Spell sheet
Mana spells affect only living and magical beings, physical spells affect all physical things. Sustained spells give a +2 TN modifier to all actions per spell being sustained. Drain is equal to half the spell's force, modified by the thingumy in the Drain box, and is resisted by the caster's Willpower. Each pair of successes lower the damage code by one stage.
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Creates a ball of flame the caster can direct. It flashes into existance and burns out after striking the target, but can ignite flammable materials, which will continue to burn after the spell is exhausted. Caster chooses damage level.
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Channels destructive magical power into the target, doing physical damage. Caster chooses damage level.
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Inflicts an illusion of terrible pain on the target. Target suffers a target number penalty equivalent to filling in a number of Stun damage boxes equal to the caster's net successes. Maximum is twice spell's force.
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Allows the subject to telepathically probe the mind of a visible target. 1-2 successes gives current surface thoughts. 3-4 successes gives everything the target consciously knows. 5 or more gives even subconscious information, such as psychological quirks, deep fears or hidden memories.
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Repairs physical injuries. Each success heals one box of physical damage (maximum is spell's force).
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Makes the subject invisible to normal vision, though the subject is completely tangible and detectable by the other senses. Aura is still visible to astral perception. Only affects those actually looking at the target - cameras, electronic binoculars and so forth won't be affected.
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Allows the caster to telepathically lift an object and move it around. The subject of the spell can be moved anywhere in the caster's line of sight at a rate of speed equal the caster's Magic attribute multiplied by successes (maximum is spell's force) in metres per turn. Target number is increased by 1 for every 100 kilos of mass of the object.
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Kills bacteria and other micro-organisms and destroys material such as skin flakes, stray hairs and spilled blood. Each success (maximum is spell's force) adds 2 to TN to collect and use biomaterial to identify someone.