All spells (c) Anthony Jackson (ajackson@iii.com), Sept 15 1998. Spells for a space/magic game I have been considering (some spells in technomancer could also apply, but are not included here). **Fire Spells Plasma Jet (regular) Creates a superhot jet of plasma, which penetrates armor like a flamer-- unsealed armor is halved against it, and it will melt 1 DR per ten points of damage; 20% reduction in the DR of armor will cause it to become unsealed. The jet is one hex long per die of damage. Duration: 1 turn. Cost: 2-6; same to maintain. Does 1d+1 per 2 energy. Prerequisites: flame jet, essential flame, resist fire. Plasma Ball (missile) Creates a ball of plasma, with the effects of a flamer when it hits. 1/2D 30, max 60, Acc +1. Cost: 2-6. Does 1d+1 per 2 energy. Time to cast: 1-3 seconds (1 per 2 energy). Prerequisites: fireball _or_ plasma jet, essential flame. Clingfire (missile) Creates a ball of flame, which bursts when it hits a target, and then clings to the target, continuing to burn; the fire will only be extinguished by complete immersion or magic. 1/2D 25, max 50, acc +1. Cost: 2-6. Does 1d+1 per 2 energy. Burns (doing 1d-2/turn) for one turn per point of damage; damage is doubled for purposes of igniting clothing. Time to cast: 1-3 seconds. Prerequisites: fireball **Gate Spells Spacewarp (area) Creates a hyperspace bubble, allowing FTL travel. Can only be created in deep space (0.001 Gs or less), and in vacuum. The edge of the warp bubble cannot intersect any solid objects, and must be spherical; in addition, you cannot pass through solid objects (or any gas significantly thicker than the solar wind). Given these restrictions, the hyperspace bubble is capable of travelling at FTL speeds. Note that if using the spacewarp spell, only the caster can pilot the bubble. The mana level of hyperspace is up to the GM. Duration: 1 hour Cost (base): 5 + 100/parsec (normally will travel about .05/hr); the same to maintain. Minimum radius 2 hexes. Prerequisite: plane shift other, time out **Gravity Spells Reduce Gravity (area) Reduces the force of gravity over an area by a constant amount; the full effects of low gravity are covered in CII p141, but as a rule of thumb every 0.2G reduction in gravity gives -1 to most DX rolls, and can seriously reduce traction -- multiply gMR of vehicles by the force of gravity. Humans may be assumed to have a base MR of 1. Duration: 10 minutes Cost: 1-4(base). Reduces gravity by 20% per point. Half to maintain. Prerequisite: lighten burden, magery. Item: can be made permanent on an area for 100x base cost per hex. Neutralize Gravity (area) Neutralizes the force of gravity in an area -- treat as zero gravity for all purposes. Duration: 10 minutes Cost: 5/2 (base). Prerequisite: reduce gravity. Item: can be made permanent on an area for 100x the base cost. Increase Gravity (area) Increases the force of gravity in an area -- again, see CII for more details, but the general effect is -1 DX per 0.2Gs above 1, -1 HT/IQ per 0.4 Gs above 1, and multiplying both body weight and encumbrance by the new gravity. Someone suddenly affected by increase gravity will need to make a DX roll against their modified DX to avoid falling. Note that the DX penalty also applies to anyone using melee weapons or unarmed combat to strike into an increased gravity area. Duration: 10 minutes Cost: 1-5 (base). Increases gravity by 20% per point. Half to maintain. Prerequisites: increase burden (grimoire p79), magery Item: can be made permanent on an area for 100x the base cost. Create Gravity (area) Creates an artificial gravity field in an area. The gravity field can only directed upwards or downwards, unless the target area is already in zero gravity, in which case it may be directed in any desired direction. Duration: 10 minutes Cost: 1 per .2 Gs. Prerequisite: increase gravity. Item: can be made permanent on an area for 100x the base cost. Control Gravity (area) Allows changing the _direction_ of gravity in an area; can be very dangerous under some circumstances. Someone entering a control gravity area will need to make a DX roll at -1 per 15 degree change to avoid falling. Duration: 10 minutes Cost: 1 per 15 degrees. Prerequisites: reduce gravity, increase gravity. Item: can be made permanent on an area for 100x the base cost. Resist Gravity (regular) Protects the subject from gravity-related unconsciousness and the HT and IQ losses from high gravity (has no effect on the DX losses). This is also a protection/warning spell. Duration: 1 minute Cost: 1 to halve gravity, 2 to divide by 10, 3 to divide by 100. Half to maintain. Prerequisite: reduce gravity. Weightlessness (regular; resisted by IQ if unwilling) Causes the subject of the spell to be weightless, as if in zero gravity. Optionally, this can replace levitation as a prerequisite for flight. Duration: 1 minute Cost: 3/1 Prerequisite: reduce gravity. Forcebolt (missile) Creates a bolt of force which strikes with crushing impact. Damage from forcebolts is halved after armor, but doubled for knockback purposes. The bolt is 1/2d 50, max 100, acc +2. Cost: 1-3. Does 1d crushing per point of energy. Prerequisite: poltergeist. Gravbolt (missile) Creates a narrow bolt of focused gravetic energy, equivalent to a TL 12 gravity gun -- divides DR by 100, ignores PD from armor. The bolt has 1/2d 60, max 120, acc +3. Cost: 1-3. Does 1d-4, +1 per point of energy, and is impaling. Prerequisites: forcebolt, control gravity, magery 2. Forceblade (regular) Creates a narrow blade of disintegrating energy, with effects equivalent to a TL 11 forceblade. A forceblade can be blocked (though it may penetrate shields) or dodged, but can only be parried by another forceblade. The blade is one foot long per die of damage. Duration: 1 turn. Cost: 2-6. Does 1d(5) cutting or 1d-1(5) impaling damage per 2 energy. Prerequisites: forcebolt, control gravity, magery 2. Deflector (regular) Creates a field about the subject which deflects blows; unlike a shield spell, PD from the deflector spell is _not_ cumulative with worn armor, though it is cumulative with shields. Duration: 1 minute Cost: 1-6; half to maintain. Gives 1 PD per point of energy. Prerequisites: shield, control gravity. Item: jewelry, 500 energy. Deflector Shield (regular) Creates a shield-shaped field of energy, which gives PD, and allows use of a block defense against attacks. Uses the force shield skill. The shield has a radius of roughly 6" per point of PD. Duration: 1 minute Cost: 2-8; half to maintain. The shield has 1 PD per 2 energy. Prerequisite: deflector. Item: bracelet, 500 energy. The shield will be attached to the arm the bracelet is on. **Life Support Spells (subcategory of protection and warning) Filter Breath (regular) This spell has the effect of purify air on every breath the subject takes; this is generally equivalent to the effects of a filter mask combined with a rebreather; it will also, if necessary, act as a compressor mask or reducing respirator. It protects totally from inhaled gases, but does not affect skin-contact gases. This is also an air spell. Duration: 1 minute Cost: 2/1 Prerequisite: purify air Sustain Breath (regular) This spell will continually create air for the subject, allowing breathing in locations where no air is available. This is also an air spell. Duration: 1 minute Cost: 4/2 Prerequisites: filter breath, create air, magery Resist Vacuum (regular) Renders the subject immune to the physical effects of low pressure and vacuum. The subject will still suffocate unless given air from another source. Duration: 1 minute. Cost: 2/1 Prerequisite: shield Life Support (regular) Creates a field which protects the subject from hostile atmospheres; gives all the protection of a sealed pressure suit with oxygen tanks. Duration: 1 minute Cost: 5/2 Prerequisites: sustain breath, resist vacuum. Resist Pressure (regular) Protects the subject of the spell from the effects of high pressure; again, does not create air. The subject will not suffer from nitrogen narcosis or similar effects, and if this spell is cast before descent into high pressure and maintained for the entire duration, will protect entirely from the effects of the bends. This is also an air spell. Duration: 1 minute Cost: 1 to 10 atm, 2 to 100 atm, 3 to 1000 atm; half to maintain. Prerequisite: shield, destroy air. Repressurize (regular) Allows the subject of the spell to instantly adjust to changes in atmospheric pressure; will prevent or alleviate the effects of the bends, though damage which has already been sustained will not be healed. This is also an air spell and a healing spell. Duration: instant Cost: 1 per atmosphere (10 yards depth). May be recast to acclimate in stages. Prerequisites: resist pressure. Warmth, Coolness, Resist Radiation: all these spells also count as LS spells. Pressure Dome (area) Creates a dome (or sphere) which protects from the effects of vacuum; the air inside will remain fresh indefinately as well. Object other than air may pass through the dome without penalty. Duration: 3 hours Cost: 3/2 Prerequisites: resist vacuum, create air. Pressure Wall (regular) Creates a barrier which resists pressure differences; this is mostly useful for creating airlock equivalents. Duration: 3 hours Cost: 2 per hex; same to maintain Prerequisite: pressure dome. Life Support Dome (area) Equivalent to the weather dome spell, except that this spell will also protect from vacuum, airborn pollutants, toxic atmospheres, etc. If you know resist radiation, it can have the effects of that spell as well by adding the cost of resist radiation to the base cost of the spell. This spell only protects from gases, and will collapse if external pressure is significantly higher than internal pressure (though the internal pressure can be increased to match, if desired). The main advantage of this spell over a force dome is that it does not restrict movement. Duration: 1 hour Cost: 3/2 Prerequisites: weather dome, resist vacuum. **Missile Meta-spells *General*: you may not wish to allow casting more than one missile metaspell on a particular missile. If you _do_ cast a missile meta-spell on a missile, note that (1) you can no longer build it up like a normal missile, and (2) the cost of the meta-spell is added to the cost of the missile for purposes of other meta-spells. In addition, when casting missile meta-spells your are limited by your skill in the underlying spell. Create Missile (regular) Creates a missile 'in hand' -- the missile is created when the spell is cast, with any desired energy up to the normal maximum for the missile. You are limited to the lesser of your create missile spell and the relevant missile spell with this spell. Cannot be used with curse missile. With sufficient skill, this allows instant creation of missiles of any desired energy. Duration: instant. The missile created is normal, however. Cost: 1 + cost of missile. Prerequisites: magery 2, haste, any missile spell. Boost Missile (regular) Cast upon a missile spell 'in hand', this spell increases the power of the missile. Duration: until missile is thrown. Cost: 1-4 * cost of underlying missile. 50% increase in range/damage per multiple, +1 Acc per multiple. Prerequisites: magery 2, recover ST, any missile spell. Fork Missile (regular) Cast upon a missile spell 'in hand', this spell splits it into multiple duplicate missiles. All missiles must be fired in a single round, per rules for fully automatic fire. Duration: until missile is thrown. Cost: 1-4 * cost of underlying missile. Double # of missiles per multiple. Prerequisites: create object, any missile spell. Penetrating Missile (regular) Cast upon a missile spell 'in hand', this spell gives the missile an armor divisor. Duration: until missile is thrown. Cost: 1-5 * cost of underlying missile. Gives armor divisor of 2*multiple. Prerequisites: find weakness, magery 2, any missile spell Repeating Missile (regular) Cast upon a missile spell 'in hand', causes a new missile to appear in your hand the moment the old missile is thrown. Duration: until missile is thrown. Cost: none to cast. Equal to cost of missile to maintain. Prerequisites: Delay, any missile spell. Far Missile (regular) Cast upon a missile spell, increases its range and accuracy. Duration: until missile is thrown. Cost: 1-4 * cost of underlying missile. Double range and +2 Acc per multiple of cost. Prerequisites: haste, magery 2, any missile spell. **Radiation Spells Suppress Decay (regular/area) Reduces the rate of radioactive decay on the target object or in the target area; this will also reduce emission of radiation. This can be useful for transporting materials which are extremely radioactive or with halflives which are otherwise too short to allow storing the item. Does not affect fission or fusion. Duration: 1 hour Cost: 1 per /10 reduction (i.e. 2 for /100, 3 for /1000, etc). This is the base cost if cast as an area effect. Prerequisites: irradiate, extinguish fire. Item: (a) a box. Costs 100x base cost per cubic foot, affects anything inside of it. (b) may be made permanent on any area for 100x casting cost. Accelerate Decay (area) Increases the rate of radioactive decay in the area; a base casting has the general effect of causing one year of radioactive decay within the target area -- this can be extremely dangerous in highly tainted areas. Duration: 1 minute Cost: 1 (base). Causes one month of radioactive decay over the time period (1 day per 2 seconds). Rate may be increased with a proportional increase in base cost. Same cost to maintain. Prerequisite: magery 2, irradiate. Radiation Shield (area) This is an area effect version of the resist radiation spell. Duration: 1 hour. Cost: 1 for PF 10, 2 for PF 100, 3 for PF 1000; half to maintain. Prerequisite: resist radiation. Nuclear Damper (area) Suppresses nuclear reactions (fusion/fission) in the area. Note that this will allow creating stable critical masses, which will become extremely dangerous when removed from the area -- in particular, fission weapons which are detonated in the area will not explode, but may explode when the spell expires, unless they are located and broken up (they may also break up spontaneously). This spell will immediately shut off nuclear reactors. Duration: 1 minute Cost: 1(base); half to maintain. Minimum cost 10. Unlike most area spells, this spell creates a sphere. this spell is a sphere. Prerequisites: magery 2, suppress decay. Item: staff, wand, or jewelry; 2000 energy. Usable only by mages. Analyse Elements (information) Tells you the elemental composition of an object. Cost: 2. Prerequisites: seek earth. Item: jewelry, 200 energy. Analyse Isotopes (information) Tells you the exact isotope ratios in an object; can be useful for dating objects, though history is more useful. Cost: 3 Prerequisites: analyse elements. Item: jewelry, 300 energy. Separate Isotopes (regular) Allows separating isotopes (or elements) from a material. Cost: 3 per lb processed. Time to cast: 1 minute per lb. Prerequisites: analyse isotopes, purify earth. **Sound Spells Singing Blade (regular) Causes a weapon to vibrate and hum; the weapon does an additional 1d of damage, and acquires an armor divisor of 5 (equivalent to a vibroblade). Duration: 1 turn Cost: 4 + 1/lb of weapon; half to maintain. Prerequisites: sound jet, shatterproof. Sound Blade (regular) Creates a blade of liquifying sound, which does crushing damage and will gradually destroy armor; similar to a sonic blade. The blade can only be blocked by a forceblade. Duration: 1 turn Cost: 2-6, the same to maintain. Does 1d(5) per two points of energy; for every 5 or 6 rolled for damage, destroys one point of DR on the target. Prerequisites: shatter, sound jet Vibro Bolt (missile) Generates a focused spear of shattering sound, doing crushing damage and shattering armor. 1/2d 25, max 50, acc +1. Cost: 1-3. Does 1d crushing per point of energy; any die rolling 5+ will destroy one point of DR from the target. Time to cast: 1-3 turns (1 per pt of energy). Prerequisites: shatter, sound jet.