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Attack Seeds

The seeds in this section function much like a weapon attack. The caster must make a Magic Skill check to against the target's Target score (who can attempt to defend as normal). On a successful hit, the spell's effect affects the target. They almost always have a casting time of one 4SA.

Damage

Range : Melee    Complexity: 0
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Attack
Check: Attack Roll; Damage vs. Toughness
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of damage plus your Spirit score.

Choose one damage type: heat, electrical, cold, sonic, chemical, piercing, slashing, or  bludgeoning. The damage is of that type.

Modifications:

+5 Complexity: Instead of killing or destroying the target outright on a successful Kill roll, the target is disintegrated into dust. It skips dying entirely and goes straight to Dead.

+1 Complexity: Choose another damage type. This spell does damage of either type, whichever would be more advantageous to you. You can take this modification multiple times, each time adding another damage type.

+1 Complexity: Depending on the damage type you chose, the spell gains a secondary effect. You can take this modification multiple times, one for each damage type the spell can deal.

+1 Power: [ Spontaneous ] The spell deals +1 damage. You may add this multiple times, its effects stack

-1 Power: [ Spontaneous ] The spell deals -1 damage. You may add this multiple times, its effects stack

Damage Type

Special Effect

Heat

If the target is wounded and at least slightly inflammable (this includes people), it catches fire.

Cold

Sonic

Any target that takes a wound must make a Fortitude check (DC=damage dealt) or be deafened for 1d6 minutes. A failure by more than 6 results in permanent deafness.

Chemical

Electric

On a successful wound, electrical devices take 1d6+1 EMP damage. Targets made of metal, wearing a lot of metal, or wearing metal armour take +2 damage.

Piercing, Slashing, or Bludgeoning

Choose a material. The spell deals damage as if it were a weapon made of that material for the purposes of monster weaknesses and the like. It does not behave in any other way like that material (ex. Dealing damage as if it were Uranium or Arsenic does not expose the target to radiation sickness or poisoning)

Cause Fear

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of Fear Morale damage plus your Spirit score plus.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Insanity

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of Insanity Morale damage plus your Spirit score.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Sap Will

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of untyped Morale damage plus your Spirit score.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Curse

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : Creature in range
Type : Attack
Check: Attack Roll; Magic Power vs. Will
Duration : Instant
Effect : Choose one effect from the list during spell creation. If your magic power check beats the target‚s Minimum Will, the effect from the Minimum Will column occurs. If you beat the target‚s Will, then the effect in the second column occurs (which overrides the first column). Unless otherwise specified, the effects last until they wear off normally.

Curse Of...

Minimum Will

Will

Clumsiness

1 Dex drain

1 Dex drain, -1 penalty to Dex skills*

Sickness

1 End drain

1 End drain, -1 penalty to End skills*

Weakness

1 Str drain

1 Str drain, -1 penalty to Str skills*

Fatigue

Fatigued for 1d4 +1 hours

Exhausted for 1d4 +1 hours

The Drunkard

Drunk for 1d4 +1 hours

Drunk for 1d4 +1 hours, Staggered for one minute

Shock

Staggered for one round

Stunned for one round, staggered for one nine rounds after that

Slumber

Target  falls asleep for 1d6 rounds. Sound does not wake it, but taking damage or being slapped (a 4SA) does, falling prone in the process. This adds +2 power to the spell.

Target falls into a deep coma-like state of repose, and appears dead without a DC 6 perception or DC 4 medicine check. Target is otherwise unconscious for one minute

*This penalty goes away when the ability drain is removed.

Modifications:

+1 Power, +1 Complexity: Choose a different Curse effect. The target is afflicted with both.

Telekinesis: Throw

Range : Melee    Complexity : 0
Casting time: 4SA   Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Either Attack Roll and damage vs. Toughness or Attack Roll, Magic Power vs. Wrestle
Duration: Instantaneous
Effect : You can use your magic to throw characters or weapons. To throw a weapon or other unattended object, the object must be within range (the GM may require an attack roll of it is far away). From the objects original position, you can throw it at its normal range increment (its target need not be within the spells range). Make an attack roll to hit your target as usual, except that you use your spirit to calculate damage and range. For example, Saul the Psion decides to use telekinesis to throw a knife at a goblin. His telekinesis spell only has range: melee, so he must be touching the knife to throw it. Then, he makes an attack roll against the goblin (who can defend normally) using his Magic Skill modifier and the weapon‚s range increment (equal to his spirit score in meters). Then he rolls for damage, which is 1d4 + 4 (Saul‚s spirit). The thrown weapon must have a mass of less than a standard weapon for you, using your spirit multiplier in place of your strength multiplier.

Throwing a character is more difficult, because they can fight back. First, make an attack roll to hit the character you wish to throw. Then, make a Magic Power check opposed by your target‚s Wrestle check. If you succeed, you can throw the character one square of your scale per point of Spirit you have. So, a human with spirit 3 can throw someone up to 3m away from their original location. If they collide with a hard surface (such as a wall or another person), they take 1d6 + your spirit score in bludgeoning damage. If the surface is particularly hazardous, the GM may add circumstantial damage using the falling damage chart as a guideline. If you throw them off an edge or something similar, they may take falling damage as well. You can try to throw an enemy at another one. Thrown targets land prone unless they succeed on a DC 8 acrobatics check. If you throw your target through another character‚s occupied space, they might collide. Both characters can make a defence roll (generally speaking, parry and block would be impossible in this situation) with a DC equal to 4 + your Magic Skill modifier. Both characters take 1d4 + your strength score of damage in the event of a collision.

Telekinesis: Trip

Range : Melee     Complexity : 0
Casting time: 4SA    Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Wrestle
Duration: Instantaneous
Effect : If you hit the target, you get to make Trip attempt against the target. Use your Spirit instead of your Strength, and your Magic Skill modifier in place of your Wrestle modifier.

Telekinesis: Disarm

Range : Melee     Complexity : 0
Casting time: 4SA    Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Wrestle
Duration: Instantaneous
Effect : If you hit the target, you get to make Disarm attempt against the target. Use your Spirit instead of your Strength, and your Magic Skill modifier in place of your Wrestle modifier.

Telekinesis: Move

Range : Melee    Complexity : 0
Casting time : 4SA   Power : 1
Target : 1 creature or object
Type : Attack
Check: Attack Roll; Magic Skill vs. Wrestle
Duration : Concentration
Effect : You may lift up to 75 kg of material and move it anywhere within the spell's range at a maximum speed of your Spirit score in metres every turn. Every round you may move a different object, or continue to move the same one. To lift an unwilling creature, you must succeed a Wrestle check using your Magic Skill modifier in place of your wrestle modifier. Creatures lifted in this way are considered Held (see the wrestle skill). You may do anything not specifically mentioned with telekinesis as long as it can be done using one hand. If you use this seed with the Rapid Fire spell modification, divide the total weight you can move by the number of projectiles fired.

Modifications:

+1 Power: [ Spontaneous ] Increase the maximum weight by 75 kg. You may take this modification multiple times, it's effects stack.

+1 Power: Double the speed at which you can move objects. This modification may be taken multiple times, its effects stack. Remember that a doubled double is a triple, etc.

+1 Complexity:  Pin: Held creatures are instead Pinned. (see wrestle skill)

+1 Complexity: Suffocate: Held creatures cannot breathe or make vocal noise (including casting spells with a verbal component)

Notes : You may not lift yourself with telekinesis. You must be firmly positioned (for example, standing on solid ground) to cast a telekinesis spell to full effect. If you are standing on extremely slippery ground (ice), swimming, flying, falling, or the like then the maximum lift power of Telekinesis is halved (the other half is preventing you from going flying in the other direction).

Dispel

Range : Melee    Complexity : 1
Casting Time: 4SA   Power : 0
Duration : Instant
Target : One spell cast within range, or one active spell effect in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Magic Skill DC
Effect: You may attempt to dispel an active spell. An active spell is any spell with a duration greater than Instant that is currently in effect. The DC to dispel the spell is 4 + the original caster's Magic Skill at the time of casting. If you succeed, the spell unravels.

If you modify this spell to give it an area, you affect all spells in the area (you may  not designate particular spells). Roll the check once and compare it to the DC of each spell active.

If you modify this spell with the Rapid Fire metamagic, you may attempt to dispel multiple spells in range. Roll the check individually for each spell targeted.

The spell's Target is either the Target of the creature or object the spell is cast on, or the Target of the area of the spell; whichever is lower.

Sever

Range : Melee    Complexity : 1
Casting   Time : 4SA   Power : 1
Duration : Concentration
Target : One creature
Type: Attack
Check: Attack Roll; Magic Power vs. Magic Power
Effect : Make a Magic Power check opposed by a Magic Power check made by the target. If you succeed, the target's Maximum Power rating for spells decreases by one (the change is Spontaneous) for the duration of the spell. Sever can lower the target‚s maximum Magic Power rating to below zero. This just means that they can‚t cast zero (or lower, as appropriate) level power spells.

Modifications :

+1 Power: [ Spontaneous ] The target's maximum power decreases by an additional one point. You may add this multiple times, its effects stack.

Mark

Range : Melee     Complexity : 1
Casting Time : 4SA    Power : 0
Duration : Rounds
Target : An object of up to 1 cu metre or one creature
Type: Attack
Check : Attack Roll, Magic Skill vs. Minimum Will
Effect : The target object or creature is Marked. This does not directly harm it, but allows for other spells or effects to target it. For example:

  1.   With the Call seed, you can transport the target to you
  2.   With the Clairvoyance seed, you can observe the target

Modifications:

+1 Power: [ Spontaneous ] add 1 cubic metre to the maximum size of target to be marked.

+1 Complexity : Add +1 to the DC for others to try to summon the Marked object using Call or a similar ability. This modification may be taken multiple times, its effects stack.



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