Spells and Magic

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This section will be for new spells (mostly converted from the old Dragonstar rules) and information pertaining to casting in general.

Note: The following spells have not been fully evaluated yet

NOVICE

ARCANE CYBERJACK (Z’En spell)
Conjugation
Level: Novice
Components: V, S
Casting Time: 1 action
Range: Smarts
Duration: 2 hours/level (?- needs to be long enough to be useful, would love all day allowing switching to other targets throughout but that may be overreach)
Saving Throw: no
Real hackers don’t use keyboards—they tap directly into the system via a datajack in their head and “run the matrix.” Z’En has created a spell that allows him to do this without any cyberware. Is undetectable by anything other than magic means- will look like a regular cyberjack hack. Magic wifi gives it a range of Smarts. This adds +4 to all Knowledge rolls dealing with digital systems. If the character fails such a roll anyway, the intense feedback causes a level of Fatigue that fades in one hour and can cause Incapacitation but not death. If the system was particularly powerful or well-protected, failure (including during a failed Dramatic Task) causes 3d6 damage (or more for very high-end corporate or military computers). Armor offers no protection from this damage.

ASSIMILATE (Players Companion w/ modifications)
Transmutation
Level: Novice
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level
When casting this spell, the caster places data chips or anything containing digital memory to his head (or otherwise close to your brain, as dictated by your anatomy) or a port that would allow access to cloud memory, and gain direct access to the information stored on the datachip. Bypass passwords and security measures. For the duration of the spell, you gain a +2 circumstance bonus on skill checks appropriate to the datachip.
Focus: The datachip, device w/ digital memory or port w/ access to cloud memory to be assimilated.

MIND READING (Fantasy Companion)
Level: Novice
Components: V, S
Range: Smarts
Duration: 1 round
Trappings: Psionic invasion, soulsight.
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modi ers based on the subject’s mental Hindrances or current state of mind.

POWER DOWN (Starfarers Handbook)
Transmutation
Level: Novice
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Smarts roll vs the caster
Spell Resistance: Yes
This spell causes an electrically powered device to suddenly turn off, even if the device doesn’t have an off switch. This includes computers, vehicles—even robots.
If the device is under someone’s direct control, the controller can make a Smarts roll vs the caster to avoid the effect.
This spell can shut down a soulmech, too. The soulmech gets the Smarts roll vs the caster but shuts down if it fails. The soulmech’s systems come back on line in 1d3 rounds. For the duration of the effect, the soulmech is treated as stunned.

SEASONED

BRILLIANT ENERGY TOUCH (Z’En spell)
Conjugation (Creation)
Level: Seasoned
Range: Touch
Components: V, S, M
Casting Time: 1 action
Duration: 1round/level
Saving Throw: Vigor partial
Spell Resistance: No
This spell creates an aura of Brilliant Energy bestowing the enhancement upon the caster’s hands and forearms or a weapon he holds.

(Brilliant Energy (+4): The striking part of this weapon has been transformed into intense light, causing it to illuminate an area the size of a Large Burst Template when drawn. This weapon ignores armor, as well as Parry bonuses from shields and weapons, but can only harm living matter; it inflicts no damage to undead, constructs, or inanimate objects.)

By making a touch attack the caster ignores armor, Parry bonuses from shield and weapons and deals damage directly to any living matter beneath.

Note: I want to figure out how to make Shattergloves even more horrifically devastating with this rather than negate them. Maybe even though the gloves pass through non-living material, their effect is enhanced and damage is directed to both the person underneath and the armor it’s bypassing (since its kind of originating within and around the non-living material?) given the sonic nature of Shattergloves and even though Soulmechs don’t have living matter to harm maybe this makes hitting them and damaging them easier? Maybe the Brilliant Eneregy is something that can be felt by the soul itself, causing the Soulmechs real pain. I kinda based this spell off the Misericorde 3rd lvl spell (its a kind of assassins blade for delivering deathstrokes)

ELECTRO MAGIC PULSE (Z’En spell)
Enchantment: Transmutation
Level: Seasoned
Components: V, S, M
Casting Time: 1 Action
Range: Smarts x 2
Area: Smarts
Duration: Instantaneous

This is a frequency of Brilliant Energy that does not affect living matter, but is effective against electric and electronics components or systems. There isn’t any physical damage that accompanies the EMP, and like Brilliant Energy it passes through physical objects unimpeded. Electric and electronic systems draw it like a magnet. Although it is only as powerful as a standard ElectroMagneticPulse grenade (8d6), all the damage is is focused on the electric or electronic systems

ESURIENCE (Players Companion w/ modification…. and bitching.. )
I’ve looked again at your suggestion, making the first save also allowed them to bypass a 12 hour Vigor roll (Making 3 more rolls if they miss the first, 2 if they make it). I’m all for reworking stuff when it makes my character more powerful or useful and in that light I suggest just 4 straight Vigor rolls. I get that I really don’t see how this stuff works in practice because I just don’t have the working knowledge, so if you think that’s too much and still say let’s do it the way you presented, I’ll go with it, I just wanted to… bitch bitch bitch.. (practice makes perfect, and I would hate to not be bringing my A game).

Transmutation
Level: Seasoned
Components: V, S, M
Casting Time: 1 action
Range: Smarts
Target: One creature
Duration: Instantaneous
Saving Throw: 4 Vigor saves
Spell Resistance: Yes
By means of this spell, you inflict several days’ worth of starvation on your target all in the blink of an eye. The target makes 4 Vigor rolls to determine what level of fatigue they suffer.

(Hunger- Starting the first day after the meal was missed, the character must make a Vigor roll. Subtract 2 if the hero has less than half the required amount of food. Failure means the character gains a Fatigue level.)

Soulmechs are immune to Esurience. Material Component: A handful of dust

DETECT SURVEILLANCE (Starfarers Handbook w/ modifications)
Divination
Level: Seasoned
Components: V, S, M
Casting Time: 1 action
Range: Smarts
Area: Smarts x 5
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You instantly become aware of anyone watching you or monitoring your activities, either directly or by electronic or hi-tech means. This does not include magical forms of scrying.
If a spy or device is within the spell’s area of effect, you know its location. Otherwise, you know the direction from which the surveillance is coming, as well as the distance (within 10%). You do not get an image of the spy, but you can immediately identify any device.
While hacking this means the caster has a sense of what hackways are unprotected, unmonitored giving a +2 synergy bonus.

Material Component: A small bug. (Live ticks!)

Special thanks to Bruce Biro for his work on spell conversions!

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Spells and Magic

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