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [30].
  • Modifiers: -15%
  • Cost: 30 points.
  • Level 2: Add Duplicated Gear (+100%). 60 points.
  • Level 3: Increase to Duplication 2. 119 points.
  • Level 4: Increase to Duplication 3. 179 points.

Planar Pocket

You have a small extraplanar pocket where you can store small items of up to a certain weight. If you store living things there, the pocket seems like a black, empty void. It comes complete with air to breathe, but no food or water. The fatigue cost is per each time the mage reaches into the pocket to pull something out or put something in.

  • Traits: Payload 10 (Cosmic, Extraplanar, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [14].
  • Modifiers: +35%
  • Cost: 14 points.
  • Level 2: Increase to Payload 20 [27]. 27 points.
  • Level 3: Increase to Payload 30 [41]. 41 points.
  • Level 4: Increase to Payload 40 [54]. 54 points.

Plane Shift

Allows the caster to jump between adjacent planes of existence. Jumping takes 10 seconds and costs 1 FP whether it succeeds or fails. You may take up to your Basic Lift in weight with you.

  • Traits: Jumper (World; Drift, -15%; Cannot Escort, -10%; Cannot Follow, -20%; Limited Jump, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [30].
  • Modifiers: -70%
  • Cost: 30 points.
  • Level 2: Remove the Cannot Escort limitation [40]. 40 points.
  • Level 3: Remove the Cannot Follow limitation [60]. 60 points.
  • Level 4: Remove the Drift limitation [85]. 85 points.

Psychic Vampirism

Siphons “psychic energy” from a distant target to the attacker at the rate of 1 FP per minute of concentration. This carries some of the victim’s personality. The GM picks -10 points of the subject’s mental quirks and disadvantages, and the caster suffers from these as he feeds. Roll Will vs. subject’s Will.

  • Traits: Leech 1 (Accelerated Healing, +25%; Malediction 1, +100%; Only Heals FP, -20%; Ranged, +40%; Steal FP, -25%; Takes Extra Time 6, -60%; Temporary Disadvantages, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: +35%
  • Cost: 34 points.
  • Level 2: Increase to Leech 2 [40]. 40 points.
  • Level 3: Increase to Leech 3 [45]. 45 points.
  • Level 4: Increase to Leech 4 [50]. 50 points.

Pyrokinetic Attack

The subject’s body temperature rises to the point where he begins to burn. Roll Will vs. subject’s HT to deliver the attack. If this works, the subject must roll vs. HT to avoid collapsing due to the searing pain.

  • Traits: Burning Attack 1d-2 (Based on HT, +20%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5] + Affliction 1 (HT; Agony, +100%; Follow-Up, Burning Attack, +150%) [35].
  • Modifiers: +125/+250%
  • Cost: 40 points.
  • Level 2: Increase damage to 2d-1 [46]. 46 points.
  • Level 3: Increase damage to 3d [54]. 54 points.
  • Level 4: Increase damage to 4d [60]. 60 points.

Quicksand

Turns a small patch of ground into quicksand. Anyone who enters it sinks up to his knees. After 10 seconds, the ground hardens and can no longer trap new victims.

  • Traits: Binding 5 (Area Effect, 2 yards, +50%; Environmental, Touching ground, -20%; One Shot, -10%; Persistent, +40%; Unbreakable, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [19]
  • Modifiers: +85%
  • Cost: 19 points.
  • Level 2: Increase to Binding 10. 37 points.
  • Level 3: Increase to Binding 15. 56 points.
  • Level 4: Increase to Binding 20. 74 points.

Rain of Stones

Pounds the area of effect with boulders. These crumble to dust and blow away after 10 seconds.

  • Traits: Crushing Attack 1d (Area Effect, 2 yards, +50%; Blockable, -5%; Bombardment, skill 10, -15%; Overhead, +30%; Persistent, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [10].
  • Modifiers: +85%
  • Cost: 10 points.
  • Level 2: Increase damage to 2d. 19 points.
  • Level 3: Increase damage to 3d. 28 points.
  • Level 4: Increase damage to 4d. 37 points.

Raise Intact Undead

The caster concentrates for a minute and touches the body of the intact corpse she wishes to raise. The owner of the corpse may make a HT roll to oppose if she wishes. Otherwise, the corpse raises as one of the undead. Initially the corpse is only animated for as long as an affliction normally lasts, but at higher levels the duration is increased.

  • Traits: Affliction 1 (HT; Advantage, Intact Undead, +750%; Takes Extra Time 5, -50%; Contact Agent, -30%; Accessibility, Only With Corpse, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [74].
  • Modifiers: +635%
  • Cost: 74 points.
  • Level 2: Add Extended Duration, x10 (+40%) [78]. 78 points.
  • Level 3: Increase to Extended Duration, x100 (+80%) [82]. 82 points.
  • Level 4: Increase to Extended Duration, Permanent (+150%) [89]. 89 points.

Raise Mummified Undead

The caster concentrates for a minute and touches the body of the mummified corpse she wishes to raise. The owner of the corpse may make a HT roll to oppose if she wishes. Otherwise, the corpse raises as one of the undead. Initially the corpse is only animated for as long as an affliction normally lasts, but at higher levels the duration is increased.

  • Traits: Affliction 1 (HT; Advantage, Mummified Undead, +800%; Takes Extra Time 5, -50%; Contact Agent, -30%; Accessibility, Only With Corpse, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [79].
  • Modifiers: +685%
  • Cost: 79 points.
  • Level 2: Add Extended Duration, x10 (+40%) [83]. 83 points.
  • Level 3: Increase to Extended Duration, x100 (+80%) [87]. 87 points.
  • Level 4: Increase to Extended Duration, Permanent (+150%) [94]. 94 points.

Raise Rotting Undead

The caster concentrates for a minute and touches the body of the rotting corpse she wishes to raise. The owner of the corpse may make a HT roll to oppose if she wishes. Otherwise, the corpse raises as one of the undead. Initially the corpse is only animated for as long as an affliction normally lasts, but at higher levels the duration is increased.

  • Traits: Affliction 1 (HT; Advantage, Rotting Undead, +590%; Takes Extra Time 5, -50%; Contact Agent, -30%; Accessibility, Only With Corpse, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [58].
  • Modifiers: +475%
  • Cost: 58 points.
  • Level 2: Add Extended Duration, x10 (+40%) [62]. 62 points.
  • Level 3: Increase to Extended Duration, x100 (+80%) [66]. 66 points.
  • Level 4: Increase to Extended Duration, Permanent (+150%) [73]. 73 points.

Raise Skeletal Undead

The caster concentrates for a minute and touches the body of the skeletal corpse she wishes to raise. The owner of the corpse may make a HT roll to oppose if she wishes. Otherwise, the corpse raises as one of the undead. Initially the corpse is only animated for as long as an affliction normally lasts, but at higher levels the duration is increased.

  • Traits: Affliction 1 (HT; Advantage, Skeletal Undead, +680%; Takes Extra Time 5, -50%; Contact Agent, -30%; Accessibility, Only With Corpse, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [67].
  • Modifiers: +565%
  • Cost: 67 points.
  • Level 2: Add Extended Duration, x10 (+40%) [71]. 71 points.
  • Level 3: Increase to Extended Duration, x100 (+80%) [75]. 75 points.
  • Level 4: Increase to Extended Duration, Permanent (+150%) [82]. 82 points.

Reduced Dexterity

Gives the target a -1 to DX, but does not decrease secondary characteristics based on DX (such as Basic Speed).

  • Traits: Affliction 1 (HT; Disadvantage, -1 DX!, +15%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -30%
  • Cost: 7 points.
  • Level 2: Increase to -2 DX! (+30%) [9]. 9 points.
  • Level 3: Increase to -3 DX! (+45%) [10]. 10 points.
  • Level 4: Increase to -4 DX! (+60%) [12]. 12 points.

Reduced Health

Gives the target a -1 to HT and decreases secondary characteristics based on HT (such as FP or Basic Speed).

  • Traits: Affliction 1 (HT; Disadvantage, -1 HT, +10%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -35%
  • Cost: 7 points.
  • Level 2: Increase to -2 HT (+20%) [8]. 8 points.
  • Level 3: Increase to -3 HT (+30%) [9]. 9 points.
  • Level 4: Increase to -4 HT (+40%) [10]. 10 points.

Reduced Intelligence

Gives the target a -1 to IQ, but does not decrease secondary characteristics based on IQ (such as Will and Per).

  • Traits: Affliction 1 (HT; Disadvantage, -1 IQ!, +10%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -35%
  • Cost: 7 points.
  • Level 2: Increase to -2 IQ! (+20%) [8]. 8 points.
  • Level 3: Increase to -3 IQ! (+30%) [9]. 9 points.
  • Level 4: Increase to -4 IQ! (+40%) [10]. 10 points.

Reduced Perception

Gives the target a -1 to Per.

  • Traits: Affliction 1 (HT; Disadvantage, -2 Per, +10%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -35%
  • Cost: 7 points.
  • Level 2: Increase to -4 Per (+20%) [8]. 8 points.
  • Level 3: Increase to -6 Per (+30%) [9]. 9 points.
  • Level 4: Increase to -8 Per (+40%) [10]. 10 points.

Reduced Speed

Gives the target a -1 to Basic Speed.

  • Traits: Affliction 1 (HT; Disadvantage, -1 Basic Speed!, +20%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [8].
  • Modifiers: -25%
  • Cost: 8 points.
  • Level 2: Increase to -2 Basic Speed (+40%) [9]. 9 points.
  • Level 3: Increase to -3 Basic Speed (+60%) [10]. 10 points.
  • Level 4: Increase to -4 Basic Speed (+80%) [11]. 11 points.

Reduced Strength

Gives the target a -1 to ST; it does not decrease secondary characteristics based on ST (such as HP), but it does affect damage.

  • Traits: Affliction 1 (HT; Disadvantage, -1 ST!, +8%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -37%
  • Cost: 7 points.
  • Level 2: Increase to +2 ST! (+16%) [8]. 8 points.
  • Level 3: Increase to +4 ST! (+32%) [9]. 9 points.
  • Level 4: Increase to +5 ST! (+40%) [10]. 10 points.

Reduced Willpower

Gives the target a -1 to Will.

  • Traits: Affliction 1 (HT; Disadvantage, -2 Will, +10%; Melee Attack, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -35%
  • Cost: 7 points.
  • Level 2: Increase to -4 Will (+20%) [8]. 8 points.
  • Level 3: Increase to -6 Will (+30%) [9]. 9 points.
  • Level 4: Increase to -8 Will (+40%) [10]. 10 points.

Resurrection

As long as the target is above -10 times HP, the target is kept alive as long as the caster concentrates. This does not actually heal the target; for that other means are needed (like other mages healing the target while the resurrecting mage concentrates. If the spell is successful and the target lives, she thereafter permanently gains the Social Stigma (Dead) [-20] disadvantage if her death is on record. Otherwise she gains a Secret (Resurrected) [-20]. This is a special effect.

  • Traits: Affliction 1 (HT; Advantage, Unkillable 1 [Cosmic, Works on Dead, +50%], +500%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs Fatigue 1, MP, -5%; Magic, -10%) [52].
  • Modifiers: +420%
  • Cost: 52 points.
  • Note: Due to the new and illegal nature of this spell, no advanced levels are known.

Sandstorm

Conjures a flesh-tearing blizzard of blinding grit. Machines are more likely to be clogged than blinded.

  • Traits: Cutting Attack 1d (Area Effect, 4 yards, +100%; Link, +10%; Persistent, +40%; Side Effect, Blindness, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [24] + Obscure 2 (Vision; Area Effect, 4 yards, +50%; Link, +10%; Ranged, +50%) [5].
  • Modifiers: +235%/+110%
  • Cost: 29 points.
  • Level 2: Increase damage to 2d [47] and Obscure to 4 [9]. 56 points.
  • Level 3: Increase damage to 3d [71] and Obscure to 6 [13]. 84 points.
  • Level 4: Increase damage to 4d [94] and Obscure to 8 [17]. 111 points.

Scrying

The caster displaces her senses to spy on things from afar. Initially this only displaces hearing, but all senses can be displaced at second level. At third level the range is increased a hundred-fold. This costs 1 MP/min.

  • Traits: Clairsentience (Clairaudience, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [28].
  • Modifiers: -45%
  • Cost: 28 points.
  • Level 2: Remove Clairaudience [43]. 43 points.
  • Level 3: Add Increased Range x100 (+60) [73]. 73 points.
  • Level 4: Add Extended Duration, 10x (+40%) [93]. 93 points.

See Beyond the Walls

The caster can see though up to 6" of material per level of this spell. This costs 1 MP/min.

  • Traits: Penetrating Vision 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Penetrating Vision 2 [17]. 17 points.
  • Level 3: Increase to Penetrating Vision 3 [26]. 26 points.
  • Level 4: Increase to Penetrating Vision 4 [34]. 34 points.

Sense the Omens

Upon casting, the caster can read the omens in the natural world around her. Noticing the omen requires a Perception roll modified by Power Talent. Then, interpreting the omen requires an IQ roll, also modified by Power Talent.

  • Traits: Oracle (Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: -15%
  • Cost: 13 points.

Shadow Form

The caster becomes a two-dimensional shadow, slipping along the walls and floors. Physical attacks do half damage to you in this form, while light-based attacks do one and a half times damage.

  • Traits: Shadow Form (Costs Fatigue 1, MP, -5%; Magic, -10%) [43].
  • Modifiers: -15%
  • Cost: 43 points.
  • Level 2: Add Can Carry Objects, No encumbrance, +10%. 48 points.
  • Level 3: Add Can Carry Objects, Light, +20%. 53 points.
  • Level 4: Add Can Carry Objects, Medium, +50%. 68 points.

Shove

A broadly focused attack that forcefully pushes away the target. The bolt is invisible, except perhaps as a vague blur.

  • Traits: Crushing Attack 1d (Double Knockback, +20%; Increased 1/2D, ×10, +15%; Low Signature, +10%; No Wounding, -50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [4].
  • Modifiers: -20%
  • Cost: 4 points.
  • Level 2: Increase damage to 2d [8]. 8 points.
  • Level 3: Increase damage to 3d [12]. 12 points.
  • Level 4: Increase damage to 4d [16]. 16 points.

Sickness

A quick, easy curse that leaves the subject feeling ill. Roll Will vs. subject’s HT-1.

  • Traits: Affliction 1 (HT; Malediction 1, +100%; Nauseated, +30%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [24].
  • Modifiers: +135%
  • Cost: 24 points.
  • Level 2: Increase to Affliction 2 [47]. 47 points.
  • Level 3: Increase to Affliction 3 [71]. 71 points.
  • Level 4: Increase to Affliction 4 [94]. 94 points.

Silence

Completely silences the subject. He can’t speak at all. Treat the involuntary Silence advantage as -4 to hear the subject, reduced to -2 if he tries to make noise. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Advantage, Silence 2, +100%; Disadvantage, Mute, +25%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [33].
  • Modifiers: +230%
  • Cost: 33 points.
  • Level 2: Increase effect to Silence 5 (-10 to hear subject, -5 if trying to make noise) [48]. 48 points.
  • Level 3: Increase to Affliction 2 [96]. 96 points.
  • Level 4: Increase to Affliction 3 [144]. 144 points.

Sleep

The subject falls into a deep sleep, and can’t be awakened for 1 minute times the attacker’s margin of victory (e.g., five hours, if the attacker wins by 3). Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Malediction 1, +100%; No Signature, +20%; Unconsciousness, +200%; Costs Fatigue 1, MP, -5%; Magic, -10%) [41].
  • Modifiers: +305%
  • Cost: 41 points.
  • Level 2: Add Extended Duration, 100×, +80% [49]. 49 points.
  • Level 3: Increase to Affliction 2 [97]. 97 points.
  • Level 4: Increase to Affliction 3 [146]. 146 points.

Slow

Slows the subject by 50% and robs him of a level of Altered Time Rate (enough to negate the Great Haste spell, p. B251). Also shifts his speech into the subsonic range – he can’t speak normally. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Advantage, Subsonic Speech, +100%; Disadvantage, Decreased Time Rate, +100%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [41].
  • Modifiers: +305%
  • Cost: 41 points.
  • Level 2: Increase to Affliction 2 [81]. 81 points.
  • Level 3: Increase to Affliction 3 [122]. 122 points.
  • Level 4: Increase to Affliction 4 [162]. 162 points.

Smoke

Raises a cloud of smoke big enough to disap-pear behind. Enemies who try to follow are left coughing.

  • Traits: Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Link, +10%; Persistent, +40%; Respiratory Agent, +50%) [29] + Obscure 2 (Vision; Drifting, +20%; Extended, Ladar, +20%; Link, +10%; Ranged, +50%; Costs Fatigue 1, MP, -5%; Magic, -10%) [8].
  • Modifiers: +175%/+100%
  • Cost: 37 points.
  • Level 2: Increase Obscure to 4 [16]. 45 points.
  • Level 3: Increase Obscure to 6 [24]. 53 points.
  • Level 4: Increase Obscure to 8 [32]. 61 points.

Snowball

Lobs a cannonball-sized lump of hard-packed snow or ice that melts shortly after impact.

  • Traits: Crushing Attack 1d (Increased 1/2D, ×5, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -5%
  • Cost: 5 points.
  • Level 2: Increase damage to 2d. 10 points.
  • Level 3: Increase damage to 3d. 15 points.
  • Level 4: Increase damage to 4d. 19 points.

Sonic Scream

A beam of “coherent sound” that cooks the living without the risk of fire. Being very broad-beam (not tight-beam), it inflicts full-body damage and can’t target hit locations.

  • Traits: Burning Attack 1d (Environmental, Air/Water, -5%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [51].
  • Modifiers: +60%
  • Cost: 8 points.
  • Level 2: Increase damage to 2d [16]. 16 points.
  • Level 3: Increase damage to 3d [24]. 24 points.
  • Level 4: Increase damage to 4d [32]. 32 points.

Sonic Stun

This incapacitating attack is useful for heroes who dislike killing.

  • Traits: Affliction 1 (HT; Armor Divisor (2), +50%; Environmental, Air/Water, -5%; Unconsciousness, +200%; Under-water, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [35].
  • Modifiers: +250%
  • Cost: 35 points.
  • Level 2: Increase to Armor Divisor 3 (+300%) [40]. 40 points.
  • Level 3: Increase to Armor Divisor 5 (+350%) [45]. 45 points.
  • Level 4: Increase to Armor Divisor 10 (+400%) [50]. 50 points.

Sound Effects

Projects autonomous sound effects that can distract enemies. The user can specify whatever he likes. If he’s a musician, he can even have his own personal soundtrack!

  • Traits: Illusion (Area Effect, 2 yards, +50%; Auditory Only, -70%; Independence, +40%; Ranged, +40%; Costs Fatigue 1, MP, -5%; Magic, -10%) [37].
  • Modifiers: +45%
  • Cost: 37 points.
  • Level 2: Increase Area Effect to 4 yards (+95%) [49]. 49 points.
  • Level 3: Increase Area Effect to 8 yards (+145%) [62]. 62 points.
  • Level 4: Increase Area Effect to 16 yards (+195%) [74]. 74 points.

Speak to the Dead

Allows the caster to speak with a corpse. The corpse needs to be able to move its voice muscles to produce sound--thus needs to be intact in that way to do so. The corpse can answer anything it knew in life, but does spell does not guarantee that it does so. This spell does not involve any spirit or soul of the dead, it simply animates the flesh to answer questions.

  • Traits: Medium (Accessibility, Requires corpse to be spoken to, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: -35%
  • Cost: 7 points.

Speak to the Elements

This spell lets the caster talk to the mountains and the sky, asking them what they know of different subjects, and what they've seen. This requires an hour's worth of conversation and ritual which would appease the element spoken to. This ritual is fatiguing and at the end of the ritual the caster loses 10 FP, in addition to the one spent to power the spell. The speech of the elements manifests as visions within the caster's mind, which may or may not seem to have any direct relevance to the conversation--that is, they could have only symbolic meaning. Possessing this spell gives the caster +1 to reaction rolls to speak with the elements.

  • Traits: Blessed (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Very Blessed [17]. 17 points.

Speed-Demon

The character's ground move increases by times 1.5 for 1 min/MP.

  • Traits: Enhanced Move 1/2 (Ground; Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.
  • Level 2: Increase to Enhanced Move 1 (Move x2). 17 points.
  • Level 3: Increase to Enhanced Move 1 1/2 (Move x3). 26 points.
  • Level 4: Increase to Enhanced Move 2 (Move x4). 34 points.

Spider Climb

Allows the caster to crawl on walls and ceilings at half Move.

  • Traits: Clinging (Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Add Super Climbing 2 [6]. 23 points.
  • Level 3: Increase to Super Climbing 4 [12]. 29 points.
  • Level 4: Increase to Super Climbing 6 [18]. 35 points.

Steal Energy

The attacker quickly steals the target’s FP for himself, on a 1:1 basis. Subject to all the usual restrictions on Leech – see P96.

  • Traits: Leech 1 (Accelerated Healing, +25%; Only Heals FP, -20%; Steal FP, -25%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [18].
  • Modifiers: -30%
  • Cost: 18 points.
  • Level 2: Increase to Leech 2 [21]. 21 points.
  • Level 3: Increase to Leech 3 [24]. 24 points.
  • Level 4: Increase to Leech 4 [26]. 26 points.

Steal Life

Identical to Steal Energy, above, but transfers HP.

  • Traits: Leech 1 (Accelerated Healing, +25%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%) [29].
  • Modifiers: +15%
  • Cost: 29 points.
  • Level 2: Increase to Leech 2 [34]. 34 points.
  • Level 3: Increase to Leech 3 [38]. 38 points.
  • Level 4: Increase to Leech 4 [43]. 43 points.

Strike Blind

Instantly renders the subject blind. Roll Will vs. subject’s HT.

  • Traits: Affliction 1 (HT; Disadvantage, Blindness, +50%; Malediction 1, +100%; No Signature, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [26].
  • Modifiers: +155%
  • Cost: 26 points.
  • Level 2: Increase to Affliction 2 [51]. 51 points.
  • Level 3: Increase to Affliction 3 [77]. 77 points.
  • Level 4: Increase to Affliction 4 [102]. 102 points.

Stone Missile

Shoots a fist-sized rock at the target. Afterwards it crumbles to dust.

  • Traits: Crushing Attack 1d (Increased 1/2D, ×5, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -5%
  • Cost: 5 points.
  • Level 2: Increase damage to 2d. 10 points.
  • Level 3: Increase damage to 3d. 15 points.
  • Level 4: Increase damage to 4d. 19 points.

Stoneskin

Transforms the target's skin to a hard stone substance.

  • Traits: DR 1 (Costs Fatigue 1, MP, -5%; Magic, -10%) [5] + High Pain Threshold [10].
  • Modifiers: -15%/+0%
  • Cost: 15 points.
  • Level 2: Increase to DR 2 [9]. 19 points.
  • Level 3: Increase to DR 3 [13]. 23 points.
  • Level 4: Increase to DR 4 [17]. 27 points.

Suggest

Lets the controller implant a suggestion by winning a Quick Contest of IQ vs. his subject’s Will. The victim acts upon the suggestion as if it were his idea. At third level, this requires no further concentration on the user’s part.

  • Traits: Mind Control (Suggestion, -40%; Contact Agent, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [65].
  • Modifiers: -85%
  • Cost: 10 points.
  • Level 2: Remove the Contact Agent limitation [23]. 23 points.
  • Level 3: Add Independent, +70% (page P61) [63]. 63 points.

Summon Black Bear

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B456.

  • Traits: Allies (Black Bear; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Calvary Horse

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B459.

  • Traits: Allies (Calvary; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Camel

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B459.

  • Traits: Allies (Camel; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Gorilla

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B456.

  • Traits: Allies (Gorilla; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Large Boar

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B458.

  • Traits: Allies (Large Boar; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Ox

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B460.

  • Traits: Allies (Ox; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Python

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B458.

  • Traits: Allies (Python; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Tiger Shark

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B457.

  • Traits: Allies (Tiger Shark; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Summon Timber Wolf

The caster concentrates for a round and if successful, the creature appears in an unoccupied spot (chosen by GM) within 10 yards. The summoned creature follows the caster's commands. It is the same creature each summoning (which means the creature retains wounds and heals at its normal rate). See page B458.

  • Traits: Allies (Timber Wolf; 50% Point Total; Constantly; Minion, +50%; Summonable, +100%; Costs Fatigue 1, MP, -5%; Magic, -10%) [20].
  • Modifiers: +150%
  • Cost: 20 points.
  • Advancement: You may advance the creature with the limitations of a starting character as advancement for this spell.

Super-Breath

A gust of wind capable of pushing away groups of foes without doing serious harm.

  • Traits: Crushing Attack 1d (Cone, 5 yards, +100%; Double Knockback, +20%; No Wounding, -50%; Reduced Range, ×1/5, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [7].
  • Modifiers: +35%
  • Cost: 7 points.
  • Level 2: Increase damage to 2d. 14 points.
  • Level 3: Increase damage to 3d. 21 points.
  • Level 4: Increase damage to 4d. 27 points.

Sustenance

You are impervious to death for the duration of the spell. Hunger, nor flames, nor blades, nor drowning, nor age will kill you while this spell is in effect. Pain and wound penalties still affect you normally, though. When this spell wears off, if you are reduced to a level of HP that would require HT rolls to live or result in automatic death, you immediately suffer their effects. This spell will even keep you alive past total body destruction at -10 times HP. You'll be in ineffective chunks by then, and the damage will be beyond the repair of even the most powerful healing magics (so you're doomed to die when the spell ends), but you'll be alive. If the caster uses her normal FP pool to cast spells, she may not spend FP that would reduce her below -1 times FP with this spell.

  • Traits: Unkillable 1 (Cosmic, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [68].
  • Modifiers: +35%
  • Cost: 68 points.

Talk to the Spirits

The caster make make an IQ roll (modified by Power Talent) to get a sense of a spirit's intentions. She may also talk to and and try to influence the spirits.

  • Traits: Spirit Empathy (Costs Fatigue 1, MP, -5%; Magic, -10%) [9].
  • Modifiers: -15%
  • Cost: 9 points.

Telekinetic Squeeze

A direct attempt to crush the victim’s throat or vital organs. Roll Will vs. subject’s HT to deliver the attack. If this works, the subject must roll vs. HT to avoid choking.

  • Traits: Crushing Attack 1d (Based on HT, +20%; Malediction 1, +100%; No Knockback, -10%; No Signature, +20%; Variable, +5%) [13] + Affliction 1 (HT; Choking, +100%; Follow-Up, Crushing Attack, +150%; Costs Fatigue 1, MP, -5%; Magic, -10%) [34].
  • Modifiers: +145%/+235%
  • Cost: 47 points.
  • Level 2: Increase damage to 2d [59]. 59 points.
  • Level 3: Increase damage to 3d [71]. 71 points.
  • Level 4: Increase damage to 4d [83]. 83 points.

Teleportation

The caster concentrates for one round plus an optional duration (see page B98) then teleports to a destination of her choice, carrying with her weight of up to no encumbrance.

  • Traits: Warp (Range Limit, 10 yards, -50%; Takes Extra Time 1, -10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [25].
  • Modifiers: -75%
  • Cost: 25 points.
  • Level 2: Remove the Takes Extra Time limitation [35]. 35 points.
  • Level 3: Increase Range Limit to 2 Miles (-30%) [55]. 55 points.
  • Level 4: Remove Range Limit limitation [85]. 85 points.

Thunderclap

Causes a loud pop or crash that stuns and deafens those in the area. Might shatter extremely brittle objects.

  • Traits: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Deafness, +20%; Environmental, Air/Water, -5%; Hearing-Based, +150%; Stunning, +10%; Underwater, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [33].
  • Modifiers: +230%
  • Cost: 33 points.
  • Level 2: Increase Area Effect to 4 yards (+280%) [38]. 38 points.
  • Level 3: Increase Area Effect to 8 yards (+330%) [43]. 43 points.
  • Level 4: Increase Area Effect to 16 yards (+380%) [48]. 48 points.

Transmute Earth

After concentrating for 10 seconds, the caster transmutes up to 10 lbs. of substance to or from earth. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Earth; Transmutation, +50%; Takes Extra Time 3, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: +5%
  • Cost: 21 points.
  • Level 2: Increase to Create 2 [42]. 42 points.
  • Level 3: Increase to Create 3 [63]. 63 points.
  • Level 4: Increase to Create 4 [84]. 84 points.

Transmute Fire

After concentrating for 10 seconds, the caster transmutes up to 1000 kJ or 1 cubic yard of gas, or 10 lbs. of solid or liquid, to or from fire. This fire goes out in 10 seconds unless appropriate fuel is available.

  • Traits: Create 1 (Fire; Transmutation, +50%; Takes Extra Time 3, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: +5%
  • Cost: 21 points.
  • Level 2: Increase to Create 2 [42]. 42 points.
  • Level 3: Increase to Create 3 [63]. 63 points.
  • Level 4: Increase to Create 4 [84]. 84 points.

Transmute Water

After concentrating for 10 seconds, the caster transmutes up to 10 lbs. of substance to or from water. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Water; Transmutation, +50%; Takes Extra Time 3, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: +5%
  • Cost: 21 points.
  • Level 2: Increase to Create 2 [42]. 42 points.
  • Level 3: Increase to Create 3 [63]. 63 points.
  • Level 4: Increase to Create 4 [84]. 84 points.

Transmute Wind

After concentrating for 10 seconds, the caster transmutes up to one yard (or 10 lbs.) of substance to or from wind. This matter is unstable and changes back within 10 seconds unless the caster stabalizes it with character point (1 CP/$100).

  • Traits: Create 1 (Wind; Transmutation, +50%; Takes Extra Time 3, -30%; Costs Fatigue 1, MP, -5%; Magic, -10%) [21].
  • Modifiers: +5%
  • Cost: 21 points.
  • Level 2: Increase to Create 2 [42]. 42 points.
  • Level 3: Increase to Create 3 [63]. 63 points.
  • Level 4: Increase to Create 4 [84]. 84 points.

True Sight

Allows the caster to see anything rendered invisible through magic. At second level this ability is expanded to being able to see the true form of anything visible to the caster--from seeing things naturally invisible to seeing through illusions.

  • Traits: See Invisible (Magic; Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: -15%
  • Cost: 13 points.
  • Level 2: Add True Sight, +50% enhancement [21]. 21 points.

Twister

Spins existing air into a tiny tornado that hurls people around and stirs up debris. Knockback is vertical. The side effect represents dizziness.

  • Traits: Crushing Attack 1d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Mobile 1, +40%; Persistent, +40%; Side Effect, -2 DX, +70%; Costs Fatigue 1, MP, -5%; Magic, -10%) [16] + Obscure 1 (Vision; Environmental, Air, -5%; Link, +10%; Mobile 1, +40%; Ranged, +50%) [4].
  • Modifiers: +210%/+95%
  • Cost: 20 points.
  • Levels: At each level of the Magery advantage above level 1, this spell may be upgraded to have increased damage. At level 2 this may be increased to 2d damage, 3d at level 3 and 4d at level 4. In addition, with each level, the level of the Obscure advantage increases as well.
  • Level 2: Increase damage to 2d [31] and Obscure to 2 [8]. 39 points.
  • Level 3: Increase damage to 3d [47] and Obscure to 3 [12]. 59 points.
  • Level 4: Increase damage to 4d [62] and Obscure to 4 [16]. 78 points.

Vacuum

Reduces air pressure to zero over a small area, leaving those without breathing gear gasping for breath (unless they don’t breathe).

  • Traits: Fatigue Attack 1d (Area Effect, 2 yards, +50%; Respiratory Agent, +50%; Suffocation, +0%; Costs Fatigue 1, MP, -5%; Magic, -10%) [19].
  • Modifiers: +85%
  • Cost: 19 points.
  • Level 2: Increase Area Effect to 4 yards (+135%). 24 points.
  • Level 3: Increase Area Effect to 8 yards (+185%). 29 points.
  • Level 4: Increase Area Effect to 16 yards (+235%). 34 points.

Venomous Bite

The caster grows sharp teeth that drip with poison. Upon being biten, the victim must make a HT-2 roll an hour after injection or suffer 1d injury. Swelling occurs near the injection site. If damage exceeds 2/3 HP – which is rare, unless the victim receives many doses or has few HP – this gives -1 DX until the injury heals.

  • Traits: Toxic Attack 1d (Follow-Up, Teeth/Striker, +0%; Onset, 1 hour, -20%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -1 DX, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [3] + Sharp Teeth [1].
  • Modifiers: -45%/+0%
  • Cost: 4 points.
  • Level 2: Increase damage to 2d [6]. 6 points.
  • Level 3: Increase to Resistible, HT-4, -10% [7]. 7 points.
  • Level 4: Increase damage to 3d [9]. 9 points.

Walk the Skies

With this spell the caster can walk on the air as if a surface or stairs.

  • Traits: Walk on Air (Costs Fatigue 1, MP, -5%; Magic, -10%) [17].
  • Modifiers: -15%
  • Cost: 17 points.
  • Level 2: Add Extended Duration, 10x, +40% [25]. 25 points.
  • Level 3: Increase to Extended Duration, 30x, +60% [29]. 29 points.
  • Level 4: Increase to Extended Duration, 300x, +100% [37]. 37 points.

Walk the Waters

With this spell the caster can walk on the water as if a surface.

  • Traits: Walk on Liquid (Costs Fatigue 1, MP, -5%; Magic, -10%) [13].
  • Modifiers: -15%
  • Cost: 13 points.
  • Level 2: Add Extended Duration, 10x, +40% [19]. 19 points.
  • Level 3: Increase to Extended Duration, 30x, +60% [22]. 22 points.
  • Level 4: Increase to Extended Duration, 300x, +100% [28]. 28 points.

Water Blade

Projects an abrasive stream of high-pressure water capable of dissolving most materials.

  • Traits: Corrosion Attack 1d (Armor Divisor (2), +50%; Melee Attack, Reach C, 1, -20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [12].
  • Modifiers: +15%
  • Cost: 12 points.
  • Level 2: Increase damage to 2d [23]. 23 points.
  • Level 3: Increase damage to 3d [35]. 35 points.
  • Level 4: Increase damage to 4d [46]. 46 points.

Water Blast

A water jet focused tightly enough to be lethal at long range.

  • Traits: Crushing Attack 1d (Increased 1/2D, ×5, +10%; Underwater, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [6].
  • Modifiers: +15%
  • Cost: 6 points.
  • Level 2: Increase damage to 2d [12]. 12 points.
  • Level 3: Increase damage to 3d [18]. 18 points.
  • Level 4: Increase damage to 4d [23]. 23 points.

Water Cannon

More broadly focused, this water jet is useful for crowd control, putting out fires, etc.

  • Traits: Crushing Attack 1d (Double Knockback, +20%; No Wounding, -50%; Underwater, +20%; Costs Fatigue 1, MP, -5%; Magic, -10%) [4].
  • Modifiers: -25%
  • Cost: 4 points.
  • Level 2: Increase damage to 2d [8]. 8 points.
  • Level 3: Increase damage to 3d [12]. 12 points.
  • Level 4: Increase damage to 4d [15]. 15 points.

Wind Blast

Hurls a bolt of compressed air that pummels the target like a clenched fist.

  • Traits: Crushing Attack 1d (Increased 1/2D, ×5, +10%; Costs Fatigue 1, MP, -5%; Magic, -10%) [5].
  • Modifiers: -5%
  • Cost: 6 points.
  • Level 2: Increase damage to 2d. 10 points.
  • Level 3: Increase damage to 3d. 15 points.
  • Level 4: Increase damage to 4d. 19 points.
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