BIWA ROLE PLAYING SYSTEM, 1ST EDITION
=CHAPTER 5=
MAGIC:
TYPES OF MAGIC:
There are three types of magic: Celestial, Menhir and Akashic.
Celestial
Celestial magic comes from, and is inspired by the stars. Celestial magic typically involves performing effects by affecting specially prepared props or items, but not always. Celestial magic warps reality, calls down the elements and generally does the things wizards are thought to do.
Menhir
Menhir magic is the most ancient form of magic, a primal force that comes from the bones of the earth itself. This magic rarely requires true study or training, indeed it is an inherent part of the practitioner, allowing to them do 'impossible feats'. Menhirs can be mighty heroes and villains, the dragon slaughtering a village, or mythical beasts or even 'living' locations.
Akashic:
Akashic at its heart is the fusion of magic with technology. You have a bond with tech, and can make things work better or different than they ought to. In fact, things sometimes work simply because the technomancer things it should. A gun shoots because it's a gun, even if it is broken inside or lacks bullets.
Magic and Levels:
Spells are learned in levels, and can be cast at any level you know, to a maximum of your caster limit. Your caster limit is 1/2 your Intelligence attribute, rounded up.
For instance, the Flame spell costs 2 Essence per level, which means unlocking Flame level 3 would cost 6 Essence.
Sometimes a race or MC given discount may reduce the cost of learning a spell by half, which is awesome. The cost of a spell cannot be less than 1 per level, which is less awesome, but better for the game.
Magic and Initiative:
Casting a spell delays your Initiative by 5% per level, but a spell doesn't always have to be cast at full capacity.
Rarity:
Rarity is how hard it is to find the magic you want. Fairly simple. Common is easy as hell, so you can basically find it anywhere; bread and butter type stuff.
Uncommon is a bit harder to find, but with some favors or large sums of cash you can get them.
Rare is like, finding and then learning from Pai Mei. Or finding the Lost City of Timmeh to find the Narcolet Scrolls.
Then are is 'Unique', which is a spell either only usable by a single person, or simply a spell created by someone. This doesn't necessary mean you can't learn it, but you'd have to find the person, like with Rare. On the other hand, any spell you create is also Unique to start with.
Spells vs Powers:
Basically, spells are magical effects that require power points to be spent in order to work at all, while powers are permanent buffs that sometimes can be boosted by expending power points.
POWERS:
ARMOURED FLESH
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Free Action
Range/Area: Personal
Duration: Always On/1 round
Cost Per Level: 1 MP / 2 Essence
"Your weapons cannot harm me! Don't you know who I am?"
Your body is hard to injure thanks to it being infused with magic. This gives you 1 point of Damage Reduction per level, but it only gives half the benefit if combined with armour. If MP is spent the benefits are doubled for 1 round.
BESTIAL WEAPONS [Transformation]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: Personal
Duration: Always On
Cost Per Level: 1 MP / 1
"My, what big teeth you have."
You form claws and fangs that can rip and tear, which can disappear with MP spent as normal. You gain claws and a bite attack, dealing 1d6 damage. If you already have claws, increase damage by 1 die (ie 1d6 to 2d6, 1d10 to 2d10, etc).
BIGGER ATTRIBUTE (SPECIFIC)
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Permanent
Cost Per Level: None MP / 2 Essence per point
Each level adds 2 points to one of the character's Attribute score, changing any relevant derived stats or skills.
BLACK SUN FIST [Force]
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: 1 MP / 1
"It's clobbering time!"
You gain +2 to damage for unarmed attacks. For each level the bonus increases by +1. Spending MP doubles the benefits for one round.
BLOODLUST [Healing]
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None or 2 MP / 2 Essence
"You are huge! This means you have huge guts!"
Stabbing people in the face invigorates you and gets your juices flowing. You heal 1 HP per level on every successful attack. Spending MP doubles the healing received for 1 round.
CATFALL [Force]
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None or 1 MP / 1 Essence
You reduce falling damage by 1d6 per level. You may also land on your feet if you want. If 1 MP is spent, benefits double for one minute.
CHEAP TRICKS
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area:
Duration: 15 minutes per level
Cost Per Level: 0 MP / 1 Essence
"It's magic, I ain't gotta explain shit."
This power lets you do dramatic parlour tricks with your magic. Each level lets you use one of the following abilities at a time, and are a Simple action to activate. Here are some examples:
- Make something hot or cold
- Subtly shake surrounding objects with each step
- Light cigars and stuff
- Make things taste or smell different
- Clearly fake illusions
- Make flimsy objects
CLOAK OF STEALTH [Light][Mind]
Power Type: Menhir, Akashic
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None or 3 MP / 1
"If I was invisible~ MP / I could just watch you in your room~"
Through clever positioning, psychological tricks and slight bending of light you gain a 5% bonus on Stealth checks. With each level the bonus increases by 5%, to a max of 30%. If MP is spent, double the skill bonus for 1 minute.
COMBAT SCHOOL (SPECIFIC)
Power Type: Celestial, Menhir, Akashic
Rarity: Personal
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: 0 MP / 1 Essence
"Jim, try to remember the basics of BBQ."
Make up some sort of fighting style, and tie it to a weapon or two, and give it a name. This gives you a bonus when using said weapons using the style. Each level grants a +5% bonus to hit and every two levels gives +1 to damage.
DEEP POCKETS
Power Type: All
Rarity: Uncommon
Casting Time: Free Action
Range/Area: Touch
Duration: Always On
Cost Per Level: None MP / 2 Essence
"Let me pull a rabbit out of my hat..."
This spell makes a pocket dimension whose entrance is a pocket, bag or other similar storage space holds more than it should. The spell holds 5 kilograms to start, and adds 5kg per level. The pocket stores any object it has weight capacity to hold, contorting and stretching to fit. If the container is destroyed the contents are inaccessible until the spell is cast again.
DEFLECT
Power Type: Menhir, Akashic
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None or 2 MP / 4 Essence
"The hand is quicker than the eye."
Parries against ranged attacks using weapons are merely Difficult tests, rather than Improbable.
A second level improves it another step (Normal), and a third lets you automatically parry the attack.
If a parry attempt is successful, you may spend MP to reflect a ranged attack back at its origin.
DUAL WIELDING
Power Type: Menhir
Rarity: Uncommon
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None MP / 6 Essence
"Booze isn't the only thing I dual wield."
You can dual wield much more effectively than most. When dual wielding you gain a bonus attack using your off-hand, but it is considered Difficult. At second level this is lowered to Normal difficulty.
EIDETIC MEMORY [Mind]
Power Type: Akashic
Rarity:
Casting Time:
Range/Area: Personal
Duration: Always On
Cost Per Level: None / 2 Essence
Your character recalls information perfectly. On a successful INT test, a character can remember something they witnessed or read in perfect detail from up to 3*Will years ago. Perception checks can be made while in a memory to attempt to gain additional information. No, you cannot remember events before your own age.
FLEET OF FOOT
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On / 1 minute per level
Cost Per Level: 1 MP / 1 Essence
"I've got the need... The need for speed."
You base move speed increases by 1 metre per level. You can double the benefit for 1 round by spending PP.
INVISIBLE TOUCH [Force]
Power Type: Celestial
Rarity: Common
Casting Time:
Range/Area: 5 metres
Duration: Always On
Cost Per Level: None MP / 1 Essence
"Today, no cookie jars are safe."
You can move and manipulate up to 2 kilograms per level as though you had it in your hands, even weapons. Complex actions like picking locks and the like are Difficult.
LIGHTNING RELOAD
Power Type: Menhir, Akashic
Rarity: Common
Casting Time:
Range/Area: Personal
Duration: Always On
Cost Per Level: None MP / 1 Essence
"Of course I reload, I'm just too fast for you."
You reload or ready your next shot really fast. For every level of this power, reloading time is reduced by 1 action. Thus a character with an arbalest with LIGHTNING RELOAD level 2 could fire once per round, instead of once every other round..
MARA'S VEIL [Illusion]
Power Type: Celestial
Rarity: Uncommon
Casting Time:
Range/Area: Personal
Duration: Permanent
Cost Per Level: None MP / 1 Essence
"Are you really twenty-one?"
This spell shifts your apparent age by up to 5 years up or down per level. You still look like you, merely at a different point in time. Even people familiar with you might not recognise you by at first glance, requiring an Easy Notice check.
MOAR HEALTH [Transformation]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time:
Range/Area: Personal
Duration: Permanent
Cost Per Level: None MP / 1 Essence per level
Extra Health increases maximum Hit Points by 3 per level of Extra Hit Points.
MOAR POWER [Transformation]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time:
Range/Area: Personal
Duration: Permanent
Cost Per Level: None MP / 1 Essence per 3 additional power points
Moar Power increases maximum Power Points by 3 per level.
POWER SLIDE
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: None MP / 1 Essence
"Phew, that was a close one!"
When hit by an attack you slide with it to reduce damage. Each level allows you to slide 1m for every 3 points of damage negated by this power. If your path is stopped, you and the blockage take 1d6 damage for every remaining metre, possibly sending you through obstacles.
RAZOR WIND [Force]
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: 20 metres + 5 per level
Duration: Always On
Cost Per Level: None MP / 2 Essence
"Sonic BOOM!"
Your melee attacks gain a ranged mode, due to vacuum effects, air blades, or whatever. Your attacks are rolled as normal, but they can target distant targets within this range. Each level increases the range by 15 metres
ROLL WITH IT
Power Type: Menhir
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On/1 Round
Cost Per Level: 1 MP / 1 Essence
"Spotted Horse cannot be killed by a bullet!"
When hit, you can can boost your DR by 3 points per level as a reactive action, and this lasts 1 round.
SPLATTERFEST [Necromancy]
Power Type: Menhir
Rarity: Uncommon
Casting Time:
Range/Area: 5 metres
Duration: Always On
Cost Per Level: 1 MP / 1 Essence
"Blood for Odin!"
When you kill an enemy, a spray of gore makes all targets within range blind for one round, Agility checks stop this. Optionally, the ground within range becomes slippery, forcing Agility checks to move at normal speed. Each level increases the Agility check difficulty by 1 step.
WALL CRAWLER
Power Type: All
Rarity: Common
Casting Time: Free Action
Range/Area: Personal
Duration: Always On
Cost Per Level: 0 MP / 2 Essence
"Does whatever a spider can~"
Climbing a surface becomes 1 step easier per level for skill checks.
SPELLS:
AIRWALK [Force][Air]
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Personal
Duration: 15 minutes per level
Cost Per Level: 1 MP / 1 Essence
"It was the freshest move I've ever seen; like he was floating on air."
You walk on air as if it were solid ground. Each metre of height gained costs 2 metres of movement.
AMMO CHEAT
Power Type: Sorcerer, Technomancer
Rarity: Common
Casting Time: Simple Action
Range/Area: Touch / 1 gun
Duration: 1 round per level
Cost Per Level: 1 MP / 1 Essence
"I don't care if its out of ammo; I used the Exaltation of Ia'Widges."
Any gun you touch during casting no longer requires ammunition for the duration of the spell.
AMPLIFY
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Personal
Duration: Instant
Cost Per Level: 1 MP / 1 Essence
"My spells go to eleven."
Your next power has its effects increased. Powers with areas of effect have their area increased by 1 metre per level. Spells with a range of 10 metres or less gain 1 metre per level.
ARMY OF ONE [Shadow]
Power Type: Menhir
Rarity: Rare
Casting Time:
Range/Area: 20 metres + 5 per level
Duration: 15 minutes per level
Cost Per Level: 8 MP / 8
"Me and what army? This one, chucklehead!"
You make a convincing clone of yourself using magic and shadows. Each level creates one clone which shares all your ability scores. Each level creates one clone, but if they go father than 30 metres from you they dispel.
Your clone can use any of your skills and cast powers you know, but it draws from your MP supply. Clones cannot make magical items or cast spells that require permanent ability damage. Clones have just 5 HP and take a 5% penalty to all skills per level. Your clones are loyal to you and will follow even suicidal commands.
ATMA STRIKER
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 20 metres + 5 per level
Duration: Instant
Cost Per Level: 2 MP / 2 Essence
"I'm gonna beat the magic out of you, freak."
You like to hit enemies right in the soul, draining their Mana. Each level deals 1d6 damage to the target's Mana Points.
AUGMENT WEAPON
Power Type: Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: Touch / 1 weapon per level
Duration: 15 minutes per level
Cost Per Level: 2 MP / 2 Essence
"You know why this works? I used the chant of Idgaf. Works every time."
You temporarily treat a weapon as having a weapon modification, switch an existing one for another, or to change the material of the weapon.
For instance, a technomancer's level 2 spell might give a revolver the Autofire and Tracer Ammo mods or turn a longsword into a greatsword with a chainsaw blade.
AVATAR
Power Type: Celestial
Rarity: Rare
Casting Time: 10 minutes
Range/Area: None
Duration: Permanent
Cost Per Level: 8 MP / 8
"GOOD LUCK, I'M BEHIND SEVEN PROXIES!"
You make a convincing copy of yourself using things like clay or snow. This copy of you shares all your ability scores save Will. To give your avatar a Will score you must sacrifice one half of your Will score (rounded down), which gives the avatar a Will equal to that amount. Additional avatars created by another avatar have half again that amount, and so on. Your Will score remains reduced that way until you dismiss the spell or the avatar is killed, changing the ability penalty to you into ability damage, which heals at the standard rate.
For example Jim has INT 10 and Will 18, giving his avatar 9 Will and leaving him with 9. The avatar creates another of itself, leaving each avatar with 4 Will.
Your avatar can cast powers you know, but only has as many as its stats permit. If an avatar makes another avatar, it uses its own Will for the spell. Avatars cannot make magical items or cast spells that require permanent ability damage.
Your avatar is loyal to you and will follow even suicidal commands. If your avatar is slain, your sacrificed points heal at the normal rate for ability damage.
BACKSTAB [Travel]
Power Type: Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: Instant
Cost Per Level: 2 MP / 2 Essence
"Sorry to 'pop-in' unannounced."
You teleport behind a target within range unnoticed and immediately make a sneak attack, treating your attack roll as Easy. Each additional level increases range by 10 metres.
BATTLE CRY [Mind][Sonic]
Power Type: Menhir
Rarity: Common
Casting Time: Simple Action
Range/Area: 5 metres + 1 per level
Duration: 1 minute per level
Cost Per Level: 4 MP / 4 Essence
"KIAI!"
All hostiles within range must pass Will tests or become scared of you. They will do their best to avoid you, and take a 10% penalty on attacks. At level 2 they will attempt to flee from you.
BERSERK [Mind][Transformation]
Power Type: Menhir
Rarity: Common
Casting Time: Complex Action
Range/Area: Personal
Duration: 1 minute per level
Cost Per Level: 4 MP / 4 Essence
"I told you, you wouldn't like me when I'm angry."
You fly into a berserker rage, shrugging off damage that would kill lesser men, overpowering attacks on your mind, and fuelling your blows with rage. Your Brawn score is treated as 5 points higher for the purposes of Melee Damage Bonus and for Damage Resistance, and you are also given a 10% bonus on Will tests. Each level increases the Brawn bonus by +5 and the Will bonus by 10%
BLIND
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: 1 minute per level
Cost Per Level: 2 MP / 2 Essence
"Pocket sand!"
You make a target blind for the duration of the spell. This can be made Permanent for 1 point of Will damage, requiring healing magic and a Will test to overcome the effect.
BLINK [Travel]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: Distant
Duration: Instant
Cost Per Level: 1 MP / 1 Essence
"Bamf!"
You can teleport yourself to any place you can see within the power's range. Each additional level increases range by 100 metres.
BOLT [Shock]
Power Type: Celestial, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level
Duration: Instant
Cost Per Level: 2 MP / 2 Essence
" "
A blast of lightning dealing 1D6 shock damage per level to everything in a circle 1 meter in diameter. The blast area widens by 1 metre for every 2 levels. Bolt spells get a +1 bonus per level on wet targets or ones that have been hit with frost damage within the last round.
BOOST ATTRIBUTE SCORE [Transformation]
Power Type: Celestial
Casting Time: Simple Action
Range/Area: Touch
Duration: 15 minutes per level
Cost Per Level: 1 MP / 2 Essence
"You ain't seen shit I got the strength of a bear. That has the strength of ten gorillas. I'll kill you dead."
The caster can increase the Brawn, Agility, Intelligence, or Will of their target by 1 per spell level.
BRAIN FOOD [Divination][Necromancy]
Power Type: Menhir
Rarity: Uncommon
Casting Time: 10 minutes
Range/Area: Touch
Duration: 15 minutes
Cost Per Level: 4 MP / 4 Essence
"Needs a little salt."
You eat brains to gain their knowledge. You can "ask" the brain one question per caster level and unasked questions are wasted if the duration expires. The knowledge is limited to what the target knew during life.
CHAOTIC MISDIRECTION [Geas]
Power Type: Celestial, Menhir
Rarity: Common
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: 1 minute
Cost Per Level: 3 MP /2
"Friendly fire, isn't."
While the power is in effect, you may select a single attack each round that is made by anyone and modify its chances of success or failure. Each level of this gives a 10% modifier that can be a bonus or penalty to an attack. If the attack fails by 50% or more, choose a target within 3 metres of the intended victim, and the attack hits them instead.
CHARGE SHOT [Force]
Power Type: Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: Instant
Cost Per Level: 1 MP / 2 Essence
"Imma chargin' mah lazor!"
You shoot a ball of energy at a single target using an attack roll. The target takes 1d10 damage for every spell level.
COLD SNAP [Cold][Shadow][Weather]
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 100 metres + 10 per level MP / 100 metres
Duration: 1 hour per level
Cost Per Level: 6 MP / 6 Essence
" "
Lowers the temperature to -30C and dampens the area with shadow. All [Cold] effects within spell range gain +1 damage per damage die, and all [Fire] suffer -1 damage per die. This spell cancels out Desert Sun.
COMBAT DRONE
Power Type: Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: 100 metres + 10 per level
Duration: 1 hour per level
Cost Per Level: 3 MP / 2 Essence
"GO FOR THE EYES!"
You create a magical construct around a symbolic object, such as an origami figure; these are known as combat drones. A drone has a maximum speed of Rapid Jog and deals 1d6 damage (20 metres + 5 per level) per level and has 5 HP per level. A drone uses the caster's skills for attacking. A combat drone has the following statistics:
B I W A
3/0/0/3
Saving Throws:
B I W A
15/0/0/15
CORPSE EXPLOSION [Necromancy]
Power Type: Celestial
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level MP / 1 metre
Duration: Permanent, or until triggered
Cost Per Level: 4 MP / 4 Essence
"It'll be a closed casket, I'm afraid."
You turn a corpse into a bomb, making gory and damaging explosions. The bomb has a blast area 1 metre wide and deals 1d6 damage per level within the blast area. Every 2 additional levels increases the blast area by 1 metre. Additionally, the ground within 3 metres of the explosion is considered [difficult] due to bones and slippery gore.
Triggering the explosion costs 1 MP per level. You can have up to six corpses attuned to you at a time, and additional casting cause the earliest corpse to go inert.
CORRESPOND
Power Type: Celestial, Akashic
Rarity: Common
Casting Time: 10 minutes
Range/Area: 10 kilometres + 1 per level
Duration: Permanent
Cost Per Level: 1 MP / 1
"Dear John..."
You attune a pair of scrolls, diaries, or similar so that they can transmit written text across long distances. You can send your Will score in words per minute, but received text has no such restrictions. This spell ends when the sender or receiver runs out of writing space. Each additional level increases range by 10 kilometres.
CRASHING WAVE [Travel]
Power Type: Menhir
Rarity: Uncommon
Casting Time:
Range/Area: Personal
Duration: Instant
Cost Per Level: 4 MP / 4 Essence
"You can't catch soup with chopsticks"
You make a charging attack at double your normal speed, and your movement cannot be stopped by any obstacle with any kind of gap. It cannot be blocked or intercepted by others, you cannot be tripped or slowed on the way. A second additional level triples your speed, the third quadruples, etc.
CRUMBLE [Transformation]
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time:
Range/Area: 20 metres + 5 per level
Duration: Instantaneous
Cost Per Level: 4 MP / 4 Essence
"WORLD SHAKING!"
You don't cause an earthquake, you just break the ground up into tiny pieces so that otherwise stable ground becomes loose sand and dirt. This extends out in a line, cone or circle with a maximum distance equal to the range of the spell. Everyone standing on the ground finds movement extremely difficult, giving a +10% bonus on trip or knockdown attacks and -20% on Agility and Athletics tests within the affected area. Additionally, those attempting to run or charge on the spell's affected area must make a Difficult Agility test or fall prone. The ground settles after a hard rain or a week's time. This is also useful for plowing fields or preparing the ground for digging projects.
DASH [Travel]
Power Type: Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level MP / Personal
Duration: Instantaneous
Cost Per Level: 1 MP / 1
“I'll be there in a sonic second.”
You instantly run the spell range, but each obstacle costs 5 metres in distance. Each level increases the distance by 100 metres
DEATHBLOW [Necromancy]
Power Type: Menhir
Rarity: Uncommon
Casting Time: Uncommon
Range/Area: Touch
Duration: Instant
Cost Per Level: 6, plus 1 point of Will MP / 6 Essence
"You are already dead."
You attack your target with a deadly strike, pitting you against the target in a Brawn test. If you succeed, take 1 point of Will damage and the target is instantly killed. If you fail the point is not sacrificed and the target takes damage as normal.
DESERT SUN [Fire][Light][Weather]
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 100 metres + 10 per level MP / 100 metres
Duration: 1 hour per level
Cost Per Level: 6 MP / 6 Essence
"Might as well be walkin' on the sun~"
Raises the temperature to 50C and fills the area with brutal desert sunlight. All [Fire] effects within spell range gain +1 damage per damage die, and all [Cold] suffer -1 damage per die. This spell cancels out Cold Snap.
DETECT HOSTILE INTENT [Divination][Mind]
Power Type: Menhir
Rarity: Common
Casting Time: Complex Action
Range/Area: Personal MP / 5 metres + 1 per level
Duration: 15 minutes per level
Cost Per Level: 2 MP / 2 Essence
"I can sense your bloodlust from here, chuckles. BRING IT!"
If someone wants to hurt or kill you, and they're in range, you know about it. Awareness tests to locate these hostiles are considered Easy. Additionally, you gain a +5% bonus per level on Athletics checks to avoid damage by hostile targets in the area.
DETECT MAGIC [Divination][Mind]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: Personal MP / 20 metres + 5 per level
Duration: 15 minutes per level
Cost Per Level: 1 MP / 1
"Taste the rainbow."
Each kind of magic has a different signature, and this spell is simply extends the detection spectum of your senses to detect them. Technomancy manifests as strong ultraviolet light in circuit-like patterns. Menhir magic is sensed as kind of a low bass hum, less a sound than a subtle wrongness in the 'frequency' of the world. Celestial magic manifests as brilliant tastes and scents that are difficult to describe with normal language, roughly the olfactory equivalent of what a brilliant, shifting rainbow is to sight.
What information your character gathers depends on how long they spend searching:
1st round: You detect the presence or absence of magic in the area..
2nd round: You determine the strength and location of each aura.
3rd round: You can identify any magical effects within range with a successful Magecraft check. This works on any objects or creatures within the area.
[b]Aura Potency ( Count)[/b]
[/td][/tr]| Weak | Average | Strong | Intense
|
| ≤ 4 | ≤ 8 | ≤ 12 | ≥ 16
|
A spell's aura or signature lingers for a time, even after the magic finishes. A Weak spell lasts for 1 minute per level, Average for 15 minutes per level, Strong for 1 hour per level, and 1 day per level for Intense
DISINTEGRATE [Transformation]
Power Type: Celestial, Akashic
Rarity: Rare
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: Instant
Cost Per Level: 10 MP / 6 Essence
"All you are is dust in the wind."
You shoot a chartreuse beam of destruction, which turns the creature or object into a pile of dust. The target must succeed on Difficulty Brawn test or be disintegrated at the cost of 1 point of Will drain, but if they pass they take 5d6 damage. This affects 27 cubic metres of non-living matter.
DISPEL MAGIC
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level
Duration: Instant
Cost Per Level: 1 MP / 1
You rip spells apart with your talent, and Will test. Dispel magic negates 1 level of a spell per Dispel's level if you succeed an opposed Will saving throw.
DRAGON'S BREATH [Elemental][Fire]
Power Type: Menhir
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Brawn x 1 metres MP / 3 metres
Duration: 1 round
Cost Per Level: 6 MP / 6 Essence
"I'm hot-blooded, check and see~ MP / I've got a fever of a hundred and three~"
You spew a gout of flame 3 metres wide with a distance equal to your Brawn attribute. This does 4d6 damage and sets flammable objects aflame. Each level increases damage by 2d6.
Variants of this spell can deal frost, shock and other energy types.
DRAGON SLAYER [Elemental]
Power Type: Celestial
Rarity: Rare
Casting Time: Complex Action
Range/Area: 300 metres + 10 per level MP / 50 metres
Duration: 1 round
Cost Per Level: 10 MP / 10
"Darker than blackest pitch, deeper than..."
A powerful spell originally made to slay dragons and other powerful monsters. All within the area take 10d6 damage, dealing double damage to unattended objects. Each additional level increases damage by 10d6. Additionally, Dragon Slayer has a +40% bonus on penetrating magic resistance.
EMPATHIC HEALING [Transformation][Necromancy]
Power Type: Menhir
Rarity:
Casting Time: Simple Action
Range/Area: Touch
Duration: Instant
Cost Per Level: 1 MP / 1 Essence
"Brother, let me shoulder your burden."
You heal the target by taking their wounds onto yourself. Each level removes 3 HP of damage from the target and gives 2 points to you.
ENERGY TRANSFER [Transformation][Necromancy]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: Touch
Duration: Instant
Cost Per Level: 2 MP / 2
"He's a magic man~ MP / He's got magic hands~"
Each level of this spell lets you transfer 1 MP to a willing target.
Alternatively, this power can be used offensively by leeching off an unwilling target. In that case, you must succeed in a Will vs Will test. If you succeed you force them to send you 2 MP per level.
ENERGY RESISTANCE [Elemental]
Power Type: All
Rarity: Common
Casting Time: Simple Action
Range/Area: Touch
Duration: 1 hour per level
Cost Per Level: 1 MP / 1 Essence
Protect against 2 points of damage per spell level of energy damage, such as from Flame or Lightning spells. This affects each individual attack (such as multiple fire-based attacks in one round).
ENERGY WEAPON [Elemental]
Power Type: Celestial, Menhir, Akashic
Rarity:
Casting Time: Simple Action
Range/Area: Touch
Duration: 15 minutes per level
Cost Per Level: 1 MP / 1 Essence
"Flame on!"
Your weapon or natural weapon of choice is infused with an energy type of your choice, but it doesn't hurt you. While under this spell all weapon damage is converted to the specified energy type, and gains +1 damage every level.
ENHANCE WEAPON
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Touch
Duration: 1 hour per level
Cost Per Level: 1 MP / 1 Essence
Granst a weapon an enhancement bonus to attacks and damage. Each level raises attack by +5%. Multiple levels can be distributed against multiple targets (2 levels against one weapon and 1 against another, etc). Multiple castings don't stack.
EXPLOSIVE SHOT
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level MP / 3 metres
Duration: 15 minutes per level
Cost Per Level: 4 MP / 4 Essence
"BOOM, headshot!"
When you shoot people with weapons or spells, you like to spread the love. On each successful attack during the duration, your initialtarget takes 1d6 extra damage, and all in the area take 1d3+1 points of damage from shrapnel, magical energy, or whatever. Each level increases the initial damage by 1d6 and the splash damage by 1d3+1.
FATED STRIKE [Geas]
Power Type: Celestial, Menhir
Rarity: Rare
Casting Time: Complex Action
Range/Area: Touch (Celestial) or Personal (Menhir)
Duration: Instant
Cost Per Level: 6 MP / 6 Essence
"Flavour text."
By casting the spell you reverse the causality of events, so that the cause of "sword being thrown" comes from the effect of "the opponent's face being stabbed" by it. Actually moving your weapon to attack is just a formality, as the weapon as already hit before the attack has even been launched.
Choose a target within line of sight and a weapon. You automatically hit that target with your chosen weapon, gaining +3 bonus to damage per level. You hit, no matter what your MC says. No, it doesn't have to make sense.
FEATHERWEIGHT
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: Touch
Duration: 1 hour per level
Cost Per Level: 4 MP / 4 Essence
"PILLOWFIIIIIGHT!"
You touch an object and reduce its weight to 1/10th normal.
FIREBALL [Fire][Force]
Power Type: Celestial, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 100 metres + 10 per level MP / 10 m
Duration: Instant
Cost Per Level: 6 MP / 6 Essence
"I love the smell of sulfur in the morning."
You cause a massive fireball to explode at the point of impact, dealing 3d6 damage to all within the blast area. Additionally, targets are thrown 1m for every 3 points of damage. If they are stopped by a wall or similar obstruction they take 2 damage for every 1m they should have moved. Each additional level increases the damage dealt by +3d6
FLAME [Fire]
Power Type: Celestial, Akashic
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level
Duration: Instant
Cost Per Level: 2 MP / 2 Essence
A blast of fire dealing 1D6 Fire damage per level to everything in a circle 1 meter in diameter. The blast area widens by 1 metre for every 2 levels. Flame levels can cancel equal levels levels of Frost.
FLICKER [Travel]
Power Type: Celestial
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level
Duration: Instant
Cost Per Level: 2 MP / 2 Essence
"This man has a gun in his waistband, officer."
You teleport an object of 3 kg or less to anywhere within range. Each additional level increases the distance by 100 metres and the weight by 3.
FLY [Force][Travel]
Power Type: Celestial, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: Object Touched
Duration: 1 hour per level
Cost Per Level: 1 power point per 20 kg to activate, then 1 power point per hour to maintain MP / 1 Essence
"Where we're going, we don't need... 'Roads'."
The Flight spell works by imbuing an object with the power to fly; such as brooms, carpets or lawnchairs. The spell's carrying capacity is divided between the object and any creatures or cargo riding it. Your flight speed is 4x your Agility score in metres.
Each level adds 20 more kilograms and increases duration by one hour.
FORCEFIELD [Force]
Power Type: Akashic
Casting Time: Simple Action
Rarity: Uncommon
Range/Area: 20 metres + 5 per level
Duration: 15 minutes per level
Cost Per Level: 3 MP / 1 Essence
"You keep knockin' but you can't come in~!"
You make a telekinetic barrier that blocks all movement, even Phase Walk and similar effects. This forcefield has an effect of 2 metres per level, and is interrupted by solid matter such as wells.
FROST [Cold]
Power Type: Celestial
Rarity: Common
Casting Time: Simple Action
Range/Area: 100 metres + 10 per level
Duration: Instant
Cost Per Level:2 MP / 2 Essence
A blast of frost dealing 1D6 cold damage per level to everything in a circle 1 meter in diameter. The blast area widens by 1 metre for every 2 levels. Frost levels can cancel equal levels levels of Flame.
GATE [Travel]
Power Type: All
Rarity: Rare
Casting Time: Complex Action
Range/Area: 5 metres + 1 per level MP / 3 metres
Duration: 1 minute
Cost Per Level: 8 and/or Will points MP / 8
"Time to pass through the Door into Summer, kid."
You create a portal between two points in space, which can be made permanent and/or requiring a key for entry. The appearance can range from a rift in the air for a temporary one or a Door or runic circles for permanent ones or simply nothing.
Travelling through a Gate costs a number of power points that depends on the distance travelled, as per the table below. If the amount required is more than the user has, they are sent through unconcious and 1 point of Will drain. Making a permanent Gate costs 1 point of Will drain per 5 powerpoints of cost.
Each
* 10 MP for nearby town
* 15 MP for faraway town
* 20 MP for another continent
* 30 MP for another world
* 20 MP for another plane
GEM BOMB [Force]
Power Type: Celestial, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: Touch
Duration: Permanent
Cost Per Level: 4 MP / 4 Essence
"Diamonds are a girl's best friend. "
You fill a crystal with magic making a bomb, it is physically inert until a magical trigger is applied. The bomb has a blast area 1 metre wide and does 2d6 damage. Each level doubles the distance and damage. You can have up to six gems attuned to you at a time, and additional gem bomb castings cause the earliest gem to go inert.
There are three options for using a gem bomb:
- One, that you use the Throw skill and lob it like a grenade, which costs 1 MP per level.
- Two, that you add a time delay, which costs 1 MP per level. The time can be a maximum of 1 hour per level.
- Three, that you remotely detonate at a cost of 1 MP per level. This has a maximum range of 100 metres per level.
HANGMAN [Force]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: 5 metres + 1 per level or Touch
Duration: 1 round per level
Cost Per Level: 2 MP / 1 Essence
"Hang around with me for a while."
You lift the target off the ground, choking them. This deals 1d6 damage per level each round and the target is considered Helpless to others, making all attacks against them Easy.
HANGTIME
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Free Action
Range/Area: Personal or 5 metres + 1 per level MP / 1 person or object per level.
Duration: Always on (Personal), 1 minute per level (targeted)
Cost Per Level: 1 MP / 2 Essence
"Noooooooo *inhale* ooooooooooooo!"
You slow your falling speed by 25% per level. Falling at 0% speed would be "permanent hangtime" where you are just suspended in the air. If it becomes a negative value, you'd just keep shooting upwards. For objects, capacity is 50 kilograms per level.
HASTE [Time]
Power Type: All
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Personal (Menhir), Touch (Celestial, Akashic)
Duration: 2 combat rounds
Cost Per Level: 6 MP / 6 Essence
"When things change in an instant ~/ it's almost fast enough for me~
This doubles your speed and boosts your Agility by +2 higher for initiative. Additionally, you gain an extra attack per round and a +10% bonus to attack rolls. Each level increases the bonus to Agility by 2, and the duration by 2 rounds.
HEALING TOUCH [Healing][Necromancy][Transformation]
Power Type: Celestial, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: Touch
Duration: Instant
Cost Per Level: 1 MP / 1 Essence
Heals 1D6 hit points per spell level. No effect on disease, poison or radiation. Bringing a character to a positive hit point total in the same turn their hit points went below 0 can bring a character back from the 'dead' if the spell is cast in the same round. This spell does not restore severed or lost limbs.
HEART RIPPER [Necromancy]
Power Type: Celestial
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 5 metres + 1 per level
Duration: 5 rounds
Cost Per Level: 6 MP / 4 Essence
"In the night I hear 'em talk, the coldest story ever told~"
You attempt an opposed Will test with the target, but the caster gains a +20% bonus on this roll. If you win, their heart (or equivalent) explodes from their chest to your hand. The target will die unless they retrieve their heart and heal at least 5 HP before the spell runs out. If the caster fails the opposed test, their heart is ripped out in place of the target's, with the same limitations.
HIDING IN PLAIN SIGHT [Mind]
Power Type: Menhir
Rarity: Common
Casting Time: Complex Action
Range/Area: Personal
Duration: 1 hour per level
Cost Per Level: 2 MP / 2 Essence
"Welcome to the service industry, kid."
You and all the items you carry are now effectively invisible to all sapient creatures, but not to spells, security cameras or similar countermeasures. Each level increases the duration by 1 hour. Attacking a target directly ends the effect.
HIGH NOON [Light]
Power Type: Celestial, Akashic
Rarity: Uncommon
Casting Time: 10 minutes
Range/Area: 100 metres + 10 per level MP / 30 metres
Duration: 15 minutes
Cost Per Level: 4 MP / 4 Essence
" "
You make an place bright as high noon, which also empowers [Light] spells within the area. This spell removes darkness based Concealment within the spell area, treats all [Shadow] spells as one level higher, and counts as a level 3 [Light] spell for dispelling [Shadow] effects, and acts as the counter to Midnight.
HOLDING ONTO YESTERDAY [Time]
Power Type: Celestial
Rarity: Rare
Casting Time: Complex Action
Range/Area: Touch or Personal
Duration: Instant
Cost Per Level: 8 MP / 8 Essence
You can travel back in time 1 day per level. Each day travelled costs deals 1 point of Will damage to the user.
IDLE HANDS [Mind]
Power Type: Celestial
Rarity: Common
Casting Time: Complex Action
Range/Area: 20 metres + 5 per level
Duration: 1 round
Cost Per Level: 2 MP / 1 Essence
"Stop Hitting yourself!"
You take control of an arm or leg on a target and cause it to injure its owner, dealing 1d6 damage per level. Optionally, you can have the offending limb hamper them for that round, giving a -20% penalty on skills (for arms) or halving their speed if used on legs.
IMMORTAL AMORPHISM [Necromancy][Transformation]
Power Type: Menhir
Rarity: Uncommon
Casting Time: Simple Action
Range/Area: Personal
Duration: 1 round per level
Cost Per Level: 4 MP / 6
"Shoot me again, I aint dead yet!"
While this power is active, your whole body is just made of the of you - you have no vital organs, every cell is as redundant as the next. As such, you cannot be killed without destroying the entire body, and are not hindered by crippling damage. Unless you can heal in the meantime, you will be in for a nasty shock when this effect ends.
INFERNO [Fire]
Power Type: Celestial, Akashic
Rarity: Rare
Casting Time: Complex Action
Range/Area: 300 metres + 10 per level MP / 50 metres
Duration: 1 round per level
Cost Per Level: 10 MP / 10 Essence
"Burn... 'Til the skies bleeds ashes and the city crashes to the ground!"
You turn a wide area into hell on earth, turning the very ground to glass. This spell does 6d6 fire damage each round, and transforms the ground into Difficult Terrain. Each additional level increases the damage by 6d6 and the area by 20 metres.
INSTANT ARMOURY [Creation][Travel]
Power Type: Celestial, Menhir, Akashic
Rarity: Uncommon
Casting Time: Free Action
Range/Area: Touch or 5 metres
Duration: 15 minutes per level
Cost Per Level: 1 MP / 1 Essence
"King of Heroes! Do you have enough swords?"
You can conjure copies of weapons, armour, and ammunition from nowhere. You acquire 1 Poor quality weapon or armour and (if a ranged weapon) 10 shots of ammunition or a full magazine, whichever is less. Each level increases the quality of item by one step (Poor to Average, Average to Good, etc) and increases the ammunition by 10 shots.
INTUITION [Divination][Mind]
Power Type: Menhir
Rarity: Uncommon
Casting Time: Free Action
Range/Area: Personal
Duration: 1 round per level
Cost Per Level: 2 MP / 2 Essence
"I knew you'd do that."
You gain a +10% bonus per level that can be used against a specific foe for either Athletics tests to avoid damage or for attacks. The bonus can be divided between offense and defense in increments of 5, but is still limited to the same target.
INVITATION [Mind]
Power Type: Celestial, Akashic
Rarity: Uncommon
Casting Time: Complex Action
Range/Area: 100 kilometres + 1 per level
Duration: 1 minute.
Cost Per Level: 4 MP /2
"You're my only hope!"
You send a mental message of yourself speaking to the intended recipient if they are within range, visual effects are optional. The message can be a maximum of 15 words per level.
JUGGERNAUT [Force][Transformation]
Power Type: Menhir
Rarity: Common
Casting Time: Simple Action
Range/Area: Personal
Duration: 15 minutes per level
Cost Per Level: 1 MP / 1 Essence
"OH YEAH!"
When you damage objects you ignore 2 points of DR. Against living beings this spell has its benefits halved. Each additional level increases the bonus by +1.
KINETIC STORAGE [Force]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: Touch
Duration: 1 minute per level or until discharged
Cost Per Level: 1 MP / 1 Essence
"Oh, you picked the death card..."
You can store excessive energy in a small object. The next person to touch it discharges the energy - the object explodes, causing a powerful impact to them that deals 1d6 damage. These objects can be thrown at people like grenades, with a range of 5 metres.
KNOCK [Force]
Power Type: Celestial, Menhir, Akashic
Rarity: Common
Casting Time: Complex Action
Range/Area: Touch or 5 metres
Duration: Instant
Cost Per Level: 1 MP / 1 Essence
"You learn a lot in law enforcement."
Through an expert tap or supernatural shenannigans you try to pop open a lock. This power requires a successful Agility check to open a lock, and if you fail the lock is jammed.