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.

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