Post by Ebon on Jul 9, 2013 17:21:02 GMT -8
HOW SPELLS ARE CAST
When a spell or magical power is used, there are three factors to consider: the rank of the spell or power; whether or not Psyche FEAT rolls are involved; and the type of energy used.
SPELL RANK
Each spell or power has a spell rank assigned to it, rolled randomly when the spells are selected; random spell ranks range from Good to Amazing. Spell ranks are used in the same way as power ranks for non-magical powers. The spell rank of a spell, enchantment, etc., at the time it is used, dictates, if applicable, the duration of effect, area of effect, and damage potential of the spell. This information is given in the Magical Limits Table.
Spells can only be cast at levels below Good rank, if their initial spell rank is Good or higher, but all Judge modifiers move them down accordingly. Spells cannot be modified upwards to Class 1000 without some significant shenanigans at work and the Judge's permission.
Note that as the spell ranks of the character’s individual spells increase, he becomes increasingly potent. A magic wielder with an Unearthly spell rank in certain spells can affect whole planets. A magic wielder with only a Good spell rank in the same spell may have difficulty casting it. In some cases a caster must be touching an object to cast a spell on it; if the object is very large, the area of effect is limited to the caster’s arm span. The original spell rank of any spell may be modified due to circumstances.
A magic wielder can attempt to cast his spells at less than their maximum effect.
PSYCHE FEAT ROLLS
Some spells used to attack or control another being allow the target a Psyche FEAT roll; in these cases, the target is unaffected if the FEAT roll is successful. This is only true for spells which use personal and universal energies. Dimensional energy enchantments do not allow the target to avoid the effect with a Psyche FEAT Roll.
DIFFERENCES IN MAGICAL ENERGIES
Personal Spells: If a FEAT roll is required of the spell, any green, yellow, or red result indicates success. Personal energy spells, because they primarily affect the user, are usually “quiet” spells and enchantments, that is, no chanting or special gestures are required.
Absorption*
Admittance
Alteration-Appearance
Alteration-Body Weapons
Alteration-Bone
Armor
Apparition
Astral Projection
Chameleonic Coloring
Damage Absorption*
Damage Conversion*
Density Control-Self
Dual Persona
Empathy
Enchanted Eye
Flaw
Flight
Foretelling
Gramarye
Growing
Heal
Image Projection
Immovability
Invisibility
Learning
Levitation
Luck
Manipulation
Mental Barrier
Post-Cognition
Protected Senses
Reflective Aura
Resistance Aura
Sensing-Clairaudience
Sensing-Clairvoyance
Sensing Danger
Servant
Shape-Shifting, Limited
Shape-Shifting, Unlimited*
Shield-Great
Shield-Individual
Shrinking
Telekinesis
Telepathy
Tongues
Trance
Transformation
Vapors-Enhancement
Universal Spells: These spells, because they can affect others, sometimes allow for a Psyche FEAT roll by the target to reduce or ignore the affect of the spell. Universal energy spells draw on the ambient energy found in this universe, and a brief chant or gestures are sometimes used by the caster.
Animation
Bands
Charm
Confusion
Conjure
Curse
Density Control-Others
Eldritch Beams/Bolts
Eldritch Blast
Eldritch Breath
Eldritch Crystals
Eldritch Flames
Emotion Control
Energy Control
Fear
Forgetfulness
Glamor
Growing-Others
Healing-Others
Illusion
Invisibility-Others
Matter Rearrangement
Mental Control
Mental Probe
Mesmerism
Mesmermechanism
Nature Control
Net
Paralyze
Plant Control
Power Block*
Revival
Shield-Aura
Shrinking-Others
Static Field
Teleportation*
Trap
Vapors-Obscurity
Vapors-Sleep
Vapors-Resist Death
Wave
Dimensional Spells: These spells are unique. They all draw the energy needed for the spell from another dimension and they require a special spell rank FEAT roll to tap the dimensional energy.
Absorption
Damage Absorption
Damage Conversion
Dimensional Aperture
Environmental Independence
Link
Power Block
Power Duplication
Shape Shifting—Unlimited
Shield-Multiple
Teleportation
Group Spells: These spells allow the caster to select from a collection of similar personal and universal energy spells; the spells available in each group spell are called “sub- spells.” Each day, a magic wielder must choose one sub-spell listed in his group spell; the one he chooses is the only sub-spell he can use from that group that day. A magic wielder is allowed to choose the same or a different sub-spell each day (note that the length of a “day” can be very different in other dimensions!). The spells within a group use the same definitions as the personal or universal spell of the same name, with three important differences: group spells use dimensional energy; a FEAT roll is only successful on a yellow or red result; the target of a group sub-spell is not allowed a defensive Psyche FEAT roll to avoid the effect, no matter what the normal personal or universal definition of the spell says.
Disguise: This group of spells all help the user to disguise himself. They include Alteration-Appearance, Chameleonic Coloring, Glamor, Growing, and Shrinking.
Eldritch Attacks: This group of spells are all Eldritch attack spells. They include Eldritch Beams/Bolts, Eldritch Blast, Eldritch Breath, Eldritch Crystals, and Eldritch Flames.
Passing: This group of spells all help the user to pass through or around obstacles. They include Admittance, Alteration-Bone, Astral Projection, Density Control-Self, and Transformation.
Pishogue: This spell takes its name from a kind of magic used in Irish tales of magic and faeries. This group of spells has a similar effect and includes Confusion, Fear, Forgetfulness, Mesmerism, and Paralyze.
Scrying: This group of spells all help the user by gaining information. They include Enchanted Eye, Foretelling, PostCognition, Sensing-Clairaudience, and Sensing-Clairvoyance.
Sensing: This group of spells also helps the user by gaining information, often warning him of a threat to himself. They include Sensing-Danger, Sensing-Evil, Sensing-Fields, Sensing-identity, and Sensing-Mystical Detection.
Thaumaturgy: This group of spells allows the user various types of attacks, some that are more designed to capture than harm. They include Bands, Curse, Net, Trap, and Wave.
Witchery: This group of spells all affect others. They include Density-Control Others, Growing-Others, Healing-Others, Invisibility-Others, and Shrinking-Others.
Entreaty Spells: These spells request an extra-dimensional being, artifact, or entity to allow its energy to be used by the caster for completion of his spell. These require the caster to call out the name of the being entreated, usually in some prosaic chant (the player does not have to do this aloud!). The player tells the Judge the desired effect of the entreaty spell and the Judge assigns a colored FEAT roll result that he feels is appropriate for success. The player must then make a FEAT roll that equals the assigned result in order to succeed. The Judge can use his discretion in assigning FEAT colors, but the following guidelines are suggested:
-BEINGS-
Cyttorak
Denak
Faltine
Hoggoth
Ikonn
Munnopor
Oshtur
Raggadorr
Seraphim
Valtorr
Vishanti
Green Entreaty duplicates effect of a Personal or Universal spell.* *
Green Entreaty spell is one normally associated with the being (see Book 2 for associated spells).
Yellow Effect desired is not one normally associated with the being, but not contrary to its nature or purpose.
Red Effect desired is contrary to the being’s nature or purpose.
* Assumes that the being entreated is friendly to the caster or his school. If the being is neutral, increase the FEAT result needed by one color (from Green to Yellow, for example). If the being is hostile to the caster, increase the FEAT result by two colors (from Green to Red, for example). An increase beyond Red is not possible.
** Assumes that the effect does not duplicate any group sub- spell that the caster has chosen for that day’s use (see Group Spells). If the effect duplicated would normally allow a Psyche FEAT roll to avoid its effect, the target is allowed the FEAT roll.
If an entreaty FEAT roll is successful, the magic wielder has successfully tapped the dimensional energy. Usually, sorcerers will get best results by using dimensional energy from friendly sources-, but as explained in the Miscellany of Mysticism, some entities are neutral (not tending toward order or chaos), meaning that they can be called on at any time by any magic wielding character, despite his tendency towards order or chaos.
A player might not always have to make a FEAT roll to use an entreaty spell. For every entreaty being a player rolls, the Judge should assign at least one spell connected with that being that the character can automatically use. However, this “automatic use” is allowed only for beings and spells that correspond to the character’s school of magic. If the first entreaty being rolled is hostile or neutral to the character’s school, the Judge should substitute a friendly being instead.
LEARNING SPELLS
New personal, universal, and entreaty spells cost 2500 Karma points with no additions for spell rank. The cost of learning a new Group spell is equal to 1500 Karma for each spell in the group. The caster cannot use any spell in the group until all have been learned. The character can interrupt his study of a group spell to learn a different spell, but of course this delays the learning of the group spell. If a caster has a personal or universal spell that duplicates the effect of a spell in the group, he can use the other spell while still learning the group spell (remember that group spells use dimensional energy), As with other spells, there is no additional Karma cost for spell ranks. The Karma costs for all new spells assume two things: that the character is being taught by a master (or is Master rank himself); or that the character has reached a rank (Disciple or Adept) at which he can learn spells from books and items on his own, with little supervision from a master. If a character has no master and is not capable of self-teaching, the Judge can either declare that he cannot learn new spells, or that he must spend extra time and pay a substantial increase in Karma (usually double). The spell rank of a newly-learned spell is fixed, not randomly determined (this is why there is no additional Karma cost for the spell rank of the new spell). If the spell is learned from a master, the initial spell rank is Excellent. If the spell is learned from an item or text, the initial spell rank is Good. An improvement in a spells rank costs 500 karma for each improvement.
MAGIC WIELDER RANKS
NOVICE: This character knows fewer than five spells or has less than an Amazing spell rank in at least two spells. He is spending most of his time with his master (when not practicing what he has learned on villains). He can study tomes and scrolls and even perform magic found therein, but he cannot yet learn spells on his own (spells that he has read in a tome or on a scroll must be studied each time he uses them—he cannot commit them to memory).
Novices are usually ignored by the more powerful dimensional entities. A novice using a Dimensional Entreaty spell uses his magic as normal, but no FEAT roll is necessary to determine if the entity entreated will be affronted by the entreaty and take action. The dimensional entity feels that it is an investment in the future, but the character is currently beneath his total consideration. A novice can, however, provoke a hostile reaction from extra-dimensional entities by abusing their power—using it in ways the entity would not normally approve of.
DISCIPLE: The character possesses at least 5 spells or has at least an Amazing rank in all of his spells. He assists the master in some of his rituals, but is spending more time adventuring than a novice. He may learn new spells from his master’s written works. Disciples, like novices, are usually ignored by the more powerful dimensional entities. A disciple using a Dimensional Entreaty spell uses his magic as normal, but no FEAT roll is necessary to determine if the entity entreated will be affronted by the entreaty and take action. The dimensional entity feels that it is an investment in the future, but the character is currently beneath his total consideration. A disciple can, however, provoke a hostile reaction f rom extra-dimensional entities by abusing their power-using it in ways the entity would not normally approve of.
ADEPT: The character possesses at least 8 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least two of them. He spends more time adventuring than he spends with his master, though he is still at his master’s beck and call. His studying of the writings of the ancient arts gleans him more information than if he were a novice or disciple.
This is the lowest rank at which a sorcerer could normally gain special attention from dimensional beings.
MASTER: The character possesses at least 12 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least four of them. He spends very little time with his master, but much of it in contemplation, study, and adventuring. If he qualifies, he may find a student of his own to teach. His studying of the writings of the ancient arts gleans him more information than any other source.
SORCERER SUPREME: The strongest master in the world or dimension of his natural existence is called the Sorcerer Supreme or the Sorc e ress Supreme. The Sorcerer Supreme for the Earth dimension is Doctor Strange.
A sorcerer supreme possesses at least 14 spells or magical items at any one time. He has a spell rank of at least Remarkable in all of them and Amazing or higher in at least five. A sorcerer supreme has the greatest amount of mystical knowledge in his dimension.
A sorcerer supreme spends all of his time guarding his dimension, teaching any students he may have, and studying mystical lore.
A sorcerer supreme is more recognizable for his worthiness than for the power he wields. He earns his rank through vigilance against foes and by overcoming the constant burden of responsibility this rank involves.
Absorption*: If the caster makes a successful spell rank FEAT roll, he can take on the properties of any material he touches, giving him the Strength, Endurance, and body armor equivalent to the material rank of the object he touched. (For example, if he grabbed a steel girder, he would gain Remarkable Strength, Endurance, and body armor.) Each time the hero changes form, adjust his Health to the new sum of his Fighting, Agility, Strength, and Endurance. minus Health points he previously lost.
The caster’s Strength and Endurance are limited to a maximum of Amazing, even if the object touched has a higher material rank. He can remain in his transformed state as long as he wishes. If the object touched is holding or emitting energy (such as red-hot metal, etc.) he absorbs the energy properties as well. He absorbs the energy immediately, thereby gaining body armor equal to the damage it would cause. The caster is not hurt by the energy he absorbs. He can retain absorbed energy for a maximum of 10 rounds.
The caster can also absorb physical properties of an object. If he touches a spiked mace, he will get both the strength of iron and spikes.
There is also a negative side to this absorption spell. When a caster absorbs a material’s properties, it tends to slow his movement and reactions down proportionately. The higher the rank, the slower the character. For every material rank above Good that the caster absorbs, subtract a rank from his normal Endurance for the purposes of determining his movement rate. A magic wielder in a “hardened” state (material rank of Good or higher) is limited to one spell per round and his spells always take effect at the end of the round.
Admittance: The caster can direct enchanted energy at any locked door or container and it will easily open for him, no matter how many locks it has or how big or intricate they are, if his spell rank FEAT roll is successful.
Alteration-Appearance: The caster can mystically alter his face and body structure at will. He does this through the complete control he has over his muscles, ligaments, tissues, and skin. By manipulating these he can resemble almost anyone he wishes who is human. He even has control of his hair, making lengthen or shorten at will. If the new shape and face he is turning into is not vastly different from his own, he can change easily and completely in one round. If the change is extreme (very thin to obese, man to woman, adult to child, etc.) the caster must make a successful spell rank FEAT roll to change, and the transformation will take two rounds.
Alteration-Body Weapons: The caster can magically alter his body to grow claws, fangs, or spines. This can be done in one round (he must make a successful power rank FEAT roll if he is distracted or under stress). When attacking, the sorcerer can use his Fighting rank or this spell rank, whichever he prefers. Damage equals the hero’s Strength rank +1CS.
Alteration-Bone: The caster can magically alter all of the bones in the body. They become malleable and the muscle tissue is exceedingly resilient, making his body very flexible and pliant. It is impossible to break a bone or tear a muscle. His flexibility enables him to slither into and out of very tight and small places. He can fit into any hole or slot down to eight inches diameter. Apply a +2 CS to Strength ability for purposes of Escaping a hold when grappled. The caster must make a successful spell rank FEAT roll if distracted or under stress.
Animation: The caster can enchant an inanimate object to become animate and control its movements. The object must be of a material rank that is less than or equal to this spell rank. Only one object at a time can be animated and, while it must be within the area of effect to animate, it can continue to be animated outside of the area of effect, if within the caster’s sight. If the caster causes an animate object under his control to attack an opponent, the animated object’s Fighting and Agility are equal to the caster’s spell rank, but the item’s material rank determines its Strength, Endurance, and damage inflicted. The caster must concentrate on controlling the object. No item over the size of a car can be animated, regardless of the caster’s spell rank.
Apparition: The caster can mystically make his body non-corporeal and become an apparition. (This should not be confused with Astral Projection, as that power takes the caster to another dimension and he is invisible to most characters in this dimension.) Once the spell is cast, the caster need not concentrate upon his state to remain an apparition. As an apparition, the caster can still move, speak, cast spells, and perform most other normal actions. His movement rate is the same as if he were corporeal, but he can walk on air, sink through floors, climb up elevations as if he were climbing stairs, etc.
When a caster becomes an apparition his body loses its density, allowing him to pass through solid object and letting solid objects pass through him. The caster can be seen, but is obviously not completely solid. This power grants the caster body armor equal to the spell rank against any physical, energy, or mental attacks. If the apparition/caster physically attacks another character, that character must also be treated as though he has body armor equal to this spell rank. Magical, mental, or energy attacks against the target are treated as normal.
To pass through a solid object, or have a solid object pass through him, the object’s material rank must be equal to or less than the spell rank. In addition, the caster can lower the density of an object he touches by making a spell rank FEAT roll and, if succeeding, keeping it in his possession. Judge’s Note: If the player wishes to make a concentrated effort at creating a character who appears like a ghost, striking fear and terror into criminal hearts, then the Judge should keep this effect in mind when the caster walks through a wall, drops through a ceiling, etc. and faces anyone. A character encountering this apparition, especially for the first time, must make a Psyche FEAT roll (see Magic Effects Table) or react as described in the Fear power. There is a price the caster has to pay for this extra “power”, however. This frightening effect on people only works if the caster is not famous, thus cutting off his Popularity and some sources of Karma gain. He must remain relatively reclusive and unknown so the criminal element does not recognize him.
Armor: The caster can summon magical body armor equal to this spell rank. There is a 75% chance that the body armor will affect the caster’s appearance. The stronger the armor, the more his appearance will be affected. The actual appearance is to be determined by the Judge and player. This spell reduces the character’s Agility by one rank.
Astral Projection: The caster can separate his astral self-the sheath of his life essence-from his physical self and travel through space unbound by physical laws while retaining human consciousness. The astral form (also sometimes called the ethereal form or the ectoplasmic form) is invisible, intangible, and incapable of being harmed except by the most powerful magic or by opponents who are themselves in astral form. If the caster wishes to project his astral self while under duress, during a combat or while he is being mentally attacked, he must make his spell rank FEAT roll. The duration of effect determines how long the caster can remain in this form without physical deterioration occurring to his physical form. If the astral form does not return to its physical body before the duration of effect has elapsed, the caster’s body dies; and the astral form can only enter it as it would any other corpse or dummy, creating a blind, zombie-like creature. If the caster’s body is destroyed while the astral form is projecting, the caster is stranded in his astral form. If a character is stranded in his astral form due to the death of his physical body, the astral form itself will dissolve after an amount of time equal to the normal spell duration associated with the character’s Psyche rank. (For example, the astral form of a character with Incredible Psyche would endure for one day; the astral form of someone with an Unearthly Psyche would last indefinitely.)
The caster can transport other willing subjects to the astral plane along with himself. When attempting to do so, he must make a Psyche FEAT roll: a white or green result means that the caster traveled and the other(s) did not, a yellow or red result means that the multiple astral travel worked perfectly. Astral projection cannot affect someone against his will.
Characters who are in their astral forms can see and communicate with each other, if both parties desire. If one or both parties do not desire to be seen, they may have to hide behind solid items, just as if they were in their physical form. If the astral character who is seeking has a lower power rank than the astral character who is attempting to avoid being seen, he must make a Psyche FEAT roll, even if that character is in plain, astral view. If seen, they can have magical combat in that form.
Magical items, though left behind on the physical plane, also have a counterpart that can be taken into the astral plane. It acts in the same manner as its physical counterpart, but its powers are lessened by one rank on the astral plane. Any magic item that the character possesses on the physical plane can be controlled by the owner’s astral self. (For example, Doctor Strange has escaped innumerable traps by controlling his Cloak of Levitation and the Eye of Agamotto within his amulet, while he was in his astral form.).
Time alteration spells cast from the astral plane work within the physical plane, but do not affect the astral plane.
Bands: This spell manifests itself in a variety of ways, as the caster chooses: vapors, rings, threads, circles, and so on. When the caster calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 foot cube. If the spell is directed at the individual himself, he cannot dodge through it. When a character is surrounded by the bands there is a 75% chance that he is bound, a 25% chance that he is gagged, and a 10% chance that he is blinded (seethe Bound, Gag, & Blind rule in the Miscellany of Mysticism). A separate roll is made for each of these effects.
The bands cause no damage to the entrapped character. Bands have a material rank that is equal to the caster’s Psyche rank. While normal attacks Will not affect bands, magical attacks may free the victim. If the magic attack’s spell rank is higher than the bands material rank, it will shatter the bands if the attacker makes a green FEAT roll. If the material rank is the same rank as the magical attack, the attacker must make a successful yellow FEAT roll to shatter the bands. If the material rank is higher than the spell rank of the magical attack, the attacker needs a successful red FEAT roll to break the bands.
The caster does not have to maintain a high level of concentration to maintain the bands; he can move, cast spells, perform normal actions, etc. However, if the caster is affected by a hostile attack or spell, he must make a successful Psyche FEAT roll to keep the bands from breaking. Bands automatically break if the caster is rendered unconscious.
Chameleonic Coloring: The caster can change color to match his surroundings. If he is not moving quickly and trying not to be noticed, any opponent must make a successful Yellow Intuition FEAT roll to see him. The color change can be performed in one round. If the caster is under stress or distracted (being attacked, etc.) he must make a successful spell rank FEAT roll to change.
Charm: The caster creates a pleasant aura about himself, charming opponents in the area of effect. Every opponent in the area is allowed a Psyche FEAT roll (see Magic Effects Table). If the target is affected, he will quickly change his mind about attacking the caster because “there is just something about him he likes”; if the Psyche FEAT result is “No Effect”, the target is not even aware that the caster tried to charm him. A charmed target will not attack the caster, but will attack another opponent, if one is available. The caster cannot give orders of any kind to a charmed character; the spell is not a form of mental control. A charmed target is allowed to make a Psyche FEAT roll each round to attempt to break the charm. Each charmed opponent must break the charm on his own; he cannot be persuaded that he is charmed by friends, although a counterspell cast by a friend might break the charm. Unless the charm is broken, it will remain in effect for the duration of the spell, even if the caster leaves. A charmed character will not remember that he has been charmed once the spell expires.
If the caster attacks an opponent charmed by his spell, the spell is automatically broken, and the target retains full memories of being charmed and remembers who is responsible.
Confusion: The effects of this spell are unpredictable, but can be devastating. When it is cast, all targets within the area of effect receive a Psyche FEAT roll to avoid the effect. If a target fails the roll, he is affected by the confusion. The Judge rolls a die for each affected target and checks Table 6.4: Confusion Results, to see how each is affected. The duration is 1-10 rounds, rather than the normal duration associated with the spell rank.
Conjure: This spell is used to teleport an item, plant, creature or character from its current location to the caster’s location. This spell can even restore a broken or decayed item to its original form while in the act of teleporting.
If conjuring a trivial item, plant, or harmless animal, the caster need make no FEAT roll, it simply appears. If conjuring a complex or dangerous item, plant, or dangerous creature, or attempting to conjure a broken or decayed item, the caster must make a successful spell rank FEAT roll before it appears. If conjuring forth a willing character (teammate, friend, etc.) the caster must make both a successful spell rank FEAT roll and a successful Psyche FEAT roll before the character appears.
If conjuring forth an unwilling character, the caster must make a successful spell rank FEAT roll. The subject is allowed a Psyche FEAT roll to resist being brought forth; if the resistance FEAT is successful, the conjuration fails.
The conjuration of the body of a dead character is far beyond the abilities of any caster who does not have an Unearthly spell rank in this spell. The conjure spell only summons or recreates the physical body; however, if the dead character’s astral form survives (see the Astral Projection spell), it can reanimate the body, restoring it to true life.
Curse: With this spell, the caster can weave an enchanted curse around an opponent. If the spell rank FEAT roll is successful, the curse will remain with the opponent for the duration of effect. The duration of this spell is unusual; a curse cannot exceed Amazing duration (one month), even if the caster’s spell rank exceeds Amazing.
When a curse is attempted, the target can avoid it by making a successful Psyche FEAT roll. If the curse takes effect, the victim can make one Psyche FEAT roll per day to attempt to break it; a successful FEAT roll means the curse is broken. The target will not know who attacked him, regardless of whether or not the curse is successfully cast. A curse negatively modifies all of the opponent’s actions and spells by a 1 Column Shift (plus or minus, as long as it works against the opponent). No more than one curse can normally be placed on a character. The exception is the use of the Link spell, whereby up to two curses can be placed on one opponent, but they cannot, totally, exceed the effect of a -2 Column Shift modifier lasting one month. The Judge can decide to allow curses that have different effects instead of column shifts, such as: temporary aging; warts and boils; etc., but no curse can cause the death of a character.
Damage Absorption*: This spell enables the caster’s body to absorb without harm some of the damage from energy attacks, both magical and non-magical. The character is still vulnerable to physical, missile, and mental attacks. The spell rank indicates how much damage will be absorbed per round before the caster is harmed (i.e., a Remarkable rank would prevent the first 30 points of damage from an energy attack).
Damage Conversion*: The spell enables the caster to magically absorb kinetic energy and convert it to physical Strength and Health. Whenever the character is physically attacked (slugfest, bite-claw attacks, missile weapons, charging, concussive rays, but not energy attacks or grappling, he may make a spell rank FEAT roll. If he fails the roll, then that damage is dealt with as normal that round. If the FEAT is successful, the appropriate amount of damage is immediately added to his Health, instead of subtracted as damage. In this fashion, the caster’s Health can go as high as 200. In addition, the caster’s Strength is raised to the same rank as the attack, if the attack’s rank is higher.
If the caster using this spell also has some form of body armor, the attack is reduced by the body armor before the caster makes his absorption FEAT roll; the caster can attempt to absorb whatever points of damage remain. The caster’s Strength is increased if the points remaining in the attack exceed the rank number of his current Strength rank.
If he wishes, after the caster stores up 100 points he may try another spell rank FEAT roll. A successful roll allows him to redirect this energy by using all of his newly gained Strength to inflict a blow of up to Monstrous damage. If the roll fails, he just keeps storing up damage. This energy dissipates in 10 rounds in any event. Any damage done to him after he reaches a Health of 200 begins to subtract from that number, until he reaches 0 Health or makes his spell rank roll again to add to his energy converted Health.
Density Control-Others: The caster can control the density of another living creature or an inanimate object. He must point at the target and make an Agility FEAT roll for targeting. A living target can attempt to Dodge. If the caster’s FEAT roll succeeds, he has control over the molecular cohesion of the target.
The caster can reduce or increase the density of the target by one rank each round. The caster must concentrate on the target, so the caster cannot attack or cast other spells while using this spell. If the caster stops concentrating on the target, it will stay at its present density rank for the duration of the spell, then begin returning to normal, shifting one rank per round until its normal density rank is restored.
For each rank that a living target’s density is reduced, apply a -1 CS to the target’s Strength. Furthermore, anyone attacked by the target is considered to have body armor equivalent to the target’s current density rank. If the target’s density is reduced to Shift 0 rank, his body becomes a cloudy form, like a thick fog, up to two areas in volume. In cloud form, the target is subject to strong wind currents, suction, etc. The target cannot attack or cast spells in this form and has no control over his movement. The cloud cannot be attacked by physical or energy means. For each rank that a target’s density is increased, he gains body armor equivalent to his current density. If his current density is higher than his Strength, he inflicts damage in combat equal to his density rank. If the target’s current density rank is higher than his Endurance, apply a - 1 CS to his Fighting and Agility for each rank that his density exceeds his Endurance; also apply a -1 CS to his Endurance for purposes of determining his movement rate.
The target’s weight at its current density rank is equal to the weight that a person with the same Strength rank could lift. Increasing the density of an intricate object, such as a plant or complex machine, might cause thin and delicate parts to break off. For purposes of this spell, most living targets have Typical density in their normal state. However, some races have greater density which provides them with body armor (such as Asgardians and Olympians); use the body armor rank of these beings as their normal density. Inanimate objects have normal density equal to their material rank.
Density Control-Self: This spell is the same as the Density Control-Others spell, except that the caster has full control over his cloud-form at Shift 0 density. The caster can surround others with his cloud-form, obscuring their vision. The caster also has a limited ability to fly, at a maximum speed of 2 areas per round.The caster can also seep under doors, through crack, etc., while in cloud-form.
Dimensional Aperture**: This spell causes a temporary opening in the dimension’s fabric, allowing the caster to cross from one dimension to another. Look for the section on Dimensions in the Miscellany of Mysticism for more detail. The caster can automatically open a portal to a dimension with which he is familiar, but opening a portal to an unfamiliar dimension requires a successful spell rank FEAT roll. If a FEAT roll is required, failure indicates that the caster cannot enter the desired dimension that day A beginning caster who does not really know one dimension from another can stumble into any one of them at random.
A spellcaster who is in a familiar foreign dimension can automatically return to his home dimension. However, if the caster is in an unfamiliar dimension or if his mind has been affected by traveling in a sanity-bending or sanity-threatening dimension, the caster must make a successful spell rank FEAT roll to locate the dimensional position of his home dimension. This roll to return is only allowed once per week. However, the caster can enter another random dimension and try to go home from there.
If the caster tries to take anyone else with him into a dimension, whether they are willing or unwilling, then a Psyche FEAT roll is required of each character passing through into the dimension, every time they enter a new dimension. Anyone who fails the FEAT roll cannot pass through that particular dimensional aperture at this time. Characters who are left behind can try again a day later, if the aperture is still in effect.
This spell also grants the caster knowledge of a tiny “personal dimension” where he can go with perfect accuracy and safety. This pocket dimension is only accessible from the caster’s home dimension and contains no dangerous creatures. There the caster can go for peace, solitude, and can even make it a home away from home. The caster can enter or leave his own little dimension on a roll with a +2cs to his rank.
Dual Persona: This spell makes the character one with a magic wielder from the past. There are two separate personality patterns in the magic wielder’s brain, and the character has at least partial access to the memories and knowledge of his ancient counterpart. The way in which the character relates to his alter-ego is left to the Judge. Some suggestions include: the alter-ego may exist inside or as part of a magical item the character owns; the alter-ego may be an astral form that inhabits the character’s body or is visible to him alone; the alter ego may exist in a specific location which is the only place where the character may communicate with him; etc. The Judge must decide whether or not the ancient spellcaster has some physical form. If the character casts this spell, the alter-ego is a predecessor from the caster’s own school of magic. If the alter-ego is discovered by accident, it might not be friendly to the caster.
While the two are joined, the player character has a strong resistance to all mental probes and attacks, magic or otherwise. This resistance is in the form of a +2 CS in the caster’s favor when FEAT rolls are allowed to ignore or defend against mental controls and attacks (not to exceed Monstrous rank).
If the Judge so decides, the other persona might battle for control of the character’s body. Circumstances under which could happen include: the caster is in danger of immediate death; the goals and values of the character are different from those of the alter-ego; the character is visiting a location associated with the alter ego in his lifetime; the caster attempts to use a spell or ability available to the alter ego but not available to himself, etc. An entirely new magic wielding character can even be rolled up and it might exchange places with the caster on such occasions, or just give timely advice.
Eldritch Beams/Bolts: This spell unleashes a magical beam or bolt causing damage equal to the spell rank (a beam is a continuous line of energy, a bolt is an interrupted line of energy). A beam or bolt (hereafter referred to as bolt) affects only one target in the target area. When this spell is obtained, the player should roll a die to see where the bolts originate. The bolts will issue forth from the character’s: 1-4 = Hands; 5-8 = Eyes; 9 = Chest; 10 = Forehead. The type of bolt the character uses will be one of the following, which the player chooses with the approval of the Judge.
The spell rank determines the amount of damage done by the blast, but the area of effect when the spell is obtained has a maximum rank of Excellent (one area), even if the caster’s actual spell rank is higher. The area of effect can be increased through experience, but can never exceed the spell rank. Furthermore, this spell has a maximum limit of Amazing rank for its area of effect.Eldritch Breath: The caster can direct Mystical energy into a breath attack, similar to Eldritch Beams/Bolts or an Eldritch Blast, but issuing forth from the mouth, He can still verbally communicate, taste, etc. The type of damaging breath is up to the Judge and player (see Eldritch Beams/Bolts for suggestions).
Eldritch Crystals: The caster unleashes a stream or swarm of magical crystals that will bombard a target upon his command. The crystals will appear, attack the target,cause physical damage equal to the spell rank, then disappear. These are physical manifestations of magic and are affected by defenses that protect the target from physical damage (body armor, force fields, battlesuits, bullet-proof clothing, etc.). The crystals will attack only one target chosen by the caster, if there are several targets in a single area.
Eldritch Flames: The caster summons forth sorcerous flames that cause damage equal to their spell rank every round a character passes through them. A spell rank FEAT roll is required to bring them forth. The flames are summoned forth in a fixed location, designated by the caster, and cannot be moved. The flames are used as a fiery wall to block movement into or out of the target area. They extend along one side of the target area chosen by the caster and can be any height chosen by the caster, from a few feet to three stories. The wall of flames can be slightly bent by the caster to accommodate structures and obstacles. No more than three walls can ever be maintained by the caster at any one time.
Emotion Control: The hero can alter a target's emotional state and resulting activity by forcing him to feel a particular emotion. The hero can only instill one emotion at a time. However, he can select any emotion he desires. When creating the hero, the player can raise the rank +2CS by limiting the hero to a specific emotion. For example, the Purple Man broadcasts only the emotion of loyalty. Range and duration are determined by the Power rank. The Power affects everyone within its range. This Power is an excellent choice when the hero is facing adversaries more numerous and powerful than he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely.
Empathy: The caster can magically sense another character or group’s strong emotions (not thoughts). This spell not only allows the character to gain a general impression of the mood and intentions of individuals or groups, it also allows him to broadcast his emotions to an individual or group. Broadcasting emotional attitudes like friendship, love, caution, helpfulness, and so forth can sometimes prove invaluable in clearing up a misunderstanding. The character cannot broadcast these emotions unless he truly feels them. These feelings should help dictate his actions. Only one attempt at it can be made per encounter. By using this spell, especially on animals, the caster can sense whether the target is deathly afraid, slightly afraid, in love, full of hate, etc. and the object of their hate, love, fear, and so on.
Enchanted Eye: The caster creates an enchanted eye when he wishes. The caster can automatically summon the enchanted eye for one round only. A successful spell rank FEAT roll brings the eye forth for the full duration of the spell. It can only see as far as sight normally would, but can penetrate darkness (real or magical), show the caster mystical existences (such as astral projections, invisible magical objects, mystical shields, and so on), and see through illusions. The caster is mentally linked with the eye and sees everything it sees.
The enchanted eye is a separate magical creation capable of flight. Its movement rate is the same as that of the caster. The maximum distance it can be be separate from the caster is based on the spell rank (for example, 12 areas for Amazing rank.) The eye can be attacked physically or magically; the eye has Health points equal to the caster’s Psyche and any FEAT roll the eye is required to make use the caster’s appropriate ability rank. The caster is not affected by any damage suffered by the enchanted eye.
Energy Control: The caster can use his personal, universal, or dimensional energy to control another type of nonmagical energy (not personal, universal, or dimensional). This energy manipulation requires a successful spell rank FEAT roll. Only one type of energy can be chosen by a beginning caster, but with advancement he may learn to control other forms of energy. The caster can affect all of the individual type of energy within his area of effect with ease: turning it on or off, making it overload, siphoning it where he chooses, etc. He can channel controlled energy around himself so as not to be harmed by it. The caster must make a successful red spell rank FEAT roll to use this spell offensively. The attack must be made by touch, no matter what the spell rank. The damage caused equals the spell rank number. The caster must make a successful yellow or red spell rank FEAT roll to use this spell defensively. The following energies the ones most often affected by this spell. (The Judge can add others as desired.):
This is a particularly long-lived spell, often used by magic wielders stranded in hostile circumstances or alien dimensions. The duration of this spell is left to the Judge, as different conditions and circumstances (time passage in other dimensions for example) can affect the duration. It is suggested that the caster receive a +3 CS on the duration of the spell. (For example, the spell would have a Unearthly duration for a caster with an Incredible spell rank.) An Unearthly duration means that the spell lasts indefinitely, usually until the caster escapes from the hostile conditions that caused him to cast the spell.
Fear: This spell affects all targets in the area of effect. The spell releases an unreasoning fear from the target’s mind. All targets are allowed a Psyche FEAT roll to resist the effect (see the Magic Effects Table). If the target misses the roll, the frightened character wants nothing more than to run away and hide (all his actions while afraid are at -2 CS). The victim will try to avoid, or if necessary attack, anyone attempting to stop or restrain him. The character can only perform actions (including spellcasting) that will help him to escape. The victim always flees away from the attacker, even if he cannot see the caster. After the first three rounds of being afraid, and every other round after that, if need be, the frightened character is allowed a Psyche FEAT roll to regain his composure. Once made, it will still take him a full round to get complete control of himself.
Though the caster must maintain a high degree of concentration on this spell to keep the target afraid (no attacks or other spellcasting allowed), he does not know when the character breaks the spell. Only when the target attacks the caster or otherwise acts contrary to a state of fear does the caster realize he no longer influences the target.
Flaw: The caster weaves a mystical tendril around an object and sees the stress points, fracture planes, or weaknesses inherent in the item. The object must be natural, not magical. If this spell is used successfully, the caster can use a magical energy attack (bolt, blast, etc.), and shatter the object if he gets a Bull’s-Eye result using a Targeting attack (see the Magic Effects Table), even if the object’s material rank is up to three ranks higher than the spell rank. Note; This spell cannot be used to shatter Class 1000 materials unless the caster’s spell rank is also Class 1000.)
Flight: With this spell, the caster can magically fly. See Travel Power 'True Flight' for details of what happens next.
Foretelling: The caster can mystically predict the actions of anyone he has studied (defined as observed for at least 10 rounds). This foretelling is short-term only. If he makes a successful spell rank FEAT roll the caster does not have to decide what to do in that round until after the opponent(s) have declared their actions, no matter who has the initiative.
Forgetfulness: The caster can magically effect other characters’ minds and cause them to forget events. This is usually used by heroic magic wielders to protect innocent bystanders from the awesome psychic shock caused by some of the sights to be seen during magical combat, etc. It is also used by most magic wielding characters to protect their secret identities. Evil magicians may also use this spell to cover up their trail or their crimes. The duration of the spell is permanent (unless another sorcerer uses a Revival spell of at least equal spell rank to break the spell of Forgetfulness). The number of people that can be ensorcelled by the spell depends on the spell rank: Good = 1 person; Excellent = up to 5 people; Remarkable = everyone in I area; Incredible = everyone in a square mile; Amazing = everyone in 100 square miles; Monstrous = everyone on the planet; Unearthly everyone in one dimension; Class 1000 everyone in all dimensions (Judges reserve the right to nerf this).
Any character with a Psyche equal to or greater than the caster’s may make a Psyche FEAT roll to reduce the effects of the spell. Magic wielding characters have a +2 CS for this FEAT roll. A green result means that vague recollections of the event sometimes surface in the character’s memory. A yellow result means that the character knows most of the highlights of the event, but cannot remember who cast the spell of forgetfulness. A red result means that the character can remember everything
Glamor: The caster can conjure up flashing lights and swirling colors, which distract and confuse opponents. The caster can cause them to appear anywhere within sight in the area of effect. Any characters in that area must make a Psyche FEAT roll; if the FEAT is successful, the target is unaffected. If the roll fails, the target suffers an unfavorable 1 CS on all his actions (plus or minus 1 CS depending on whatever is unfavorable to the target).
If the caster desires, he can try and target the glamor on a specific character; this requires a successful targeting Agility bull’s-eye FEAT roll. If successful, the target suffers an unfavorable 2 CS, but the spell effects that target only.
Once established the glamor cannot be moved out of the area or exact location it was cast upon. Glamor has no effect on the caster.
Gramarye: The caster has the ability to magically learn information from an item, The caster must make a successful spell rank FEAT roll to learn anything from the item (if the item is of an unfamiliar alien design, the Judge can apply a - 1 CS to the spell rank).
The first information that can be gleaned by a successful spell rank FEAT roll is what the item’s purpose is and how to use it. If the caster has no talent in an area that the item might be used for, then he only has a rank of Typical when using it.
Once an artifact’s purpose is identified another spell rank FEAT roll is allowed. If successful, it allows the caster to “read” the psychic impressions left on it by the last person who used it. Information that can be gained includes what the user looked like, what he thought of while using it, what he was doing for the last few hours before the item was lost, stolen, or otherwise left his possession, etc. The longer the item has been untouched, the dimmer the impression. This spell is increased or diminished if the item is magical. If the magic is of the same school as the caster, he receives a +2 CS. If the magic is not of the same school as the caster, he receives a -1 CS. If the magic is of a school hostile to the caster, he suffers an additional - 1 CS.
Growing: See the Super Power "Growth" in the Self Alteration powers list. The rules for 'Atomic Gain' are the only ones that apply.
Growing-Others: See the Super Power "Growth" in the Self Alteration powers list. The rules for 'Atomic Gain' are the only ones that apply.
Healing: This spell gives the caster such complete control over his bodily functions that he can heal himself by use of personal or dimensional energy. Use the spell rank number instead of his Endurance rank number to determine the maximum amount of damage healed.
Healing Others: The caster can magically heal other characters by using universal or dimensional energy. The caster must touch the character for two consecutive rounds after casting the spell. A successful spell rank FEAT roll is required. The, maximum amount of damage that can be healed per person is the spell rank number. If the player so desires, this spell could be used to heal a creature instead of a character. The healing is complete, including the mending of broken bones and torn cartilage. The spell is also effective against disease.
Illusion: This spell creates an illusion in the mind of creatures within the area of effect. The player whose character is using this spell must describe it to the Judge. The illusion looks, sounds, and smells the way it would if it were real, but cannot cause damage. Since the illusion exists only in the mind of the targets, no one outside the area of effect can see it. All characters in the area of effect see the same illusion. The caster must concentrate on the illusion for the entire duration of its existence to be believable. Each character seeing the illusion may make a Psyche FEAT roll to disbelieve it at the beginning of the illusion and every other round after that. If the FEAT roll is successful, the illusion fades from his mind. Other characters with illusion creating powers, whether magical, mutant, or whatever, receive a +2 Column Shift to their attempts to disbelieve. An unaffected character cannot persuade an affected character of the illusion’s true nature. Characters who are affected will act as they normally would if the illusion were real. If characters attack an illusion, attacks will not affect it (although the caster could make it seem otherwise); the Judge will have to keep track of the attacks because of the possibility of injury to bystanders or property. Items passing through an illusion may look like they are absorbed by it, like he side-stepped it, or whatever else the caster desires.
If the illusion is of something silly, confusing, or extremely contradictory, then the Judge should secretly roll an Intuition check for those affected to disbelieve it.
Image Projection: The caster can direct his magical energy to form an identical image of himself. For every round he makes a successful spell rank FEAT roll, the image will perform as he desires, thoroughly convincing most characters that the image is the caster. This belief is somewhat like the Illusion spell and should be treated as an illusion for the purposes of combat or touching the image.
The caster can either use this spell while he is visible to create a “double” and confuse his opponents, or he can hide or turn invisible (if he has that spell) and have the image replace him.
The creation of more than one image is possible, but it requires a successful Psyche FEAT roll by the caster for every image made and each image requires a successful spell rank FEAT roll by the caster for each round he is commanding them. The maximum number of images a caster can create during the use of this spell is the spell rank divided by 10 (round fractions up).
Immovability: The caster mystically anchors himself to a surface, after which he is nearly an immovable object. The planting” takes concentration, a successful spell rank FEAT roll, and one round.
The caster gains body armor equal to the spell rank, and he cannot be Slammed or Stunned in combat in any event. He can also perform magic while “planted” on a wall, ceiling, or whatever.
An attacker can destroy the surface the caster is anchored to only if the attacker’s attack rank or Strength is at least two ranks above this spell rank and if the attacker makes a successful red FEAT roll.
At the end of the duration of effect, the mystical “anchor” disappears, but the caster can cancel the spell earlier if he chooses.
Invisibility: This spell makes the caster invisible to others. Any item on the caster’s person and anyone holding hands with him (and willing to be affected) also becomes invisible as long as they remain in contact with him. This spell cannot turn an unwilling creature invisible.
Being invisible causes no special problems for the caster, but anyone else affected who is not used to being invisible will have a real problem moving about (movement halved), performing the simplest of actions (-2 CS), and fighting in any fashion (-3 CS for any combat). It requires at least 10 rounds of being invisible before becoming used to it. Note: an invisible person can be located by persons with superhuman hearing or sense of smell, or by detection powers and devices that do not depend on sight.
Invisibility-Others: With this spell the caster can make objects not on his person invisible by touching them. The size of the object must be equal to or less than that of a medium-sized car. The caster can attempt to make other people invisible only if his spell rank is Amazing or better. If the individual is a willing subject, then the caster must make a spell rank FEAT roll. If the individual is unwilling, then the caster must make a spell rank FEAT roll with a -2CS penalty. Anyone not used to being invisible will have a real problem moving about (movement halved), performing the simplest of actions (-2 CS)/and fighting in any fashion (-3 CS for any combat). It requires at least 10 rounds of being invisible before becoming used to it.
Learning: This spell is used to give the caster an advantage in combat. It enables him to quickly learn from his mistakes. After this spell is cast the caster must fight his opponent for three consecutive rounds (normal combat, magical combat, astral combat, etc.). When the three rounds have passed the caster suddenly has insight into his opponent’s methods of combat and receives a +1CS when fighting that opponent during this encounter only. The duration and area of effect listed on the Magical Limits Table do not apply for this spell. If combat is interrupted but later resumed and the Judge is not sure whether to consider it one continual encounter or two separate encounters, the spell still applies if the caster makes a successful spell rank FEAT roll.
Levitation: This spell enables the caster to mystically rise into the air. A successful spell rank FEAT roll is required. No further FEAT rolls are needed unless the caster descends to the ground, and then want to levitate again during the duration of the spell. The maximum altitude a levitating character can reach is 1 area at Good rank, with an additional 2 areas for every spell rank above Good (thus, a caster with a Remarkable Levitation spell can reach an altitude of 5 areas). The movement speed (rising or descending) per round is 1 area for a character with Good Psyche with an additional area for each Psyche rank above Good. The character cannot use this spell to lift any weight greater than his normal clothing and equipment. This spell affects the caster only.
The character can perform other actions while airborne, including combat, but is limited to one spell per round regardless of the type of energy (personal, universal, or dimensional). If knocked unconscious while levitated, a character will immediately fall to the ground.
This spell should not be mistaken for the ability to fly (see the Flight spell). Levitation only allows vertical movement. Sideways movement is only achievable by the levitating character pulling himself along an object. A levitating character cannot create forward momentum to affect the direction of his ascent. It is always straight up. While wind has no affect on a floating caster’s ascent direction, it can slow him down if the Judge feels it is strong enough.
Link**: The caster can link his mind with other, willing magic wielders, thus giving him additional power. Up to four magic wielders can be linked in this manner. For every magic wielder linked to his mind, the caster gains a + 1 CS to the spell rank of any spell he casts, up to a maximum of Shift X rank. (Exception: this spell cannot increase the rank or effects of Link spells.) If the spell involves a range factor, the range is increased to that of the shifted spell rank. If the spell inflicts damage, the area of effect and the spell rank is shifted, for purposes of FEAT rolls, but damage is increased by 10 points (not 1 rank) for each additional mind linked. (For example, if three magic wielders are linked to a caster with an Incredible rank in Eldritch Crystals, he would receive a + 3 CS for the area of effect and chance of a successful spell rank FEAT roll, but any damage caused would be 70 points, not 100.
Only the caster who initiates the Link spell can perform any actions. All other magic wielders who are linked must remain in place and concentrate. If the caster they are linked to sustains damage, they absorb one-tenth of that damage too, rounded down. The link also increases the caster’s Psyche for resistance to mental attack. For every additional mind linked, apply a +1 CS to the caster’s Psyche when defending against mental attack.
The link is automatically broken if the caster is rendered unconscious or if he loses control of his own mind (due to Confusion spells, Fear spells, Mental Control spells, etc.)
Luck: The caster can disrupt probability fields so that very unlikely events can occur, somewhat like creating his own luck. For example, he could cause a table to collapse or a machine to tip over. He can not cause something to happen if that event is impossible; tables can not be created from nothing, and machines just can’t cease to exist. When the caster uses his spell, the player describes exactly what effect is wanted, and the Judge decides whether or not that effect is within the spell’s power and assigns an appropriate FEAT color. To use the spell the caster must make a successful spell rank FEAT roll. If the caster is trying to alter probabilities around magic materials or energies, such as magical artifacts or temples, apply a - 2 CS to the spell rank when making the FEAT roll.
Manipulation: This spell creates invisible magic tendrils that can manipulate materials. “Soft” materials, like organic tissue and fabric are easily manipulated while “hard” inorganic materials require a successful spell rank FEAT roll. No material can be manipulated if its Material Strength rank is greater than the spell rank. The caster can easily manipulate the hair or clothing of another character, causing them to constrict or bind the target (Strength for grappling would equal the spell rank). If the caster is attempting to affect organic tissues or muscles in another creature, the caster must make a successful Psyche FEAT roll. If successful, the victim must make an Endurance FEAT roll or suffer damage equal to this spell rank. The spell can only be used on one target at a time.
Matter Rearrangement. The caster can magically reshape inanimate objects in the same area that he occupies (ignore normal area of effect). He cannot change the material rank of the object or increase or decrease the mass. (Examples of how to use this spell include: changing a hood’s pistol into a wrench; turning a wooden door into a table; altering a bulletproof glass windshield into a large bulletproof glass salad bowl; etc. The caster can only change objects whose Material Strength are equal to or less than his spell rank. Once magically altered the item remains that way unless this spell is used again. The Judge should start the caster with a size or mass limitation (“about the size of a bread box”) and let him slowly build it up as he becomes more experienced. This spell does not penetrate force fields of any type.
Mental Barrier. This spell creates a magical invisible headgear which does not hinder the caster’s normal senses. It allows the caster to know when someone is trying to intrude on his thoughts, magically attack his mind through mesmerism, illusion, etc. It does not indicate who is doing the attacking or intruding, nor does it reveal what spell is being used. In the round following the one in which the hostile spell is detected, the caster can, secure the barrier, preventing illusions, telepathy, empathy, etc., from affecting the caster. It also protects him from magical attacks on the mind (Emotion Control, Confusion, Fear, Mental Control, etc.) by giving him a +3 CS for any Psyche FEAT roll to resist the attack. While the barrier is up the caster can perform no spells that require/a great deal of concentration.
Treat the spell rank as body armor for the sake of defense against attempted mental penetration by non-magical powers.
The Judge should make sure this spell is not abused. A character who constantly has the barrier up will become easily exhausted and can even suffer Psyche loss due to the mind damaging effects of trying to always be mentally protected. The maximum safe duration rank is Excellent.
Mental Control: Acts Like Power of the similar name, Mind Control, in the Life Control Powers section.
Mental Probe: Acts Like Power of the same name in the Mental Enhancement Powers section.
Mesmerism: This is a basic magical form of hypnotism that permits the caster to communicate with and command specific creatures of less than human intelligence. To communicate with a creature requires a successful Psyche FEAT roll. Commanding a creature is possible only if the caster’s spell rank is greater than the creature’s Endurance rank, and also requires a successful spell rank FEAT roll.
The target must be able to see the caster to be affected by this spell. If the caster is affected by an attack in the round he casts this spell, the mesmerism is automatically broken.
When this spell is obtained, the caster will be able to mesmerize only one specific type of animal: mammals, birds, reptiles, amphibians, fish, insects, etc. As he becomes experienced he can learn how to mesmerize other types (Judge’s discretion).
Mesmermechanism: This spell operates in the same fashion as Mesmerism, but communication and command is between the character and intelligent artificial life forms, such as robots and androids. The caster’s spell rank must be higher than the mechanism’s Reason. A mechanism that has an organic brain, such as a cyborg, receives a Psyche FEAT roll to resist this spell: if it is successful, the target is unaffected.
Nature Control: The caster can manipulate one of the four elemental materials (fire, water, earth, air) or the weather. In all cases, the spell rank functions as Strength. A caster with Incredible Strength can lift 10 tons; a caster with Incredible earth control can use his spell to manipulate up to 10 tons of mineral matter. The spell only affects existing elements within the area of effect; the caster cannot create elements. Any Nature Control spell can be used as an attack by forming columns of the elements which strike the target; the damage caused equals the spell rank number. A caster can manipulate the appropriate elements within the area of effect, but they must be within sight. Affecting anything further away than five areas requires a successful yellow FEAT roll; a successful red FEAT roll is needed to affect anything more than ten areas away. Only non-living, inanimate material can be manipulated. The player may pick the type of control his character will possess:
Paralyze: This spell creates a magical tendril that attacks the target’s mind, making him unable to move. If the caster’s spell rank FEAT roll is unsuccessful, the target will not even suspect he has been attacked. It the caster’s spell rank FEAT roll is successful, the target is allowed a Psyche FEAT roll to resist. If the target’s resistance roll is successful, he is unaffected but knows that he has been attacked. If the target’s resistance roll is unsuccessful, he becomes completely paralyzed for a number of rounds equal to the roll of one die, plus 2 additional rounds. A paralyzed character cannot move or speak, but he can see, hear, smell, and use mental spells (it he has any). Only a creature with a brain (including cyborgs) can be paralyzed. Medical treatment cannot cure magical paralysis.
Plant Control: The caster can communicate with and control all forms of vegetation within the area of effect. Plants can be used to attack (damage and Strength or Agility equals the plant’s Material Strength + 1 CS, usually Typical or Good), as spies (the caster can verbally communicate with the controlled plants) and a wide range of miscellaneous uses (as ladders, cushions, bindings, etc.). A magic wielder of a Nature magic school using this spell shifts the plants’ attack abilities up another + 1 CS, and can communicate through a chain of plants (for example, a tree talking to a field of wheat, which asks a moss covered embankment what the caster wishes to know) as well as directly with one plant. Note: Whenever communications wi!h plants occur two things must be kept in mind: plants are not too bright and cannot identify things by sight but by feeling their size and weight as they pass by; fields and other large groupings of small plants are considered as one entity.
Post-cognition: The caster, by remaining immobile and concentrating fully, can look back in time, seeing a vision of past events. The maximum area he can observe is his area of effect. He cannot be seen by those shades of the past and he can hear no sound. This spell requires full concentration. A successful spell rank FEAT roll is required. The range of time that may be traveled back is 3 months multiplied by the caster’s Psyche rank number. For example, a character with an Amazing Psyche (50 points) can go back 150 months, or 12 years, 6 months. The vision starts at the far end of the time span and runs towards the present. If the caster makes another successful FEAT roll he can “freeze” the vision, or replay an event already shown. He cannot interfere in any way with time, only observe what has happened in the space he is concentrating on. Note: The Judge can rule that magic artifacts or ancient rites will allow a character to look back over millennia.
Power Block*: The caster fills the area he is occupying with an enchantment that prevents the use of all natural non-magical super powers (regardless of origin) with a power rank less than the spell rank of the Power Block: This does not work against any spell or power that has a rank exceeding the caster’s Power Block spell rank. Technological powers, natural talents, and magic are not affected. Dampened powers are returned to normal once the character is out of the caster’s area, but those powers cannot enter the area and operate (for example, power beams that are fired into the caster’s area will dissipate). Natural phenomena created outside of the area, such as a storm delivering lightning bolts, will not affect the caster’s area.
Power Duplication**: The caster can duplicate one of the powers of a being possessing natural, non-magical super powers.The caster must touch the character to use the spell. If the other character is willing, the normal spell rank FEAT roll is not necessary. Only one power can be duplicated at any one time. The duplication of power does not remove the power from the target. The duration, area, and damage of the duplicated power is that of the caster’s spell rank, not the power rank of the original power. The caster can choose the power duplicated, if the caster knows the other character. If the character who is touched is relatively unknown to the caster, and the powers he possesses are not completely known, than the Judge should randomize what power the caster duplicates.
The caster cannot duplicate magical spells, talents, artificial abilities (like Iron Man’s Strength), or extra limbs or other extreme physical differences (like Nightcrawler’s tail.)
Protected Senses: The caster creates an invisible, magical headgear that completely surrounds the head without hindering his senses. Four of the caster’s senses (sight, hearing, smell, and taste) are magically protected against damage from attacks based on sensory overload (such as loud noise, blinding light, or nauseating smells.) If the caster would normally make a FEAT roll to resist one of these sensory attacks, use the spell rank of this spell if it is higher than the appropriate ability rank. If the ability rank is higher, shift the ability rank one column to the right for the resistance FEAT roll. If the attack normally succeeds automatically, the spell rank acts like body armor that protects the senses.
Reflective Aura: The caster surrounds himself with an invisible aura that reflects non-magical energy attacks back to the sender or device. Energy attacks with a power rank equal to or less than the spell rank literally reflect off him and are directed, in full force, back at the attacker. Energy attacks of a greater spell rank are reduced by one rank for the purposes of damage caused to the target. This has no effect on mental or magical attacks.
The spell requires full concentration by the caster. It cannot be used while the caster is engaged in physical combat.
Resistance Aura: The caster surrounds himself with an invisible magical aura that protects him against a specific type of hostile environment or condition. The spell rank is treated as body armor against the hostile effect. The following are the most common kind of resistances.
Sensing-Clairaudience: The hero can "hear" distant sounds and voices despite any intervening distance or barriers. The Power is not hindered by factors that affect normal sound transmission, such as distance, time lag, muffling, distortion, or the absence of a transmitting medium. Because of this, Clairaudience has superior range over Hyper-Hearing. Only Clairaudience enables the hero to hear across a vacuum, for example. When the Power operates, it overrides the hero's natural hearing. Distant sounds are sensed at their original volume level. If the volume is too loud the hero can reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. It can be used simultaneously only with similar Sensing spells.
Sensing-Clairvoyance: The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see current conditions inside a sealed room on the surface of Venus. When in use, the Power overrides normal vision. It can be used simultaneously only with similar Sensing spells.
Sensing-Danger: The caster can scan the area of spell using mystic waves that will warn him of danger. If this spell rank is higher than the caster’s Intuition rank, use this spell rank when the caster makes Intuition FEAT rolls. If the spell rank is lower than the caster’s Intuition, increase his Intuition by one level when making Intuition FEAT checks.
Sensing-Evil: The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of the evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it. If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
Sensing-Fields: The caster can magically detect the presence of force fields, magical or otherwise in the area of effect. The caster must make a successful yellow FEAT o detect fields smaller than man-sized at ranges greater than five areas. At ranges of a mile or more, the caster must make a successful red FEAT to detect fields smaller than building-sized.
Unlike some of the other sensing spells, this spell does not require a great deal of concentration.
Sensing-Mystical Detection: The caster is sensitive to the use of magic. He can detect magic use and its specific source within the area of effect. Among the specific things he can detect are: magicians casting spells, magical items that are being used or that have a protective spell cast on them, magical portals, and magical creatures.
Unlike some sensing spells, this spell does not require a great deal of concentration.
Servant: The caster can summon forth his own, personal servant to do his bidding. This servant will require quite a bit of Judge’s discretion as to its nature, abilities, spell, etc.
The servant’s abilities are generated as for any other character. The Judge then gives it two spells, and gives it an origin appropriate to the character it serves. Various types of magical servants exist, including jinn, demons, familiars, ghosts, and the like. The servant is obedient, helpful, and useful. The caster can automatically talk to or otherwise communicate with the servant.
This spell cannot use human beings as servants.
Shape-Shifting, Limited: The caster can mystically change into the shape of one animal, plant, or object of his choice. The exact creature or object must be specified when the spell is first learned and whenever the character changes, it is into that shape. Changes to the shape are automatic, but to become a perfect duplicate, complete with its abilities, requires a successful spell rank FEAT roll. The caster cannot change into another super powered character.
A shape-shifted magic wielder can only use spells that rely on his own personal energy. Universal energy spells and dimensional energy spells are not usable unless he is in his natural state.
Shape-Shifting, Unlimited*: The caster can mystically change into the shape of any animal, plant, or object he wishes. He retains his normal size and mass, unless he also has the Growth or Shrinking spell. Changes to a the shape are automatic, but to become a perfect duplicate, complete with its abilities, requires a successful spell rank FEAT roll.
The caster cannot change into another super powered character. The caster can also shape-shift other, willing characters, but must make a successful spell rank FEAT roll with a - 1 CS penalty to the spell rank. The caster retains his normal consciousness and can magically see and hear, even if in an “inanimate” form.
A shape-shifted magic wielder can only use spells that rely on his own personal energy. Universal energy spells and dimensional energy spells are not usable unless he is in his natural state.
Shield-Aura: The caster surrounds himself or another character with a shining aura that acts as body armor against all forms of attack. It does not hinder the caster in any way. An aura shield has an armor rank equal to the spell rank - 1 CS. If it is hit by an attack with a higher power rank it is shattered and disappears, though no damage reaches the caster during that round. Only one aura shield can surround a character at any given time.
Shield-Great: This shield protects an area. Unlike the other shields, the great shield is immobile and the caster assigns it to a fixed position when he casts it. The size of the great shield can be anywhere from the size of an individual shield up to a plane that is 1 area wide and 3 stories tall. It can be located anywhere within the area of effect, but the caster must see the location to place it. The great shield has an armor rank equal to the spell rank + 2 CS. It is usually transparent, but strange runes can be seen scrawled around the edge. If it is struck by an attack with a higher power rank it is shattered and disappears, though no damage penetrates it to harm the caster during that round. A caster can have only one great shield in effect at any time.
Shield-individual: The caster create a sorcerous shield to protect himself. The shield has an armor rank equal to the spell rank. This shield is usually invisible to all but magic wielders and can be projected out away from the caster’s outstretched hand a few feet. The caster moves the shield to block attacks. If the caster is attacked from a number of sources at once the shield will only protect him from one attack. If the caster is surprised, or if the attacking character succeeds in targeting a magical beam or bolt as a bull’s-eye, it means the caster could not move his shield fast enough to deflect the attack. If the shield is hit by an attack with a higher spell rank it shatters, though no damage penetrates it to harm the caster during that round. The caster can also use this spell to encircle himself with four weaker shields (armor rank equalling the spell rank -1 CS). If any of the shields are broken, the remainder are unaffected. The caster cannot leave the circle of shields until they dissipate or are destroyed.
Shield-Multiple**: This spell uses extradimensional energies to create a Multiple Shield. It is identical to an Individual Shield, except that there are actually multiple shields behind the one that appears. For every spell rank above Good, the caster has another Shield that immediately appears when the previous shield has been shattered. For example, a caster with a Remarkable spell rank has three Individual Shields, one right behind the other to protect him. If the outermost shield is struck by an attack that is at least two ranks higher than the shield rank, one or more inner shields are also broken; if the attack is 2 ranks higher, a second shield is broken, at 3 ranks higher, a third shield, and so on. No damage will reach the caster in the round the last shield is broken.
Shrinking: Same as the power of the same name on the Self-Alteration Powers page.
Shrinking-Others: Same as the power of the similar name on the Self-Alteration Powers page.
Static Field: The caster can set up an invisible static field with his magical energy. This field, which blankets his area of effect, disrupts television, radio, CB, walkie-talkie, and other broadcasting devices. It also disrupts all closed-circuited monitoring security systems and scanners, most computer systems, robotic “brains”, and any other highly sophisticated electronic devices. The field moves with the caster and once an item is outside the field, it works as before.
Any attack that uses broadcast power, such as a maser (microwave), must punch through the field first. Treat the spell rank as body armor for purposes of defense
Telekinesis: The caster can use his Universal or Dimensional energy to move objects within the area of effect. He must see the object to initially move it, but once moving he can keep it moving if he loses sight of it. However, if he drops an object he cannot see, he cannot lift it again. The spell rank determines how much weight can be moved, as if it were Strength.
This spell can be used to attack in two different ways. The caster can ensnare someone telekinetically; the victim is considered grappled by a Strength equal to the spell rank, The caster may also form a telekinetic fist and attack from a distance (but within the area of spell), making a Psyche FEAT roll to hit his target. This will cause damage equal to the attacker’s Psyche rank.
Telepathy: The caster can direct his Universal or Dimensional energy broadcast his thoughts to others and to read their thoughts. The person receiving the caster’s thoughts is not forced to respond. If attempting to communicate with a being of a higher Psyche rank, the caster must make a successful spell rank FEAT roll. While this spell is mainly communicative it is also a support spell which adds a + 1 CS for any of the following spells used by the caster at the same time as he is using Telepathy: Emotion Control, Empathy, Mental Probe, Mental Control, and Mesmerism.
Teleportation*: The caster can channel his Universal or Dimensional energy into a special type of movement that allows him to travel instantaneously from one spot to another without physically crossing any of the space between. The caster can teleport as far as his area of effect allows. If the caster is familiar with the location he is teleporting to, or is able to see it, then he need make no FEAT roll. If he is attempting to teleport into an unknown location he must make a spell rank FEAT roll. A failed roll means he could not complete the movement and was “bumped” back to his original point of departure.
If a caster tries teleporting into a solid object (because he is unaware of its presence) he must make an Endurance FEAT roll; if this roll fails, he materializes outside the object but suffers damage equal to the material rank of the object. The character is automatically slammed (1 area) and may be stunned (make a FEAT roll for exact result).
The visual effects that accompany teleporting (vapors rising, flash of light, slow fade out, etc.) are up to the player.
Tongues: The caster mystically alters his senses so he can read, write, speak, and hear unknown language spoken or written in his presence. The area of effect has no significance with this spell. If the language is native to his world, no FEAT roll is needed. If the language is an alien one, he must make a successful spell rank FEAT roll to be able to comprehend it.
Trance: The caster has two options with this spell, he can mystically slow down or speed up his metabolism.
The slowed metabolism reduces the potency of any poison in his body (- 3 CS). The character can almost hibernate, thus lasting longer on fewer supplies in harsh climates, The character can feign death and has a chance to fool even the best doctors into believing he has died; feigning death requires a successful spell rank FEAT roll. While the caster’s body metabolism is slowed down, healing is also slower (one-half his Endurance rank number per day).
The accelerated metabolism speeds up medicinal drugs injected into the caster’s system, thus doubling the effects of healing. He can feign a fever, heart attack, and other maladies.
Once the character has started his mystical trance he cannot move or do any action except concentrate. He can come out of the trance whenever he desires, but it takes 2 rounds for his body to return to full consciousness.
Transformation: The caster can, upon a successful spell rank FEAT roll, magically turn his body into another substance, retaining his own shape. There is a 15% chance that this spell is the type that can transform the caster into any substance he wishes. Otherwise the caster must pick one of the transformations listed below. In his altered form, the caster may assume the properties of that material: water flows, energy travels at the speed of light, fire ignites flammable materials, and so on. If the form is solid or sonic, the caster can use its material rank as body armor.
Vapors-Enhancement: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors are thin and wispy and constantly swirl around the caster’s body. During the duration of these vapors one of the caster’s abilities is enhanced; the player picks the ability when the character obtains the spell-it can be Agility, Strength, Endurance, or Psyche). The caster can then perform as normal without having to concentrate on his enhancement. If the rank of this spell is higher than the caster’s normal ability, use the spell rank. If the ability is higher than the spell rank, add one rank to the ability when using this spell.
Vapors-Obscurity: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). The vapors resemble dense smoke of a color specified by the caster. They fill the area he is occupying in one round. The caster can continue to fill areas at a rate of one per round until some or all of his area of effect is full. These vapors prevent anyone from seeing the caster, and even radar, sonar, and infrared devices cannot penetrate them. The caster, on the other hand, can see through the vapors perfectly. The effect that the vapors have on combat is to provide the caster with a + 1 CS when striking an opponent who is in the vapors and to penalize the opponent with a -2 CS Shift for striking at the caster, while the opponent is in the vapors.
Vapors-Sleep: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors resemble soft, billowy, white clouds and will only cover the caster’s immediate area (if the spell rank is Good or less) or the caster’s area and one adjacent area of his choice (if the spell rank is Excellent of better). The vapors are not of sufficient density to affect anyone’s vision. Everyone but the caster who is in the vaporous area(s) must make an Endurance FEAT roll or fall asleep for 1-10 rounds plus an additional 2 rounds. Loud noises, being nudged, and other “awakening” conditions will arouse the characters affected. These vapors only last for one round, then dissipate.
Vapors-Resist Death: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors will only cover one individual the caster chooses within the area of spell. This character must be dying or dead for no more than 2 rounds when the spell is cast. These extremely powerful vapors will bring the character up to 0 Health points and keep him there (if he has died) or will freeze him at the level of his current Health and Endurance. This “freezing” of the character will last for the duration of effect and allows for time to treat his wounds or the condition which is killing him (taking him to a hospital, applying spells that heal, etc.) Once applied, these vapors wrap the target in a black, swirling shroud. The target remains unconscious while in the vapors. The caster can dissipate the vapors at will. Once gone, by the caster’s will or at the end of the duration of spell, the character starts dying.
If the character the caster is trying to save has been dead for over 2 rounds, but less than 3 hours, the caster can try to create a special, potent vapor which will have the same effect as described above. To create this special vapor requires the caster to make a spell rank FEAT roll and deduct one rank from his Psyche (for a week) whether he succeeds in the spell or not. The caster can keep attempting this spell, but must deduct the Psyche rank each time he tries. If his Psyche rank drops to Feeble or below, due to the exercising of this spell, he permanently loses a Psyche
rank.
Wave: The caster unleashes a sorcerous “wave” of mystical force causing damage equal to the spell rank. The wave can be linear and directional or cover the complete area of spell, effecting everyone and everything in its range. Whenever a wave of Remarkable intensity or higher ripples forth, all in the area(s) must make an Agility FEAT roll to remain standing, otherwise they fall to the ground. The duration of the wave is one round.
When a spell or magical power is used, there are three factors to consider: the rank of the spell or power; whether or not Psyche FEAT rolls are involved; and the type of energy used.
SPELL RANK
Each spell or power has a spell rank assigned to it, rolled randomly when the spells are selected; random spell ranks range from Good to Amazing. Spell ranks are used in the same way as power ranks for non-magical powers. The spell rank of a spell, enchantment, etc., at the time it is used, dictates, if applicable, the duration of effect, area of effect, and damage potential of the spell. This information is given in the Magical Limits Table.
Spell Rank | Duration of Effect | Area of Effect | Damage |
Shift-0* | Can't Cast | None | None |
Feeble* | 1 round | Touching | 2 |
Poor | 1 round | Touching | 4 |
Typical | 1 round | Touching | 6 |
Good | 1 round | User's Area | 10 |
Excellent | 10 Rounds | 1 Area | 20 |
Remarkable | 1 Hour | 2 Areas | 30 |
Incredible | 1 Day | 5 Areas | 40 |
Amazing | 1 Month | 12 Areas | 50 |
Monstrous | 1 Year | 10 sq. Miles | 75 |
Unearthly | Permanent | 1 Planet | 100 |
Shift-X | Permanent | 1 Planet | 150 |
Class 1000 | Permanent | 1 Dimension | 1000 |
Spells can only be cast at levels below Good rank, if their initial spell rank is Good or higher, but all Judge modifiers move them down accordingly. Spells cannot be modified upwards to Class 1000 without some significant shenanigans at work and the Judge's permission.
Note that as the spell ranks of the character’s individual spells increase, he becomes increasingly potent. A magic wielder with an Unearthly spell rank in certain spells can affect whole planets. A magic wielder with only a Good spell rank in the same spell may have difficulty casting it. In some cases a caster must be touching an object to cast a spell on it; if the object is very large, the area of effect is limited to the caster’s arm span. The original spell rank of any spell may be modified due to circumstances.
A magic wielder can attempt to cast his spells at less than their maximum effect.
PSYCHE FEAT ROLLS
Some spells used to attack or control another being allow the target a Psyche FEAT roll; in these cases, the target is unaffected if the FEAT roll is successful. This is only true for spells which use personal and universal energies. Dimensional energy enchantments do not allow the target to avoid the effect with a Psyche FEAT Roll.
DIFFERENCES IN MAGICAL ENERGIES
Personal Spells: If a FEAT roll is required of the spell, any green, yellow, or red result indicates success. Personal energy spells, because they primarily affect the user, are usually “quiet” spells and enchantments, that is, no chanting or special gestures are required.
Absorption*
Admittance
Alteration-Appearance
Alteration-Body Weapons
Alteration-Bone
Armor
Apparition
Astral Projection
Chameleonic Coloring
Damage Absorption*
Damage Conversion*
Density Control-Self
Dual Persona
Empathy
Enchanted Eye
Flaw
Flight
Foretelling
Gramarye
Growing
Heal
Image Projection
Immovability
Invisibility
Learning
Levitation
Luck
Manipulation
Mental Barrier
Post-Cognition
Protected Senses
Reflective Aura
Resistance Aura
Sensing-Clairaudience
Sensing-Clairvoyance
Sensing Danger
Servant
Shape-Shifting, Limited
Shape-Shifting, Unlimited*
Shield-Great
Shield-Individual
Shrinking
Telekinesis
Telepathy
Tongues
Trance
Transformation
Vapors-Enhancement
Universal Spells: These spells, because they can affect others, sometimes allow for a Psyche FEAT roll by the target to reduce or ignore the affect of the spell. Universal energy spells draw on the ambient energy found in this universe, and a brief chant or gestures are sometimes used by the caster.
Animation
Bands
Charm
Confusion
Conjure
Curse
Density Control-Others
Eldritch Beams/Bolts
Eldritch Blast
Eldritch Breath
Eldritch Crystals
Eldritch Flames
Emotion Control
Energy Control
Fear
Forgetfulness
Glamor
Growing-Others
Healing-Others
Illusion
Invisibility-Others
Matter Rearrangement
Mental Control
Mental Probe
Mesmerism
Mesmermechanism
Nature Control
Net
Paralyze
Plant Control
Power Block*
Revival
Shield-Aura
Shrinking-Others
Static Field
Teleportation*
Trap
Vapors-Obscurity
Vapors-Sleep
Vapors-Resist Death
Wave
Dimensional Spells: These spells are unique. They all draw the energy needed for the spell from another dimension and they require a special spell rank FEAT roll to tap the dimensional energy.
Absorption
Damage Absorption
Damage Conversion
Dimensional Aperture
Environmental Independence
Link
Power Block
Power Duplication
Shape Shifting—Unlimited
Shield-Multiple
Teleportation
Group Spells: These spells allow the caster to select from a collection of similar personal and universal energy spells; the spells available in each group spell are called “sub- spells.” Each day, a magic wielder must choose one sub-spell listed in his group spell; the one he chooses is the only sub-spell he can use from that group that day. A magic wielder is allowed to choose the same or a different sub-spell each day (note that the length of a “day” can be very different in other dimensions!). The spells within a group use the same definitions as the personal or universal spell of the same name, with three important differences: group spells use dimensional energy; a FEAT roll is only successful on a yellow or red result; the target of a group sub-spell is not allowed a defensive Psyche FEAT roll to avoid the effect, no matter what the normal personal or universal definition of the spell says.
Disguise: This group of spells all help the user to disguise himself. They include Alteration-Appearance, Chameleonic Coloring, Glamor, Growing, and Shrinking.
Eldritch Attacks: This group of spells are all Eldritch attack spells. They include Eldritch Beams/Bolts, Eldritch Blast, Eldritch Breath, Eldritch Crystals, and Eldritch Flames.
Passing: This group of spells all help the user to pass through or around obstacles. They include Admittance, Alteration-Bone, Astral Projection, Density Control-Self, and Transformation.
Pishogue: This spell takes its name from a kind of magic used in Irish tales of magic and faeries. This group of spells has a similar effect and includes Confusion, Fear, Forgetfulness, Mesmerism, and Paralyze.
Scrying: This group of spells all help the user by gaining information. They include Enchanted Eye, Foretelling, PostCognition, Sensing-Clairaudience, and Sensing-Clairvoyance.
Sensing: This group of spells also helps the user by gaining information, often warning him of a threat to himself. They include Sensing-Danger, Sensing-Evil, Sensing-Fields, Sensing-identity, and Sensing-Mystical Detection.
Thaumaturgy: This group of spells allows the user various types of attacks, some that are more designed to capture than harm. They include Bands, Curse, Net, Trap, and Wave.
Witchery: This group of spells all affect others. They include Density-Control Others, Growing-Others, Healing-Others, Invisibility-Others, and Shrinking-Others.
Entreaty Spells: These spells request an extra-dimensional being, artifact, or entity to allow its energy to be used by the caster for completion of his spell. These require the caster to call out the name of the being entreated, usually in some prosaic chant (the player does not have to do this aloud!). The player tells the Judge the desired effect of the entreaty spell and the Judge assigns a colored FEAT roll result that he feels is appropriate for success. The player must then make a FEAT roll that equals the assigned result in order to succeed. The Judge can use his discretion in assigning FEAT colors, but the following guidelines are suggested:
-BEINGS-
Cyttorak
Denak
Faltine
Hoggoth
Ikonn
Munnopor
Oshtur
Raggadorr
Seraphim
Valtorr
Vishanti
Green Entreaty duplicates effect of a Personal or Universal spell.* *
Green Entreaty spell is one normally associated with the being (see Book 2 for associated spells).
Yellow Effect desired is not one normally associated with the being, but not contrary to its nature or purpose.
Red Effect desired is contrary to the being’s nature or purpose.
* Assumes that the being entreated is friendly to the caster or his school. If the being is neutral, increase the FEAT result needed by one color (from Green to Yellow, for example). If the being is hostile to the caster, increase the FEAT result by two colors (from Green to Red, for example). An increase beyond Red is not possible.
** Assumes that the effect does not duplicate any group sub- spell that the caster has chosen for that day’s use (see Group Spells). If the effect duplicated would normally allow a Psyche FEAT roll to avoid its effect, the target is allowed the FEAT roll.
If an entreaty FEAT roll is successful, the magic wielder has successfully tapped the dimensional energy. Usually, sorcerers will get best results by using dimensional energy from friendly sources-, but as explained in the Miscellany of Mysticism, some entities are neutral (not tending toward order or chaos), meaning that they can be called on at any time by any magic wielding character, despite his tendency towards order or chaos.
A player might not always have to make a FEAT roll to use an entreaty spell. For every entreaty being a player rolls, the Judge should assign at least one spell connected with that being that the character can automatically use. However, this “automatic use” is allowed only for beings and spells that correspond to the character’s school of magic. If the first entreaty being rolled is hostile or neutral to the character’s school, the Judge should substitute a friendly being instead.
LEARNING SPELLS
New personal, universal, and entreaty spells cost 2500 Karma points with no additions for spell rank. The cost of learning a new Group spell is equal to 1500 Karma for each spell in the group. The caster cannot use any spell in the group until all have been learned. The character can interrupt his study of a group spell to learn a different spell, but of course this delays the learning of the group spell. If a caster has a personal or universal spell that duplicates the effect of a spell in the group, he can use the other spell while still learning the group spell (remember that group spells use dimensional energy), As with other spells, there is no additional Karma cost for spell ranks. The Karma costs for all new spells assume two things: that the character is being taught by a master (or is Master rank himself); or that the character has reached a rank (Disciple or Adept) at which he can learn spells from books and items on his own, with little supervision from a master. If a character has no master and is not capable of self-teaching, the Judge can either declare that he cannot learn new spells, or that he must spend extra time and pay a substantial increase in Karma (usually double). The spell rank of a newly-learned spell is fixed, not randomly determined (this is why there is no additional Karma cost for the spell rank of the new spell). If the spell is learned from a master, the initial spell rank is Excellent. If the spell is learned from an item or text, the initial spell rank is Good. An improvement in a spells rank costs 500 karma for each improvement.
MAGIC WIELDER RANKS
NOVICE: This character knows fewer than five spells or has less than an Amazing spell rank in at least two spells. He is spending most of his time with his master (when not practicing what he has learned on villains). He can study tomes and scrolls and even perform magic found therein, but he cannot yet learn spells on his own (spells that he has read in a tome or on a scroll must be studied each time he uses them—he cannot commit them to memory).
Novices are usually ignored by the more powerful dimensional entities. A novice using a Dimensional Entreaty spell uses his magic as normal, but no FEAT roll is necessary to determine if the entity entreated will be affronted by the entreaty and take action. The dimensional entity feels that it is an investment in the future, but the character is currently beneath his total consideration. A novice can, however, provoke a hostile reaction from extra-dimensional entities by abusing their power—using it in ways the entity would not normally approve of.
DISCIPLE: The character possesses at least 5 spells or has at least an Amazing rank in all of his spells. He assists the master in some of his rituals, but is spending more time adventuring than a novice. He may learn new spells from his master’s written works. Disciples, like novices, are usually ignored by the more powerful dimensional entities. A disciple using a Dimensional Entreaty spell uses his magic as normal, but no FEAT roll is necessary to determine if the entity entreated will be affronted by the entreaty and take action. The dimensional entity feels that it is an investment in the future, but the character is currently beneath his total consideration. A disciple can, however, provoke a hostile reaction f rom extra-dimensional entities by abusing their power-using it in ways the entity would not normally approve of.
ADEPT: The character possesses at least 8 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least two of them. He spends more time adventuring than he spends with his master, though he is still at his master’s beck and call. His studying of the writings of the ancient arts gleans him more information than if he were a novice or disciple.
This is the lowest rank at which a sorcerer could normally gain special attention from dimensional beings.
MASTER: The character possesses at least 12 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least four of them. He spends very little time with his master, but much of it in contemplation, study, and adventuring. If he qualifies, he may find a student of his own to teach. His studying of the writings of the ancient arts gleans him more information than any other source.
SORCERER SUPREME: The strongest master in the world or dimension of his natural existence is called the Sorcerer Supreme or the Sorc e ress Supreme. The Sorcerer Supreme for the Earth dimension is Doctor Strange.
A sorcerer supreme possesses at least 14 spells or magical items at any one time. He has a spell rank of at least Remarkable in all of them and Amazing or higher in at least five. A sorcerer supreme has the greatest amount of mystical knowledge in his dimension.
A sorcerer supreme spends all of his time guarding his dimension, teaching any students he may have, and studying mystical lore.
A sorcerer supreme is more recognizable for his worthiness than for the power he wields. He earns his rank through vigilance against foes and by overcoming the constant burden of responsibility this rank involves.
SPELLS
-A-
Absorption*: If the caster makes a successful spell rank FEAT roll, he can take on the properties of any material he touches, giving him the Strength, Endurance, and body armor equivalent to the material rank of the object he touched. (For example, if he grabbed a steel girder, he would gain Remarkable Strength, Endurance, and body armor.) Each time the hero changes form, adjust his Health to the new sum of his Fighting, Agility, Strength, and Endurance. minus Health points he previously lost.
The caster’s Strength and Endurance are limited to a maximum of Amazing, even if the object touched has a higher material rank. He can remain in his transformed state as long as he wishes. If the object touched is holding or emitting energy (such as red-hot metal, etc.) he absorbs the energy properties as well. He absorbs the energy immediately, thereby gaining body armor equal to the damage it would cause. The caster is not hurt by the energy he absorbs. He can retain absorbed energy for a maximum of 10 rounds.
The caster can also absorb physical properties of an object. If he touches a spiked mace, he will get both the strength of iron and spikes.
There is also a negative side to this absorption spell. When a caster absorbs a material’s properties, it tends to slow his movement and reactions down proportionately. The higher the rank, the slower the character. For every material rank above Good that the caster absorbs, subtract a rank from his normal Endurance for the purposes of determining his movement rate. A magic wielder in a “hardened” state (material rank of Good or higher) is limited to one spell per round and his spells always take effect at the end of the round.
Admittance: The caster can direct enchanted energy at any locked door or container and it will easily open for him, no matter how many locks it has or how big or intricate they are, if his spell rank FEAT roll is successful.
Alteration-Appearance: The caster can mystically alter his face and body structure at will. He does this through the complete control he has over his muscles, ligaments, tissues, and skin. By manipulating these he can resemble almost anyone he wishes who is human. He even has control of his hair, making lengthen or shorten at will. If the new shape and face he is turning into is not vastly different from his own, he can change easily and completely in one round. If the change is extreme (very thin to obese, man to woman, adult to child, etc.) the caster must make a successful spell rank FEAT roll to change, and the transformation will take two rounds.
Alteration-Body Weapons: The caster can magically alter his body to grow claws, fangs, or spines. This can be done in one round (he must make a successful power rank FEAT roll if he is distracted or under stress). When attacking, the sorcerer can use his Fighting rank or this spell rank, whichever he prefers. Damage equals the hero’s Strength rank +1CS.
Alteration-Bone: The caster can magically alter all of the bones in the body. They become malleable and the muscle tissue is exceedingly resilient, making his body very flexible and pliant. It is impossible to break a bone or tear a muscle. His flexibility enables him to slither into and out of very tight and small places. He can fit into any hole or slot down to eight inches diameter. Apply a +2 CS to Strength ability for purposes of Escaping a hold when grappled. The caster must make a successful spell rank FEAT roll if distracted or under stress.
Animation: The caster can enchant an inanimate object to become animate and control its movements. The object must be of a material rank that is less than or equal to this spell rank. Only one object at a time can be animated and, while it must be within the area of effect to animate, it can continue to be animated outside of the area of effect, if within the caster’s sight. If the caster causes an animate object under his control to attack an opponent, the animated object’s Fighting and Agility are equal to the caster’s spell rank, but the item’s material rank determines its Strength, Endurance, and damage inflicted. The caster must concentrate on controlling the object. No item over the size of a car can be animated, regardless of the caster’s spell rank.
Apparition: The caster can mystically make his body non-corporeal and become an apparition. (This should not be confused with Astral Projection, as that power takes the caster to another dimension and he is invisible to most characters in this dimension.) Once the spell is cast, the caster need not concentrate upon his state to remain an apparition. As an apparition, the caster can still move, speak, cast spells, and perform most other normal actions. His movement rate is the same as if he were corporeal, but he can walk on air, sink through floors, climb up elevations as if he were climbing stairs, etc.
When a caster becomes an apparition his body loses its density, allowing him to pass through solid object and letting solid objects pass through him. The caster can be seen, but is obviously not completely solid. This power grants the caster body armor equal to the spell rank against any physical, energy, or mental attacks. If the apparition/caster physically attacks another character, that character must also be treated as though he has body armor equal to this spell rank. Magical, mental, or energy attacks against the target are treated as normal.
To pass through a solid object, or have a solid object pass through him, the object’s material rank must be equal to or less than the spell rank. In addition, the caster can lower the density of an object he touches by making a spell rank FEAT roll and, if succeeding, keeping it in his possession. Judge’s Note: If the player wishes to make a concentrated effort at creating a character who appears like a ghost, striking fear and terror into criminal hearts, then the Judge should keep this effect in mind when the caster walks through a wall, drops through a ceiling, etc. and faces anyone. A character encountering this apparition, especially for the first time, must make a Psyche FEAT roll (see Magic Effects Table) or react as described in the Fear power. There is a price the caster has to pay for this extra “power”, however. This frightening effect on people only works if the caster is not famous, thus cutting off his Popularity and some sources of Karma gain. He must remain relatively reclusive and unknown so the criminal element does not recognize him.
Armor: The caster can summon magical body armor equal to this spell rank. There is a 75% chance that the body armor will affect the caster’s appearance. The stronger the armor, the more his appearance will be affected. The actual appearance is to be determined by the Judge and player. This spell reduces the character’s Agility by one rank.
Astral Projection: The caster can separate his astral self-the sheath of his life essence-from his physical self and travel through space unbound by physical laws while retaining human consciousness. The astral form (also sometimes called the ethereal form or the ectoplasmic form) is invisible, intangible, and incapable of being harmed except by the most powerful magic or by opponents who are themselves in astral form. If the caster wishes to project his astral self while under duress, during a combat or while he is being mentally attacked, he must make his spell rank FEAT roll. The duration of effect determines how long the caster can remain in this form without physical deterioration occurring to his physical form. If the astral form does not return to its physical body before the duration of effect has elapsed, the caster’s body dies; and the astral form can only enter it as it would any other corpse or dummy, creating a blind, zombie-like creature. If the caster’s body is destroyed while the astral form is projecting, the caster is stranded in his astral form. If a character is stranded in his astral form due to the death of his physical body, the astral form itself will dissolve after an amount of time equal to the normal spell duration associated with the character’s Psyche rank. (For example, the astral form of a character with Incredible Psyche would endure for one day; the astral form of someone with an Unearthly Psyche would last indefinitely.)
The caster can transport other willing subjects to the astral plane along with himself. When attempting to do so, he must make a Psyche FEAT roll: a white or green result means that the caster traveled and the other(s) did not, a yellow or red result means that the multiple astral travel worked perfectly. Astral projection cannot affect someone against his will.
Characters who are in their astral forms can see and communicate with each other, if both parties desire. If one or both parties do not desire to be seen, they may have to hide behind solid items, just as if they were in their physical form. If the astral character who is seeking has a lower power rank than the astral character who is attempting to avoid being seen, he must make a Psyche FEAT roll, even if that character is in plain, astral view. If seen, they can have magical combat in that form.
Magical items, though left behind on the physical plane, also have a counterpart that can be taken into the astral plane. It acts in the same manner as its physical counterpart, but its powers are lessened by one rank on the astral plane. Any magic item that the character possesses on the physical plane can be controlled by the owner’s astral self. (For example, Doctor Strange has escaped innumerable traps by controlling his Cloak of Levitation and the Eye of Agamotto within his amulet, while he was in his astral form.).
Time alteration spells cast from the astral plane work within the physical plane, but do not affect the astral plane.
-B-
Bands: This spell manifests itself in a variety of ways, as the caster chooses: vapors, rings, threads, circles, and so on. When the caster calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 foot cube. If the spell is directed at the individual himself, he cannot dodge through it. When a character is surrounded by the bands there is a 75% chance that he is bound, a 25% chance that he is gagged, and a 10% chance that he is blinded (seethe Bound, Gag, & Blind rule in the Miscellany of Mysticism). A separate roll is made for each of these effects.
The bands cause no damage to the entrapped character. Bands have a material rank that is equal to the caster’s Psyche rank. While normal attacks Will not affect bands, magical attacks may free the victim. If the magic attack’s spell rank is higher than the bands material rank, it will shatter the bands if the attacker makes a green FEAT roll. If the material rank is the same rank as the magical attack, the attacker must make a successful yellow FEAT roll to shatter the bands. If the material rank is higher than the spell rank of the magical attack, the attacker needs a successful red FEAT roll to break the bands.
The caster does not have to maintain a high level of concentration to maintain the bands; he can move, cast spells, perform normal actions, etc. However, if the caster is affected by a hostile attack or spell, he must make a successful Psyche FEAT roll to keep the bands from breaking. Bands automatically break if the caster is rendered unconscious.
-C-
Chameleonic Coloring: The caster can change color to match his surroundings. If he is not moving quickly and trying not to be noticed, any opponent must make a successful Yellow Intuition FEAT roll to see him. The color change can be performed in one round. If the caster is under stress or distracted (being attacked, etc.) he must make a successful spell rank FEAT roll to change.
Charm: The caster creates a pleasant aura about himself, charming opponents in the area of effect. Every opponent in the area is allowed a Psyche FEAT roll (see Magic Effects Table). If the target is affected, he will quickly change his mind about attacking the caster because “there is just something about him he likes”; if the Psyche FEAT result is “No Effect”, the target is not even aware that the caster tried to charm him. A charmed target will not attack the caster, but will attack another opponent, if one is available. The caster cannot give orders of any kind to a charmed character; the spell is not a form of mental control. A charmed target is allowed to make a Psyche FEAT roll each round to attempt to break the charm. Each charmed opponent must break the charm on his own; he cannot be persuaded that he is charmed by friends, although a counterspell cast by a friend might break the charm. Unless the charm is broken, it will remain in effect for the duration of the spell, even if the caster leaves. A charmed character will not remember that he has been charmed once the spell expires.
If the caster attacks an opponent charmed by his spell, the spell is automatically broken, and the target retains full memories of being charmed and remembers who is responsible.
Confusion: The effects of this spell are unpredictable, but can be devastating. When it is cast, all targets within the area of effect receive a Psyche FEAT roll to avoid the effect. If a target fails the roll, he is affected by the confusion. The Judge rolls a die for each affected target and checks Table 6.4: Confusion Results, to see how each is affected. The duration is 1-10 rounds, rather than the normal duration associated with the spell rank.
Die Rolls | Confusion Results |
01 | The target sits down and tries to think things over. If attacked, he defends himself, but otherwise ignores everyone else. |
02 | The target begins weeping or laughing uncontrollably. He receives a - 1 CS to all actions. |
03 | The target walks around randomly as if lost. If attacked, he defends himself, but takes no other action. |
04 | The target is fascinated with a trivial action and will perform it repeatedly. If attacked, he defends himself, but otherwise ignores everyone else. |
05 | The target attacks the nearest character, no matter who he is. |
06 | The target attacks everyone (different character each round.) |
07 | The target attacks the nearest large building, machine, or creature. |
08 | The target walks up to the nearest character, throws an arm around his shoulder, and begins discussing his philosophy of life. |
09 | The target is extremely disoriented; apply a -2 CS to all his actions. |
10 | The target rolls over and falls asleep. |
Conjure: This spell is used to teleport an item, plant, creature or character from its current location to the caster’s location. This spell can even restore a broken or decayed item to its original form while in the act of teleporting.
If conjuring a trivial item, plant, or harmless animal, the caster need make no FEAT roll, it simply appears. If conjuring a complex or dangerous item, plant, or dangerous creature, or attempting to conjure a broken or decayed item, the caster must make a successful spell rank FEAT roll before it appears. If conjuring forth a willing character (teammate, friend, etc.) the caster must make both a successful spell rank FEAT roll and a successful Psyche FEAT roll before the character appears.
If conjuring forth an unwilling character, the caster must make a successful spell rank FEAT roll. The subject is allowed a Psyche FEAT roll to resist being brought forth; if the resistance FEAT is successful, the conjuration fails.
The conjuration of the body of a dead character is far beyond the abilities of any caster who does not have an Unearthly spell rank in this spell. The conjure spell only summons or recreates the physical body; however, if the dead character’s astral form survives (see the Astral Projection spell), it can reanimate the body, restoring it to true life.
Curse: With this spell, the caster can weave an enchanted curse around an opponent. If the spell rank FEAT roll is successful, the curse will remain with the opponent for the duration of effect. The duration of this spell is unusual; a curse cannot exceed Amazing duration (one month), even if the caster’s spell rank exceeds Amazing.
When a curse is attempted, the target can avoid it by making a successful Psyche FEAT roll. If the curse takes effect, the victim can make one Psyche FEAT roll per day to attempt to break it; a successful FEAT roll means the curse is broken. The target will not know who attacked him, regardless of whether or not the curse is successfully cast. A curse negatively modifies all of the opponent’s actions and spells by a 1 Column Shift (plus or minus, as long as it works against the opponent). No more than one curse can normally be placed on a character. The exception is the use of the Link spell, whereby up to two curses can be placed on one opponent, but they cannot, totally, exceed the effect of a -2 Column Shift modifier lasting one month. The Judge can decide to allow curses that have different effects instead of column shifts, such as: temporary aging; warts and boils; etc., but no curse can cause the death of a character.
-D-
Damage Absorption*: This spell enables the caster’s body to absorb without harm some of the damage from energy attacks, both magical and non-magical. The character is still vulnerable to physical, missile, and mental attacks. The spell rank indicates how much damage will be absorbed per round before the caster is harmed (i.e., a Remarkable rank would prevent the first 30 points of damage from an energy attack).
Damage Conversion*: The spell enables the caster to magically absorb kinetic energy and convert it to physical Strength and Health. Whenever the character is physically attacked (slugfest, bite-claw attacks, missile weapons, charging, concussive rays, but not energy attacks or grappling, he may make a spell rank FEAT roll. If he fails the roll, then that damage is dealt with as normal that round. If the FEAT is successful, the appropriate amount of damage is immediately added to his Health, instead of subtracted as damage. In this fashion, the caster’s Health can go as high as 200. In addition, the caster’s Strength is raised to the same rank as the attack, if the attack’s rank is higher.
If the caster using this spell also has some form of body armor, the attack is reduced by the body armor before the caster makes his absorption FEAT roll; the caster can attempt to absorb whatever points of damage remain. The caster’s Strength is increased if the points remaining in the attack exceed the rank number of his current Strength rank.
If he wishes, after the caster stores up 100 points he may try another spell rank FEAT roll. A successful roll allows him to redirect this energy by using all of his newly gained Strength to inflict a blow of up to Monstrous damage. If the roll fails, he just keeps storing up damage. This energy dissipates in 10 rounds in any event. Any damage done to him after he reaches a Health of 200 begins to subtract from that number, until he reaches 0 Health or makes his spell rank roll again to add to his energy converted Health.
Density Control-Others: The caster can control the density of another living creature or an inanimate object. He must point at the target and make an Agility FEAT roll for targeting. A living target can attempt to Dodge. If the caster’s FEAT roll succeeds, he has control over the molecular cohesion of the target.
The caster can reduce or increase the density of the target by one rank each round. The caster must concentrate on the target, so the caster cannot attack or cast other spells while using this spell. If the caster stops concentrating on the target, it will stay at its present density rank for the duration of the spell, then begin returning to normal, shifting one rank per round until its normal density rank is restored.
For each rank that a living target’s density is reduced, apply a -1 CS to the target’s Strength. Furthermore, anyone attacked by the target is considered to have body armor equivalent to the target’s current density rank. If the target’s density is reduced to Shift 0 rank, his body becomes a cloudy form, like a thick fog, up to two areas in volume. In cloud form, the target is subject to strong wind currents, suction, etc. The target cannot attack or cast spells in this form and has no control over his movement. The cloud cannot be attacked by physical or energy means. For each rank that a target’s density is increased, he gains body armor equivalent to his current density. If his current density is higher than his Strength, he inflicts damage in combat equal to his density rank. If the target’s current density rank is higher than his Endurance, apply a - 1 CS to his Fighting and Agility for each rank that his density exceeds his Endurance; also apply a -1 CS to his Endurance for purposes of determining his movement rate.
The target’s weight at its current density rank is equal to the weight that a person with the same Strength rank could lift. Increasing the density of an intricate object, such as a plant or complex machine, might cause thin and delicate parts to break off. For purposes of this spell, most living targets have Typical density in their normal state. However, some races have greater density which provides them with body armor (such as Asgardians and Olympians); use the body armor rank of these beings as their normal density. Inanimate objects have normal density equal to their material rank.
Density Control-Self: This spell is the same as the Density Control-Others spell, except that the caster has full control over his cloud-form at Shift 0 density. The caster can surround others with his cloud-form, obscuring their vision. The caster also has a limited ability to fly, at a maximum speed of 2 areas per round.The caster can also seep under doors, through crack, etc., while in cloud-form.
Dimensional Aperture**: This spell causes a temporary opening in the dimension’s fabric, allowing the caster to cross from one dimension to another. Look for the section on Dimensions in the Miscellany of Mysticism for more detail. The caster can automatically open a portal to a dimension with which he is familiar, but opening a portal to an unfamiliar dimension requires a successful spell rank FEAT roll. If a FEAT roll is required, failure indicates that the caster cannot enter the desired dimension that day A beginning caster who does not really know one dimension from another can stumble into any one of them at random.
A spellcaster who is in a familiar foreign dimension can automatically return to his home dimension. However, if the caster is in an unfamiliar dimension or if his mind has been affected by traveling in a sanity-bending or sanity-threatening dimension, the caster must make a successful spell rank FEAT roll to locate the dimensional position of his home dimension. This roll to return is only allowed once per week. However, the caster can enter another random dimension and try to go home from there.
If the caster tries to take anyone else with him into a dimension, whether they are willing or unwilling, then a Psyche FEAT roll is required of each character passing through into the dimension, every time they enter a new dimension. Anyone who fails the FEAT roll cannot pass through that particular dimensional aperture at this time. Characters who are left behind can try again a day later, if the aperture is still in effect.
This spell also grants the caster knowledge of a tiny “personal dimension” where he can go with perfect accuracy and safety. This pocket dimension is only accessible from the caster’s home dimension and contains no dangerous creatures. There the caster can go for peace, solitude, and can even make it a home away from home. The caster can enter or leave his own little dimension on a roll with a +2cs to his rank.
Dual Persona: This spell makes the character one with a magic wielder from the past. There are two separate personality patterns in the magic wielder’s brain, and the character has at least partial access to the memories and knowledge of his ancient counterpart. The way in which the character relates to his alter-ego is left to the Judge. Some suggestions include: the alter-ego may exist inside or as part of a magical item the character owns; the alter-ego may be an astral form that inhabits the character’s body or is visible to him alone; the alter ego may exist in a specific location which is the only place where the character may communicate with him; etc. The Judge must decide whether or not the ancient spellcaster has some physical form. If the character casts this spell, the alter-ego is a predecessor from the caster’s own school of magic. If the alter-ego is discovered by accident, it might not be friendly to the caster.
While the two are joined, the player character has a strong resistance to all mental probes and attacks, magic or otherwise. This resistance is in the form of a +2 CS in the caster’s favor when FEAT rolls are allowed to ignore or defend against mental controls and attacks (not to exceed Monstrous rank).
If the Judge so decides, the other persona might battle for control of the character’s body. Circumstances under which could happen include: the caster is in danger of immediate death; the goals and values of the character are different from those of the alter-ego; the character is visiting a location associated with the alter ego in his lifetime; the caster attempts to use a spell or ability available to the alter ego but not available to himself, etc. An entirely new magic wielding character can even be rolled up and it might exchange places with the caster on such occasions, or just give timely advice.
-E-
Eldritch Beams/Bolts: This spell unleashes a magical beam or bolt causing damage equal to the spell rank (a beam is a continuous line of energy, a bolt is an interrupted line of energy). A beam or bolt (hereafter referred to as bolt) affects only one target in the target area. When this spell is obtained, the player should roll a die to see where the bolts originate. The bolts will issue forth from the character’s: 1-4 = Hands; 5-8 = Eyes; 9 = Chest; 10 = Forehead. The type of bolt the character uses will be one of the following, which the player chooses with the approval of the Judge.
- Cold Bolt. This bolt causes freezing damage and is blue.
- Darkforce Bolt. This bolt uses the Darkforce, a form of energy from another dimension. The target loses Health points equal to the caster’s spell rank. The bolt is black. (This bolt requires dimensional energy; it is not available to characters unable to use dimensional energy.)
- Disintegrating Bolt. This bolt disintegrates non-living, inanimate objects up to 2 areas away from the caster. The limit of what it can disintegrate is determined by the spell rank. Compare the spell rank to the material rank of the object to be disintegrated. If the material rank is higher than the spell rank, the target’s material strength is reduced one rank.
If the material rank is equal to or less than the spell rank, the target is disintegrated. Small objects (fist-sized, for example) can be destroyed automatically. Destroying man-sized objects requires a successful yellow spell rank FEAT roll. Destroying larger objects (like a vehicle) requires a successful red FEAT roll. If the target is an object of no importance, the Judge can waive the FEAT roll and rule that the item is automatically destroyed. - Energy Bolt. (Also commonly called Bolt of Bedevilment.) This bolt uses pure universal or dimensional magical energy This is the most common form of eldritch bolt.
- Fire Bolt. This bolt causes fire and heat damage and is a reddish line of flame.
- Impact Bolt. This bolt causes impact damage through reverse gravity, magnetism, etc. The bolt is invisible.
- Light Bolt. This bolt causes damage through intense light. The bolt is golden.
- Sonic Bolt. This bolt causes damage through sonic disruption, nerve damage, etc.
The spell rank determines the amount of damage done by the blast, but the area of effect when the spell is obtained has a maximum rank of Excellent (one area), even if the caster’s actual spell rank is higher. The area of effect can be increased through experience, but can never exceed the spell rank. Furthermore, this spell has a maximum limit of Amazing rank for its area of effect.Eldritch Breath: The caster can direct Mystical energy into a breath attack, similar to Eldritch Beams/Bolts or an Eldritch Blast, but issuing forth from the mouth, He can still verbally communicate, taste, etc. The type of damaging breath is up to the Judge and player (see Eldritch Beams/Bolts for suggestions).
Eldritch Crystals: The caster unleashes a stream or swarm of magical crystals that will bombard a target upon his command. The crystals will appear, attack the target,cause physical damage equal to the spell rank, then disappear. These are physical manifestations of magic and are affected by defenses that protect the target from physical damage (body armor, force fields, battlesuits, bullet-proof clothing, etc.). The crystals will attack only one target chosen by the caster, if there are several targets in a single area.
Eldritch Flames: The caster summons forth sorcerous flames that cause damage equal to their spell rank every round a character passes through them. A spell rank FEAT roll is required to bring them forth. The flames are summoned forth in a fixed location, designated by the caster, and cannot be moved. The flames are used as a fiery wall to block movement into or out of the target area. They extend along one side of the target area chosen by the caster and can be any height chosen by the caster, from a few feet to three stories. The wall of flames can be slightly bent by the caster to accommodate structures and obstacles. No more than three walls can ever be maintained by the caster at any one time.
Emotion Control: The hero can alter a target's emotional state and resulting activity by forcing him to feel a particular emotion. The hero can only instill one emotion at a time. However, he can select any emotion he desires. When creating the hero, the player can raise the rank +2CS by limiting the hero to a specific emotion. For example, the Purple Man broadcasts only the emotion of loyalty. Range and duration are determined by the Power rank. The Power affects everyone within its range. This Power is an excellent choice when the hero is facing adversaries more numerous and powerful than he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely.
Empathy: The caster can magically sense another character or group’s strong emotions (not thoughts). This spell not only allows the character to gain a general impression of the mood and intentions of individuals or groups, it also allows him to broadcast his emotions to an individual or group. Broadcasting emotional attitudes like friendship, love, caution, helpfulness, and so forth can sometimes prove invaluable in clearing up a misunderstanding. The character cannot broadcast these emotions unless he truly feels them. These feelings should help dictate his actions. Only one attempt at it can be made per encounter. By using this spell, especially on animals, the caster can sense whether the target is deathly afraid, slightly afraid, in love, full of hate, etc. and the object of their hate, love, fear, and so on.
Enchanted Eye: The caster creates an enchanted eye when he wishes. The caster can automatically summon the enchanted eye for one round only. A successful spell rank FEAT roll brings the eye forth for the full duration of the spell. It can only see as far as sight normally would, but can penetrate darkness (real or magical), show the caster mystical existences (such as astral projections, invisible magical objects, mystical shields, and so on), and see through illusions. The caster is mentally linked with the eye and sees everything it sees.
The enchanted eye is a separate magical creation capable of flight. Its movement rate is the same as that of the caster. The maximum distance it can be be separate from the caster is based on the spell rank (for example, 12 areas for Amazing rank.) The eye can be attacked physically or magically; the eye has Health points equal to the caster’s Psyche and any FEAT roll the eye is required to make use the caster’s appropriate ability rank. The caster is not affected by any damage suffered by the enchanted eye.
Energy Control: The caster can use his personal, universal, or dimensional energy to control another type of nonmagical energy (not personal, universal, or dimensional). This energy manipulation requires a successful spell rank FEAT roll. Only one type of energy can be chosen by a beginning caster, but with advancement he may learn to control other forms of energy. The caster can affect all of the individual type of energy within his area of effect with ease: turning it on or off, making it overload, siphoning it where he chooses, etc. He can channel controlled energy around himself so as not to be harmed by it. The caster must make a successful red spell rank FEAT roll to use this spell offensively. The attack must be made by touch, no matter what the spell rank. The damage caused equals the spell rank number. The caster must make a successful yellow or red spell rank FEAT roll to use this spell defensively. The following energies the ones most often affected by this spell. (The Judge can add others as desired.):
- Darkforce. The Darkforce is a semisentient force from another dimension. It can be used to black out an area so completely that even infravision does not work. It cannot be used as a weapon outside of the area the character is occupying, but within that area anyone enveloped by the Darkforce (except the caster) loses Health points equal to the caster’s spell rank number each round. Controlling the Darkforce requires that the caster use dimensional energy; this form of control is not available to casters who cannot use dimensional energy.
- Electrical. The caster can absorb and redirect electrical energy. One of the best uses of this spell is as an electrical override. The caster can direct electrical spells to override the controls of electrical equipment, including computers, alarm systems, and unshielded robots. He can either take control or damage this equipment. The ability of control is equal to the spell rank.
- Gravity. The caster can reverse or intensify gravity at will. The spell can be used to move objects (use the spell rank as the caster’s Strength). A character with this spell can do two gravity related actions at once. When used as an attack. the caster uses the gravitational forces to seize the target in a grappling-like attack. The grappling force starts with Typical Strength, but the caster can automatically increase the strength by one rank each round, up to the spell rank. This requires concentration on the part of the caster (no attacks or other spells cast while the gravity attack is in effect). The target must make a successful Strength FEAT roll to escape the effect. Reverse gravity can only be lowered to Shift 0, whereby the target can float a few feet above the ground.
- Magnetism. A caster with magnetic control can manipulate any items that contain iron or steel within the area of the spell. He can also manipulate the Earth’s magnetic field and use it to control iron or steelbearing items, anchoring them to the ground or twirling them like a top, or create a magnetic force shield with an armor rank equal to the magnetic control spell rank.
- Solar. A hero with this spell can redirect, magnify, or diminish the natural light in the area of the spell. A blinding flash can cause damage in that area equal to the spell rank number and temporarily blind a victim. A light barrier does not defend against damage, but no one can see through it and it scares off unintelligent animals and creatures.
- Sonics. This spell can amplify sound in an area to the point where everyone except the caster is temporarily deafened. This is particularly distracting for magic wielders using dimensional spells and incantations (successful yellow Psyche FEAT roll required to cast a dimensional spell; see Distractions in the MAGIC USE AND COMBAT Section). The caster can also reverse the effect to completely “dampen” an area so that no sound can be heard whatsoever, including sonic weapons.
This is a particularly long-lived spell, often used by magic wielders stranded in hostile circumstances or alien dimensions. The duration of this spell is left to the Judge, as different conditions and circumstances (time passage in other dimensions for example) can affect the duration. It is suggested that the caster receive a +3 CS on the duration of the spell. (For example, the spell would have a Unearthly duration for a caster with an Incredible spell rank.) An Unearthly duration means that the spell lasts indefinitely, usually until the caster escapes from the hostile conditions that caused him to cast the spell.
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Fear: This spell affects all targets in the area of effect. The spell releases an unreasoning fear from the target’s mind. All targets are allowed a Psyche FEAT roll to resist the effect (see the Magic Effects Table). If the target misses the roll, the frightened character wants nothing more than to run away and hide (all his actions while afraid are at -2 CS). The victim will try to avoid, or if necessary attack, anyone attempting to stop or restrain him. The character can only perform actions (including spellcasting) that will help him to escape. The victim always flees away from the attacker, even if he cannot see the caster. After the first three rounds of being afraid, and every other round after that, if need be, the frightened character is allowed a Psyche FEAT roll to regain his composure. Once made, it will still take him a full round to get complete control of himself.
Though the caster must maintain a high degree of concentration on this spell to keep the target afraid (no attacks or other spellcasting allowed), he does not know when the character breaks the spell. Only when the target attacks the caster or otherwise acts contrary to a state of fear does the caster realize he no longer influences the target.
Flaw: The caster weaves a mystical tendril around an object and sees the stress points, fracture planes, or weaknesses inherent in the item. The object must be natural, not magical. If this spell is used successfully, the caster can use a magical energy attack (bolt, blast, etc.), and shatter the object if he gets a Bull’s-Eye result using a Targeting attack (see the Magic Effects Table), even if the object’s material rank is up to three ranks higher than the spell rank. Note; This spell cannot be used to shatter Class 1000 materials unless the caster’s spell rank is also Class 1000.)
Flight: With this spell, the caster can magically fly. See Travel Power 'True Flight' for details of what happens next.
Foretelling: The caster can mystically predict the actions of anyone he has studied (defined as observed for at least 10 rounds). This foretelling is short-term only. If he makes a successful spell rank FEAT roll the caster does not have to decide what to do in that round until after the opponent(s) have declared their actions, no matter who has the initiative.
Forgetfulness: The caster can magically effect other characters’ minds and cause them to forget events. This is usually used by heroic magic wielders to protect innocent bystanders from the awesome psychic shock caused by some of the sights to be seen during magical combat, etc. It is also used by most magic wielding characters to protect their secret identities. Evil magicians may also use this spell to cover up their trail or their crimes. The duration of the spell is permanent (unless another sorcerer uses a Revival spell of at least equal spell rank to break the spell of Forgetfulness). The number of people that can be ensorcelled by the spell depends on the spell rank: Good = 1 person; Excellent = up to 5 people; Remarkable = everyone in I area; Incredible = everyone in a square mile; Amazing = everyone in 100 square miles; Monstrous = everyone on the planet; Unearthly everyone in one dimension; Class 1000 everyone in all dimensions (Judges reserve the right to nerf this).
Any character with a Psyche equal to or greater than the caster’s may make a Psyche FEAT roll to reduce the effects of the spell. Magic wielding characters have a +2 CS for this FEAT roll. A green result means that vague recollections of the event sometimes surface in the character’s memory. A yellow result means that the character knows most of the highlights of the event, but cannot remember who cast the spell of forgetfulness. A red result means that the character can remember everything
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Glamor: The caster can conjure up flashing lights and swirling colors, which distract and confuse opponents. The caster can cause them to appear anywhere within sight in the area of effect. Any characters in that area must make a Psyche FEAT roll; if the FEAT is successful, the target is unaffected. If the roll fails, the target suffers an unfavorable 1 CS on all his actions (plus or minus 1 CS depending on whatever is unfavorable to the target).
If the caster desires, he can try and target the glamor on a specific character; this requires a successful targeting Agility bull’s-eye FEAT roll. If successful, the target suffers an unfavorable 2 CS, but the spell effects that target only.
Once established the glamor cannot be moved out of the area or exact location it was cast upon. Glamor has no effect on the caster.
Gramarye: The caster has the ability to magically learn information from an item, The caster must make a successful spell rank FEAT roll to learn anything from the item (if the item is of an unfamiliar alien design, the Judge can apply a - 1 CS to the spell rank).
The first information that can be gleaned by a successful spell rank FEAT roll is what the item’s purpose is and how to use it. If the caster has no talent in an area that the item might be used for, then he only has a rank of Typical when using it.
Once an artifact’s purpose is identified another spell rank FEAT roll is allowed. If successful, it allows the caster to “read” the psychic impressions left on it by the last person who used it. Information that can be gained includes what the user looked like, what he thought of while using it, what he was doing for the last few hours before the item was lost, stolen, or otherwise left his possession, etc. The longer the item has been untouched, the dimmer the impression. This spell is increased or diminished if the item is magical. If the magic is of the same school as the caster, he receives a +2 CS. If the magic is not of the same school as the caster, he receives a -1 CS. If the magic is of a school hostile to the caster, he suffers an additional - 1 CS.
Growing: See the Super Power "Growth" in the Self Alteration powers list. The rules for 'Atomic Gain' are the only ones that apply.
Growing-Others: See the Super Power "Growth" in the Self Alteration powers list. The rules for 'Atomic Gain' are the only ones that apply.
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Healing: This spell gives the caster such complete control over his bodily functions that he can heal himself by use of personal or dimensional energy. Use the spell rank number instead of his Endurance rank number to determine the maximum amount of damage healed.
Healing Others: The caster can magically heal other characters by using universal or dimensional energy. The caster must touch the character for two consecutive rounds after casting the spell. A successful spell rank FEAT roll is required. The, maximum amount of damage that can be healed per person is the spell rank number. If the player so desires, this spell could be used to heal a creature instead of a character. The healing is complete, including the mending of broken bones and torn cartilage. The spell is also effective against disease.
-I-
Illusion: This spell creates an illusion in the mind of creatures within the area of effect. The player whose character is using this spell must describe it to the Judge. The illusion looks, sounds, and smells the way it would if it were real, but cannot cause damage. Since the illusion exists only in the mind of the targets, no one outside the area of effect can see it. All characters in the area of effect see the same illusion. The caster must concentrate on the illusion for the entire duration of its existence to be believable. Each character seeing the illusion may make a Psyche FEAT roll to disbelieve it at the beginning of the illusion and every other round after that. If the FEAT roll is successful, the illusion fades from his mind. Other characters with illusion creating powers, whether magical, mutant, or whatever, receive a +2 Column Shift to their attempts to disbelieve. An unaffected character cannot persuade an affected character of the illusion’s true nature. Characters who are affected will act as they normally would if the illusion were real. If characters attack an illusion, attacks will not affect it (although the caster could make it seem otherwise); the Judge will have to keep track of the attacks because of the possibility of injury to bystanders or property. Items passing through an illusion may look like they are absorbed by it, like he side-stepped it, or whatever else the caster desires.
If the illusion is of something silly, confusing, or extremely contradictory, then the Judge should secretly roll an Intuition check for those affected to disbelieve it.
Image Projection: The caster can direct his magical energy to form an identical image of himself. For every round he makes a successful spell rank FEAT roll, the image will perform as he desires, thoroughly convincing most characters that the image is the caster. This belief is somewhat like the Illusion spell and should be treated as an illusion for the purposes of combat or touching the image.
The caster can either use this spell while he is visible to create a “double” and confuse his opponents, or he can hide or turn invisible (if he has that spell) and have the image replace him.
The creation of more than one image is possible, but it requires a successful Psyche FEAT roll by the caster for every image made and each image requires a successful spell rank FEAT roll by the caster for each round he is commanding them. The maximum number of images a caster can create during the use of this spell is the spell rank divided by 10 (round fractions up).
Immovability: The caster mystically anchors himself to a surface, after which he is nearly an immovable object. The planting” takes concentration, a successful spell rank FEAT roll, and one round.
The caster gains body armor equal to the spell rank, and he cannot be Slammed or Stunned in combat in any event. He can also perform magic while “planted” on a wall, ceiling, or whatever.
An attacker can destroy the surface the caster is anchored to only if the attacker’s attack rank or Strength is at least two ranks above this spell rank and if the attacker makes a successful red FEAT roll.
At the end of the duration of effect, the mystical “anchor” disappears, but the caster can cancel the spell earlier if he chooses.
Invisibility: This spell makes the caster invisible to others. Any item on the caster’s person and anyone holding hands with him (and willing to be affected) also becomes invisible as long as they remain in contact with him. This spell cannot turn an unwilling creature invisible.
Being invisible causes no special problems for the caster, but anyone else affected who is not used to being invisible will have a real problem moving about (movement halved), performing the simplest of actions (-2 CS), and fighting in any fashion (-3 CS for any combat). It requires at least 10 rounds of being invisible before becoming used to it. Note: an invisible person can be located by persons with superhuman hearing or sense of smell, or by detection powers and devices that do not depend on sight.
Invisibility-Others: With this spell the caster can make objects not on his person invisible by touching them. The size of the object must be equal to or less than that of a medium-sized car. The caster can attempt to make other people invisible only if his spell rank is Amazing or better. If the individual is a willing subject, then the caster must make a spell rank FEAT roll. If the individual is unwilling, then the caster must make a spell rank FEAT roll with a -2CS penalty. Anyone not used to being invisible will have a real problem moving about (movement halved), performing the simplest of actions (-2 CS)/and fighting in any fashion (-3 CS for any combat). It requires at least 10 rounds of being invisible before becoming used to it.
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Learning: This spell is used to give the caster an advantage in combat. It enables him to quickly learn from his mistakes. After this spell is cast the caster must fight his opponent for three consecutive rounds (normal combat, magical combat, astral combat, etc.). When the three rounds have passed the caster suddenly has insight into his opponent’s methods of combat and receives a +1CS when fighting that opponent during this encounter only. The duration and area of effect listed on the Magical Limits Table do not apply for this spell. If combat is interrupted but later resumed and the Judge is not sure whether to consider it one continual encounter or two separate encounters, the spell still applies if the caster makes a successful spell rank FEAT roll.
Levitation: This spell enables the caster to mystically rise into the air. A successful spell rank FEAT roll is required. No further FEAT rolls are needed unless the caster descends to the ground, and then want to levitate again during the duration of the spell. The maximum altitude a levitating character can reach is 1 area at Good rank, with an additional 2 areas for every spell rank above Good (thus, a caster with a Remarkable Levitation spell can reach an altitude of 5 areas). The movement speed (rising or descending) per round is 1 area for a character with Good Psyche with an additional area for each Psyche rank above Good. The character cannot use this spell to lift any weight greater than his normal clothing and equipment. This spell affects the caster only.
The character can perform other actions while airborne, including combat, but is limited to one spell per round regardless of the type of energy (personal, universal, or dimensional). If knocked unconscious while levitated, a character will immediately fall to the ground.
This spell should not be mistaken for the ability to fly (see the Flight spell). Levitation only allows vertical movement. Sideways movement is only achievable by the levitating character pulling himself along an object. A levitating character cannot create forward momentum to affect the direction of his ascent. It is always straight up. While wind has no affect on a floating caster’s ascent direction, it can slow him down if the Judge feels it is strong enough.
Link**: The caster can link his mind with other, willing magic wielders, thus giving him additional power. Up to four magic wielders can be linked in this manner. For every magic wielder linked to his mind, the caster gains a + 1 CS to the spell rank of any spell he casts, up to a maximum of Shift X rank. (Exception: this spell cannot increase the rank or effects of Link spells.) If the spell involves a range factor, the range is increased to that of the shifted spell rank. If the spell inflicts damage, the area of effect and the spell rank is shifted, for purposes of FEAT rolls, but damage is increased by 10 points (not 1 rank) for each additional mind linked. (For example, if three magic wielders are linked to a caster with an Incredible rank in Eldritch Crystals, he would receive a + 3 CS for the area of effect and chance of a successful spell rank FEAT roll, but any damage caused would be 70 points, not 100.
Only the caster who initiates the Link spell can perform any actions. All other magic wielders who are linked must remain in place and concentrate. If the caster they are linked to sustains damage, they absorb one-tenth of that damage too, rounded down. The link also increases the caster’s Psyche for resistance to mental attack. For every additional mind linked, apply a +1 CS to the caster’s Psyche when defending against mental attack.
The link is automatically broken if the caster is rendered unconscious or if he loses control of his own mind (due to Confusion spells, Fear spells, Mental Control spells, etc.)
Luck: The caster can disrupt probability fields so that very unlikely events can occur, somewhat like creating his own luck. For example, he could cause a table to collapse or a machine to tip over. He can not cause something to happen if that event is impossible; tables can not be created from nothing, and machines just can’t cease to exist. When the caster uses his spell, the player describes exactly what effect is wanted, and the Judge decides whether or not that effect is within the spell’s power and assigns an appropriate FEAT color. To use the spell the caster must make a successful spell rank FEAT roll. If the caster is trying to alter probabilities around magic materials or energies, such as magical artifacts or temples, apply a - 2 CS to the spell rank when making the FEAT roll.
-M-
Manipulation: This spell creates invisible magic tendrils that can manipulate materials. “Soft” materials, like organic tissue and fabric are easily manipulated while “hard” inorganic materials require a successful spell rank FEAT roll. No material can be manipulated if its Material Strength rank is greater than the spell rank. The caster can easily manipulate the hair or clothing of another character, causing them to constrict or bind the target (Strength for grappling would equal the spell rank). If the caster is attempting to affect organic tissues or muscles in another creature, the caster must make a successful Psyche FEAT roll. If successful, the victim must make an Endurance FEAT roll or suffer damage equal to this spell rank. The spell can only be used on one target at a time.
Matter Rearrangement. The caster can magically reshape inanimate objects in the same area that he occupies (ignore normal area of effect). He cannot change the material rank of the object or increase or decrease the mass. (Examples of how to use this spell include: changing a hood’s pistol into a wrench; turning a wooden door into a table; altering a bulletproof glass windshield into a large bulletproof glass salad bowl; etc. The caster can only change objects whose Material Strength are equal to or less than his spell rank. Once magically altered the item remains that way unless this spell is used again. The Judge should start the caster with a size or mass limitation (“about the size of a bread box”) and let him slowly build it up as he becomes more experienced. This spell does not penetrate force fields of any type.
Mental Barrier. This spell creates a magical invisible headgear which does not hinder the caster’s normal senses. It allows the caster to know when someone is trying to intrude on his thoughts, magically attack his mind through mesmerism, illusion, etc. It does not indicate who is doing the attacking or intruding, nor does it reveal what spell is being used. In the round following the one in which the hostile spell is detected, the caster can, secure the barrier, preventing illusions, telepathy, empathy, etc., from affecting the caster. It also protects him from magical attacks on the mind (Emotion Control, Confusion, Fear, Mental Control, etc.) by giving him a +3 CS for any Psyche FEAT roll to resist the attack. While the barrier is up the caster can perform no spells that require/a great deal of concentration.
Treat the spell rank as body armor for the sake of defense against attempted mental penetration by non-magical powers.
The Judge should make sure this spell is not abused. A character who constantly has the barrier up will become easily exhausted and can even suffer Psyche loss due to the mind damaging effects of trying to always be mentally protected. The maximum safe duration rank is Excellent.
Mental Control: Acts Like Power of the similar name, Mind Control, in the Life Control Powers section.
Mental Probe: Acts Like Power of the same name in the Mental Enhancement Powers section.
Mesmerism: This is a basic magical form of hypnotism that permits the caster to communicate with and command specific creatures of less than human intelligence. To communicate with a creature requires a successful Psyche FEAT roll. Commanding a creature is possible only if the caster’s spell rank is greater than the creature’s Endurance rank, and also requires a successful spell rank FEAT roll.
The target must be able to see the caster to be affected by this spell. If the caster is affected by an attack in the round he casts this spell, the mesmerism is automatically broken.
When this spell is obtained, the caster will be able to mesmerize only one specific type of animal: mammals, birds, reptiles, amphibians, fish, insects, etc. As he becomes experienced he can learn how to mesmerize other types (Judge’s discretion).
Mesmermechanism: This spell operates in the same fashion as Mesmerism, but communication and command is between the character and intelligent artificial life forms, such as robots and androids. The caster’s spell rank must be higher than the mechanism’s Reason. A mechanism that has an organic brain, such as a cyborg, receives a Psyche FEAT roll to resist this spell: if it is successful, the target is unaffected.
-N-
Nature Control: The caster can manipulate one of the four elemental materials (fire, water, earth, air) or the weather. In all cases, the spell rank functions as Strength. A caster with Incredible Strength can lift 10 tons; a caster with Incredible earth control can use his spell to manipulate up to 10 tons of mineral matter. The spell only affects existing elements within the area of effect; the caster cannot create elements. Any Nature Control spell can be used as an attack by forming columns of the elements which strike the target; the damage caused equals the spell rank number. A caster can manipulate the appropriate elements within the area of effect, but they must be within sight. Affecting anything further away than five areas requires a successful yellow FEAT roll; a successful red FEAT roll is needed to affect anything more than ten areas away. Only non-living, inanimate material can be manipulated. The player may pick the type of control his character will possess:
- Air Control. By using this spell, the caster may create winds or a partial vacuum. Defensively, thrown objects and missile weapons are deflected (as if the caster was dodging) and all character’s in the same area as the caster are protected. Offensively., this spell creates a whirlwind that functions as a grappling attack. This spell can push objects around, using the spell rank as Strength.
Earth Control. This spell enables the caster to manipulate naturally occurring minerals or items consisting mostly of minerals, such as concrete, pavement, refined metal, and glass. It does not include artificially manufactured devices, such as guns or plastic items. - Fire Control. The caster has the spell to increase or decrease the intensity of an existing fire, or the temperature of an object, causing damage up to his spell rank number. The caster cannot, however, generate fire from his body.
- Water Control. The caster can control the movement of water, creating whirlpools, water spouts, etc, Any boat or ship with a Speed rank below the caster’s spell rank can be stopped in the water.
- Weather Control. This spell is a unique combination of all four elemental control spells. It allows the caster to manipulate the weather within his area of spell. Storms, rain, wind, and snow can be summoned. The temperature can be raised or lowered. Lightning bolts can be called down. Each weather effect requires a spell rank FEAT roll to succeed, and causes damage equal to the spell rank if used to attack someone. If the caster is knocked unconscious after controlling the weather, it will return to normal the following round, unless the caster is knocked unconscious during wildly violent weather (storm, tornado, blizzard, etc.), in which case the caster must make a spell rank FEAT roll; if successful, the violent weather abates, if unsuccessful, the weather goes wild.
-P-
Paralyze: This spell creates a magical tendril that attacks the target’s mind, making him unable to move. If the caster’s spell rank FEAT roll is unsuccessful, the target will not even suspect he has been attacked. It the caster’s spell rank FEAT roll is successful, the target is allowed a Psyche FEAT roll to resist. If the target’s resistance roll is successful, he is unaffected but knows that he has been attacked. If the target’s resistance roll is unsuccessful, he becomes completely paralyzed for a number of rounds equal to the roll of one die, plus 2 additional rounds. A paralyzed character cannot move or speak, but he can see, hear, smell, and use mental spells (it he has any). Only a creature with a brain (including cyborgs) can be paralyzed. Medical treatment cannot cure magical paralysis.
Plant Control: The caster can communicate with and control all forms of vegetation within the area of effect. Plants can be used to attack (damage and Strength or Agility equals the plant’s Material Strength + 1 CS, usually Typical or Good), as spies (the caster can verbally communicate with the controlled plants) and a wide range of miscellaneous uses (as ladders, cushions, bindings, etc.). A magic wielder of a Nature magic school using this spell shifts the plants’ attack abilities up another + 1 CS, and can communicate through a chain of plants (for example, a tree talking to a field of wheat, which asks a moss covered embankment what the caster wishes to know) as well as directly with one plant. Note: Whenever communications wi!h plants occur two things must be kept in mind: plants are not too bright and cannot identify things by sight but by feeling their size and weight as they pass by; fields and other large groupings of small plants are considered as one entity.
Post-cognition: The caster, by remaining immobile and concentrating fully, can look back in time, seeing a vision of past events. The maximum area he can observe is his area of effect. He cannot be seen by those shades of the past and he can hear no sound. This spell requires full concentration. A successful spell rank FEAT roll is required. The range of time that may be traveled back is 3 months multiplied by the caster’s Psyche rank number. For example, a character with an Amazing Psyche (50 points) can go back 150 months, or 12 years, 6 months. The vision starts at the far end of the time span and runs towards the present. If the caster makes another successful FEAT roll he can “freeze” the vision, or replay an event already shown. He cannot interfere in any way with time, only observe what has happened in the space he is concentrating on. Note: The Judge can rule that magic artifacts or ancient rites will allow a character to look back over millennia.
Power Block*: The caster fills the area he is occupying with an enchantment that prevents the use of all natural non-magical super powers (regardless of origin) with a power rank less than the spell rank of the Power Block: This does not work against any spell or power that has a rank exceeding the caster’s Power Block spell rank. Technological powers, natural talents, and magic are not affected. Dampened powers are returned to normal once the character is out of the caster’s area, but those powers cannot enter the area and operate (for example, power beams that are fired into the caster’s area will dissipate). Natural phenomena created outside of the area, such as a storm delivering lightning bolts, will not affect the caster’s area.
Power Duplication**: The caster can duplicate one of the powers of a being possessing natural, non-magical super powers.The caster must touch the character to use the spell. If the other character is willing, the normal spell rank FEAT roll is not necessary. Only one power can be duplicated at any one time. The duplication of power does not remove the power from the target. The duration, area, and damage of the duplicated power is that of the caster’s spell rank, not the power rank of the original power. The caster can choose the power duplicated, if the caster knows the other character. If the character who is touched is relatively unknown to the caster, and the powers he possesses are not completely known, than the Judge should randomize what power the caster duplicates.
The caster cannot duplicate magical spells, talents, artificial abilities (like Iron Man’s Strength), or extra limbs or other extreme physical differences (like Nightcrawler’s tail.)
Protected Senses: The caster creates an invisible, magical headgear that completely surrounds the head without hindering his senses. Four of the caster’s senses (sight, hearing, smell, and taste) are magically protected against damage from attacks based on sensory overload (such as loud noise, blinding light, or nauseating smells.) If the caster would normally make a FEAT roll to resist one of these sensory attacks, use the spell rank of this spell if it is higher than the appropriate ability rank. If the ability rank is higher, shift the ability rank one column to the right for the resistance FEAT roll. If the attack normally succeeds automatically, the spell rank acts like body armor that protects the senses.
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Reflective Aura: The caster surrounds himself with an invisible aura that reflects non-magical energy attacks back to the sender or device. Energy attacks with a power rank equal to or less than the spell rank literally reflect off him and are directed, in full force, back at the attacker. Energy attacks of a greater spell rank are reduced by one rank for the purposes of damage caused to the target. This has no effect on mental or magical attacks.
The spell requires full concentration by the caster. It cannot be used while the caster is engaged in physical combat.
Resistance Aura: The caster surrounds himself with an invisible magical aura that protects him against a specific type of hostile environment or condition. The spell rank is treated as body armor against the hostile effect. The following are the most common kind of resistances.
- Atmospheric: Resistance to the effects of all types of gases, spores, and airborne microbes.
- Cold: Resistance to the effects of cold. Corrosives. Resistance to acids and corrosives of all types.
- Electricity: Resistance to damaging electrical currents and lightning.
- Heat and Flame: Resistance to fire, flames, and natural or artificial heat sources.
- Poison: Resistance to all types of natural and synthetic poisons.
- Radiation: Resistance to a specific type of radiation, such as gamma rays or cosmic rays. The player and Judge should agree on a useful resistance.
- Solar: Resistance to sun stroke, sunburn, light attacks, and solar radiation.
- Sonic: Resistance to all types of damaging sonic waves and sounds.
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Sensing-Clairaudience: The hero can "hear" distant sounds and voices despite any intervening distance or barriers. The Power is not hindered by factors that affect normal sound transmission, such as distance, time lag, muffling, distortion, or the absence of a transmitting medium. Because of this, Clairaudience has superior range over Hyper-Hearing. Only Clairaudience enables the hero to hear across a vacuum, for example. When the Power operates, it overrides the hero's natural hearing. Distant sounds are sensed at their original volume level. If the volume is too loud the hero can reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. It can be used simultaneously only with similar Sensing spells.
Sensing-Clairvoyance: The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see current conditions inside a sealed room on the surface of Venus. When in use, the Power overrides normal vision. It can be used simultaneously only with similar Sensing spells.
Sensing-Danger: The caster can scan the area of spell using mystic waves that will warn him of danger. If this spell rank is higher than the caster’s Intuition rank, use this spell rank when the caster makes Intuition FEAT rolls. If the spell rank is lower than the caster’s Intuition, increase his Intuition by one level when making Intuition FEAT checks.
Sensing-Evil: The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of the evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it. If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
Sensing-Fields: The caster can magically detect the presence of force fields, magical or otherwise in the area of effect. The caster must make a successful yellow FEAT o detect fields smaller than man-sized at ranges greater than five areas. At ranges of a mile or more, the caster must make a successful red FEAT to detect fields smaller than building-sized.
Unlike some of the other sensing spells, this spell does not require a great deal of concentration.
Sensing-Mystical Detection: The caster is sensitive to the use of magic. He can detect magic use and its specific source within the area of effect. Among the specific things he can detect are: magicians casting spells, magical items that are being used or that have a protective spell cast on them, magical portals, and magical creatures.
Unlike some sensing spells, this spell does not require a great deal of concentration.
Servant: The caster can summon forth his own, personal servant to do his bidding. This servant will require quite a bit of Judge’s discretion as to its nature, abilities, spell, etc.
The servant’s abilities are generated as for any other character. The Judge then gives it two spells, and gives it an origin appropriate to the character it serves. Various types of magical servants exist, including jinn, demons, familiars, ghosts, and the like. The servant is obedient, helpful, and useful. The caster can automatically talk to or otherwise communicate with the servant.
This spell cannot use human beings as servants.
Shape-Shifting, Limited: The caster can mystically change into the shape of one animal, plant, or object of his choice. The exact creature or object must be specified when the spell is first learned and whenever the character changes, it is into that shape. Changes to the shape are automatic, but to become a perfect duplicate, complete with its abilities, requires a successful spell rank FEAT roll. The caster cannot change into another super powered character.
A shape-shifted magic wielder can only use spells that rely on his own personal energy. Universal energy spells and dimensional energy spells are not usable unless he is in his natural state.
Shape-Shifting, Unlimited*: The caster can mystically change into the shape of any animal, plant, or object he wishes. He retains his normal size and mass, unless he also has the Growth or Shrinking spell. Changes to a the shape are automatic, but to become a perfect duplicate, complete with its abilities, requires a successful spell rank FEAT roll.
The caster cannot change into another super powered character. The caster can also shape-shift other, willing characters, but must make a successful spell rank FEAT roll with a - 1 CS penalty to the spell rank. The caster retains his normal consciousness and can magically see and hear, even if in an “inanimate” form.
A shape-shifted magic wielder can only use spells that rely on his own personal energy. Universal energy spells and dimensional energy spells are not usable unless he is in his natural state.
Shield-Aura: The caster surrounds himself or another character with a shining aura that acts as body armor against all forms of attack. It does not hinder the caster in any way. An aura shield has an armor rank equal to the spell rank - 1 CS. If it is hit by an attack with a higher power rank it is shattered and disappears, though no damage reaches the caster during that round. Only one aura shield can surround a character at any given time.
Shield-Great: This shield protects an area. Unlike the other shields, the great shield is immobile and the caster assigns it to a fixed position when he casts it. The size of the great shield can be anywhere from the size of an individual shield up to a plane that is 1 area wide and 3 stories tall. It can be located anywhere within the area of effect, but the caster must see the location to place it. The great shield has an armor rank equal to the spell rank + 2 CS. It is usually transparent, but strange runes can be seen scrawled around the edge. If it is struck by an attack with a higher power rank it is shattered and disappears, though no damage penetrates it to harm the caster during that round. A caster can have only one great shield in effect at any time.
Shield-individual: The caster create a sorcerous shield to protect himself. The shield has an armor rank equal to the spell rank. This shield is usually invisible to all but magic wielders and can be projected out away from the caster’s outstretched hand a few feet. The caster moves the shield to block attacks. If the caster is attacked from a number of sources at once the shield will only protect him from one attack. If the caster is surprised, or if the attacking character succeeds in targeting a magical beam or bolt as a bull’s-eye, it means the caster could not move his shield fast enough to deflect the attack. If the shield is hit by an attack with a higher spell rank it shatters, though no damage penetrates it to harm the caster during that round. The caster can also use this spell to encircle himself with four weaker shields (armor rank equalling the spell rank -1 CS). If any of the shields are broken, the remainder are unaffected. The caster cannot leave the circle of shields until they dissipate or are destroyed.
Shield-Multiple**: This spell uses extradimensional energies to create a Multiple Shield. It is identical to an Individual Shield, except that there are actually multiple shields behind the one that appears. For every spell rank above Good, the caster has another Shield that immediately appears when the previous shield has been shattered. For example, a caster with a Remarkable spell rank has three Individual Shields, one right behind the other to protect him. If the outermost shield is struck by an attack that is at least two ranks higher than the shield rank, one or more inner shields are also broken; if the attack is 2 ranks higher, a second shield is broken, at 3 ranks higher, a third shield, and so on. No damage will reach the caster in the round the last shield is broken.
Shrinking: Same as the power of the same name on the Self-Alteration Powers page.
Shrinking-Others: Same as the power of the similar name on the Self-Alteration Powers page.
Static Field: The caster can set up an invisible static field with his magical energy. This field, which blankets his area of effect, disrupts television, radio, CB, walkie-talkie, and other broadcasting devices. It also disrupts all closed-circuited monitoring security systems and scanners, most computer systems, robotic “brains”, and any other highly sophisticated electronic devices. The field moves with the caster and once an item is outside the field, it works as before.
Any attack that uses broadcast power, such as a maser (microwave), must punch through the field first. Treat the spell rank as body armor for purposes of defense
-T-
Telekinesis: The caster can use his Universal or Dimensional energy to move objects within the area of effect. He must see the object to initially move it, but once moving he can keep it moving if he loses sight of it. However, if he drops an object he cannot see, he cannot lift it again. The spell rank determines how much weight can be moved, as if it were Strength.
This spell can be used to attack in two different ways. The caster can ensnare someone telekinetically; the victim is considered grappled by a Strength equal to the spell rank, The caster may also form a telekinetic fist and attack from a distance (but within the area of spell), making a Psyche FEAT roll to hit his target. This will cause damage equal to the attacker’s Psyche rank.
Telepathy: The caster can direct his Universal or Dimensional energy broadcast his thoughts to others and to read their thoughts. The person receiving the caster’s thoughts is not forced to respond. If attempting to communicate with a being of a higher Psyche rank, the caster must make a successful spell rank FEAT roll. While this spell is mainly communicative it is also a support spell which adds a + 1 CS for any of the following spells used by the caster at the same time as he is using Telepathy: Emotion Control, Empathy, Mental Probe, Mental Control, and Mesmerism.
Teleportation*: The caster can channel his Universal or Dimensional energy into a special type of movement that allows him to travel instantaneously from one spot to another without physically crossing any of the space between. The caster can teleport as far as his area of effect allows. If the caster is familiar with the location he is teleporting to, or is able to see it, then he need make no FEAT roll. If he is attempting to teleport into an unknown location he must make a spell rank FEAT roll. A failed roll means he could not complete the movement and was “bumped” back to his original point of departure.
If a caster tries teleporting into a solid object (because he is unaware of its presence) he must make an Endurance FEAT roll; if this roll fails, he materializes outside the object but suffers damage equal to the material rank of the object. The character is automatically slammed (1 area) and may be stunned (make a FEAT roll for exact result).
The visual effects that accompany teleporting (vapors rising, flash of light, slow fade out, etc.) are up to the player.
Tongues: The caster mystically alters his senses so he can read, write, speak, and hear unknown language spoken or written in his presence. The area of effect has no significance with this spell. If the language is native to his world, no FEAT roll is needed. If the language is an alien one, he must make a successful spell rank FEAT roll to be able to comprehend it.
Trance: The caster has two options with this spell, he can mystically slow down or speed up his metabolism.
The slowed metabolism reduces the potency of any poison in his body (- 3 CS). The character can almost hibernate, thus lasting longer on fewer supplies in harsh climates, The character can feign death and has a chance to fool even the best doctors into believing he has died; feigning death requires a successful spell rank FEAT roll. While the caster’s body metabolism is slowed down, healing is also slower (one-half his Endurance rank number per day).
The accelerated metabolism speeds up medicinal drugs injected into the caster’s system, thus doubling the effects of healing. He can feign a fever, heart attack, and other maladies.
Once the character has started his mystical trance he cannot move or do any action except concentrate. He can come out of the trance whenever he desires, but it takes 2 rounds for his body to return to full consciousness.
Transformation: The caster can, upon a successful spell rank FEAT roll, magically turn his body into another substance, retaining his own shape. There is a 15% chance that this spell is the type that can transform the caster into any substance he wishes. Otherwise the caster must pick one of the transformations listed below. In his altered form, the caster may assume the properties of that material: water flows, energy travels at the speed of light, fire ignites flammable materials, and so on. If the form is solid or sonic, the caster can use its material rank as body armor.
- Darkforce: A caster who transforms himself into the Darkforce can drain Health points equal to the spell rank by touching or enveloping the victim. This requires the use of dimensional energy.
- Energy: There are many options available: solar, electrical, various types of radiation, etc. The Judge should assign any special abilities that are unique to the particular energy’s nature.
- Fire and/or Heat: The caster has limited body armor equal to the spell rank against weapons that melt or burn. The grasp of a character transformed into fire causes damage equal to the spell rank number and can ignite flammable items.
- Gas: The caster decides on whether he wishes to be air, smoke, toxic gas, etc. Nothing affects the gaseous caster that would not normally effect gas (but his mind can be attacked by mental spell).
- Ice: The caster can freeze anything freezable. His grasp causes damage equal to the spell rank number, when he is transformed.
- Metal or Mineral: Among the options are sand, steel, diamond, etc.
- Sound: The caster’s body can be composed of “living sound”, very similar to the villain Klaw. He has mass, so he can be touched or hit, but the only environment he needs is some type of matter around him, a medium through which sound can travel. Sonic attacks will have no effect on him.
- Water: The caster can retain his body shape, or collapse and flow through small openings and cracks. Body armor also equals spell rank because attacks pass right through him (except for heat attacks, which cause full damage or electricity which causes half of its normal damage.)
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Vapors-Enhancement: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors are thin and wispy and constantly swirl around the caster’s body. During the duration of these vapors one of the caster’s abilities is enhanced; the player picks the ability when the character obtains the spell-it can be Agility, Strength, Endurance, or Psyche). The caster can then perform as normal without having to concentrate on his enhancement. If the rank of this spell is higher than the caster’s normal ability, use the spell rank. If the ability is higher than the spell rank, add one rank to the ability when using this spell.
Vapors-Obscurity: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). The vapors resemble dense smoke of a color specified by the caster. They fill the area he is occupying in one round. The caster can continue to fill areas at a rate of one per round until some or all of his area of effect is full. These vapors prevent anyone from seeing the caster, and even radar, sonar, and infrared devices cannot penetrate them. The caster, on the other hand, can see through the vapors perfectly. The effect that the vapors have on combat is to provide the caster with a + 1 CS when striking an opponent who is in the vapors and to penalize the opponent with a -2 CS Shift for striking at the caster, while the opponent is in the vapors.
Vapors-Sleep: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors resemble soft, billowy, white clouds and will only cover the caster’s immediate area (if the spell rank is Good or less) or the caster’s area and one adjacent area of his choice (if the spell rank is Excellent of better). The vapors are not of sufficient density to affect anyone’s vision. Everyone but the caster who is in the vaporous area(s) must make an Endurance FEAT roll or fall asleep for 1-10 rounds plus an additional 2 rounds. Loud noises, being nudged, and other “awakening” conditions will arouse the characters affected. These vapors only last for one round, then dissipate.
Vapors-Resist Death: The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors will only cover one individual the caster chooses within the area of spell. This character must be dying or dead for no more than 2 rounds when the spell is cast. These extremely powerful vapors will bring the character up to 0 Health points and keep him there (if he has died) or will freeze him at the level of his current Health and Endurance. This “freezing” of the character will last for the duration of effect and allows for time to treat his wounds or the condition which is killing him (taking him to a hospital, applying spells that heal, etc.) Once applied, these vapors wrap the target in a black, swirling shroud. The target remains unconscious while in the vapors. The caster can dissipate the vapors at will. Once gone, by the caster’s will or at the end of the duration of spell, the character starts dying.
If the character the caster is trying to save has been dead for over 2 rounds, but less than 3 hours, the caster can try to create a special, potent vapor which will have the same effect as described above. To create this special vapor requires the caster to make a spell rank FEAT roll and deduct one rank from his Psyche (for a week) whether he succeeds in the spell or not. The caster can keep attempting this spell, but must deduct the Psyche rank each time he tries. If his Psyche rank drops to Feeble or below, due to the exercising of this spell, he permanently loses a Psyche
rank.
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Wave: The caster unleashes a sorcerous “wave” of mystical force causing damage equal to the spell rank. The wave can be linear and directional or cover the complete area of spell, effecting everyone and everything in its range. Whenever a wave of Remarkable intensity or higher ripples forth, all in the area(s) must make an Agility FEAT roll to remain standing, otherwise they fall to the ground. The duration of the wave is one round.