Difference between revisions of "Spells (Fate)"
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===Manabolt=== | ===Manabolt=== | ||
Living and magical targets are corrupted and disrupted. | |||
===Powerbolt=== | ===Powerbolt=== | ||
Physical targets are beaten and broken. | |||
===Punch=== | ===Punch=== | ||
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===Stunbolt=== | ===Stunbolt=== | ||
Living and magical targets are stunned and bewildered. | |||
==Detection Spells== | ==Detection Spells== |
Revision as of 03:51, 4 January 2016
Combat Spells
Acid Stream
Manifests acid in a spray, stream, or gush from the caster's hands.
Electricity Manipulation
Manipulate the flow of electricity.
Fire Manipulation
Manipulate flames.
Manabolt
Living and magical targets are corrupted and disrupted.
Powerbolt
Physical targets are beaten and broken.
Punch
Use Sorcery to attack in melee combat.
Stunbolt
Living and magical targets are stunned and bewildered.
Detection Spells
Detection spells allow the caster to detect the specific target or targets within a particular range. The caster selects the force of the spell and uses that force as the difficulty against which they are casting. The detection range of the spell is typically the caster's Magic skill rating multiplied by the force of the spell. A single shift on a detection spell is sufficient to receive basic information, with more information provided for more detailed results.
Detection spells that directly detect or analyze living creatures only provide information about those targets whose Cool skill is less than the net shifts on the activating Sorcery check.
A detection spell may be sustained, allowing other action to be taken simultaneously, for 1 mental stress. Whatever consequence or stress box is filled by this mental stress cannot be recovered so long as the spell is sustained.
Analyze Device
Peer into the purpose and operation of a mundane device or piece of equipment.
Analyze Magic Device
Peer into the purpose and operation of a magical device or piece of equipment.
Clairaudience
Hear from a remote sensor instead.
Clairvoyance
View from a remote sensor instead.
Combat Sense
Creates the "Combat Sense" aspect for the caster, usable to defend against physical attack for the duration of a physical conflict.
Detect Enemies
Attempts to detect living creatures with hostile intent to the spellcaster.
Detect Enemies, Extended
Detect enemies, as above, at ten times the range for 1 mental stress.
Detect Individual
Detect a known individual.
Detect Lies
Attempts to sense dishonesty in a speaker within LOS, opposed by the targets' Cool.
Detect Life
Detect living beings.
Detect Life, Extended
Detect life, as above, at ten times the range for 1 mental stress.
Detect [Life Form]
Detect a particular form of life. The form of life must be specified at the time the spell is learned.
Detect [Life Form], Extended
Detect [life form], as above, at ten times the range for 1 mental stress.
Detect Magic
Detect active magic.
Detect Magic, Extended
Detect magic, as above, at ten times the range for 1 mental stress.
Detect [Object]
Detect a particular type of object. The type of object must be specified at the time the spell is learned.
Mind Probe
Probe an unwilling subject's mind. Add the target's Cool to the difficulty in addition to the normal difficulty from force. Three or more shifts required to read more than surface thoughts. Five or more shifts required to access hidden thoughts and long-buried memories.
Mindlink
Exchange mental impressions with a willing target.
Health Spells
Health spells face a base difficulty, which may be increased, equal to the target's loss of essence rounded up: the amount that their current essence falls below their maximum essence. Unless otherwise specified, health spells require a laying on of hands.
A non-instantaneous health spell may be sustained, allowing other action to be taken simultaneously, for 1 mental stress. Whatever consequence or stress box is filled by this mental stress cannot be recovered so long as the spell is sustained.
Antidote
The spell's net shifts, if better, act in place of the target's attempt – typically Cool or Physique – to fight a toxin.
Cure Disease
The spell's net shifts, if better, act in place of the target's attempt – typically Physique – to fight a disease.
Decrease [Attribute]
The spell applies an aspect to the target relevant to the impairment to the attributed selected, when the spell is learned, to be decreased.
Detox
The spell removes the negative side effect of drugs or poisons, but not any primary damaging effects.
Heal
Downgrades a physical consequence by one step if a lower consequence spot is available. Magical healing can only be used once on any given consequence. Add the value of the consequence to the difficulty of the spellcasting.
Increase [Attribute]
The spell applies an aspect to the target relevant to the impairment to the attributed selected, when the spell is learned, to be decreased.
Increase Reflexes
Act first in all physical conflicts. If multiple parties have improved reflexes, compare Notice skills as usual.
Oxygenate
The target doesn't need to breath.
Resist Pain
The target suffers no ill effects from physical consequences.
Stabilize
As long as the spell is sustained a living target will not die.
Illusion Spells
Mana illusions are defended by the target's Cool, representing their ability to resist mental influence, and only function against living and magical targets. Physical illusions are defended by the target's Notice, representing their ability to spot flaws in the illusion, and only function against physical targets.
Agony
A mana illusion applying an aspect representing illusory pain to a target within LOS.
Bugs
A mana illusion applying an aspect representing being covered by a swarm of insects to a target within LOS.
Chaos
A physical illusion applying an aspect representing abstract distracting stimuli to a target within LOS.
Confusion
A mana illusion applying an aspect representing abstract distracting stimuli to a target within LOS.
Entertainment
Creates an obvious, but entertaining mana illusion for a target.
Trid Entertainment
Creates an obvious, but entertaining physical illusion for a target.
Invisibility
Makes the target invisible as a mana illusion.
Physical Invisibility
Makes the target invisible as a physical illusion.
Mask
Applies a disguise to the target as a mana illusion.
Physical Mask
Applies a disguise to the target as a physical illusion.
Phantasm
Creates a phantasmal mana multi-sense illusion of an object or creature visible to the target.
Physical Phantasm
Creates a phantasmal physical multi-sense illusion of an object or creature visible to the target.
Hush
Dampens sound in an area as a mana illusion.
Silence
Dampens sound in an area as a physical illusion.
Stealth
Quiets a target as a physical illusion.
Manipulation Spells
Animate
Animates an object within LOS using the attempted action as difficulty as if Acrobatics or Athletics as appropriate.
Armor
Armors the target to defend them against attack.
Control Actions
Control the actions of a target within LOS.
Control Thoughts
Control the thoughts of a target within LOS.
Fling
Fling a small object at a target, who defends with Acrobatics.
Ice Sheet
Creates the aspect "sheet of ice" across an area.
Ignite
Creates the aspect "on fire" across an area.
Influence
Implants a powerful suggestion in a target's mind for a few minutes.
Levitate
Lift an object or person. Add 1 to the difficulty for each 500 lb, rounded up.
Light
Creates a mobile personal light similar to a lantern. Can float freely or be attached to a person. Requires modest concentrate to move if free-floating, but can be left in a stationary position while performing other tasks.
Magic Fingers
Use skills as with remote hands.
Mana Barrier
Impedes astral perception and passage, including spells..
Physical Barrier
Impeded physical perception and passage, including attacks.
Poltergeist
Creates a distracting, spooky, but not particularly damaging or horrifying whirling chaos.
Shadow
Creates a globe of darkness.