Friday, December 24, 2010

New Spells

Charge: Target (Object), Resist: None, Duration: Instant (permanent), Drain (F)S
(Physical Manipulation)

The caster rolls against the object using the object resistance target numbers. They must roll a number of successes equal to half the objects resistance (So 5 successes at TN 10 for the most complex of objects). Success means that the object's batteries or whatever are recharged to full capacity: rutheneum suits, phasers, laser weapons, etc can be recharged with this spell. Like all such spells, the force must be enough to affect the object based on the object resistance table.

Drain: Target (object), Resist (object resist), Duration: instant (permanent), Drain (F)S
(Physical Manipulation)

This works just like charge, except if the caster is successful they drain the batteries of an item instead of recharging them. This does not stop objects powered by power plants or electrical systems (like wall outlets) from working, but does drain rutheneum, laser guns, etc. Like all such spells, the force must be enough to affect the object based on the object resistance table.

Shrink: Target (object) Resist (object resist), Duration: Sustained, Drain (F)M
(physical manipulation)

Roll against the object and get a threshold of 1/2 the object's resistance. If successful the object shrinks to a size of a barbie doll accessory. This means two things: first, a fairy may now use the object without consequences. Second, the object may be easily concealed and brought places, gaining +4 to its concealment rating.

Embiggen: Target: 4, Resist: Body, Duration: Sustained, Drain (F+1)D
(physical manipulation)

Roll this against a character who resists using body. If you get a number of net successes equal to a threshold of 1/2 the body rating, the target grows to double its normal size, gaining a bonus to strengh and body equal to 1/2 the force, rounded down. This does not affect his equipment, though allows him to use larger equipment (like heavy machine guns and telephone poles) as possible weapons.

Magnetic Protection: Target 4, Resist: None, Duration, sustained, Drain (F)M
(combat)

The caster surrounds the target in a protective sheathe that protects him against incoming metal attacks (like bullets, swords, and the hands of robots). The target gains a bonus to ballistic and impact armor equal to the force of the spell or number of successes (lesser amount), but only against magnetic metal objects.


Note: For all I know some of these spells might already exist. If so, use the existing ones since I ame up with the stats off the top of my head with nothing to compare them to.

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