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Saturday, November 8, 2014

Magic as Powers in my fantasy setting

Magic

Each spell is learned as its own skill. All skills are IQ-based and get a bonus from the power talent, which costs 10/level. Most skills are Hard. All spells have a casting time, a random energy cost listed as dice, and a duration. In addition, access to most spells is restricted to those with a certain Magical Rank in the League of Scholars. Few spells are allowed to non-members! Legends tell of spells possessed by the ancients. These spells, more powerful than any now known, have been lost for millennia. Rumors abound of recovered ancient spells. For the price of a fifty-point Unusual Background, access to a short list of recovered ancient spells can be yours.

To cast a spell, take an All-Out Concentrate maneuver for second equal to the spell's casting time, then at at the end of the last All-Out Concentrate maneuver, roll to see what the energy cost will be and make your skill roll. To be able to cast a spell, you must have an Energy Reserve large enough to pay the maximum cost of the spell. For instance, to cast a spell with an energy cost of 1d-1, you must have an Energy Reserve of at least 5. Though you need not have enough energy in your reserve to pay the maximum to attempt to cast a spell. If you try to cast a spell and roll a higher energy cost than you currently have available, your spellcasting fails and you can't cast spells again until you charge your Energy Reserve back to its full amount. On a failed skill roll, any energy spent to cast the spell is still spent.

Each spell's energy cost is listed as a multiple of 1d-1 energy. On a roll of 1, the spell costs no energy. Otherwise, the spell costs the rolled amount of energy times the multiplier for each additional die of energy. For instance, a spell that costs 1d-1x5 energy would cost 10 energy total on a roll of 3 (3-1, giving 2, multiplied by 5 for a total of 10).

All spells come with certain limitations as part of the Magic power. Those are All-Out, -25%; Costs 1d6-1 ER, ER only, -25%; Countermeasures, -5%; and Nuisance Effect, Extemely Obvious, -5%. What these mean are that all spells must be taken with an All-Out Concentrate maneuever, removing the spellcaster's ability to defend himself until his next turn; that all spells have at least a 1d-1 energy cost that can only be paid from his special Energy Reserve; that there are magical countermeasures, such as the Counterspell and Dispel Magic spells that can be used to stop a spell or its effects; and that each spell creates an obvious sign, usually in the form of visible swirling magical energies and a low audible hum while the spell is being cast. Some of these drawbacks can be obviated through the use of special magical techniques.

The Energy Reserve

Purchased as: Energy Reserve (Slow Recharge, 1 point/hour, -20%; Not in Low or No Mana, -5%; Only recharges while meditating, -40%) [1/level]

Spells require energy to cast. Each spell costs at least 1d-1 energy pulled from a special Energy Reserve. This Energy Reserve can only be charged through meditation. But not everyone has an Energy Reserve! The energy is stored inside a worm that must be implanted in the skull, where it attaches to the brain. The surgical procedure requires a skilled surgeon and is usually performed at around the age of five, when a wizard enters the academy as a novice.

The implanted worm quickly grows the capacity to store five points of energy over the first decade. Then growth levels off. Each year thereafter, the worm makes a HT-2 roll (worms have HT10). If successful, the Energy Reserve increases by one point. This gives an expected Energy Reserve of 5 for the first decade and .25 for each additional year. Thus a twenty-six-year-old worm can be expected to have an Energy Reserve of 9 (5 for the first decade, plus 16/4=4, totalling 9). Of course, not all worms grow exactly as expected. Some worms have a higher HT score (a 10-point Unusual Background per point of HT), allowing for an increased Energy Reserve. And there is natural variation, as represented by the HT roll. Some worms get lucky each year, resulting in much higher than expected Energy Reserves for their age. Humans rarely have Energy Reserves above thirty, though the rare gnome has been known to have a reserve in excess of fifty, while the oldest elves often top one hundred!

Worm Age in years - Expected ER
10 - 5
20 - 7.5
30 - 10
40 - 12.5
50 - 15
60 - 17.5
70 - 20
80 - 22.5
90 - 25
100 - 27.5
110 - 30
120 - 32.5

Techniques

Some skills have techniques that allow you to boost the power's abilities, usually through adding enhancements, but occasionally by removing limitations. All techniques are Hard difficulty and can be bought up as normal for techniques.

To use a technique costs an additional point of energy from the spellcaster's Energy Reserve. Additional energy may be spent to reduce the penalty by two per point of energy.

A few general techniques are available. These may be used for any spell. They are:

Defensive Casting
Default: Skill -3
With a successful use of this technique, you are you still able to defend after casting your spell.

Removes the All-Out limitation.

Secret Casting
Default: Skill -2
Your casting of the spell becomes undetectable by normal senses. Magical means, such as the Detect Magic spell, still detect it normally.

Built using the No Signature enhancement.

Shape Spell
Default: Skill -2
You may exclude any selected portion of the normal area of your spell.

Built using the Selective Area enhancement.

Working Together

Spellcasters can join hands to share the energy cost of a spell. Each participant must make a successful skill roll. They may then contribute as much energy to the spell's casting as they have, with a minimum contribution of one energy. One participant is chosen as the leader, who is used for determining range and who makes any additional rolls, such as quick contests and the roll for random energy cost.

Magic Items

Crystallized Worms
It is possible to remove the living worm from a spellcaster's skull. If this is done within a few hours of the spellcaster's death, the magical energy contained in the worm can be preserved in honey for future castings. This is an expensive way to power spells! Academies, archmages, and kings often keep a store on hand in case of emergencies. The crystallized worms are worn in a headband and accessed the same way as the normal Energy Reserve of a wizard, which can be augmented by the use of the crystallized worm. For instance, a wizard could use four energy from a crystallized worm in addition to ten energy from his Energy Reserve to cast a spell costing fourteen energy. Only one crystallized worm can be used per casting. Since the worm is killed in the crystallization process, these items are one-use only. Once the energy is gone, it's gone for good.

Cost is equal to energy squared times a thousand dollars.

Ancient Crystals
The Ancients used crystals worn around the head rather than implanted worms to store their energy. They switched to the worms after the crystals ran out. Legend has it that the ancients possessed crystals which could hold tens of thousands of points of energy. Those crystals are long gone. A precious few ancient crystals have been recovered and are currently in use.

Each crystal can hold a certain amount of energy that can be used to augment the energy from a worm, or to cast a spell by itself. They recharge at a rate of one energy per week in a normal mana area, not at all in a low mana or no mana area, and at a rate of one energy point per day in a high mana area or one energy per hour in a very high mana area. Each time energy is expended, the crystal must make a HT roll against HT 16. On a failure, the crystal's energy capacity is permanently reduced by 1.

To own a crystal, a 10-point Unusual Background must be paid in addition to the price of the crystal in gold.
1-point crystal - $250,000.
2-point crystal - $1,000,000
3-point crystal - $2,500,000

Identifying Spells

New skill:
Expert Skill (Spells)

Roll to identify a spell as it's being cast. Roll at a bonus or penalty depending on the Rank needed to learn the spell. No roll is needed to identify a spell you know.

Rank 1: +4
Rank 2: +3
Rank 3: +2
Rank 4: +1
Rank 5: +0
Lost Ancient Spells and Forbidden Spells: -2

Rank Restrictions

Each spell is normally limited to guild members with a certain rank. Knowledge of a spell not available to your rank is a five-point Unusual Background that might represent secret training or a special dispensation. A few spells, such as Steal Body, are forbidden entirely--these require a ten-point Unusual Background, and a tight pair of lips!


Rank 0 - Novice
Catfall
Detect Magic
Light Flame
Stop Bleeding
Stop Seizures
Test Food

Rank 1 - Student
Alarm
Amputate
Change Hair
Endure Elements
Enhance Appearance
Fix Back
Glow
Lower Temperature
Make Comfortable
Night Guard
Predict Eclipse
Predict Weather
Remember
Remove Pain
Remove Pests
Restore Hearing
Restore Legs
Restore Sight
Restore Voice
Sober Up

Rank 2 - Assistant
Arouse
Bleed
Clean
Dispel Magic
Don't Go
Examine
Infravision
Make Gaunt
Mount
Purge
Regrow Limbs
See Invisible
Send Message
Shelter
Sleep
Smoke
Summon Belonging
Swim
Test Metal
Tongue of ...
Water Breathing

Rank 3 - Professor/Researcher
Alter Self
Calm
Change Sex
Control Air
Control Earth
Control Fire
Control Metal
Control Water
Counterspell
Ecstacy
Fast Healing
Flight
Haste
Illusion
Make Go
Move Objects
Neuter
Other's Eyes
Preserve
Repair
Resist Magic
Share Thoughts
Shrink
Sphere of Force
Steelskin
Taste
Tattoo
Voice

Rank 4 - Department Member
Activate Gateway
Antimagic Field
Bind
Breed
Detect Wizards
Disintegrate
Find Dragon
Hide from Magic
Invisibility
Kill Dragon
Locate Individual
Love
Magic Eye
Pass Through
Read Memories
Scare
See Through
Teleport
Titan's Strength
Torture

Forbidden
Charm
Copy Voice
Drain Life
Poison
Steal Body

The Spells

Activate Gateway (H)
120 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 10 seconds

Statistics: Jumper (World; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Interplanar, +0%; Reduced FP Cost 1, +20%; Reduced Time 4, +80%; Reliable +3, +15%; Tunnel, +40%; Costs 3d-3 ER, -75%; Special Portal, Ancient Gateways only, -60%; Magic, -60%) [120]

Alarm (H)
7 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 12 hours

Statistics: Create (Loud Sound; Triggered Delay, Creature Larger than Rat Entering Area, +50%; Ranged, +40%; Maximum Duration, Up to 12 Hours, -5%; Magic, -60%) [7]

Alter Self (H)
42 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 2 seconds
Duration: 1 minute (can be maintained)

Statistics: Modular Ability: Cosmic Power 6 (Reduced Time 1, +20%; Accessibility, Only cosmetic Alternate Forms, -50%) [42]

Alter cosmetic character traits, such as race, sex, height, eye color, voice, etc. Transformations take ten seconds. Forms are: Alternate Form (Magic, -60%) [6]

Amputate (H)
9 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Cutting Attack 6d (Underwater, +20%; Variable, +5%; Contact Agect, -30; Melee Attack, Reach C, Cannot Parry, -35%; No Bleeding, -5%; No Blunt Trauma, -20%; No Knockback, -10%; No Pain, -10%; Only has an effect if damage is great enough to severe a limb, -20%; Magic, -60%) [9]

Antimagic Field (H)
27 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 1 minute

Statistics: Static (Area Effect, 4 yards, +100%; Cosmic, Static Own Power, +50%; Ranged, +40%; Costs 3d-3 ER, -75%; Maximum Duration, 1 minute, -65%; Magic, -60%) [27]

Arouse (H)
16 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Tipsy, +10% and Disadvantage, Lecherousness, +15%; Extended Duration, 30x, +60%; Malediction 1, +100%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [16]

Roll a quick contest of skill versus a touched subject's HT. If you succeed, the subject gains the tipsy condition and the Lecherousness disadvantage for ninety minutes.

Bind (H)
36 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Binding 20 (Engulfing, +60%; Unbreakable, +40%; Blockable, -10%; One-Shot, -10%; Reduced Range, 10, -30%; Magic, -60%) [36]

Surrounds a struck target with bands of force, leaving him unable to move his arms. The energy beams can be dodged, blocked, or parried. This is a ranged attack with 1/2D -, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1.

Bleed (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Cutting Attack 3d (Malediction 1, +100%; Variable, +5%; No Blunt Trauma, -20%; No Knockback, -10%; No Wounding, Still Bleeds, -50%, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [12]

Breed (H)
34 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: Special

Statistics: Affliction 1 (HT; Advantage, Alternate Form, +150%; Area Effect, 2 yards, +50%; Extended Duration, Permanent, Only if Impregnated and Only Until Childbirth, +150%; Malediction 1, +100%; Costs 6d-6 ER, -150%; Magic, -60%) [34]

Alters the anatomy of the subjects inside the area of effect so that they can create viable offspring. The effect of the spell lasts an hour for subjects that are not impregnated, and until the birth of the offspring for subjects that are impregnated. Does not make subjects inclined to mate. Game statistics of resulting offspring, and duration of gestation, are at GM's discretion.

Calm (H)
23 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Control (Area Effect, 4 yards, +100%; Costs 1d-1 ER, -25%; Emotion Control, -50%; Only to Calm, -20%; Magic, -60%) [23]

Change Hair (VH)
48 points

Energy Cost: 1d-1
Casting Time: 2 seconds
Duration: Permanent

Statistics: Modular Ability 24 (Cosmic Power; Only for Hair Spells, -80%) [48]

Spend one second to select a Hair Spell, which can be cast with the Change Hair skill, a Very Hard skill, since it encompasses multiple similar spells.

Sample Hair spells:

Affliction 1 (HT; Advantage, Blonde Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Affliction 1 (HT; Advantage, Long Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Affliction 1 (HT; Advantage, No Hair, +10%; Malediction 1, +100%; Extended Duration, permanent, Until Cut, +150%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [24]

Change Sex (H)
38 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Advantage, Alternate Form, +150%; Extended Duration, Permanent, +300%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [38]

Roll a quick contest of skill against the touched subject's HT. If you win, the subject permanently changes sex. This spell only works on species where sex is a pointless feature, such as most humanoids. None of the subject's attributes or other traits are affected. If the subject has any traits related to sex (such as a heavy menses quirk), the GM should exchange those traits for something similar relating to the new sex.

Charm (H)
20 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Control (Independent, +70%; Rationalization, +20%; One Slave Only, -10%; Mind Tricks, -30%; Costs 2d-2 ER, -50%; Magic, -60%) [20]

Choke (H)
24 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Affliction 1 (HT; Choking, +100%; Fixed Duration, +0%; Malediction 1, +100%; Magic, -60%) [24]

Roll a quick contest of skill against your victim's HT, at a -1/yard penalty. If you win, the victim has the Choking condition for three minutes.

Clean (H)
13 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Create 5 (Clean Version of Possessed Item; Specific Item; Reduced Fatigue Cost 3, +60%; Transmutation, Inorganic to Inorganic, +50%; Transmutation Only, -100%; Magic, -60%) [13]

You can perfectly clean any item weighing up to 250 lbs.

Control Air (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Air; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Earth (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Earth; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Fire (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Fire; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Metal (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Metal; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Control Water (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Control 4 (Water; Persistent, +40%; Costs 2d-2 ER, -50; Magic, -60%) [24]

Copy Voice (H)
17 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mimicry (Cosmic, No Die Roll Required to remember voices, +100%; Voice Library, +50%; Voices Only, -20%; Magic, -60%) [17]

You can copy any voice you have heard.

Counterspell (H)
20 points

Energy Cost: 1d-1
Casting Time: Reflexive

Statistics: Neutralize (Magic; Reflexive, +40%; Only to counter spells being cast, -80%; Ranged, +40%; Magic, -60%) [20]

Cast in response to someone casting a spell to counter that one spell. All costs for the spell are still paid. Roll a quick contest of your Counterspell skill versus the skill used for their spell (with normal range penalties for your Counterspell). If you win, their spell is countered.

Detect Magic (H)
23 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Magic; Analyzing, +100%; Precise, Nontargeting, +90%; Magic, -60%) [23]

Detect Wizards (H)
13 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Spellcasters; Precise, Nontargeting, +90%; Magic, -60%) [13]

Analyzing
Default: Skill -10

Disintegrate (H)
10 points

Energy Cost: (1d-1)7
Casting Time: 1 second

Statistics: Crushing Attack 10d (Armor Divisor, (10), +200%; Malediction 1, +100%; Accessibility, only on inanimate objects, -30%; Costs 6d-6 ER, -150%; Only deals damage if enough to reduce HP to -10x, -80%; Magic, -60%) [10]

Dispel Magic (H)
13 points

Energy Cost: (1d-1)2
Casting Time: 1 second

Statistics: Neutralize (Precise, +20%; Ranged, +40%; Costs 1d-1 ER, -25%; Interruption, -50%; Magic, -60%) [13]

Don't Go (H)
27 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 2 days

Statistics: Affliction 1 (HT; Disadvantage, Chronic Constipation, +10%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Magic, -60%) [27]

Roll a quick contest of skill versus the subject's HT, at -1/yard. If you win, the subject gains the Chronic Constipation disadvantage for two days.

New disadvantage:
Chronic Constipation [-10]*

Drain Life (H)
Energy Cost: (1d-1)7
Casting Time: 1 second

Statistics: Fatigue Attack 4d (Costs 6d-6 ER, -150%; Malediction 2, +150%; Magic, -60%) [16]

Ecstasy (H)
15 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Ecstasy, +100%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [15]

Roll a quick contest of skill against a touched victim's HT. If you win, the subject is struck with ecstasy for half an hour.

Endure Elements (H)
35 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 50 hours

Statistics: Affliction 1 (HT; Advantage, Temperature Tolerance 15, +150%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [35]

Enhance Appearance (H)
27 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Advantage, Appearance (Very Handsome), +160%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack,
Reach C, Cannot Parry, -35%; Magic, -60%) [27]

Touch the subject and they gain Very Handsome (or Very Beautiful) Appearance for ninety minutes.

Examine (H)
6 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Detect (Health Problems; Analyzing, +100%; Contact Agent, -30%; Short-Range, -20%; Costs 3d-3 ER, -75%; Magic, -60%) [6]

Fast Healing (H)
138 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Extreme Regeneration, +1500%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [138]

The target of the spell gains Extreme Regeneration for three minutes.

Feather Fall (H)
10 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: Reflexive
Duration: 1 minute (can be maintained)

Statistics: Catfall (Feather Fall, +20%; Reflexive, +40%; Magic, -60%) [10]

Find Dragon (H)
9 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Dragons; Long-Range, +50%; Precise, Nontargeting, +90%; Cannot Analyze, -10% Magic, -60%) [9]

Make a skill roll, modified by long-distance modifiers, to find the location of the nearest dragon.

Fix Back (H)
39 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Negated Disadvantage, Severe Bad Back, +250%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [39]

Touch the subject to remove the Bad Back disadvantage for ninety minutes.

Flight (H)
20 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Flight (Space Flight, +50%; Cannot Hover, -15%; Slow, -25%; Magic, -60%) [20]

Glow (H)
6 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Illumination, +10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Only on Objects, -10%; Magic, -60%) [6]

A touched object emits light as a torch for five hours.

Haste (H)
61 points

Energy Cost: (1d-1)2 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Altered Time Rate 1 (Costs 1d-1 ER, -25%; Magic, -60%) [20] + Enhanced Time Sense (Only when ATR is active, -10%) [41]

Hide From Magic (H)
29 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Obscure 5 (Vision; Extended, Detect, Divination, Hearing, Scanning, Smell, and Taste, +120%; Defensive, +50%; Stealthy, +100%; Limited, Magical, -20%; Magic, -60%) [29]

Illusion (H)
45 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Illusion (Area Effect, 2 yards, +50%; Extended, Infravision, Taste/Smell, Touch, +50%; Ranged, +40%; Magic, -60%) [45]

Infravision (H)
2 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Infravision (Temporary Disadvantage, Tunnel Vision, -30%; Magic, -60%) [2]

Invisibility (H)
62 points

Energy Cost: (1d-1)4 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Insisibility (Can Carry Objects, Heavy, +100%; Extended, All, +100%; Switchable, +10%; Costs 3d-3 ER, -75%; Magic, -60%) [62]

Kill Dragon (H)
100 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Crushing Attack 100d (Accurate 3, +15%; Armor Divisor (2), +50%; Homing, Infravision, +60%; Increased Range, 100x, +60%; Underwater, +20%; Accessibility, Dragons Only, -50%; Costs 7d-7 ER, -175%; Nuisance Effect, Bright, -5%; Magic, -60%) [100]

Light Flame (H)
1 point

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Burning Attack 1 damage (Magic, -60%) [1]

Locate Individual (H)
12 points

Energy Cost: (1d-1)2
Casting Time: 2 seconds

Statistics: Modular Ability 3 (Cosmic Power; Only Detect to locate individuals, -60%) [12]

The Modular Ability can only purchase the following ability, but for different individuals: Detect (Person; Precise, Nontargeting, +90%; Accessibility, must have an item that belongs to the person, -40%; Cannot Analyze, -10%; Costs 1d-1 ER, -25%; Magic, -60%) [3]

Love (H)
85 points

Energy Cost: (1d-1)7
Casting Time: 2 seconds
Duration: Permanent

Statistics: Modular Ability 17 (Cosmic Power; Only Love Spell, -50%) [85]

Love spells are modeled as:
Affliction 1 (Will; Disadvantages, Sense of Duty (One Person), +2% and Obsession (Live Happily Ever After with Person), +10%; Based on Will, +20%; Cosmic, Can Inflict Sense of Duty, +100%; Extended Duration, Permanent, Until Spell Is Lifted, +150%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, must have an item that belongs to the person, -40% Contact Agent, -30%; Costs 6d-6 ER, -150%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [17]

Lower Temperature (H)
5 points

Energy Cost: 1d-1 (same cost to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Temperature Control 3 (Cold, -50%; Cosmic, works on people, +100%; Only to lower fever, -60%; Magic, -60%) [5]

With a successful skill roll, you can bring even the most extreme fevers to a safe level.

Magic Eye (H)
32 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally (Eye; 25%; Constantly, x4; Summonable, +100%; Magic, -60%) [6] + Telecommunication (Telesend; Long-Range, +50%; Accessibility, only when Ally is active, -10%; Accessibility, Eye Only, -80%; Temporary Disadvantage, One Eye, -15%) [21] + Mindlink (Eye) [5]

Eye, -340 points

ST: 1 [-90] HP: 1 [0] Speed: 5 [45]
DX: 1 [-180]† Will: 1 [] Move: 0 (Ground); 5 (Air) [0]
IQ: 1 [-180] Per: 10 [50]
HT: 10 [0] FP: 10 [0] SM: -9
Dodge: 8 Parry: n/a

Advantages: Doesn't Breathe [20]; Flight (Space Flight, +50%; Low Ceiling, 5-foot, -25%; Slow, -25%) [40]; Mind Link (Master) [5]; Telecommunication (Telesend; Long-Range, +50%; Sensie, +80%; Accessibility, Master Only, -80%) [45]
Disadvantages: Automaton [-85]; Deafness [-20]; Invertebrate [-20]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; One Eye [-15]
Advantages: Doesn't Breathe [20]; Flight (Space Flight, +50%; Low Ceiling, 5-foot, -25%; Slow, -25%) [40]; Mind Link (Master) [5]; Telecommunication (Telesend; Long-Range, +50%; Sensie, +80%; Accessibility, Master Only, -80%) [45].
Disadvantages: Automaton [-85]; Deafness [-20]; Invertebrate [-20]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; One Eye [-15].

Make Comfortable (H)
14 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Temperature Control 2 (Area Effect, 8 yards, +100%; Magic, -60%) [14]

You can increase or decrease the temperature of an eight yard area at a rate of four degrees per second.

Make Gaunt (H)
32 points

Energy Cost: (1d-1)5
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (Will; Alternate Form, +150% and Disadvantage, Skinny, +5% and Disadvantage, Very Unfit, +15%; Based on Will, +20%; Extended Duration, Permanent, Until Spell Is Lifted, +150%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 4d-4 ER, -100%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [32]

Roll a quick contest of skill against a touched victim's Will. If you win, the subject loses a massive amount of weight, dropping to the minimum weight for a Skinny victim of their ST, as well as gaining the Skinny and Very Unfit disadvantages. The spell can only be lifted with a casting of the Dispel Magic spell, or by stepping into a No Mana area or an Antimagic Field.

Make Go (H)
55 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Diarrhea, +50%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [55]

Roll a quick contest of skill against a touched victim's HT. If you win, the subject suffers from extreme diarrhea for three minutes (treat diarrhea as retching).

Mount (H)
6 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally (Horse, 0%; Constantly, x4; Summonable, +100%; Magic, -60%) [6]

Move Objects (H)
55 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telekinesis 20 (Increased Range, LOS, +70%; Cannot Affect Self, -25%; Cannot Punch, -10%; Visible, -20%; Magic, -60%) [55]

A strand of glowing energy appears in front of you. You may use the energy to manipulate any object you can see, including attacking with weapons, at ST20. The strands can move objects, but they cannot punch, nor can they move your own body. You must concentrate to manipulate the strands.

Neuter (H)
23 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Disadvantage, Neutered, +1%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [23]

Roll a quick contest of skill against a touched subject's HT. If you win, the subject gains the Neutered disadvantage permanently. This can be reversed with the Regrow Limbs spell, or through divine magics.

Night Guard (H)
35 points

Energy Cost: (1d-1)3
Casting Time: 1 second
Duration: 50 hours

Statistics: Affliction 1 (HT; Advantage, Doesn't Sleep, +200%; Extended Duration, 1000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 2d-2 ER, -50%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [35]

Touch the subject to grant the Doesn't Sleep advantage for fifty hours.

Other's Eyes (H)
21 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Reading (Decreased Immunity 1, +50%; Long-Range 2, Only to keep established connections, -80%, +20%; Sensory Only, -20%; Vision Only, -20%; Magic, -60%) [21]

Walk Through (H)
32 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 2d seconds

Statistics: Permeation (Anything; Can Carry Objects, Heavy Encmbrance, +100%; Costs 1d-1 ER, -25%; Maximum Duration, 2d seconds, -75%; Magic, -60%) [32]

Poison (H)
30 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: Until poisoned food is consumed

Statistics: Toxic Attack 3d (Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT, +90%; Triggered Delay, when poisoned food is consumed, +50%; Malediction 1, +100%; No Signature, +20%; Cyclic, 1 hour, 4 cycles, Resistible, +30%; Onset, 1 minute, -10%; Costs 3d-3 ER, -75%; Magic, -60%) [30]

Predict Eclipse (H)
50 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict eclipses, -60%; Magic, -60%) [50]

Predict Weather (H)
50 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict the weather, -60%; Magic, -60%) [50]

Preserve (H)
102 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Temporal Stasis, +1000%; Extended Duration, Permanent, Until Disturbed, +150%; Not on people, large animals, monsters, or other large living or animate objects, -80%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [102]

Purge (H)
55 points

Energy Cost: (1d-1)2
Casting Time: 1 second

Statistics: The same as Make Go, but actual retching.

Read Memories (H)
4 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: One question

Statistics: Mind Probe (Cosmic, works on the dead, +50%; Accessibility, Only on fresh, intact brains, -60%; Costs 7d-7 ER, -175%; One use per person ever, -80%; Racial, humanoids only, -20%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [4]

Regrow Limbs (H)
50 points

Energy Cost: (1d-1)6
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Advantage, Regrowth, +400%; Extended Duration, Permanent, Until Limb is Regrown, +150%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 5d-5 ER, -125%; Magic, -60%) [50]

Specify a limb to heal. The spell lasts until that limb has grown back.

Remember (H)
6 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Perfect Memory (Magic, -60%) [6]

Remember everything you experience during the duration of the spell.

Remove Pain (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Advantage, Immunity to Pain, +300%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to grant the Immunity to Pain advantage for ninety minutes.

Remove Pests (H)
19 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 2 hours, 45 minutes

Statistics: Toxic Attack 1d (Area Effect, 16 yards, +200%; Extended Duration, 1,000x, +120%; Malediction 1, +100%; Persistent, +40%; Pests only, -40%; Magic, -60%) [19]

Damages any pests inside or entering the area, causing 1d of toxic damage every ten seconds for a duration of two hours and forty-five minutes to each pest that fails a quick contest of HT against your skill.

Repair (H)
62 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Healing (Nonliving objects, +0%; Cosmic, failure doesn't cost FP, +50%; Reduced Fatigue 10, +200%; Reliable +2, +10%; Costs 3d-3 ER, -75%; Injuries Only, -20%; Magic, -60%) [62]

Heal up to 20 HP of a touched object.

Resist Magic (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Magic Resistance 5, +100%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

Touch the subject to grant Magic Resistance 5 for five hours.

Restore Hearing (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Deafness, +200%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

Touch the subject to remove the Deafness disadvantage for five hours.

Restore Legs (H)
43 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Lame, +300%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [43]

Touch the subject to remove the Lame disadvantage for five hours.

Restore Sight (H)
63 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Blindness, +500%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [63]

Touch the subject to remove the Blindness disadvantage for five hours.

Restore Voice (H)
38 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Negated Disadvantage, Mute, +250%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [38]

Touch the subject to remove the Mute disadvantage for five hours.

Scare (H)
32 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Terror 5 (Active, +0%; Magic, -60%) [32]

Roll a quick contest of skill against one target within ten yards, who must be able to see or hear you. The target is at -5 on the quick contest. If you win, roll 3d for the result as usual, but add your margin of success to the roll rather than the subject's margin of failure.

See Invisible (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, See Invisible, +150%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to grant See Invisible for five hours.

See Through (H)
4 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Penetrating Vision 1 (Magic, -60%) [4]

Send Message (H)
41 points

Energy Cost: (1d-1)5
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Enhanced Move 1, +200% and Advantage, Very Fit, +150%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 4d-4 ER, -100%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [41]

Touch the subject to grant Enhanced Move 1 for five hours.

Share Thoughts (H)
21 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telecommunication (Telesend; Range Limit, 10 yards, -50%; Sensie, +80%; Magic, -60%) [21]

Shelter (H)
80 points

Energy Cost: 1d-1
Casting Time: 10 seconds

Statistics: Snatcher (Large Items, +50%; More Weight, 500 lbs., +60%; Reduced Fatigue 2, +40%; Only summons a hut with accoutrements, -80%; Maximum Duration, 12 hours, -5%; Nuisance Effect, Hut is clearly Magical, -5%; Magic, -60%) [80]

After ten seconds of concentration, a small (10') hut appears. The hut comes complete with chairs, a straw floor, a small stove, wood for the stove, and a variety of other small items, such as a large pot and utensils. The shelter poofs out of existence twelve hours after being summoned.

Shrink (H)
16 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Advantage, Shrinking 2, +100%; Extended Duration, 10x, +40%; Malediction 1, +100%; Reduced Time 1, +20%; Contact Agent, -30%; Costs 3d-3 ER, -75%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [16]

Instantly halves the dimensions of a touched object or creature, and reduces weight by nine-tenths, for a duration of half an hour. May be resisted with a quick contest of HT against your skill.

Sleep (H)
33 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (Sleep, +150%; Negated Disadvantage, Nightmares, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +200%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [33]

The touched subject falls into a peaceful sleep that lasts five hours.

Smoke (H)
43 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 3 minutes

Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Persistent, +40%; Respiratory Agent, +50%; Magic, -60%) [23] + Obscure 5 (Vision; Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Ranged, +50%) [20]

Sober Up (H)
21 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Immunity to Alcohol, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [21]

Touch the subject to make them immune to the effects of alcohol for five hours.

Sphere of Force (H)
24 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Persistent, +40%; Wall, Rigid, +60%; Costs 2d-2 ER, -50%; Emanation, -20%; Magic, -60%) [24]

A wall of force appears surrounding you in a sphere six feet away from your body. The sphere has DR 12 and 2 HP.

Steal Body (H)
25 points

Energy Cost: (1d-1)8 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Possession (Cosmic, not stunned on a failure, +50%; Mind Swap, +10%; Costs 7d-7 ER, -175%; No Memory Access, -10%; Specialized, Humanoids Only, -40%; Magic, -60%) [25]

Steelskin (H)
13 points

Energy Cost: (1d-1)5
Casting Time: Reflexive
Duration: 1d seconds

Statistics: DR 10 (Hardened 6, +120%; Reflexive, +40%; Maximum Duration, 1d seconds, -75%; Costs 4d-4 ER, -100%; Magic, -60%) [13]

Stop Bleeding (H)
34 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Injury Tolerance (No Blood), +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [34]

Touch the subject to grant Injury Tolerance (No Blood) for five hours.

Stop Seizures (H)
44 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 90 minutes

Statistics: Affliction 1 (HT; Negated Disadvantage, Epilepsy, +300%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [44]

Touch the subject to remove the Seizures disadvantage for ninety minutes.

Summon Belonging (H)
44 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Snatcher (Large Items, +50%; More Weight, 15 lbs., +15%; Reduced Fatigue 2, +40%; Reduced Time 4, +80%; Can't Send Items Back, -20%; Costs 3d-3 ER, -125%; Nuisance Effect, objects must be exactly as you left them, -5%; Range Limit, 100 miles, -20%; Magic, -60%) [44]

You instantly summon any item you own that weighs up to twenty pounds from up to a hundred miles away. It appears either in your hand or on the ground in front of you. The item must be exactly as you left it; you can't summon a piece of paper that now has writing on it!

Swim (H)
78 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantages, Amphibious, +100% and Enhanced Move 1 (Water), +200% and Pressure Support 3, +150% and Temperature Tolerance 20, +200%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [78]

The touched subject gains Amphibious, Enhanced Move 1 (Water), and Pressure Support 3, and Temperature Tolerance 20 for five hours.

Taste (H)
38 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Clairsentience (Aware, +50%; Increased Range, 10x, +30%; Reduced Time 6, +120%; Clairosmia, -60%; Costs 2d-2 ER, -50%; Fixed Range, -5%; Taste only, -50%; Magic, -60%) [38]

Gives you a second sense of taste that you can move anywhere within a hundred yards.

Tattoo (VH)
48 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: Permanent

Statistics: As per Change Hair, but each spell applies permanent markings to the body. An Artist roll is necessary to make complex or artistic markings. A Very Hard skill since it is a grouping of different spells that are cast using the same skill.

Teleport (H)
30 points

Energy Cost: (1d-1)5
Casting Time: 1 second

Statistics: Warp (Cosmic: No Range Penalties, +100%; Cosmic: No Penalty for Lack of Preparation, +50%; Extra Carrying Capacity, Medium, +20%; Gyroscopic, +10%; No Strain, +25%; Blind Only, -50%; Cannot Blink, -50%; Costs 4d-4 ER, -100%; Drift, -15%; Nuisance Effect, Cannot Spend FP for bonus, -5%; Reliable +5, +25%; Range Limit, 100 miles, -20%; Magic, -60%) [30]

Teleport Others
Default: Skill -5
Affects Others, Twenty People, +1000%; and Area Effect, 4 yards, +100%

Test Food (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Food; Analyzing, +100%; Short-Range, -20%; Magic, -60%) [12]

Test Gold (H)
12 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Precious Metals; Analyzing, +100%; Short-Range, -20%; Magic, -60%) [12]

Make a skill roll to determine whether any item you are touching is a precious metal, and if so the type, purity, and quality of the metal.

Titan's Strength (H)
136 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 1 minute

Statistics: Affliction 1 (HT; Advantage, Arm ST 30, +1500%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 6d-6 ER, -150%; Maximum Duration, 1 Minute, -65%; Magic, -60%) [136]

Tongue of (H)
20 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Language (Accented/Accented), +40%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [20]

A separate spell exists for each language.

Torture (H)
20 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (Will; Terrible Pain, +60% and Disadvantage, Truthfulness, +5%; Based on Will, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [20]

Roll a quick contest of skill against a touched victim's Will. If you win, the subject suffers from Terrible Pain and has the Truthfulness disadvantage for thirty minutes.

Voice (H)
4 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Voice (Magic, -60%) [4]

Water Breathing (H)
28 points

Energy Cost: (1d-1)2
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Doesn't Breathe (Gills, -50%), +100% and Speak Underwater, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Costs 1d-1 ER, -25%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [28]

The touched subject can breathe and speak underwater normally for five hours.

Lost Spells

Anyspell (H)
72 points

Energy Cost: 1d-1 (plus cost of spell cast)
Casting Time: 1 second

Statistics: Wild Talent 4 (Game Time, +0%; Wild Ability, +50%; Magic, -60%) [72]

Upon completion of casting this spell, you may immediately cast any spell with a character point cost of 120 or fewer character points, paying its energy cost as normal. Use your IQ+Talent as your skill level with the spell. You may only cast this spell once per week. As a feature, additional levels increase available ability cost rather than give additional uses; the first level adjusts skill cost rather than point total.

Body of Fire (H)
22 points

Energy Cost: (1d-1)4 (same to maintain)
Casting Time: Reflexive
Duration: 1 minute (can be maintained)

Statistics: Alternate Form (Body of Fire; Reduced Time 5, +100%; Reflexive, +40%; Costs 3d-3 ER, -75%; Magic, -60%) [22]

Make sure to adjust for the price of your racial template!

Calculate (H)
21 points

Energy Cost: 1d-1
Casting Time: 1 second
Duration: 5 hours

Statistics: Affliction 1 (HT; Advantage, Intuitive Mathematician, +50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 1, +100%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -60%) [21]

Communicate (H)
27 points

Energy Cost: (1d-1)3 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telecommunication (Telesend; Broadcast, +50%; Long-Range 1, +50%; Costs 2d-2 ER, -50%; Magic, -60%) [27]

Copy Self (H)
105 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Duplication (Construct, +60%; Reduced Fatigue Cost 10, +200%; Magic, -60%) [105]

Copy (H)
5 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Create 1 (Copies; Reduced Fatigue Cost 3, +60%; Transmutation only, -50%; Magic, -60%) [5]

Upon casting the spell, you may copy up to ten pounds of documents. You must provide the materials the copies are to be made from, such as stone tablets, parchment, or ink. The magical energy requirements alleviates the need for a creation pool; if large sums of money are generated using this spell, the GM may require the spellcaster to purchase a high level of Wealth.

Create Life (H)
320 ponts

Energy Cost: (1d-1)4
Casting Time: 10 seconds

Statistics: Snatcher (Creation, +100%; Large Items, +50%; More Weight, 15 lbs., +15%; Permanent, +300%; Reduced Fatigue 2, +40%; Costs 3d-3 ER, -125%; Living things only, -20%; Magic, -60%) [320]

After ten seconds of concentration, a living creature weighing up to twenty pounds is created from nothingness either in your hands or on the ground in front of you.

Create Own World (H)
100 points

Energy Cost: (1d-1)4
Casting Time: 10 seconds

Statistics: Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Larger Size 10, +100%; Reduced Fatigue Cost 1, +20%; Costs 3d-3 ER, -75%; Magic, -60%) [100]

Concentrate for ten seconds and then make a skill roll to transport to your own planet-sized world. The world is unpopulated, but has a breathable atmosphere, fertile soil, clean water, normal mana, a single moon, and unfamiliar stars in the night sky. Except for the lack of life, the world is otherwise the same as your world of origin. You arrive in safe place (on land if humanoid, in the water if merfolk, etc). Each time you use this ability, you return in same safe area each. To return to your original world, use this ability again.

Carry Objects
Default:
Light Encumbrance -1
Medium Encumbrance -2
Heavy Encumbrance -3
Extra-Heavy Encumbrance -5

Cure Disease (H)
Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Healing (Affects Self, +50%; Cosmic, no penalty based on disease, +100%; Reduced Fatigue Cost 15, +300%; Xenohealing, anything animate, +100%; Disease Only, -40%; Costs 3d-3 ER, -75%; Magic, -60%) [143]

Upon casting the spell, you may heal any disease of a touched subject, including yourself!

Death to All (H)
101 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Heart Attack, +300%; Area Effect, 8192 yards, +650%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Costs 7d-7 ER, -175%; Magic, -60%) [101]

Empty Body (H)
44 points

Energy Cost: (1d-1)4
Casting Time: 1 second
Duration: Permanent

Statistics: Affliction 1 (HT; Attribute Penalty, -20 IQ, +200% and Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, until dispeled, +150%; Malediction 1, +100%; Nuisance Effect, only if it lowers IQ to 0, -5%; Costs 3d-3 ER, -75%; Magic, -60%) [44]

Find Vein (H)
15 points

Energy Cost: 1d-1
Casting Time: 1 second

Statistics: Detect (Veins of Metal; Analyzing, +100%; Long-Range 1, +50%; Precise, +100%; Magic, -60%) [15]

Fireball (H)
129 points

Energy Cost: (1d-1)6
Casting Time: 1 second

Statistics: Burning Attack 5d (Area Effect, 16 yards, +200%; Malediction 2, +150%; Costs 5d-5 ER, -125%; Magic, -60%) [129]

Immunity (H)
12 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Immunity to Metabolic Hazards (Magic, -60%) [12]

Infinite Sight (H)
40 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Telescopic Vision 20 (Magic, -60%) [40]

Meteor (H)
699 points

Energy Cost: (1d-1)16 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Detect (Meteors and Asteroid; Analyzing, +100%; Long-Range 2, +100%; Precise, +100%; Reflexive, +40%; Accessibility, only as part of this spell, -10%) [22] + Precognition (Reduced Fatigue Cost 2, +40%; Reduced Time 10, +200%; Reliable +8, +40%; Active Only, -60%; Only to predict the path of a meteor you're moving with this spell, -80%) [60] + Telekinesis 1/29 (Cosmic, can buy Reduced Fatigue Cost for Super-Effort, +50%; Increased Range, 10,000,000,000,000x, +370%; Reduced Fatigue Cost 1, +20%; Super-Effort, +400%; Can move Meteors and Asteroids only, -80%; Costs 15d-15 ER, -375%; Magic, -60%) [617]

Monstrify (H)
480 points

Energy Cost: (1d-1)7
Casting Time: 1 second
Duration: 30 minutes

Statistics: Affliction 1 (HT; Advantage, Alternate Form (500-point Monster; Reduced Time 4, +80%), +4770%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 1, +100%; Costs 6d-6 ER, -150%; Magic, -60%) [480]

If anyone takes this spell, I would like to make twenty or so hundred-point packages and have the spell give the subject five of the packages chosen at random.

Prismatic Spray (H)
132 points

Energy Cost: (1d-1)4
Casting Time: 1 second

Statistics: Impaling Attack 10d (Area Effect, 16 yards, +200%; Emanation, -20%; Overhead, +30%; Bombardment, Skill 14, -5%; Costs 3d-3 ER, -75%; Nuisance Effect, Very Bright Many-Colored Beams of Light, -5%; Magic, -60%) [132]

Restore Life (H)
205 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Affliction 1 (HT; Advantages, +2,250%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Costs 7d-7 ER, -175%; Magic, -60%) [205]

Teleport Classic (H)
214 points

Energy Cost: (1d-1)8
Casting Time: 1 second

Statistics: Affliction 1 (Advantage, Modified Warp, +2100%; Area Effect, 8 yards, +150%; Based on IQ, Own Roll, +20%; Costs 7d-7 ER, -175%; Magic, -60%) [214]

Modified Warp (Cosmic: No Range Penalties, +100%; Cosmic: No Penalty for Lack of Preparation, +50%; Extra Carrying Capacity, Medium, +20%; Gyroscopic, +10%; No Strain, +25%; Blind Only, -50%; Cannot Blink, -50%; Drift, -15%; Nuisance Effect, Cannot Spend FP for bonus, -5%; Reliable +5, +25%) [210]

Tell Time (H)
2 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Absolute Timing (Magic, -60%) [2]

The Dead Shall Walk (H)
8 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Ally Group (Up to 100,000 zombies; Built on 5% or less; 15 or less, x3; Minion, +50%; Summonable, +100%; Requires Corpses, -40%; Magic, -60%) [8]

Up to a hundred thousand corpses rise from the dead to serve you.

Time Stop (H)
544 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 2d seconds

Statistics: Affliction 1 (HT; Temporal Stasis, +1000%; Area Effect, 78 billion light-years, +4550%; Malediction 1, +100%; Costs 7d-7 ER, -175%; Maximum Duration, 2d seconds, -75%; Magic, -60%) [544]

Translate (H)
60 points

Energy Cost: 1d-1 (same to maintain)
Casting Time: 1 second
Duration: 1 minute (can be maintained)

Statistics: Mind Reading (Universal, +50%; Hearing-Based, -20%; Telecommunication, Telesend, -20%) [33] + Telesend (Universal, +50%; Magic, -60%) [27]

Wall of Stone (H)
119 points

Energy Cost: (1d-1)8
Casting Time: 1 second
Duration: 90 minutes

Statistics: Crushing Attack 6d (Area Effect, 256 yards, +400%; Extended Duration, 30x, +60%; Persistent, +40%; Wall, Rigid, +60%; Reduced Range, ×1/10, -30%; Costs 7d-7 ER, -175%; Magic, -60%) [119]

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