The Douglas-Iuri Grimoire

   For today, it’s another collection of spells for Shadowrun II and Shadowrun III – in this case, thirty of them, mostly from the notebooks of Douglas Parente’ and Iuri Tadahiro. As with the spells from the Sparrowhawk Grimoire, the game master may or may not opt to allow these; most of them aren’t quite so earthshaking as some of the Sparrowhawk spells are – but there are some awfully powerful and convenient spells to be found on this list.

DIVINATION SPELLS

   Astral Attunement; “Free” spirits, intimately tied to the astral plane, have no need of spell formula. They simply expend the karma and acquire spells. This spell attempts to duplicate that effect. Sadly, being encumbered with a body limits things; the “base” time required to research a spell is “only” divided by the force of this spell, not eliminated. As a side effect the user may become annoyingly sensitive to any and all astral disturbances.

   Improve Existing Sense (S. Will only work on those who HAVE astral senses), Detection Spell (-1), Sustained (+1), Voluntary Subject Req and Touch Range (L). Net Drain -/L

   Eye Of Thanatos: Basically psychometry – the ability to “read” the psychic impressions left on items, areas, and (If a bit gruesomely) bodies. In general, the more successes you get, the more deeply you can “read” – and the more information you get.

   Drain Level: Radically new sense (D), Personal Spell (-3). Net Basic Drain = L.

   Drain Target Modifiers: Superficial Mental Interaction (+1). Net Drain; [(F/2)+1]L.

   Variations on this thing are fun and easy; any competent spellcrafter can use the same pattern for spells like “Sense Function”, “Sense Age”, or “Reveal Origins”.

   This can get pretty disturbing. It’s not all it’s cracked up to be either. While it’s sometimes convenient to knowing a murder victim’s final thoughts – and what the last thing they saw was – all too often it’s just a blast of pain and a sense of confusion. Dying people aren’t the best kind of witnesses – and don’t necessarily think about anything in the least bit relevant. You can’t even count on what they’re seeing either. Half the time it’s a religious hallucination. (Reality? Maybe. How would I know?).

   Fool. It’s not the sensory portion of this spell that’s of real importance. It’s the ability to meld your mind with residual life energy. This is the first step on the path of true necromancy. Look at the Mulengro Protocols.

   Find Friends; This useful spell allows the user to locate people with whom he / she will immediately hit it off. In essence it simply “scans” for compatible personalities. Any mage using this spell will be able to find up to (Force) new contacts within a couple of days of moving into a new (populated) area. Some may become “buddies” over the next few weeks, but this is up to the GM. The user may also try to locate someone who’s willing to be helpful with a particular item on the spur of the moment but the target number for such an attempt is set by the, GM depending on the culture and the number of people around.

   Analyze Living Target (M), Detection (-1), Sustained Effects (+1), Extended Area (Magic x Force x 10M, D) and Personal Spell (L). Net Drain -/L, Type M, base target number of 6.

   -Really handy for those introverted antisocial wiz kids with no social skills. On the other hand, unlike the situation during character setup, the caster does not get to choose new contacts. The player should get some say in it, but the choice and description is up to the GM. New contacts should be useful, but they will also complicate the character’s life.

   Telepathy; Basically the ability to send and receive thoughts, images, and sensations. Unfortunately, while this bypassess many of the niceties of language and the usual social skills, it isn’t a free passkey into the target(s) minds. If you want to extract information, make suggestions, or manipulate your target, you’re still going to have to make appropriate rolls – although you can use telepathy to default to “appropriate” attributes with no target number penalty. The number of dice rolled can’t exceed the force of the spell, half that if you want to be unnoticed.

   Provides a new sense (D), with Extended Area (+4/D), Personal Spell (S), Detection and Sustained (+0). Net Drain; S.

   -Telepathy can also be employed as a complimentary roll with any social skill or default roll you happen to be making. It makes things far easier when you can “eavesdrop” on people’s reactions to what you say.

HEALTH SPELLS

   Cellular Sustenance (A.K.A.; Juggernaut): This handy charm buttresses the user’s physical metabolism with arcane energy – eliminating the need for food, water, oxygen, blood, heart action, a stable body temperature, and most of the other body functions which are normally needed to support life. While this spell is in effect, only the destruction of the central nervous system will result in death. That doesn’t mean that you may not need massive organ transplants and medical care to survive without the spell – but it does make it easier to keep you alive while you await proper attention.

   Drain Level: Unspecified Health Effect (L), Limited Range (-1), “Bonus” Game Effect (Double the physical damage monitor and overflow boxes. The user is not forced unconscious until 20 boxes are filled – but can look dead very convincingly long before then. +2), Net Basic Drain = M.

   Drain Target Modifiers : Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

   Restore Balance; This useful health spell restores the body’s natural balances, reducing general stress, relieving chemically-caused “psychological” problems, reducing the effects of autoimmune diseases, and curing various deficiency disorders. Far more importantly – given that an adequate diet, sleep, and exercise, can do much the same thing – it can also relieve assorted unnatural imbalances, such as those caused by the use of bioware ; reduce the recipients B.I. by .5/success (max. = force). Unfortunately the effect wears off as the body drifts out of balance again – but the process does require a few days (reduce the total successes obtained by one per day).

   Affects Attribute (M), Physical (+1), Permanent (But it wears off as noted above, S), Automatic Touch Range and Voluntary Subject Required. Net Drain +1/S. Type P, Target = B.I.

ILLUSION SPELLS

   Circle Of Light / Darkness: This subtle spell alters the “feel” of an area – an effect which tends to attract compatible people and repel incompatible ones, simply by making them feel very comfortable or uncomfortable as appropriate. The same effect provides a modest bonus/penalty on the target numbers of those affected. The altered “feel” remains in effect until something changes it. For example, a disaster, major fire, or gang war will spoil some “feels”, a church opening would spoil others.

   Drain Level: Simple Illusion (“Feel” of the area, L), Area Effect (+1), Bonus Game Effect (Attraction/Repulsion effect, +1), Bonus Game Effect (Set general target # modifiers, -1 for friends, +1 for incompatible types, +1), Permanent Effect (Lasts until forcibly changed, +1), Illusion (-1), Ritual Only (-1), Limited Range (-1), Extended Area of Effect (+1). Net Basic Drain = S.

   Drain Target Modifiers : Superficial Mind Interaction (+1), Sustained (+1). Net Drain; [(F/2)+2] S

   See The Path: This exotic spell presents those affected with full-sensory, deeply-involving, visions of the probable consequences of their general behavior patterns. This does not, however, account for exotic variables; it’s just a very vivid and dramatic version of the old “If you go on this way…” routine. Telling an uptight executive that he’s going to be miserable and alone unless he starts paying some attention to his wife and children is far less impressive then showing him those empty years. Telling a teenage gang member that he’s going to die on the street, unless he learns a bit of caution, is far less effective then letting him KNOW just what being gutted and bleeding to death alone on the street is going to be like.

   Of course, most people receive far less drastic warnings; “You’re going to get kind of fat if you don’t stop eating so much – but if you keep doing such a good job at work, you’ll get a raise or a promotion”.

   Drain Level: Extremely Complex Illusion (S), Illusion (-1), Limited Range (-1. Net Basic Drain = L.

   Drain Target Modifiers: Superficial Mind Interaction (+1), Sustained (+1) Net Drain; [(F/2)+2]L

   Spell Cloak; Conceals magic. Reduce forces of any active spells/foci on user by successes (Max = force) as far as detection goes. Fully “stealthed” effects – including foci, quickened, and sustained effects – may freely pass through wards and similar astral barriers as long as whoever’s bonded to them, carrying them, or sustaining them, passes thru at the same time. A Major Single-Sense Illusion (Hides arcane signatures/links, M), Touch Range (L), Sustained (+1), and Illusion (-1). Net Drain; L.

   While this won’t let you cast spells on other’s and sustain them through such barriers, it will allow you to keep some enchantments running on yourself without making yourself a beacon and having to renew them all the time.

MANIPULATION SPELLS:

   Animate Weapon; Grants any one weapon a “skill” of it’s own. Perhaps fortunately, animated weapons still need to be wielded by someone; otherwise they have no way to select their targets. Use the higher skill (of the weapon or wielder) as the base, and the lower skill as a “complimentary” skill. Animated weapons do count as “enchanted” weapons while the spell is sustained and do have an astral presence. Unfortunately, this does not extend to any projectiles they may fire; guns and such are still ineffective in astral space. Since the target number comes from the object resistance table, it’s usually easiest to charm primitive weapons. The skill rating bestowed equals the number of successes, up to a maximum equal to the spell’s force.

   “Major Physical Control” (S), Physical (+1), Sustained (+1), Restricted Target (Weapons, -1), and Touch Range (M). Net Drain +1/M, Type P – and target number per object resistance.

   Despite the unfortunate emphasis on weapons found among many runners, the “Enchanted Implement” version of this spell is far more useful. It eliminates the Restricted Target modifier, resulting in a +2/M drain code – but a vastly increased versatility. It can be used on virtually any tool. Unfortunately, the really important tools – cyberdecks, electronics toolkits, and the like – tend to have really high object resistance ratings.

   Aetheric Lens; This spell essentially works like a very large burning glass; it allows the user to focus and direct the light passing thru the area of effect. While this is only 80-90% efficient – redirecting the sun’s light generates gloom rather then darkness – it can still redirect a good deal of energy. The number of successes obtained indicates the degree of control the caster can exert. As usual, the maximum number of successes is equal to the force of the spell. 

   Minor Environmental Change (Refraction, L), Sustained (+1), Physical (+1), Extended Area Effect (S), Very Limited Target (Air only. M). Net Drain +2/M, Target 4, Type P.

   The actual amount of energy available – presuming full sunlight – is about (Magic)(Magic) x 290 KW. At magic 6 this is about 10MW – enough power for 10,000 homes. Of course, the power available drops drastically when it’s cloudy, during the early morning (Or late in the evening), and is fairly negligible at night. Still, a powerful mage (or team) can set up an effective power supply given some method of converting it to a useful form. Inevitably, someone will use this as a weapon. Well, if you narrow down the focus enough, you can. 10 MW suffices to flash-boil about 15 KG of water per second, to burn through armor plate, or to really make a mess of any unprotected creature. Unfortunately, this requires both fine control and actually hitting them. A success supplies power, two covers smelting and such, three covers use as a “tool” (Welding, cutting, etc), four can blast a small area at range (Base of 2xMagic (S) damage to a 1 M radius. Armor as per lasers), and five covers narrow-beam attacks (3x Magic (S) vehicle damage). Hitting requires a quickness test, range is as per a grenade launcher. Obviously enough, this is a physical attack. Since things tend to take evasive action, you have to roll the attack(s) each action.

   For those who have an interest; The solar constant is about 1400 Watts per square meter in space and loses about 23% to atmospheric absorption. Another 15% or so is lost due to inefficiency. Fortunately, the fact that the area of effect is spherical negates any need to adjust for the angle of incidence. 15% of sunlight is still pretty bright, but the spell can make things pretty gloomy during an overcast day. In such cases, and during dawn or twilight, reduce the available power to 100KW * M2, and reduce the multiplier for the damage code by 1.

   Jacob’s original “Sunbeam” spell (See: The Sparrowhawk Grimoire) accomplished the same thing via illusion, but didn’t happen to include the power-production breakdown.

   Concentration; This simple spell helps focus the user’s mental energies on a particular topic. It grants a -2 on the target numbers for use of any one skill, but inflicts a +4 target number penalty on the use of all other skills. Fortunately, these numbers already include the penalties for sustaining this spell, so those magicians who take less then the normal -2 penalty get improved bonuses.

   Minor Mental Manipulation (M), Voluntary Target Only (L), and Sustained (+1). Net Drain; +1/L.

   Conditioning; This throughly unethical spell physically modifies the engrams of the victims brain in a fashion similar to the effects of technological neural programming. Whether fortunately or unfortunately, the sheer speed of the process means that the effects are always fairly obvious: the spell is good for installing compulsions and obsessions, or for wiping out memories, but it isn’t much use if you want a subtle fake memory installed. In general, the effects are “permanent” in that the changes are physical and real. If you throughly wipe out a memory, it’s gone. On the other hand, compulsions can be handled with psychotherapy, grown out of, or resisted.

   Permanent. Threshold= 1x Will for moderate, 2x for major effects. In general, target’s with a will of 5+ will eventually throw off blatantly stupid compulsions, the force of the spell may not exceed the user’s medical skill level, and it does not work on awakened sentients at all. Either a Major Mental or a Minor Physical “Change” (Neural Patterns, M in either case), Permanent (S), Touch Range (M) and Restricted Target (-1). Net Drain; -1/M

   Dance Of The Tao; This useful spell allows it’s user to put “theory into practice” without penalty – temporarily changing a Knowledge Skill into an Active Skill. The maximum skill level equals the spells force. Sustaining this does not cause a penalty for the use of the converted skill only. Major Mental Manipulation (S), Touch Only (M), Voluntary Target Required (L) and Sustained Effect (+1). Net Drain; +1/L.

   The designers original intent was a spell that simply provided a temporary skill chosen by the user. Sadly, it – along with the spell designed to let the caster simply default to an attribute without penalty – simply could not be gotten to work. The best that can be done is to upgrade existing skills or to design spells that grant a single – or a very restricted group – of skills.

   Emulate Bioware; Adjusts the targets body to duplicate bioware effects (both positive and negative), giving the recipient the equivalent of up to (Force*.25) BI points worth of bioware. The effect is “Permanent” in that the adjustments only revert to baseline levels through normal biological processes (wearing off in (Body) days). The effects are limited by the user’s medical skills as well as by the usual factors: the recipient must make a Body test against the [(Spell Force) – (The casters average medicine, biochemistry, and anatomy skills) x 2] to avoid starting off with (Force) levels of stress distributed across random pieces of emulated bioware. In addition, some modifications can be psychologically addictive for the non-awakened (power loss offsets any physical “boosts” for awakened types).

   Major Physical Manipulation (S), “Permanent” effects (Fades gradually as the biological adjustments fade, D), Can affect Initiative (+2/D), Touch Range (D) and Voluntary Targets Only (S), Maximum number of successes limited by caster’s biology (Medicine or Bioware) skill (M) and Physical (+1). Net Drain; +1/M.

   It’s possible to make the various effects of this spell truly “permanent”. Unfortunately it requires a good bit of complex surgery (the “Correct Bioware Failure”, requiring one success per force point), and a regime of specially tailored drugs to do so (one week per force point, generally 1D6x1000 NY per week). In many cases this costs more then simply going out and getting the stuff conventionally.

   Lens Of Force; This useful spell allows the caster to act as an Allied Spirit or “Power Focus” for whomever he so chooses within (Magic) meters. The effective “force rating” can be up to the caster’s magic score / spell force, whichever’s less. Sadly, the magic points that the user chooses to devote to enhancing somebody else can’t be used for any other purpose for the duration. More happily, no “bonding” is required.

   Major Mental Manipulation (S), Sustained (+1), Personal Spell (L and -2). Net Drain -1/L, Type M, Target Number 4.

   Since this alters the caster’s abilities – rather then producing a “direct” effect – it doesn’t require an area of effect. In fact, the idea of this spell with an area effect is a bit scary; it’d allow groups of mages to concentrate their power quickly and easily. Of course, a group with multiple allied spirits can do much the same thing anyway.

 

   Lesser Spirit Merging; This spell allows it’s user to set up a more controllable version of “Possession” or “Inhabiting” – temporarily sharing his / her body with a spirit which may or may not actually have either of those powers. Unlike either, however, the original inhabitant’s mind remains dominant. The maximum force of the spirit is equal to the force of the spell – as is the number of successes, which determines just how effective the “merger” is. A single success suffices to provide the usual physical bonuses, two grants the powers of Immunity to Age and Pathogens (As shown under “Inhabiting”), three suffices to allow the use of the spirit’s other powers (Save for Corrosive Secretions, Engulf and Materialization, as per “Possession”), four allows use of the spirit’s senses, five “allows” full mental contact – and six or more offers easier access to the astral plane, reducing drain by one level.

   There are, of course, problems. While “merged” the user is a dual being, is subject to the limitations and vulnerabilities of the spirit (but does not get a spirits regenerative powers), and is influenced by the spirit’s mind (make opposed willpower rolls; the spirit never gains full control, but it can certainly influence decisions).

   Major Mental Change (S), Sustained (+1), Voluntary Subject Required (M), and Touch Range (L). Net Drain; +1/L, Type M, and Target = Spirit Force.

   Handy sometimes – but it really makes you show up on the astral level (-2 for assensing target numbers) and it’s pretty dangerous to let in a spirit that has a stronger will then yours. It’s a bit safer and easier to “merge” with your own allied spirit (reduce the force of the spell required, and the spirit’s effective willpower, by one). An allied spirit can be designed with the “Inhabiting” power and this spell in mind. In this case the “Inhabiting” power effectively sustains the spell without penalty. It can still be dropped at will unless the GM should decide that the merge has been sustained for long enough for weird side effects to start popping up. This usually requires at least a week or two though.

   Lightfoot; “Telekinetically” supports, guides, and speeds, the caster’s movement. This multiplies the user’s speed and jumping distances by the force, lets the user easily break falls (falling damage codes are limited to 4M), and any extra success – above the one needed to start the effect – add to the user’s combat pool up to a maximum bonus equals the force of the spell.

   Minor Physical Manipulation (M), Sustained (+1) – and Voluntary Target Required (L). Net Drain; +1/L, Type P, Target Number 4.

   A wonderful spell for wannabe ninjas. Considering the base speeds attained by some of todays cybered-up street samurai a little collision insurance may be in order however. Unlike a spirits “movement” power, the spell doesn’t offer any help in controlling your high speed travels.

 

   Logician; This subtle spell lets it’s user emulate a computer – thinking dispassionately, logically, and extremely fast. While this allows the user to readily “convert” between source and object code, or raw data and normally-intelligible display formats (where relevant, the maximum rating equals the spell force), and lets him / her act like Spock (increase the target number for emotional manipulation of the user by +1 per success, +(Force) maximum), it’s most commonly used to enhance the user’s ability to “handle” computer-related tasks (reduce computer skill targets by Force/2).

   “Major Mental Change” (S), Sustained (+1), Touch Range (M) and Voluntary Subject Required (L). Net Drain +1/L, Type M, Target = 4.

   Unfortunately, this spell has a tendency to blank out ALL emotional and lower-brain responses – including things like affection, fight-or-flight reflexes, and so on. Useful sometimes, but it can really mess up your relationships with other people. Perhaps worse, since it dulls unpleasant emotions so well, it can become a refuge from them. Does the world really need a bunch more isolated computer nerds with no friends?

   Mastery; This spell helps the user channel magic – reducing the drain of other arcane workings while the spell is sustained. It reduces the effective force of other Spells and Conjurations by the number of successes obtained (Target 4, maximum successes equal to the spell force) for drain purposes only. Thus a character affected by a force-4 “Mastery” spell could cast a force-8 Fireball (presuming that he or she knew Fireball at that level anyway), but would only have to resist the drain of a force-4 Fireball. Sadly, the penalties for sustaining a spell often outweigh the benefits of the effect.

   Major Mental Change (S), Sustained (+1), Touch Range (M) and Voluntary Subject Required (L). Net Drain +1/L, Type M, Target Number 4.

   This could also be considered a Massive Environmental Change (with a base drain of S), but it makes no difference to the drain.

   Really useful when you want to assist a healer or another mage, not so useful on your own unless you quicken it or Mind Lock it or something – and wandering around with a bunch of active spells on you has disadvantages of its own.

   Mind Lock; Makes “sustaining” magic an unconscious task. Reduce the target number penalties by successes +1 (Force maximum) if this reduces the net penalties below zero the user may undertake “exclusive” magical tasks. Sadly, the -2 penalty for sustaining this spell counts.

   Major Mental Change (S), Voluntary Subjects Only (M), Touch Range (L) and Sustained (+1). Net Drain +1/L.

   Mists Of Morpheus; This powerful spell blankets an area with stupefying vapors, capable of rendering any unawakened being unconscious in short order. It has no effect on the awakened.

   Moderate (Stun) Damage (M), Area and Extended Area (D), Elemental Effects (Smoke/Gas, +4 visibility modifier, +2/D). Physical (+1), Sustained (+1) and Restricted Target (Has no effect on awakened targets, -1), for a Net Drain of +3/D.

   Psychic Surgery; This useful spell allows the user to perform telekinetic “surgery”. In effect, it acts as the Biotech skill. Sadly, while this bypasses many of the “usual” modifiers (Location, Conditions, being Awakened, etc), is faster, and reduces surgical traumas (Reduce surgical damage by one level), the user still has to know what to do; the “effective” force – and the number of successes – cannot exceed the user’s Biology (Medicine) skill level.

   Major Physical Manipulation (S), Permanent Effects (D), Touch Range (S), Physical Spell (+1) and Restricted Target (Voluntary/Unconscious Targets Only (-1). Net Drain; S.

  • First Aid Target Numbers; Heal Light; 4, Moderate to Light; 6, Serious To Moderate; 8, Deadly to Stable 10. Body Modifier; 1-3; 0, 4-6; -1, 7-9; -2, 10+; -3.
  • Cosmetic Surgery : Simple/Moderate/Serious 3/5/6, causes -/L/M Damage.
  • Implant Surgery : Install/Repair/Upgrade Implant; 4, Remove/Repair Stress 3. Damage depends on essence cost; .5-2; L, 2-5; M, above that S.
  • Transimplant Surgery : Install Bioware/Transplant Organ; 5, Remove Ware; 4. Damage depends on B.I. cost for bioware; .5-2; L, 2-5; M, above 5; S. Transplants cause M damage.
  • Therapeutic Surgery : Correct stress in Bioware/ Attribute 4/5, Correct Bioware/Attribute Failure 5/6. Correct Stress Damage L, Correct Failure Damage M.
  • Trauma Surgery : Reduce Deadly Damage to Serious; Physical Damage Modifier + Stun Damage Modifier + 4 + [Physical Damage Overflow/2]).
  • Surgery Target # Modifiers : Patient (Essence 2-, +1, Cyberzombie; -Ess, Has Bioware +BI/2), Implanting Alpha/Beta/Delta -wares +1/2/4, Therapeutic (Cultured Bioware +1, Corrective surgery on enhanced attributes +1), General (Medkit – or better – Sensors in use -1, Heal/Treat spell of force 5+ available -1, Caster has 5+ assensing dice; -1).
  • Surgery Successes; 0; Fails, 1; Succeeds but with 2 errors, 2; Succeeds 1 error, 3; Succeeds. Add one positive option per extra success. Surgical Errors / “Negative Options” and Positive options may be found in the Man and Machine cyberware sourcebook. In this case the GM may select any negative options to be applied.

   This has major advantages; it’s cheap and doesn’t require a facility to work in. The disadvantage is -of course – that it requires a medically skilled mage to cast it effectively, and they’re pretty rare.

   This variant on the original psychic surgery spell is designed for more general tasks than simply fusing tissues back together – and hence is considerably more difficult to use and cast.

   Spellburn; This handy charm allows user’s to learn and upgrade spells far more readily. In effect, it simply imprints the pattern of the spell on the users mind directly, rather then through study. Spells can be upgraded similarly, allowing the mage to increase their force or add modifiers by expending karma, thru astral quests, or in any of the usual ways.

   “Major” Mental Change (S), Permanent Effects (D), Touch Range (S), and Voluntary Subject Required (M). Net Drain; M.

   Fast and very very useful, although it does still require access to the spell’s formula or to a teacher who knows the desired spell.

   Spellgrant; While related to the minor rites which transfer karma (QV; Magic In The Shadows), Spellgrant permanently transfers a karmic structure – a “learned spell” that the donor will have to learn (or relearn) normally. The force of the transferred spell can not exceed the force of the Spellgrant spell used.

   Major Mental Change (S), Sorcery-Users Only (-1), Permanent (D), Touch Range (S), and Voluntary Subject Only (M). Net Drain -1/M, Type M, Target = 4, Threshold of half the force of the spell being transferred.

   While this can be a simple gift – perhaps from an aging master to a young student – it usually involves a fairly large payment. It’s occasionally used simply as a way to “share” the cost-reducing benefits of the user’s ability to go on astral quests and such.

   Spell Transference; This handy mental trick allows it’s users to hand off the task of sustaining spells. While any magus can let an elemental hold a spell for a time, this lets them turn it over to another spellcaster – or to an allied spirit. The maximum force of the spell to be handed over equals to twice the force of the transference spell, and the target number equals the force of the transferred spell. The process does, however, require only a single success.

   Minor Mental Manipulation (M), Permanent Effect (S), Touch Range and Voluntary Subject Required (L). Net Drain -/L, Type M

   Unfortunately, a “transferred” spell continues to carry traces of the caster’s magical signature (If at a “+2” modifier on assensing attempts). It also has a low-level link with him or her – not enough to follow or transmit an effect along, but enough to let him or her sense (And be distracted by; make a Will (6) test to avoid losing 1D6 initiative counts) any disruption or “Dispelling” of the spell.

   Spray; Splatters some substance over an area. This is a convenient way to distribute numerous compounds. The substance to be so distributed must be present on the caster’s person – but need not be easily reached. This effect is essentially telekinetic – the material can be “spread” as desired within the area of effect. It affects up to one KG per success, maximum = force.

   Minor Physical Manipulation (M), Area Effect (S), and Very Restricted Target (Powders/Liquids on the user’s person only, M), Physical Spell (+1). Net Drain +1/M.

   Handy sometimes. It should probably be mentioned that the spellcaster can also use excess successes to exert some fine control over the distribution. If you want to “spraypaint” a huge smiley-face on the side of the Aztechnology Pyramid then this is the spell to use.

 

   Synthesis; Catalyzes any desired chemical reaction on a tabletop scale. It can’t transmute elements, but it can rearrange the atoms in whatever rubbish you’ve got to work with. This requires a chemistry check to get what you want, a datajack and knowsoft link (or a photographic memory) to keep track of the structures, takes several minutes and creates only 1 KG per success (Force KG maximum).

   Major Physical Manipulation (S), Permanent (Not really, since it catalyzes reactions – but the effect’s so handy that raising the drain code seems appropriate, D), Touch Range (S) – and Physical Spell (+1). Net Drain; +1/S

   Unlike the similar, and misnamed, “Transmutation” spell, this one is more draining, but has fewer requirements.

   Task Focus; This simple spell permits it’s user to “tune out” distractions and truly concentrate on some lengthy undertaking – writing programs, designing new spells, or using build/repair skills. The net result is a vast boost in efficiency; the base time for such tasks is divided by the number of successes achieved, up to a maximum equal to the spells force or the Int. of the user, whichever is lower.

   Minor Mental Change (M), Sustained (+1), Voluntary Subject Required (L) and Touch Range (-2 in lieu of dropping below “L”), for a net drain of -1/L. Type M, Target number 4

   A terribly handy spell, especially if you can get someone else to sustain it for you while you work.

   “He’d heard that it took twenty years to learn the art, so he had stretched himself a bit. It had taken him three weeks. People never concentrated, that was their trouble.”

   -Lord Hong, in “Interesting Times” (Terry Pratchett).

   Wind of Death; This horrific spell replaces the oxygen in the air with carbon monoxide. Such a concentration will kill unprotected animals with a breath or two.

   Major Environmental Change (M), and Extended Area (D), Physical (+1) – and Sustained (+1). Net Drain; +2/D.

   This is particularly nasty if combined with an allied spirit or two or a or power focus – or with Ritual Casting. With a base radius of (10 x Magic Rating), a malevolent mage can kill an awful lot of people. Perhaps almost as bad, similar spells can be used to distribute assorted compounds and drugs.

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One Response

  1. First of all congratulation for such a great site. I learned a lot reading here today. I will make sure i visit this site more often so i can learn more.

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