Manipulation Spells
Armor
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 3
This spell creates a glowing field of magical energy
around the subject that protects against Physical damage. It provides both
Ballistic and Impact armor (cumulative with worn armor) to the subject equal to
the hits scored.
Control Actions
(Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mob Control
(Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
The caster of this spell controls the physical actions of
a target like a puppeteer pulling strings. The victim’s consciousness is
unaffected, but the caster controls the victim’s body. The target uses any
skills or abilities at the caster’s orders, but these tests suffer a dice pool
modifier equal to the target’s Willpower because of the victim’s resistance to
the caster’s commands. Controlling a target character requires the caster to
spend a Simple Action; when not directly controlled, the victim may act as
normal.
Control Actions only affects a single target, Mob Control
affects any living targets within the area of effect. Victims of a Mob Control
may be manipulated individually (with separate Simple Actions) or issued the
same command as a group (with a single Simple Action).
Control
Emotions (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mob Mood
(Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
The target feels an overwhelming emotion chosen by the
spellcaster (such as love, hate, fear, joy, sorrow, and so forth). The target
believes the emotion wholeheartedly, but not mindlessly. A target who acts in
accordance with the emotion (for example, fighting while filled with anger or
hate) suffers no penalty. If the target takes action not relevant to the
emotion (trying to drive while laughing hysterically), she suffers a –2 dice
pool modifier for the distraction.
The caster may switch emotions with a Simple Action.
Control Emotions only affects a single target, Mob Mood affects any living
targets within the area of effect.
Control
Thoughts (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Mob Mind
(Mental, Area)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 4
The caster seizes control of the target’s mind, directing
everything the target does. The caster mentally gives commands with a Simple
Action and the target is compelled to obey. Control Thoughts affects a single
target, while Mob Mind affects any living targets within the area of effect.
Victims of a Mob Mind may be manipulated individually (with separate Simple
Actions) or issued the same command as a group (with a single Simple Action).
Fling
(Physical)
Type: P • Range: LOS • Duration: I • DV: (F ÷ 2) + 1
This spell psychokinetically hurls a single object of no
more than (Force) kilograms at a designated target with a Strength equal to
one-half the spellcaster’s Magic. Treat the Spellcasting Test as a normal
Ranged Combat Test for the purposes of the item hitting the target. Throwing
weapons propelled by this spell use their normal range based on the spell’s
effective Strength.
Ice Sheet
(Environmental, Area)
Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 3
This spell creates a slippery sheet of ice over the area
of effect. Characters crossing the ice must make an Agility + Reaction Test
with a threshold equal to the hits scored to avoid falling prone. Vehicles must
make a Crash Test. The sheet melts at a rate of 1 square meter per minute
in normal temperatures.
Ignite
(Physical)
Type: P • Range: LOS • Duration: P • DV: (F ÷ 2)
The Ignite spell accelerates molecular motion in the
target, causing it to catch fire once the spell becomes permanent. The
spellcaster must achieve enough net hits to beat a threshold equal to the
target’s Object Resistance. Once the target ignites, it burns normally until it
is consumed or extinguished.
Against living targets, treat Ignite as an Opposed Test
pitting Spellcasting + Magic vs. Body (+ Counterspelling). If successful,
Ignite wraps a living target in heat and flames once it has been made
permanent, causing (Force) boxes of Fire damage on the first Combat Turn, and
increasing by one box of damage each additional turn. Resolve the damage at the
end of each Combat Turn by making a Damage Resistance Test using the victim’s
Body + half Impact armor. Ammo or explosives carried by a victim may go off.
The gamemaster should reduce the Force of the fire accordingly for
extinguishing efforts.
Influence
(Mental)
Type: M • Range: LOS • Duration: P • DV: (F ÷ 2) + 1
This spell implants a single suggestion in the victim’s
mind, like a powerful post-hypnotic command. The subject will carry out this
suggestion as if it were her own idea and it will then fade. If confronted with
the wrongness of the suggestion, the subject can make a Willpower Test to
overcome it. The caster can also withdraw the suggestion at any time.
Levitate
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Levitate allows the caster to telekinetically lift a
person or object and move it around. The caster must achieve a threshold on the
Spellcasting Test equal to 1 per 200 kg of the subject’s mass. The subject of
the spell can be moved anywhere in the caster’s line of sight at a Movement
rate equal to the spell’s Magic x net Spellcasting hits in meters per turn.
Objects flung into other things should be handled as a
Ranged Attack Test, inflicting a number of boxes of Stun damage as decided by
the gamemaster (especially sharp or dangerous objects may do Physical damage at
the gamemaster’s discretion).
If the caster is attempting to levitate an item held by a
living being, make an Opposed Test between the spell’s Force x 2 and the
holder’s Strength + Body. The caster must have at least 1 net hit to levitate
the item away. If the caster is attempting to levitate an unwilling living
being, the Opposed Test uses the target’s Strength + Body. You can use this
spell to levitate yourself, if desired.
Light
(Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) – 1
This spell creates a mobile point of light, illuminating
a radius around it equal to the spell’s Force in meters. The spell cannot be
used to blind, but does offset darkness visibility modifiers. Each hit on the
Spellcasting Test counters a –1 die penalty for visibility.
Magic Fingers
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Magic Fingers creates a psychokinetic effect like
“invisible hands” that can hold or manipulate items. The hits on the Magic +
Spellcasting Test become the spell’s effective Strength and Agility. The caster
can use skills remotely with Magic Fingers, but all tests receive a –2 dice
pool modifier due to problems of fine control. Even simple actions like picking
up a coin may require an Agility Test, at the gamemaster’s discretion.
The caster can fight, pick a lock, or perform any other
action, using the magic fingers as if they were real hands. The spell can reach
any point the caster can see, and Clairvoyance or remote-viewing technology can
be used to get a close-up of the scene as long as it is within the caster’s
normal line of sight. This spell comes in very handy for disarming bombs and
handling other hazardous work from a safe distance.
Mana Barrier
(Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Mana Barrier creates an invisible barrier of magical energy
with a Force equal to the net hits scored. This barrier does not restrict
living beings or physical objects, but it does impede spirits, foci, dual
beings, and spells. If cast on the astral plane, it also impedes astral forms
and restricts visibility. Any target of a spell that is on the other side of
the Mana Barrier receives a bonus to its spell resistance dice pool equal to
the barrier’s Force.
Petrify
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Petrify transforms living tissue into stone-like calcium
carbonate. The caster must win an Opposed Test pitting her Magic + Spellcasting
against the target’s Body (+ Counterspelling). Additionally, the spell’s Force
must equal or exceed the target’s Body. Non-living material—including clothing,
gear, and cyberware—is not affected. The target is not conscious while under
the effects of this spell, and any damage suffered by the stone-like form
affects the target normally. While petrified, the subject has a barrier Armor
rating equal to Body + net hits.
Physical
Barrier (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Barrier spells create glowing, translucent force-fields
with both 1 point of Armor and Structure rating per hit. The caster can form
the barrier as dome with a radius and height equal to the spell’s normal
radius. The caster can also form a wall with a height and length equal to the
caster’s Force. The caster can adjust size of the barrier the same as the
radius of an area spell.
Physical Barrier creates a physical wall. Anything the
size of a molecule (or less) can pass through the barrier, including air or
other gases. Anything bigger treats the barrier as a normal physical wall.
Attacks directed through a barrier have a –1 dice pool visibility penalty. The
barrier does not impede spells. The barrier can be brought down by physical
attacks, but as long as it is sustained it regenerates damage quickly—any
reductions in Structure Rating are restored at the beginning of the next Combat
Turn. If the barrier is penetrated, however, it collapses and the spell ends.
Physical Barrier cannot be used on the astral plane.
Poltergeist
(Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Poltergeist picks up all small objects (up to a kilogram
in mass) within the spell’s area and whirls them around in random patterns.
This imposes a –2 dice pool visibility penalty in the area. The spell inflicts
2 boxes of Stun damage (resisted with Reaction + Impact armor) to anyone in the
area each Combat Turn, whacking them with flying debris. Poltergeist may do
more damage in cluttered environments, or inflict Physical damage if the
gamemaster feels the debris is sufficiently dangerous (broken glass and nails,
for example).
Shadow
(Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Shadow creates a globe of darkness with a radius equal to
the spell’s Force in meters. Every hit imposes a –1 die pool visibility
modifier against targets within the area (maximum –6).
Shapechange
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
(Critter) Form
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Shapechange transforms a voluntary subject into a normal
(non-paranormal) critter, though the subject retains human consciousness. The
subject can only assume the form of a critter whose base Body rating is 2
points greater or less than her own Add 1 to the critter’s Base attribute
Ratings for every hit the caster generates. Her Mental attributes remain unchanged.
This spell does not transform clothing and equipment. Magicians in critter form
can still cast spells, but cannot perform other tasks requiring speech.
Critter form works like the Shapechange spell, but only
allows the subject to change into a specific non-paranormal animal. Each
critter form is a different spell (Eagle Form, Wolf Form, and so on).
Turn to Goo
(Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Turn to Goo transforms living tissue into a sticky,
gluelike substance. The caster must win an Opposed Test pitting her Magic +
Spellcasting against the target’s Body (+ Counterspelling). Additionally, the
spell’s Force must equal or exceed the target’s Body. Non-living
material—including clothing, gear, and cyberware—is not affected. The target is
not conscious while under the effects of this spell, and any damage suffered by
the gooey form affects the target normally. The goo has a barrier Armor rating
equal to Body + net hits.