Health Spells
Antidote
Type: M • Range: T • Duration: P • DV: (Toxin DV) – 2
This spell helps a poisoned subject to overcome a toxin.
It must be applied before the toxin does damage (though an Antidote spell
applied afterward may alleviate some side effects, if the gamemaster chooses).
The poisoned character receives a number of additional dice on her Toxin
Resistance Test equal to the net hits.
Cure Disease
Type: M • Range: T • Duration: P • DV: (Disease DV) – 2
This spell is used at any point after infection to help a
patient overcome illness. The infected character receives a number of
additional dice on her Disease Resistance Test equal to the spell’s net hits.
It does not heal any damage already inflicted by the disease (that takes a
separate Healing spell).
Decrease
[Attribute] (Negative)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 1
This spell weakens the target by decreasing a chosen
attribute. A version of this spell exists for each Physical and Mental attribute,
but not for Special attributes (Initiative, Edge, Essence, Magic, or
Resonance). It affects both natural and augmented attributes.
The target resists the spell using the attribute
affected. If the caster wins, the attribute is reduced by the spell’s net hits.
If a Physical attribute or Initiative is reduced to 0, the victim is
incapacitated or paralyzed. If a Mental attribute is reduced to 0, the victim
stands about mindlessly confused.
Note that decreasing an attribute may affect other
derived statistics (Decrease Intuition also affects Initiative, for example,
while Decrease Willpower will remove boxes from the character’s Stun Condition
Monitor for as long as the spell lasts).
Detox
Type: M • Range: T • Duration: P • DV: (Toxin DV) – 4
Detox relieves the side effects of a drug or poison. The
Force of the spell must equal or exceed the toxin’s base DV. A single net hit
is sufficient to eliminate all symptoms. Detox does not heal or prevent damage
done by toxins, but it eliminates any side-effects they may have on the victim
(dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover
cure of choice among those who can afford it.
Heal
Type: M • Range: T • Duration: P • DV: (Damage Value) – 2
Heal repairs physical injuries. It heals a number of
boxes of Physical damage equal to the spell’s hits from the Spellcasting Test.
Hits can also be used to reduce the base time for the spell to become
permanent; each hit spent this way shaves off 1 Combat Turn (hits can be split
between healing and reducing time as the caster desires).
A character can only be magically healed once for any
single set of injuries.
Hibernate
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 3
The caster must touch a voluntary or unconscious subject.
The spell puts the subject in a form of suspended animation. The subject’s
bodily processes are slowed by a factor equal to the hits. For example, If 4
hits were scored, the subject’s metabolism is slowed by a factor of 4. Such a
subject sealed into a chamber with enough air to keep it alive for a day would
be able to last four days.
Increase
[Attribute]
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 2
This spell increases an attribute (natural or augmented)
on a voluntary subject. A version of this spell exists for each Physical and
Mental attribute, but not for Special attributes (Initiative, Edge, Essence,
Magic, or Resonance). The Force of the spell must equal or exceed the
(augmented) value of the attribute being affected. The attribute is increased
by an amount equal to the hits scored. Each attribute can only be affected by a
single Increase Attribute spell at a time.
Note that increasing an attribute may affect other
derived statistics (Increase Reaction also affects Initiative, for example,
while Increase Body will add extra boxes to the character’s Physical Condition
Monitor for as long as the spell lasts).
Increase
Reflexes
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 2
This spell increases the reflexes (Initiative and
Threshold 2: +1 Initiative, + 1 Initiative Pass
Threshold 3: +2 Initiative, + 2
Threshold 4 (maximum): +3 Initiative, + 3
A character can only be affected by a single Increase
Reflexes spell at a time; the maximum IPs any character can have is 4.
Oxygenate
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 1
This spell oxygenates the blood of a voluntary subject,
providing extra Body dice (1 die for every hit) to resist suffocation,
strangulation, the effects of inhaled gas, or any other effect of oxygen
deprivation. The spell also allows the subject to breathe underwater.
Prophylaxis
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 2
This spell provides additional dice (+1 die per hit) for
a voluntary subject to resist infection, drugs, or toxins. The spell does not
discriminate between harmful and beneficial drugs, so the subject also resists
medicines and other helpful drugs while under the effects of the spell. Reduce
the effect of a beneficial drug by 1 for every hit of the spell. Two or more
hits prevent the subject from being affected by alcohol while under the effect
of this spell.
Resist Pain
Type: M • Range: T • Duration: P • DV: (Damage Value) – 4
Resist Pain allows the subject to ignore the pain of
injuries, reducing the penalties from Physical or Stun damage. Each hit on the
Spellcasting Test removes the effect of one box of damage from each of the
subject’s Condition Monitor tracks. It does not remove the damage itself, only
eliminates the modifiers. Resist Pain can only be used once on any given set of
injuries. If all of the boxes on the track are filled, the character still
falls unconscious.
The spell is “permanent” in that the boost to the
patient’s endorphin levels does not wear off. If the subject’s damage rises
above the level at which the patient is resisting pain or if the existing
injuries heal, the spell dissipates.
Stabilize
Type: M • Range: T • Duration: P • DV: (Overflow damage)
– 2
When applied to a character with a filled Physical damage
track, this spell stabilizes all vital functions and prevents the character
from dying. The spell’s Force must equal or exceed the overflow damage already
taken when the spell starts. The full time must be taken for the spell to
become Permanent before the character is stabilized; hits reduce the time it
takes by 1 Combat Turn each. If successful, the spell prevents the character
from taking further damage from Physical Damage Overflow.