New Spells
(Sorcery)
Create <Fuel
Type>
Details - This
spell creates a single type of liquid fuel with each type of fuel requiring a
differing spell formulation (Diesel, Multifuel, Jet). The volume liquid fuel
created is equal to the number of successes generated (not to exceed the force
of the spell) times the magic attribute of the caster as measured in liters. The
magician must also cast this spell upon a vehicle which has an appropriate fuel
tank or upon an enclosed tank capable of handling said liquid types. If the
magician creates more fuel than the fuel tank is capable of handling, then the
spell fails automatically (no spill-overs, spell can't be used to create a FAE
directly).
4th Edition Note - The spell does not "create fuel"
but instead transforms a given volume of material to the fuel type in question.
The threshold for the spell casting is equal to that of the source material
(usually water, threshold of 1) plus the target fuel type. JP5 (Jet Fuel)
for instance, is considered Threshold 4, so the spell caster must achieve 5 or
more hits to transform Water to JP5. Additionally, the spell can only
transform a like state of matter into another like state. Liquids to
Liquids, etc. The spell will not transform Water into Solid Fuel for a
rocket for instance.
Maintain
Pressure
-
Type :
Manipulation (Environmental)
-
Duration :
Sustained
-
Range : Area
(Touch)
-
Drain Value :
(f)+8 (Physical, Sustained, Area, EnviroManip-Major)
Details - This
formula allows for the magician to create a region of stable atmospheric
pressure. The atmospheric stability is based upon terran sea-level (1
Atmosphere). Every hit x spell force generated by the spell equals a number of
atmospheres maintained accordingly. So if a Force 8 spell were cast with 6 hits,
then 48 atmospheres would be shielded from within the spells area. Hits
generated cannot exceed the spells force.
Additional atmospheres of pressure beyond the spells protection begin
accordingly. So if the above spell were to be cast upon an area that is under 56
atmospheres of pressure, then those within the area of the spell would feel the
effects of only 8 atmospheres.
Mob Probe
-
Type :
Detection (Mental)
-
Duration :
Sustained
-
Range : Area
(Touch)
-
Drain Value :
(f/2)+3 (Mana, Sustained, Area, Touch-Based)
This is an area
version of Mind Probe, except that it does not center on a single person's point
of view, the point of view that is focused on is based upon the 'collective'
perceptions and knowledge of the group. This spell is helpful when it
comes to finding out what a group of people saw or heard of an event.
Recharge
<Battery>
Details - This
spell functions as a recharge device for those objects that use "Power Factors"
as energy source measurements. Similar to the "Create <Fuel Type>" spell
formulations, the spell must have an appropriate battery to be received.
There
are however two limitations on this spell. First of all, the number of PF's that
are restored to the battery is equal to the success level of the spell casting
times the magic attribute of the casting magician. Secondly, the spell will only
work on vehicle types whose body attributes do not exceed the force of the
spell. A battery cannot be "overcharged" with this spell, and if the potential
that is restored by this spell exceeds the storage capacity of the battery in
question, the spell fails automatically.
This spell allows for a magician to recharge a battery. The spell
function slightly differently from other permanent magic in that rate of the
recharging process incorporates directly the permanence of the effect.
Treat the spell as functioning as an extended test, with the number of PF's
being the total test duration time period. Each turn, the spell caster
rolls a spell success test. This is done using Sorcery + Spell Force for
every turn that passes. An additional threshold per turn must also be
dealt with, with the threshold being determined by the size/scale of the battery
power system. Hand-held devices are threshold (1). Man-portable
items and smaller vehicles (those under 1000 kilograms) are threshold (2).
Larger vehicles such as cars, trucks, and mid-class maritime vessels are
threshold (3). Full Naval Class or Large Class vehicles (such as the
largest transport aircraft) are thresholds ranging from (4) to (6) or larger at
the GM's discretion. That threshold is involved for every turn of
recharge.
Please note, it is *not* possible to use this spell to directly provide power
to a vehicle.
New Spells (Metamancy)
Reminder that all
metamantic spells use Force (F) as their base drain value unless
otherwise noticed.
Boost Signal
(Biological)
This spell allows for a magician to boost the Signal attribute of a Mechanipath
("Technomancer"). The boost from this spell cannot exceed the System Rating or
one-half the current signal rating (rounded down) of the individual so being
augmented (whichever is the lower boost). The current Signal Rating of the
character in question is the threshold to exceed at the time of the spell
casting.
This spell will also augment the "Signal" rating of those creatures that have
natural/biomechanical forms of EM-based sensory abilities such as Sharks and (in
the SR4.3H games) Biomechanoids. In such instances of natural creatures, the
boosting cannot exceed one-half (rounded down) the Body attribute of the
creature in question and a threshold equal to that same limitation. So a Shark
with a Body of 8 that this spell was applied to could bestow up to a +4 to the
Signal Rating and have a threshold of 4 as well. The boost cannot also exceed
the force of the spell at the time of casting.
Enervate
This spell allows for a magician to "nutrition" a being
using Essence Drain as a feeding and/or attack action.
The spell is also able to "re-energize" someone who has
suffered Essence Loss from an Essence Draining attack
(such as a Vampire). When using the spell as a form of
"Nutrition" for something that requires Essence to
survive, the Threshold for the spell is 2, with every
hit afterwards generating one point of "essence" to the
individual needing such. When using the spell to recover
Essence lost from an Essence Draining attack, there is
no threshold for the spell, but each point recovered
requires a number of hits equal to the recovery
attribute.
Maedus is performing Enervate upon Tempest
who has lost two points of essence from the
attack of a Wendigo. This makes his essence now
a (4). Maedus will need (5) hits to restore
Tempest's essence from 4 to a 5. He will need
(6) more hits to bring the essence from a 5 to a
6.
If the action is performed within the first hour after
the attack, and the person who lost the essence is a
magician or individual with a magic attribute (or
psionic or resonant), then they do not make a test for
loss of that attribute as well. If the attack is beyond
"the Golden Hour", then the spell will have to be cast
using Ritual Metamancy. The force of the spell (ritual
or otherwise) is the maximum number of hits the spell
can generate regardless. In the event of the ritual, the
Grade of the Initiate is the maximum number of days that
can have passed since the Essence Loss.
Characters with the Windscapes metatalent may
use the spell to repair Essence Lost due to
biomechanical augmentation and rehabilitation
... such as if a person had a piece of cyberware
removed, leaving a resulting 'hole' in the
essence of the individual. All fractional
portions of lost essence are treated as if part
of the next essence point
up (round upwards in other words). Essence
restored in this manner also requires Karma to
be expended as if the individual were "raising
their attribute". The karma must come from a
voluntary source in this instance. In such
instances as this, the duration of time since
the implantation for the essence loss is lifted.
Gateway
This spells allows
for the metamancer to join two points of normal space by way of a "wormhole".
The size of the wormhole is equal to the metaspell force in meters diameter.
The distance from one point of the wormhole to the other must meet the normal
rules for spell criteria (LOS, Ritual Connection, etc). The one exception
to this rule, is that the magician in question can place the other end of the
spell at a given point they have visited personally regardless of the distance
covered with a -4 die spell casting modifier. Furthermore, the apertures
of the wormhole do not "automatically open". For spells covering great
distances or out of immediate LOS, the second aperture often takes some time.
For game mechanics, consider the wormhole to be moving through astral space at
astral speeds (once around the planet earth in 3.5 hours approximate).
Gamemasters are encouraged to use threshold values in such instances, including
any pre-existing or traversed areas of background count with the spellcaster's
Metamancy + Spell Force being used as the testing dice value. A minimum
threshold of 2 is always present.
Refresh Edge
This spells allows for a metamancer to recover utilized
Edge by another being. Every hit recovers one (1) point of Edge. The
initial threshold for the spell is character's normal Edge attribute. The
spell force must equal the individual's normal Edge attribute and the maximum
number of points recovered cannot exceed the spell force. Only Edge points
that are refreshable can be recovered by this metaspell. If an Edge point
is Lost (Stolen/Drained) or Burnt (specific circumstances) by the individual,
then it cannot be restored with this spell. This spell can only be used on
any single character once per number of hours equal to the metaspell force by
any metamancer. This metaspell requires the spell caster to have not
only Metamancy but Windscapes as well.
Slipstream
This spell is considered the 'single target' version of
Slipstream. It causes a target to be scooped up and hurtled across space
via a pocket-style wormhole. Again, the spell functions in normal
mechanics with regards to LOS and such as Gateway (see
above). If an individual is not desirous of being hurtled across the
distances in this manner, s/he may attempt to Doge the initial Slipstream
aperture using the Slipstream's Force and Metamancy of the spell caster as the
'to hit' roll and using Dodge as normal. Spell Defense will *not* work as
a defense against this spell unless the individual has developed the Metatalent
of Metamancy.
Super Increase
<Attribute>
-
Category :
Health (Metamancy)
-
Classification :
Attributive/Beneficial (A,B)
-
Type : Mana
-
Range : Touch
-
Threshold :
Current Attribute
-
Duration : S
-
Drain : (F)
These spells exist
for the basic 8 attributes (Body, Agility, Reaction, Strength; Charisma,
Intuition, Logic, Willpower). They allow for a characters attributes to raised
magically beyond their own racial maximums. The increase bestowed by the spell
cannot exceed one-half (rounded down) the spells force. Furthermore, in order to
achieve the benefits, the current character attribute (with all associated
influences) serves as the threshold on the spells Hits test. The spell *will*
work in conjunction with regular Increase <Attribute> spells, but many people
might argue the usefulness of that point. The maximum elevation that can be
achieved with these spells is not to exceed TWICE the current attribute of the
character in question.
Obviously these formulations should be carefully monitored by the GM(s) of a
gameverse at all times.
Type :
• Range (Area) : • Damage : • Duration : • DV :