Ether Magic / Magicae Machinarum

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Ether Magic / Magicae Machinarum

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Ether Magic / Magicae Machinarum

Ether Magic and the "magic of the machine" are extremely similar posits that merge together into one set of "magic" skills.

Controlled by highly-talented mergers of the arcane and modern technology, Ether magic is mental or artificial control over swarms of countless nanomachines that function in mystical and amazing ways, conducting electricity or washing rejuvenating mist around a target to simulate the magic spells that have awed scientists for millenia.

Technomancy, as it's nicknamed amongst users, is the mental or arcane control of larger machines or modern technology. This talent manifests in "urban druids," those who can use the wonders of the modern and futuristic world against its inhabitants, whether it's electrical grids, computers, or even devastating weapons of mass destruction.

These two types of "modern magic" are merged together and are able to be cast by the Ether/Technomancy Magic School. They are extremely diverse and utilitarian, and mirror and mimic classical forms of magic in imaginative and stunning ways.
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Cantrips 5 MP to cast, *.5 damage, 5 Spell Points
  • Paint Job - Paint job produces an illusory coat of paint on a large object, complete with details. The illusory coat of paint is permanent. No paint job is too complex, however the spell can not be used in sufficient resolution to be camouflage. This spell will not target any lifeform, only inanimate objects.
  • Welding Touch - Welding touch turns the subjects finger into an arc welder for a single round. This can be used to provide a +5 to repair checks, or to repair a mechanical character for 10% of max HP.
  • OTA Update - OTA update provides a mental connection to the U.m.N. network (or similar system should it be unavailable -- this spell is not blocked by conventional technological constraints) to provide a +10 bonus to a knowledge check, or a +15 bonus to a history check.
  • Drink Up! - Causes a users body to experience the effect of drinking an energy drink, enhancing their dexterity by +15 and boosting endurance rolls by +10. After 1 hour (or one fight), these bonuses become equal negatives until rested.
  • Zen Focus - By entering a meditative state, this character clears their mind before attempting a project. The meditation becomes a source of inspiration, providing a bonus of up to +20 towards the first craft or artisan check on a project. The project must have a cumulative DC higher than you could reach in a single roll, and Zen Focus only applies once per project, at the start.
  • Metal Detector - A characters hand becomes like a metal detector. Should their hand pass over a metal object, they will feel a vibration in their bone not unlike a cell phone. The range and sensitivity may be freely adjusted by the user, but can never extend more than 5 feet in the direction the palm is pointing.
  • Banana Peel - Summons ether nanites to construct an organic fruit compound that will impede motion. Opponents suffer a -10 to a single movement check. An interesting side note, this spell may be cast as a free action while being chased, as the spells program is sufficiently simple to memorize.
  • Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
  • Flare - Create a bright flash of light that disorients some targets. Inflicts -5 on target's rolls if successful. [Willpower Only]
  • Purify Food and Drink - By running nanomachines through food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
  • Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.
  • Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e. spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
1st-level Technomancy 10 MP to cast, *1 damage, 10 Spell Points
  • Smog - A poisonous smog fills the area, obscuring the view of all and dealing 500 hp unsoakable poison damage for 1d5 rounds, as well as granting a +5 to dodge. The damage only applies to someone who would otherwise breath.
  • NVG - Adjusts the vision of the target to see in the an illuminated black and green spectrum by magnifying light visible by 1000. This removes penalties to low light spotting as well as hide bonuses due to shadow. The caveat of this spell is that should a light become sufficiently bright (something as simple as a fluorescent bulb), Blind [mild] is inflicted upon the target as well.
  • Pedal to the Metal - Pedal to the metal enchants a small vehicle to improve it's handling capabilities. It's brakes and maneuvering mechanism are reinforced to remove penalties caused by higher speeds. It also offers a +15 to operation checks (non combat).
  • Jargon - Jargon is a special language translation which enables the user to understand technical languages sufficiently. When someone speaks in industry specific terms, the user will instead hear an equivalent, loss-less translation.
  • Vermin - Summons an army of rodents to your aid. The army of rodents grows larger with each caster level, gaining +20 for every level (1d50+20 at level 1, 1d410+200 at level 10), as well as a 5% chance of poison per level.
  • Universal Remote - Universal remote enables a caster to interact with simple remote operable devices from a distance. Examples of this are TV's, some camera's, some cars, and general unencrypted signals. Devices such as computers, or anything which would require a software driver are out of the domain of this spell.
  • Guardian Angel, Lesser - Summons a lesser angel to assist in unseen ways. The assistance will be minor, but will always be beneficial. In addition to the mp cost, this spell also costs 10 xp from the mission xp .
  • Fistful of Steel - Summons a pair of nanoformed metal pistols capable of dealing the users *1 magic damage. The pistols last for one fight, and does one shot per pistol. At levels 15, 30, and 45, the guns gain an additional controlled shot. The weapons must be fired using a pistol skill, not the casters magic.
    Protective Armor - Creates a form of magic kevlar around the target for 1d5 rounds. Spirit based damage is reduced by 1/4th by energy absorbing nanites.
  • Healing Rain - A simple spell which creates localized precipitation (rain or snow depending on temperature) that heals a random person every round for 1d3 rounds. The chosen person, friend or foe, is healed for 10% of their max HP.
  • Ether Burst - A powerful surge of mana causes the next spell cast is cast at double effect. Buffs and status effects are rendered for twice as long (but do not have more of an effect), and spells which damage or heal do so doubly. The caster is then put under a silence effect that must last at least 3 rounds before being cured.
  • Analyse - Analyses a target to identify its information. Whereas a magical scan reveals an additional information about a target, Analyse identifies scientific information such as race, threat level, as well as the typical parameters of health and spiritual energy.
  • Glitch - Glitch uses nanite corruption of physical circuitry in machines to produce unwanted behaviour. Although the most common side effect is the inability to distinguish between friend or foe, there are other possible outcomes depending on the machine. Some machines (specifically those with many redundant systems) may be immune or resistant to the nanites, as are machines which do not have pores or joints for the nanites to enter.
  • Air Bubble - The character is able to create a pocket of clean, safe air around his/her head and those of (Mage Level * 2) allies to allow them to breathe safely in clouds of airborne poisons or underwater for (Mage Level) rounds.
  • Ant Haul - The character is able to imbue a target with spiritual strength. For 5 rounds, the target is able to carry 12-Slot Weapons and triples the target's normal carrying weight for other purposes.
  • See Through Time - The character grants a bonus of +20 Health/Mage Level to a character for perception checks ONLY (+200 at Level 10).
  • Damp Powder - This spell ruins the firing powder inside of a single target firearm's entire magazine, forcing it to be reloaded manually before the weapon can be fired again. This spell affects weapons of increasing size, at a rate of +2 Inventory Slots / Mage Level (20 Slots at Level 10)
  • Weaken Powder - This spell weakens the firing powder inside of a single target firearm's entire magazine, reducing its effectiveness to 50% for 5 rounds. This spell affects weapons of increasing size, at a rate of +2 Inventory Slots / Mage Level (20 Slots at Level 10)
  • Call Phone - This spell allows a caster to dial a phone and speak as though speaking into a phone mentally. The caster must either have line of sight with the phone or know it's phone number.
  • Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.
  • Matrix - This spell allows a subject to add 1/2 his/her magic school bonus to his/her reaction skill. Each use of this bonus spends requisite MP.
  • Hydraulic Push - This spell creates a gout of water that strikes a single target as if loosed from a fire hydrant, dealing magic damage and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10).
  • Charge Powder - This spell strengthens the firing powder inside of a single target firearm's entire magazine, increasing its effectiveness to 50% for 5 rounds. This spell affects weapons of increasing size, at a rate of +2 Inventory Slots / Mage Level (20 Slots at Level 10)
2nd-Level Technomancy 40 MP, *2.0 damage, 15 Spell Points
  • Kodak Moment - Creates an etheral digital camera that lasts for 8 hours. Pictures taken during this time may be deposited on any digital device within line of sight. Many casters prefer to use their U.m.N. pads, however any machine to which the user has access rights is a valid deposit.
  • Cellular Blitz - A distraction spell created as a means of escape in a crowd. Cellular blitz causes all phones in an area to ring repeatedly in a deafening display of ring tones. The spell lasts for 1d5 rounds, during which all targets without ear protection have the silence effect, provided there are sufficient devices (crowds, stores, etc are all possible). As a side effect, this may provide a surprise attack should an enemy possess a phone themselves, and sufficiently large crowds can actually cause the local network to buckle for several hours under the pressure.
  • Dead Zone - Creates a magical faraday cage from which no conventional signal can exit. This actually extends to the Unus Mundus Network as well, making it one of the only readily available ways to block communication via the EPR Paradox.
  • Auto-Pilot - Target vehicle gains sentience for 3 hours, and will operate with a proficiency equal to half the casters roll. For example, if a caster has a 1d60+26, the vehicle will operate with a 1d30+13. All vehicles are capable of understanding simple directions (go left, go right, follow the red car, etc), however they do not necessarily know an area (go to Wellington Street). Combat vehicles are capable of performing their combat duties as though they had a pilot.
  • Internet Celebrity - A spell created by a dark sorcerer known as Malachite assigned to the viral marketing of a coffee shop in Wisconsin. When cast, the spell generates content across any network of choice to which information may be freely published, giving the impression of notoriety to a given subject, person or detail. These pages disappear after 1d8 hours. The pages may contain any detail the caster wishes, however those fluent with the subject can roll versus the casters roll to detect the forgery.
  • Meme - Created by the same sorcerer who created Internet Celebrity, Meme serves a similar purpose, but instead establishes a wide, inexplicable fanbase to a simple concept or topic on the internet. The results of this spell are wildly unpredictable, sometimes bringing fame or infamy to the topic. Once cast, this spell is permenant, as are any effects of it's casting.
  • Defuse Lesser Explosive - Simple IED's or bombs are defused safely with the casting of this spell. The detonation mechanism is removed, rendering the spell unable to be discharged by any means. Valid targets are TNT, grenades, IED's, mines, devices without complex activation protection or the capability of widespread destruction.
    Caffeine Pills - The caster is put under the effects of caffeine pills. These are identical to the item mini caffeine pill, boosting the health stat by 20 points for 1d5 rounds.
  • Radiation Surge - Radiation surge creates a powerful blast of radical particles which affects all enemies in the immediate area. This attack automatically targets enemies not behind full cover or protected by an energy field of some form (any form of magical barrier is also sufficient), who must make a health check of 1/4th the casters roll (rounded down, 100 becomes 25) or suffer *1 damage and Alpha Radiation Poisoning.
  • Oil Slick - Oil slick produces a layer of black crude oil on any surface, sufficiently slippery to produce a -20 to movement checks on the surface. Although this spell does no direct damage, the layer is flammable; setting the oil on fire when an enemy is passing through it will set them on fire, and produces a smoke haze in the area identical to the Smog spell.
  • Misty - Misty produces moisturised air that is akin to a silence spell, preventing sound from travelling enough for spells to form. This spell also blocks the use of technology based magic such as Ether by short circuiting.
    Psychoism - Psychoism uses nanotechnology to enhance the natural muscles of the body, providing a +10 stat boost to strength for 1d5 hours or 1d5 rounds during exertion (combat). This boosts both damage and carrying capacity.
  • Mode A7 - Mode A7 shifts a users muscles, producing additional strength at the cost of flexibility. The users dodge is boosted by +20, while their physical attack is reduced to -20. This effect lasts for 1 hour, one fight, or until it is dismissed by the target as a free action.
  • Ether Shift A - This spell shifts a targets spiritual energies to a defensive mode, providing a boost of +20 to will stat while taking a similar shift of -20 to spirit stat. This effect lasts for 1 hour, one fight, or until it is dismissed by the target as a free action.
  • Ether Shift B - This spell shifts a targets spiritual energies to an offensive mode, providing a boost of +20 to spirit stat while taking a similar shift of -20 to spirit stat. This effect lasts for 1 hour, one fight, or until it is dismissed by the target as a free action.
  • Frost I - An ice program which condenses moisture in the air and launches the sharp projectiles at a single opponent for *2 damage. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -15.
  • Flame I - A fire program which ignites the air around an opponent for *2 damage and a powerful explosion. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -25. For each turn this is done, the damage is doubled up to a maximum of 3 turns as the inferno grows hotter.
  • Surge I - An electricity(lightning) program which uses latent static charge in the air to attack an opponent for *2 damage. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -25. Each turn this is performed adds a 10% chance of 1 round paralysis on the target up to a maximum of 30%.
  • Goodbye - Goodbye produces an adrenaline surge in the body primarily associated with fight or flight response. The caster is imbued with powerful instinct while fleeing, adding a +40 to dodge ONLY when fleeing. Any other action taken or stopping will dismiss the effect.
  • Charge X - Charge X specifically targets the regenerative properties of the target in that it doubles their present rate of regeneration. While cast, the regen rate (either natural or status effect) is doubled for 1d5 rounds. This can be cast a maximum of once per character per fight.
  • Ant Haul, Communal - The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets are able to carry 12-Slot Weapons and triples the targets' normal carrying weight for other purposes.
  • Aegis - This character is able to grant a single target great endurance for a short time. Inflicts Mild "Defense" status on a single target for 5 rounds.
  • Kevlar - The character is able to enhance the physical and magical armor soak of up to (Mage Level) targets by +250/Mage Level (+2500 physical/+2500 magical at Level 10) by reinforcing it with sturdy synthetic weaves. 1d5 rounds.
  • Bear's Endurance - The character grants a bonus of +100 Physical Soak/Mage Level (+1000 at Level 10) to a single target for 5 rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Safe Room - This character is able to erect a formidable shelter inside of urban landscapes or ruins, including barricading rooms and patching floors, ceilings, and walls.
  • Cat's Grace - The character grants a bonus of +20 Dexterity/Mage Level to a character for movement and dodging purposes (+200 at Level 10).
  • Eagle Eye - The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.
  • Machine Speech - This character is able to briefly communicate with Machine-type creatures, robots, or electronic devices. This does not automatically sway or control them. Each casts lasts for (Mage Level) exchanges.
  • Machine Friend - This spell allows a character to "persuade" machines or electronic devices to assist rather than hinder the caster and his/her allies. This helpful effect lasts (Mage Level) rounds/actions per cast.
  • Lock-Up Machine - This spell prevents a machine from moving from its place for a short time. Inflicts Chronic "Stop" status on a single target for (Mage Level) rounds.
  • Natural Rhythm - This character is able to invest additional energy into a single target's attacks for a short time. Inflicts Chronic "Offense" status on a single target for 5 rounds.
  • Owl's Wisdom - The caster grants a bonus of +20 Willpower/Mage Level (+200 at Level 10) to a single character for 5 rounds.
3rd-Level Technomancy 90 MP, *3.0 damage, 20 Spell Points
  • Sonic Shot - A weapons enchantment which modifies the barrel of a firearm. Converts a projectile fired to an equal sonic pulse that ignores armor soak for one fight. Bullets fired in this way deplete the casters MP at 100 mp per 'round' until mp runs out, at which point the gun reverts to normal.
  • Thunder Shot - A weapons enchantment which modifies the barrel of a firearm. Converts a projectile fired to an equal electric discharge that deals double damage to machines and carries a 10% chance of causing the Magnetize status effect on armor. Bullets fired in this way deplete the casters MP at 100 mp per 'round' until mp runs out, at which point the gun reverts to normal.
  • Ice Shot - A weapons enchantment which modifies the barrel of a firearm. Converts a projectile fired to an equal liquid nitrogen globule that carries a 25% chance of moderate freeze and carries a 1% chance of shattering Tier 1 and 2 armor. Bullets fired in this way deplete the casters MP at 100 mp per 'round' until mp runs out, at which point the gun reverts to normal.
  • Fire Shot - A weapons enchantment which modifies the barrel of a firearm. Converts a projectile fired into a molten cored bullet which will deal it's damage for 3 rounds and has a 5% chance of inflicting 3rd degree burns. Bullets fired in this way deplete the casters MP at 100 mp per 'round' until mp runs out, at which point the gun reverts to normal.
  • Air Shot - A weapons enchantment which modifies the barrel of a firearm. Converts a projectile fired into a shockwave of air which deals non lethal damage. Bullets fired in this way deplete the casters MP at 100 mp per 'round' until mp runs out, at which point the gun reverts to normal.
  • Blowout - Blowout is a spell developed by police forces seeking a less drastic alternative to spike strips. Nanites create a pressure pocket around the critical movement component of a passenger vehicle and disable it. The effect reduces the speed and control of the vehicle by selectively disabling it's propulsion. If there are any obstacles present, the driver/pilot must make a check at -30 to avoid crashing (DC is determined by the environment).
  • Tear Gas - Creates a white smoke that irritates the eyes causing immediate discomfort and tears. Requires a Health check of 1/4th the casters roll roudned down to avoid being subject to the 'Hazy' status effect.
  • Flash Bang - Creates a flash of radiant light coupled with a high intensity noise designed to disorient attackers. Inflicts Acute Off-Guard effect on biological targets and mechanical targets are unaffected. Requires a Health roll of 1/4th the casters roll to avoid being affected, as there is no 'grenade' to react to.
  • Jamming - Produces a confusing field of metal chaff that disorients electronic targetting systems and disrupts remote communications. Inflicts stun on any mechanical target unless they pass a Health roll of half the casters roll to overcome the disruption.
  • Phantom Sniper - Conjures an illusory red dot that tracks a target of the casters choosing. The phantom sniper is intelligent, even though it is unable to fire. It will track the target without requiring intervention from the caster, moving from spot to spot as a real sniper would to keep the target in it's sights. The caster may also assign a position for the dot to originate from.
  • Protection from Radiation, Lesser - Produces an energy field that protects against low levels of radiation, specifically in the Alpha and Beta spectrum. This energy field surrounds one person.
  • Light and Wing - Produces a powerful holy surge that strikes an opponent for *3 holy damage, as well as nullifying any status effects upon them (both positive and negative). The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -25.
  • Ether Flare - Ether flare creates an energy surge within a target, boosting their spirit damage by 25% for their next attack. The spell in question need not be of the ether system. This 25% boost does not stack with critical hits - the status is delayed until the next round.
    Psycho Pocket - Uses ether nanites to deal *3 physical damage to an opponent by creating a solid metal mass that strikes the opponent. If successfully hit, the metal mass attempts to remove a possession of the enemies during the confusion.
  • Grease - Provides a +50 dex stat boost to machines by lubricating their mechanical parts. Only applies to machines which could realistically be improved in this way (ones with mechanical joints).
    Coin Lock - Creates a quickly rotating half energy barrier around the target that attempts to intercept status effect magic as it is cast. On a threatening status effect, roll 1d2. On a 2, the status effect is nullified by the field. Lasts for 1d5 rounds.
  • Life Shoot - A *3 ranged medical beam that can be continued over several rounds at no added mp cost. Requires a Will check of at least 50 to maintain concentration sufficiently to maintain the beam. Each added round boosts this DC by 50.
  • Poncot Beam - A unique spell which targets mechanical brains and components. By using ether nanites to clutter electrical pathways responsible for logic, a machine may be put to sleep for 1d8 hours or until sufficient disruption occurs to disrupt the block (an attack or jolt for example).
4th-Level Technomancy 160 MP, *4.0 damage, 30 Spell Points
  • Neural Uplink - Forms a direct data uplink between a brain and target device. The device does not have to be wireless friendly but some devices may contain firewalls or protective measures to be overcome. Depending on the system complexity, some interfaces may be simple mind-to-text while others may present the user with a virtual world.
  • Lie Detector - Improves a users senses to become receptive to telltale signs of lying (heart rate increase, visual tells, etc). Provides a +30 to lie detection.
  • Boost - When cast, a target which has not taken its turn yet this round may act as though they have a held action at any point during the round. Doing this uses their turn. As with all held actions, Boosted actions expire at the end of the round.
  • Leave No Trace - A thin sterile nanite layer surrounds the target, preventing the transmission of skin cells, fingerprints hair or DNA to any surface. The effects of this spell last for 1 hour.
  • Flash Mob - 1d5000 etheral people are summoned with a common goal. Although the caster may assign a general instruction, they are unable to specify specific details. For example, they may specify a building. They may protest around the building, attack, or create a diversion.. or they may all simply plank.
  • Temporal Mirror - Target mirror shows the last 15 minutes of images as seen from the perspective of the mirror.
  • Rerun - If targeted at a monitor or display, forces the monitor to re-display the last 5 minutes of footage for 15 minutes (3 repititons). If cast directly on a surveillance system, the system monitoring that camera monitors it instead.
  • Fire Hose - Creates a constant stream of water that deals *4 non lethal water damage and Off Guard at [moderate]. If enemies are in a line, this will continue to hit all enemies in a line (up to 5) or until blocked/an enemy is unable to be knocked over. If an enemy can not be knocked over, deals no damage.
  • Radiation Blast - Radiation blast creates a scorching wave of Beta radiation that irradiates an enemy for *4 damage over 1d3 rounds, as well as inflicting the Beta Radiation status effect.
  • Cataclysm - Cataclysm creates a large scale neutron surge which deals *3 non-elemental damage and disrupts any stored energy, magical or otherwise, they may possess.
  • Chain - Creates a field of gravity bound nanites to weigh down a target, introducing a -25 to their dodges. This effect must be dispelled or willed off, and will not wear off over time.
  • Down Dex - Creates a field of gravity bound nanites to weigh down a target, introducing a -25 to their physical attacks. This effect must be dispelled or willed off, and will not wear off over time.
  • Down Force - Creates a field of gravity bound nanites to weigh down a target, reducing their physical damage by 20%. This effect must be dispelled or willed off, and will not wear off over time.
  • Quick - The next time initiative is rolled, it is rolled with 25% more dex (100 dex would init on 125). The target also enters combat with haste at [moderate] automatically cast upon them.
5th-level Technomancy 250 MP, *5.0 damage, 40 Spell Points
  • Divine Co-Pilot - This spell allows the target to reroll one piloting check, regardless of how low the roll was. This may only be cast once per 'vehicle section' or day.
  • Yardbird - Creates a lesser geas on a target which compells them to remain in or in front of their yard at all times unless willed off. They are unwilling to leave and will resist attempts to make them do so. Furthermore, the target does not find this unusual. The spell was inspired when a modern sorcerer witnessed a show involving four yardbirds, one of which sold propane and propane accessories. Lasts only as long as there is beer in the fridge (or suitable snack).. however it is possible to starve to death while under the influence of this spell.
  • Quick Cash - Generates an amount of illusory currency for use of the caster. The DC to detect the counterfeit begins at the casters roll, and loses 1 for every 100 forged credits past the first. For example, if a 200 is rolled and 500 credits (or equivalent) are forged, the poor sap must beat a 195 to know the currency is faked.
  • Williams Hypnotic Screensaver - Williams, a programmer at Microsoft and dabbler in the arcane, created a prank screensaver which compels the user to stare at it until the screensaver is deactivated or the stare is broken. Unbeknownst to him, after his departure from Microsoft, the screensaver was stripped of it's magic and included with Windows as the star field screensaver. This spell, when cast, loads the screensaver onto the target device. Any user caught staring at the screen when it comes active must make a will resist vs the casters roll to avoid being rendered unable to break their gaze.
  • Ghost Rider - Creates a phantom car with sentience that will drive and follow instructions from the caster. The car is unable to cause damage and will phase through solid objects if it is unable to avoid them. The caster may choose whether or not to create a driver, but not passengers. The car performs on a bonus of 1/2 the casters roll.
  • No Acceptable Losses - Enchants a weapon such that it gains a special provision -- It will not hit any living other than it's intended destination. Bullets, arrows fired from such a weapon, or simple sword slashes will pass through any organic matter not it's intended target. A botch however, will still affect any target (perhaps the wrong person was targetted), and damage by collateral damage is still possible. The intended target must be an enemy.
  • Zonk - Inflicts the Sleep status effect (will to defend against). This spell is interesting however in that the character is not recognizably asleep. They will offer no visible signs of sleeping, however will not respond when prompted. The character will literally fall asleep mid stride.
  • Protection from Radiation - Creates a barrier of energy which renders radiation damage up to X-Ray (not including) level inert. Lasts for 1d5 rounds of 'active' bombardment (combat or heavy exposure) or 15 minutes of passive bombardment.
  • Fiery Blaze - Creates a powerful explosion that inflicts fire damage upon a group of enemies, as well as heat stroke. Lasts for 1d3 rounds, dealing damage for as long as enemies are in the area.
  • Holy Virtue - Creates an explosion of holy energy that, in addition to damage, weakens creatures of opposite affinity by half their health up to 25,000 damage.
  • Lightning Bolt - A powerful surge of electrical energy which deals *5 damage and double to machines. Machines also have a 15% chance of suffering blindness and paralysis for 1d5 rounds due to overload.
  • Dandyism - Must be cast in advance of a fight. When cast, the caster designates a guardian and a benefactor. Should the guardian be KO'd during the next fight while covering for the benefactor, they are automatically revived to 25% hp. A caster can only designate one dandyism at a time.
  • Medica - A powerful healing spell which heals for 15%, but also treats wounds ordinary magic would not such as mending broken bones, cuts, scrapes that could be tended to with an ordinary first aid kit.
  • Miracle Star - A powerful non elemental energy attack which deals *5 damage by creating a small stars worth of enegry in a contained field around one person.
6th-level Technomancy 360 MP to cast, *6 damage, 60 Spell Points
  • Auto-Pilot, Greater - An advanced variant of the autopilot spell which permits 75% of the casters roll to be used as a bonus. In addition, this vehicle becomes capable of sentience ala Kitt from Knight Rider. While not permanent by default, this may be used as a 'Spell-like' effect in an enchantment to permanently imbue the vehicle with intelligence. The vehicles intelligence is persistent (IE, The car will not be Eddie Murphy on one cast and Alex Trabeck the next).
  • Dead-Zone, Greater - Creates a magical faraday cage capable of blocking conventional communications around an entire region and U.m.N. transmissions around a city block.
  • Tear Gas, Greater - Creates the effect of an entire barrage of tear gas canisters being unloaded upon a mob. Requires a health check of half the casters casting roll to avoid the 'Hazy' status effect. This effect will target any number of enemies up to 15.
  • Flash Bang, Greater - Creates the effect of an entire barrage of flash bangs being unloaded upon a mob. Requires a health check of half the casters casting roll to avoid acute 'Off Guard' status effect. This effect will target any number of enemies up to 15.
  • Save to Disc - The user is capable of transferring simple objects to external storage media such as CD's, DVD's, which are then extracted when the device is read (similar to an auto-run). The more complex or valuable the item, the more storage it requires.
  • Defuse Greater Explosive - A successful casting of this spell defuses a bomb of potentially catastrophic nature, including many complex devices or tamper proof devices. The caster must beat the DC that would otherwise be used for disarm checks. Failure of the spell does not trigger the explosive unless a botch occurs.
  • Fallen Beloved - Brings a target back to life with 15% of health and the regenerate status effect.
  • Down Dex, Great - Creates a field of gravity bound nanites to weigh down a target, introducing a -40 to their physical attacks. This effect must be dispelled or willed off, and will not wear off over time.
  • Down Force, Great - Creates a field of gravity bound nanites to weigh down a target, reducing their physical damage by 40%. This effect must be dispelled or willed off, and will not wear off over time.
7th-level Technomancy 490 MP to cast, *7 damage, 75 Spell Points
  • Flash Mob, Greater - Creates the kind of mob of legends. 1d50000 flock to the street in support of a goal the caster designates. Unlike Flash Mob, the caster may designate a specific cause, target or goal that draws the crowds attention. The crowd may still do anything, including Plank, but they will plank for a common goal!
  • Carrion Surge - A deadly spell which takes advantage of modern societies most prevalent resource. This spell creates an electromagnetic well around a single target that draws the latent electricity in any objects in the area at the target. If a device with a portable battery is present the target takes *3 damage. If a device with a high voltage battery such as a car is present, the target takes *5 damage. An active house electrical system causes *7 damage, and something like a high voltage transformer station causes *9 damage. This spell can only be performed once per 'area' (as once the line surges, the electricity will likely be cut off as a stop gap). This damage is cumulative, in that if a car and an electrical outlet are both present, the person takes both *5 and *7 damage, but if two cars are present the target only takes the one *5.
  • Traceless - Uses a thermal layer of nanites to wipe traces off of an object or target. Skin cells, DNA, hair are incinerated beyond the scanning technology of most conventional worlds. Some ultra advanced technologies will detect the spell signature and may be able to reverse engineer the process, however it is at the least a deterrent to most.
  • Guardian Angel - Summons an unknown entity to aid you in time of need. The caster is unable to specify the need or method, however the Guardian Angel will always be helpful. This spell, in addition to it's mp cost, also costs 25 of your next gained exp or half the mission exp, whichever is less.
  • Harry's Flying Car - Named after a famous wizard incident, enchants an automobile with the capacity for wingless flight. The levitation spell tracks the muscle motions of the driver.. applying a motion to the wheel akin to pushing in on a flight yoke lowers the front of the car while pulling back on it raises the nose. The car is capable of flying at twice it's regular speed, and is piloted with an aircraft check, not driven.
  • Protection from Radiation, Greater - A more potent variation of the protection from radiation spell which protects from the X-Ray spectrum of radiation as well as Alpha and Beta.
  • Protection from Radiation, Mass - A more widespread variation of the protection from radiation spell which expands the coverage from one person to an entire room.
  • Revert - Revives a target at 25% health and gives them the shell or protect (casters choice) status effect.
  • Safety Level - A careful application of medical nanites with an interesting effect. Should an attack otherwise KO the target of this spell, the nanites form a powerful layer that shields against the blast, nullifying the damage. The nanites are overwhelmed should the damage be sufficient to be automatically lethal in one hit (as an ion cannon blast would be). A caster may only designate this spell once per combat, and once per person per event.
  • Queens Kiss - A deadly kiss transferred via nanites embedded on the lips. Carries a 5% chance of killing mooks in one hit.. and presents an opportunity to remove something of value during the surprise to boot. Can only be attempted once per fight. Enemies that can not be instantly killed suffer *8 damage instead.
8th-level Technomancy 640 MP to cast, *8 damage, 100 Spell Points
  • Napalm - A powerful fire spell which reduces oxygen and trace metal elements into molten liquid that pools on a victim for *8 damage over 1d3 rounds, as well as burn status.
  • Nitrogen - An increasingly dangerous ice spell which deals *8 damage to the target as well as a 75% chance of inflicting Terminal Freeze.
  • Nuclear Bolt - A deadly non elemental attack which fires a solid dose of gamma radiation at a target, dealing *8 non elemental damage and a 60% chance of afflicting Gamma Radiation status.
  • Street Brawl - A widespread berserk status effect that spreads amongst the weak minded in a crowd. NPC's important enough to have a will status are unaffected, but mooks will likely go on a mass rampage. The spells range starts within one block, but can spread for up to 12 hours to encompass cities or more.
  • Wind of Purity - Heals a myriad of status ailments on 3 targets. Removes Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses.
  • Satellite - Summons an orbital beam of energy down upon an unfortunate target, dealing *8 unsoakable damage. This spell must be dodged flat footed with no cover bonus unless the enemy declares they are constantly moving (or their location is, such as a car), and can not be braced or blocked.
  • Ether Cascade - The next ether spell that is below level 5 an is cast by the caster of this spell has it's effect, duration and cost doubled.
  • Red Mark - Creates a flashing weak spot on machines that grants improved critical hits (1d8+2) on any machine afflicted. The machine may make a will check to actively notice and counteract this measure through any of several means.
9th-level Technomancy 810 MP to cast, *9 damage, 125 Spell Points
  • Gate - Gate opens up a subspace ettie around all enemies, attempting to absorb their mass into the cosmic fabric. Mooks have a 20% chance of instant death. This spell must be resisted via will and cannot be dodged or braced. It has no effect on PC's.
  • Defuse WMD - Defuses any explosive device up to and including weapons of mass destruction, but not including planet busters or antimatter explosives.
  • Atom Bomb - Creates a devastating *15 damage shock wave that flattens buildings in a 9 block radius, as well as inflicting all enemies with gamma radiation. The culmination of destructive technomancy, this spell is indiscriminate about it's targets ally or otherwise and should be used with the greatest of consideration.
  • Neuralize - With a flash of light, the caster blanks out a portion of memory for a biological target for 20 seconds, during which time they may rewrite the memory by verbally communicating with them. Failing a will check of the casters roll means the attempt succeeds. The human mind (or equivalent) is an amazing thing which will patch holes in the story automatically as a preservation mechanism (we assume the facts our mind tells us are true for our own sake)
  • Refresh - Wipes out all negative status effects across the entire party and adds the positive status effect Regen and Charge X for 1d3 rounds.
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