Spells ---------------------------------------------------------------------------- * Buzz * Chat * Meteor Strike * Fireflies * Rain * Teleportation ---------------------------------------------------------------------------- >>>>>[Heyo once again chummers! None other than your fuzzy ear-to-the-pavement here to tell you about something YOU need to know about. Trust me. As usual, it's open for your comments, remarks, and crack-shots. Sorry about the cut & dry tone of it, but I pirated this off of API. (Dry & monotone defined.) The text was verbatim, I spliced in the sound bites where applicable. Share & Enjoy!]<<<<< -Tyger API:Seattle Tuesday night there was a shooting incident near Dante's Inferno involving two rival gangs. Police are still sketchy on the incident. Eyewitness accounts claim that some of the combatants had taken several shots without any signs of injury. (Voice, male.) "Dis guy, no foolin', he took ten, twenty shots to da chest. Dinnt even flinch! An' he wasn't wearin no jacket, Check it chummer?" The police have determined that at least one of the gang members was under the influence of a spell, if not more. A Lone Star official press release states that they have no comment. >>>>>[No kidding! I just wanna see the body- bag sheets on this one! Lead all over the place, and one of the walking corpses took a burst without wincing! He was actually smiling!]<<<<< -Jander <16:34:44 / 07-23-54> >>>>>[Seriously? We can get that for you...]<<<<< -Da Goon Skwad <18:23:14 / 07-23-54> >>>>>[Errr, no thanks.]<<<<< -Jander <18:30:35 / 07-23-54> >>>5 Mp Deleted by Sysop >>>>>[Sorry. Tyger kinda garbled the last part. Something about the wire tap being 'violated', and a 'system corruption' It was deleted to save the collective tails of the (very, very) guilty.]<<<<< -Shadowland <13:23:42 / 07-23-54> >>>>>[We all have our off days... Seriously. Any word from 'yall about what the frag those guys were on?]<<<<< -Tyger >>>>>[The Almighty Tyger hasn't heard yet? I'm simply amazed. New trip called "Buzz". First trip on us. Come on down to the 'barrens, if you want a try.]<<<<< >>>>>[I'll take a no-go. But thanks for the offer.]<<<<< -Tyger Buzz Rob Rubin / Winona RPSIG (Tyger@vax2.winona.msus.edu) Type: Physical Range: Touch Target: 12 - Essence Drain: (force) S Duration: "Permanent" This spell needs a willing target. Upon successful casting, the subject has an adrenaline surge, and an endorphin rush simultaneously. It also affects the mind such that it feels nothing but pleasure. If the target has blood filters, symbiotes, pathogenic defenses, or any other filtration / purification systems, each level adds one to the target number of the caster. The spell lasts for 5 - 15 minutes (2d6 + 3). Effectively, the spell works to add a +1 to strength, +2 to willpower (to racial maximum), +1 to reaction and -2 to intelligence. (Minimum of 1.) All damage modifiers are halved (round down.) NOTE: The loss of intelligence DOES NOT effect reaction. At the time of casting, the mage can use his extra successes to either bounce up the numbers or extend the time. The stats increase by a 3-1 margin. Meaning for every 3 extra successes, the target can have a stat boosted +1. Or the mage can increase the time by 1d6 per 2 successes. The caster must make this clear before the spell is cast what successes are going where. The down side to all this, is that the spell is addictive. Every time the spell is cast on a target, the target must roll a willpower test. The target number is the force of the spell. However, they must overcome a threshold equal to their UNMODIFIED (charisma+body / 2) - 8. If they succeed, they remain 'normal' after exposure to the spell. If they fail, they are addicted to the spell's effects. (Detoxing them is the GM's problem, sorry.) Again, if the target has any filtration / purification system, they may use them as normal. Example : Bob the Samurai needs an edge. He asks Cyan, the resident mage, to cast 'buzz' on him. Cyan casts the spell, target of 11 (Bob is a samurai, remember....) Cyan then rolls 2d6, getting a 7. Meaning the spell will last ten minutes. After the ten minutes are up, Bob then rolls his willpower (Surprisingly, he has 5 dice) with a target of 3 (The spell force) and a threshold of 4 (a High body and decent charisma.) Bob rolls a 6, 5, 5, 3, 1. Bob is now addicted. Had Bob made one more success, he would have been OK. Karma can be used as usual. If the target has any bioware designed to boost the body's natural systems (synthacardium, adrenal pump, suprathyroid gland, and so on) they must make another body roll (Cyberware doesn't count), with a target number equal to the number of minutes the spell was in effect, and a threshold of the spell's force. If it fails, the target has overworked a system, and 'burned it out'. It will not work until repaired. Example : Bob has an adrenal pump. When the spell wears off, he rolls his body again. His target number is 10, and he needs 3 of them. Bob rolls 11, 10, 4, 4, 3 & 1. He's now not only addicted, but his adrenal pump has overextended itself and will not refill again. Not like he cares, he wants another hit from Cyan... Other systems are up to the discretion of the GM. Likely system failures happen in any reflex / brain based systems. (Wired, boosted reflexes, Headware memory, and so forth.) ---------------------------------------------------------------------------- Telepathic "Chat" Stephen Wilcoxon (wilcoxon@eecis.udel.edu) Type: Detection Range: Extended Target: 4 Duration: sustained Drain: see below Note: requires voluntary target Allows the caster to "chat" with the target (must be human or metahuman). If the target is unwilling to communicate, then no link is established. Like a normal conversation, the other person in the link only knows what the "speaker" wants to tell him. There are two ways to calculate the drain code for this spell 1) From scratch new sense D superficial mind +1 sustained +1 detection spell -1 restricted tgt. -1 voluntary subject 1 extended range -1 specific target -1 total: [(F/2)-2]S 2) Based on MindLink new sense D deep mind +2 +1 sustained +1 detection spell -1 restricted tgt. -1 voluntary subj. -1 extended range -1 total: [F/2]D ---------------------------------------------------------------------------- MeteorStrike David Altman (Izzyux2@mvs.oac.ucla.edu) Type: Physical Range: LOS Target: Body (R) Damage: D Duration: Instant Drain: [(F/2) + 6]D This spell was created and copyrighted by Lord Jefferey Farnsworth, U.C.L.A. Occult Studies. First Published in International Magick, Metaphysical, & Paranormal Association Journal, 2053. Magic Copyright code: Zurich Orbital Proprietary Knowledge Office #MS16642-SL Upon casting of this spell, a comet will fall from the sky and hit any location within the line of sight of the caster. A tremendous explosion will accompany impact, as well as secondary and collateral effects. These are resultant from the blast. This is an area-affect spell that causes physical damage, and has a Blast Elemental affect. Also, TN# will be +1 because of the disorientation on the impact. ---------------------------------------------------------------------------- FireFlies David Altman (Izzyux2@mvs.oac.ucla.edu) Type: Physical Range: LOS Target: 4 Damage: M Duration: Sustained Drain: [(F/2) + 2]D This spell was created and copyrighted by Maxximillian "Warlock" St. Cyr, in 2054. Zurich Orbital Proprietary Knowledge Office #CFF99131-YX. Submitted to International Journal of Hermetic Magickal Science. The classification level of this spell has been established by the IAAT to be Entrant Master level or higher. DT DL +1 Physical spell +1 Sustained spell +1 Elemental (fire) Effect Damaging manipulation +1 Creates specific (Willpower) test at x1 successes This spell creates a "swarm" of fiery stars that will attack any one person that the mage designates, they will do this for a number of turns equal to the mages Sorcery rating. The mage does not have to consecutively inflict damage, but can order the Fireflies to attack, then stop, then attack again, until the spell ends. The fireflies can also set fire to anything flammable. Note: This spell is horrible to witness and feel. The fireflies attack the person by flying by him at a close distance, thus creating jagged burns marks, and essentially flaying him at the same time. This is an intimidation tool as well as a combat spell, Thus any spectator or the victim himself must make a Willpower versus the spell in order to keep from breaking down mentally. ---------------------------------------------------------------------------- Rain Spells Chris Ryan (chrisr@FIT.QUT.EDU.AU) These area-effect spells cause a downpour (of water) in an area. Against certain targets elemental effects can occur, see GrimII p.112. This is the ONLY form of damage that occurs with these spells. If the area-effect has no targets to be affected by elemental effects (e.g. a garden bed or a human), then the spell will just wet the area affected for the sustained duration. Type: Physical Range: LOS Target: 4 Damage (For Elemental Effects only): Drizzle L Steady M Heavy S Tropical Downpour D Duration: Sustained Drain: Drizzle (F/2)L Steady (F/2)M Heavy (F/2)S Tropical Downpour (F/2)D ---------------------------------------------------------------------------- Teleportation Doctor Doom (jch8169@rigel.tamu.edu) Class: Manipulation Drain: (F/2)S Type: Physical Duration: Instant Target: The base Target Number is 4, modified by distance. Max. Range: Magic Attribute in km. Research and Development by: Doom Technologies & Dark Thought Publications Working on solutions best left in the dark. The threat of teleporting into a solid object is almost non-existent, applying Einstein's postulate that no matter, of any from, can occupy the space occupied by other matter. This also coincides with the precept in the Grimoire that no two auras can exist in the same space. Target location to which the magician shall teleport must be in Line of Sight. The target number may be modified by distance traveled...(the modifications presented here are "borrowed" from the optional rules regarding target number modification for LOS spells, Grimoire II, page 111) DISTANCE (meters) TARGET MOD. 0-150 None 151-300 +2 301-600 +4 601-1250 +6 1251-2500 +8 2501-5000 +10 5001+ Target not visible Also, this spell is not entirely accurate in terms of targeting the destination. This translates into game terms to "scatter" (borrowed from the rules concerning hand grenades, SRII, page 97). Once the mage has successfully teleported, roll 2D6 for the distance in meters from the target point. Roll 1D6 for direction, as per the illustration on page 97. However, all is not lost for the hapless mage who MIGHT appear as far as 12 meters away... After the scatter roll is made, the magician may reduce the distance by 4 meters per success made. Passengers The magician may, if he so chooses, take passengers with him. The maximum number that may accompany him equals his Magic Attribute divided by 3. The target number increases by +2 per passenger. Upon successful teleporting, each passenger must make an attribute test: Willpower: (meters/200)D Stun damage [The minimum being 2D.] This is due to the extremely unpleasant (one might almost say "mind pummeling") effects that teleportation has on the nervous system. Stipulations The spell cannot be cast on someone to teleport them AWAY from the caster. Passengers must be willing subjects, and be within physical contact (either directly or indirectly through a human chain) with the caster. The caster cannot be forced to teleport someone with him. Just because someone is in physical contact with him (e.g. he is grappling or being physically bound by someone) and the magician decided to teleport, his assailant is NOT transported with him. The inertia of the magician is NOT negated by teleportation. For example, a mage has fallen off a twenty-story building, and after plummeting past the tenth story, he decides to teleport to a location six feet off the ground. Once there, he will still impact the pavement with the same force he had before he teleported, i.e. SPLAT, and the unfortunate mage will most likely expire from a combination of deceleration trauma and cement poisoning.