Difference between revisions of "RPG/Mind Spells"

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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Accuracy Boost</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Accuracy Boost</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 15 || style="background:#96FF96"|'''Cost''': $25 || style="background:#96FF96"|'''Difficulty''': 6 || style="background:#96FF96"|'''Oppose''': P 5 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, a faint orb of pale green light flashes between the target creature's eyes for a moment.  The recipient of this spell notices an improvement in perception and reflex.
  
 +
The target creature's Accuracy score increases by 1d4 for the spell's duration.
 +
 +
If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
 +
 +
If the subject of this spell is affected by ''Accuracy Drain'' , then that spell and this spell both immediately end.
 +
 +
'''Unique Boost: Accuracy Surge'''
 +
 +
By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Intelligence Boost</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Intelligence Boost</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 15 || style="background:#96FF96"|'''Cost''': $25 || style="background:#96FF96"|'''Difficulty''': 6 || style="background:#96FF96"|'''Oppose''': P 5 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, a faint orb of pale green light flashes on the target creature's forehead for a moment.  The recipient of this spell notices an improvement in mental acuity.
 +
 
 +
The target creature's Intelligence score increases by 1d4 for the spell's duration.
 +
 
 +
If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
  
 +
If the subject of this spell is affected by ''Intelligence Drain'' , then that spell and this spell both immediately end.
 +
 +
'''Unique Boost: Intelligence Surge'''
 +
 +
By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Personality Boost</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Personality Boost</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 15 || style="background:#96FF96"|'''Cost''': $25 || style="background:#96FF96"|'''Difficulty''': 6 || style="background:#96FF96"|'''Oppose''': P 5 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, a faint orb of pale green light flashes on the target creature's neck for a moment.  The recipient of this spell notices an improvement in their ease of self-expression.
 +
 
 +
The target creature's Personality score increases by 1d4 for the spell's duration.
 +
 
 +
If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
 +
 
 +
If the subject of this spell is affected by ''Personality Drain'' , then that spell and this spell both immediately end.
  
 +
'''Unique Boost: Personality Surge'''
 +
 +
By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Synapse Enhance</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Synapse Enhance</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 28 || style="background:#96FF96"|'''Cost''': $50 || style="background:#96FF96"|'''Difficulty''': 8 || style="background:#96FF96"|'''Oppose''': P 6 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd8 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, the recipient starts to perceive surroundings more quickly, as if local time slows down slightly.
 +
 
 +
For the spell's duration, the target creature receives an additional 1d8 to all Initiative rolls.
 +
 
 +
If this spell is cast on a creature already affected by this spell, the duration of the new casting will replace the previous one if it is greater than the remaining duration.
 +
 
 +
'''Unique Boost: Synapse Overclock'''
  
 +
By increasing the MP and material costs by 50% and the difficulty by 3, the spell can be changed so that the bonus initiative roll increases by a die count, taking highest.  This can be applied multiple times, up to a maximum bonus of 5d8.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Berserk</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Berserk</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 35 || style="background:#96FF96"|'''Cost''': $85 || style="background:#96FF96"|'''Difficulty''': 9 || style="background:#96FF96"|'''Oppose''': P 11 || style="background:#96FF96"|'''Range''': 30' || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd8 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the target creature's head will be wrapped by a faint aura of swirling red tendrils, its perceptions flushed with rage.
 +
 
 +
While affected by this spell, the target creature's Str increases by 4, and its Int decreases by 4. Int cannot be reduced to less than 2.
  
 +
On the first round of the spell's duration, the subject of this spell must oppose a special Infuriation check against every hostile creature in the area it can detect in a random order.  The difficulties of these Infuration checks are what they would normally be if the given creatures made Infuration attempts.  The greatest failure result is applied to all of the subject's rolls except attack and damage, and the subject must attack the creature associated to that Infuriation as if it were a critical distraction.  The subject must continue to attack that creature until it is defeated or can no longer be detected. At that time, the subject must make another Infuriation check as before.  Each round an Infuriation check is made as a result of this spell after the first, the oppose difficulty of each Infuriation check cumulatively decreases by 2.  The Infuriation checks incurred by this spell are independent of normal ones, so the cumulative penalties of normal Infuriations do not accumulate with those caused by this spell, and vice versa.
 +
 +
When this spell ends, all stored rage is released into the ether, and the subject is no longer Infuriated.
 +
 +
'''Unique Boost: Hyper Berserk'''
 +
 +
By increasing the spell's MP cost to 75, the material costs to $200, and difficulty to 14, the spell can be changed so that its bonus to Str increases to 8 and the spell also grants a bonus 10 feet to movement.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Disposition Change</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Disposition Change</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 65 || style="background:#96FF96"|'''Cost''': $900 || style="background:#96FF96"|'''Difficulty''': 11 || style="background:#96FF96"|'''Oppose''': P 13 || style="background:#96FF96"|'''Range''': 30' || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': N/A
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, the target creature experiences a shift in personality.
 +
 
 +
The target's disposition changes to that of the caster's choice.  When this happens, the target chooses which variable stat modifiers are applied.
 +
 
 +
The caster may choose a new disposition that is the same as the target's previous disposition.  In this situation, the target may choose different variable stat modifiers than it previously had, representing a more subtle change.
  
 +
When given a new disposition, the target may be expected to behave differently.  If the subject of this spell is a player character, the player is not generally required to play any differently, though doing so may merit XP awards at the GM's discretion.
 +
 +
'''Unique Boost: Disposition Swap'''
 +
 +
By increasing the spell's MP cost to 85, the material cost to $1300, and the difficulty to 16, the spell can be changed so that it switches the dispositions of the caster and the subject.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Mind Swap</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Mind Swap</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 88 || style="background:#96FF96"|'''Cost''': $1500 || style="background:#96FF96"|'''Difficulty''': 15 || style="background:#96FF96"|'''Oppose''': P 15 || style="background:#96FF96"|'''Range''': 30' || style="background:#96FF96"|'''Targets''': 2 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 4cd6 Hours
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, two target creatures within the spell's range will exchange minds.  Each character has the experience of being the other for the spell's duration.  In order for this spell to be successful, it must overcome the oppose chances for all targeted creatures.
 +
 
 +
When the targets' minds are swapped, the control of their respective character sheets is exchanged for the spell's duration.  If one of the spell's targets is a player character and the other is a non-player character, the involved player is given the role of the non-player character. If the spell's targets are both player characters, the players will effectively exchange control of their characters.  Effectively role-playing as a different character may merit XP awards at the GM's discretion.  A player whose character has been mind-swapped cannot spend their XP on an other character's sheet, nor can they spend XP belonging to another character.
 +
 
 +
The mind swap effect does not alter the content of any character sheets.  There is no change in levels, stats, disposition, skills, abilities, advantages, disadvantages, sexual preference, or spell knowledge in the host characters, though the swapped minds still retain their own motivations, goals, practical knowledge, self-identities, and general experience.  The GM may rule that some non-standard abilities are carried over with the swap, though this is considered unusual.
 +
 
 +
When this spell ends, all affected characters' minds are returned to their normal conditions.
  
 +
If this spell is cast on a character who has already been mind-swapped, then the spell will function normally, swapping the targeted characters' minds.  However, when the original casting of this spell ends, then all subsequent castings on involved characters will also end.
 +
 +
If attempting to boost this spell to have more targets, the new target number must be divisible by 2, and only two characters can be affected as a pair.
 +
 +
'''Unique Boost: Soul Swap'''
 +
 +
By increasing the spell's MP cost by 225%, the material cost by 1000%, and the difficulty by 20, the spell can be changed so that it has no duration.  If this is performed, the two characters' sheets are permanently exchanged.  However, the characters retain their own experience points, so if one of the targets has more experience points than the other, the other character's new sheet will have to be adjusted for this difference.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Memory Block</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Memory Block</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 58 || style="background:#96FF96"|'''Cost''': $800 || style="background:#96FF96"|'''Difficulty''': 10 || style="background:#96FF96"|'''Oppose''': P 12 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 3cd6 Hours
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, the caster declares a time period to block.  An hour's worth of memories, starting from the selected time, are blocked from the target's recollection for the duration of the spell.
 +
 
 +
Any target time may be declared by the caster.  However, if the chosen time period is invalid for any reason (such as if the declared time was outside of the target's lifetime), the caster will be aware of this and be prompted to choose a different time.
 +
 
 +
This spell can only block the memories of events.  It cannot block information such as practical knowledge, trained skills, or special abilities.
  
 +
This spell may be cast multiple times on the same target to block multiple hours of memory.  Blocking excessively large time periods may have complex consequences at the GM's discretion, though such are usually not worse than temporary mental exhaustion, confusion, or panic.  A GM may also decide that being affected by ''Memory Block'' may hinder someone's ability to resist certain distractions, depending on the intent of the block and the distraction in question.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Telepathy</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Telepathy</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 25 || style="background:#96FF96"|'''Cost''': $60 || style="background:#96FF96"|'''Difficulty''': 7 || style="background:#96FF96"|'''Oppose''': P 9 || style="background:#96FF96"|'''Range''': N/A || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6 Minutes
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, the caster and the target creature are able to communicate with each other telepathically for the duration of the spell.  Communicating in this fashion requires mental action, and it will be disrupted if the caster or the target is rendered unconscious, if either subject cannot concentrate, or if another magical effect interferes.  This can communicate only deliberately shared thoughts and perceptions.
 +
 
 +
The caster of this spell may target any creature within a relativistic range.  Though the spell has no mechanical range, a creature must be located within the same solar system to be targeted.  The caster does not need to know the precise location of the target; only knowledge of the target's existence is required.  Successfully casting this spell does not inform the caster nor the target of either character's location or status; such information would have to be described by one of the participants of the spell.
 +
 
 +
Once the telepathic connection is established, only the caster is able to dismiss the effect of the spell.  A target of this spell may attempt to escape the telepathic connection by making another oppose chance, though each time this is attempted the oppose difficulty increases by 4.
 +
 
 +
This spell may be cast multiple times to include other creatures, forming a network of telepathic communication from the original casting.  Every time this is done, the duration of the spell is refreshed.  Any creature in this network may cast this spell to add another creature to the network, but the original caster of the spell is considered to be the core of the network and thus is the only participant capable of dismissing the spell. It is possible for someone in a telepathic network to cast this spell to create another, independent network that exists simultaneously, though concentration must be maintained on a single one in order to communicate effectively.
 +
 
 +
If the spell fails, the caster is likely to know why it failed, whether it be from the target opposing the spell, being unconscious, or being outside of the range of the spell, or if the spell was being blocked by another magical effect.
  
 +
Since the communication of this spell uses no actions, it does not facilitate the functions of other abilities that rely on communication, such as Idol casting, unless they specifically work through telepathy.
 
|}
 
|}
  
 
{| class="wikitable" width=1200px
 
{| class="wikitable" width=1200px
 
|-
 
|-
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Telekenisis</big>
+
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Telekinesis</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 18 || style="background:#96FF96"|'''Cost''': $50 || style="background:#96FF96"|'''Difficulty''': 9 || style="background:#96FF96"|'''Oppose''': N/A || style="background:#96FF96"|'''Range''': 120 || style="background:#96FF96"|'''Targets''': Self || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd4 Minutes
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the caster gains the ability to lift things through mental action.
 +
 
 +
For the duration of this spell, the caster is able to lift a object within the spell's range with mental action once per round.  This action has an effective Strength score of 10 and a Size of Medium.  The caster may choose increase the difficulty of the spell at the time of casting to increase the spell's effective Size at a rate of +1 Size per +3 difficulty.  The range of the spell always extends from the caster's current position.
 +
 
 +
Once an object has been lifted, the caster may move the object to any other location within the spell's range.  If this object collides with a creature, treat the collision as if the object had fallen the distance it has moved.  The caster may also suspend a lifted object at the chosen location until its next turn begins or its concentration is disrupted.  If the lifted object moves out of the spell's range, the object will slip from the caster's mental grasp and it will have to be lifted again in the next round.
 +
 
 +
This spell can also be used to lift and move creatures in the same manner as objects.  However, the subject must be willing to be lifted; if not, the subject will simply slip from the caster's mental grasp.  The caster may lift and move itself in the same manner, though the caster's weight is considered double its normal value for this purpose.
 +
 
 +
Casting ''Telekinesis'' while it is already in effect will cause the new duration to overwrite the previous one if it is greater.
 +
 
 +
'''Unique Boost: Multi-Telekinesis'''
 +
 
 +
By increasing the spell's MP and material costs by 50% and the difficulty by 4, the spell can be changed so that an additional object can be lifted and moved in a single round.  This boost can be applied multiple times, up to a maximum of 5 objects.
  
 +
'''Unique Boost: Telekinetic Catch'''
 +
 +
By increasing the spell's MP and material costs by 50% and the difficulty by 4, the spell can be changed so that it can be used defensively to stop an incoming projectile once per round.  This defensive action is considered equivalent to a lift/move action for the purpose of the spell's limitations.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Memory Jog</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Memory Jog</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 1 || style="background:#96FF96"|'''Cost''': $0 || style="background:#96FF96"|'''Difficulty''': 3 || style="background:#96FF96"|'''Oppose''': P 5 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': N/A
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the subject of the spell has the experience of its mind being cleared of obstacles in its memory for a moment.  The subject has its effective Intelligence and Accuracy scores increased by 1d6 on the next roll made to recall any information from memory within 1 round after the spell's casting.
  
 +
If the subject of this spell is being affected by an ongoing instance of the ''Memory Block'' spell, the subject receives an immediate extra oppose chance to overcome the ''Memory Block'' and make it end.  If the subject of this spell is being affected by multiple instances of ''Memory Block'' , only one randomly chosen instance is considered for the extra oppose chance.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Accuracy Drain</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Accuracy Drain</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 20 || style="background:#96FF96"|'''Cost''': $40 || style="background:#96FF96"|'''Difficulty''': 7 || style="background:#96FF96"|'''Oppose''': P 9 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, its target has the experience of having its perceptions dulled.  The target of this spell has its Accuracy score reduced by 1d4 for the spell's duration.  The target's Accuracy score cannot be reduced below 2.
 +
 
 +
The penalty generated by this spell will not stack with any other source of Accuracy penalty.  If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
 +
 
 +
If the subject of this spell is affected by ''Accuracy Boost'' , then that spell and this spell both immediately end.
 +
 
 +
'''Unique Boost: Accuracy Purge'''
  
 +
By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
Line 124: Line 226:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Intelligence Drain</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Intelligence Drain</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 20 || style="background:#96FF96"|'''Cost''': $40 || style="background:#96FF96"|'''Difficulty''': 7 || style="background:#96FF96"|'''Oppose''': P 9 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, its target has the experience of having its ability to focus and think impeded.  The target of this spell has its Intelligence score reduced by 1d4 for the spell's duration.  The target's Intelligence score cannot be reduced below 2.
 +
 
 +
The penalty generated by this spell will not stack with any other source of Intelligence penalty.  If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
  
 +
If the subject of this spell is affected by ''Intelligence Boost'' , then that spell and this spell both immediately end.
 +
 +
'''Unique Boost: Intelligence Purge'''
 +
 +
By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
Line 134: Line 243:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Personality Drain</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Personality Drain</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 20 || style="background:#96FF96"|'''Cost''': $40 || style="background:#96FF96"|'''Difficulty''': 7 || style="background:#96FF96"|'''Oppose''': P 9 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd6 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, its target has the experience of having its ability to express itself impeded.  The target of this spell has its Personality score reduced by 1d4 for the spell's duration.  The target's Personality score cannot be reduced below 2.
 +
 
 +
The penalty generated by this spell will not stack with any other source of Personality penalty.  If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.
 +
 
 +
If the subject of this spell is affected by ''Personality Boost'' , then that spell and this spell both immediately end.
 +
 
 +
'''Unique Boost: Personality Purge'''
  
 +
By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest.  This boost can be applied multiple times, up to a maximum of 5d4.
 
|}
 
|}
  
Line 144: Line 260:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Mind Delve</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Mind Delve</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 55 || style="background:#96FF96"|'''Cost''': $750 || style="background:#96FF96"|'''Difficulty''': 10 || style="background:#96FF96"|'''Oppose''': P 10 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd4 Minutes
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is successfully cast, both the caster and the target enter an unconscious trance.  The caster has the experience of visiting the target's "mindscape," a dream-like astral manifestation of mental processes.  The target experiences this visitation as if it were a dream.
 +
 
 +
The appearance and contents of target's mindscape is generally left to the GM's discretion, though the caster is likely to have the opportunity to learn information regarding the target's thoughts, memories, identities, goals, motivations, and emotions.  The target's mindscape should reflect its character; anything that is significant to the target may be represented in some fashion or another.  As the subconscious mind is fairly chaotic and the nature of this spell is largely dependent on the aims of the caster, different mindscape visitations to the same character may be strikingly different.  What the caster may learn from the use of this spell is typically determined by the caster's intentions.
 +
 
 +
While visiting the mindscape, the caster assumes a sort of astral form.  While in this form, the caster has access to all abilities it usually has, but the GM may decide that some of them may behave somewhat differently, adopting more illusory themes and effects or adapting to anything that may be pervasive in the mindscape.  The caster may end the spell's duration at any time.
 +
 
 +
The target of this spell may subconsciously defend its mindscape by manifesting various forms of obstacles, including structures, traps, and creatures.  This may even include more abstract or obtuse defenses, such as illusions and spell effects.  When determining what to manifest as the target's subconscious defenses, the GM should consider such things as the target's personality, intelligence, interests, fears, and imagination.  However, the difficulty of such defenses should appropriately correspond to the depth and severity of the caster's inquiry.  Of course, a willing target is not obligated to perform such defenses, and may even assist the caster if desired.
 +
 
 +
In the event that the caster should be damaged inside the target's mindscape, any damage incurred is dealt to MP, and the caster's soak is determined by a roll of Armor Rating with Personality.  If the caster's MP is reduced to less than 1, the caster slips from the visitation, and this spell immediately ends.
 +
 
 +
Should the caster or the target be subjected to a powerful stimulus in the real world that would force either of them into wakefulness, this spell will end immediately.  Such stimuli may include being submerged in water, falling, turbulent shaking, or taking HP damage.  The caster or the target may attempt to resist being woken from this spell with a Int roll, though the difficulty of such a check is left to the GM's discretion.
  
 +
By boosting this spell to include more targets, the caster may include willing creatures to accompany the dream visitation.  Each additional target represents an additional creature that may join the visitation.  Any additional creature in the mindscape follows the same rules as the caster, though only the waking of the caster or the target will cause the spell to end abruptly.  Another caster may perform ''Mind Delve'' on a creature already under its effect to join in the visitation, though this may have complex consequences at the GM's discretion.  Successfully casting ''Mind Delve'' on someone who is already performing a visitation grants that caster the opportunity to "pull" that caster out of that visitation and become the subject of a visitation themselves; this may also have complex consequences.
 +
 +
Due to the open-ended nature of this spell, it is advisable to discuss its effects with the GM before using it.  At the GM's discretion, the caster may experience a sort of time dilation that makes the spell seem to last longer from their perspective.  A ''Mind Delve'' can even be considered an adventure on its own.
 +
 +
'''Unique Boost: Dream Delve'''
 +
 +
By increasing the MP cost to 90, the material cost to $1000, and the difficulty to 18, the spell can be changed so that its method of delivery changes.  The range becomes special; the caster can target any sleeping creature on the planet.  The target of this spell can oppose subconsciously.
 
|}
 
|}
  
Line 154: Line 287:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Thought Drop</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Thought Drop</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 10 || style="background:#96FF96"|'''Cost''': $15 || style="background:#96FF96"|'''Difficulty''': 6 || style="background:#96FF96"|'''Oppose''': N/A || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': Special || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 4cd8 Hours
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the caster imprints a telepathic message onto an object or location.  Any creature who fits a designated description made by the caster will receive this telepathic message upon coming in physical contact with the target of this spell.  The content of the message can be any visual or auditory imagery the caster can imagine.  The message can also be of any duration and will loop when it ends.
 +
 
 +
This spell can target a single inanimate object or location.  When targeting an object, the caster must touch the object; a qualifying creature receives the message for every round touching that object.  When targeting a location, the caster must touch a wall, floor, or ceiling of the target location; when a qualifying creature is within their move range to the touched spot, they receive the message every round.  This spell cannot target a creature, though a non-intelligent plant can be targeted.
 +
 
 +
When casting this spell, the caster must also specify descriptive qualities of creatures who can receive the message.  Such qualities may include race, sex, disposition, or having certain advantages or disadvantages.  The caster cannot, however, specify an individual character to receive the message.  In addition, the caster can never exclude their self from receiving their own ''Thought Drop'' message.
  
 +
If desired, the caster may leave a telepathic message that is meant to be distracting.  If doing so, any creature receiving the message must overcome a general distraction attempt with a difficulty equal to the caster's Personality die with no base penalty.  This distraction attempt occurs every round while the creature receives the message, though the difficulty of the roll receives cumulative penalties as a normal general distraction.  These penalties do not accumulate with the penalties of general distractions made by ordinary means, nor with the distractions generated by multiple instances of this spell.  If a creature is being affected by multiple instances of this spell for distracting purposes, only the greatest general distraction penalty at a given moment is considered.  Since a caster cannot be exempt from receiving the message from ''Thought Drop'' , they will also be subject to this distraction.
 +
 +
When the duration of this spell expires, the imprinted message disappears.
 +
 +
'''Unique Boost: Secret Drop'''
 +
 +
By Increasing the MP cost to 20 and the material cost to $30, the spell can be changed so that the receiver of the Thought Drop is a specific person, and no one else.  Even a ''Mind Swap'' or ''Body Copy'' will not allow an unintended recipient to receive the message.
 
|}
 
|}
  
Line 164: Line 308:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Emotion Blast</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Emotion Blast</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 34 || style="background:#96FF96"|'''Cost''': $100 || style="background:#96FF96"|'''Difficulty''': 8 || style="background:#96FF96"|'''Oppose''': P 10 || style="background:#96FF96"|'''Range''': 50' || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': 4cd12 || style="background:#96FF96"|'''Duration''': 2cd6 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the caster emits telepathic waves of emotional turbulence that bombard the target creature and echo in its mind.  If the target fails its oppose chance, it suffers the spell's damage to MP, soaked with 1dPer, and a -3 penalty to resist a certain type of distraction, chosen by the caster, for the spell's duration.
 +
 
 +
When casting this spell, the caster specifies whether the spell is mostly aligned to anger, fear, or love.  This choice determines which emotional distraction type the -3 penalty applies to.  Choosing anger applies the penalty to Infuriation.  Choosing fear applies the penalty to Intimidation.  Choosing love applies the penalty to Infatuation.
 +
 
 +
Characters in the vicinity of this spell are likely to notice a sudden shift in emotion, even if unaware of the spell's casting, though they will suffer no penalties from it.
  
 +
'''Unique Boost: Emotion Cascade'''
 +
By increasing this spell's costs by 50% and difficulty by 4, the caster can infuse the blast with all three emotions, making the target receive a -3 penalty to all three emotional distraction types.
 
|}
 
|}
  
Line 174: Line 324:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Iron Will</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Iron Will</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 40 || style="background:#96FF96"|'''Cost''': $125 || style="background:#96FF96"|'''Difficulty''': 8 || style="background:#96FF96"|'''Oppose''': P 5 || style="background:#96FF96"|'''Range''': 30' || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd4 Minutes
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the subject is filled with a sense of mental clarity and fortitude.  For the duration of this spell, the subject gets a +2 bonus to oppose or otherwise resist distractions and all spells and abilities that affect the mind (including all Mind spells) and has the ability to transfer any received HP damage to MP.
  
 +
While affected by this spell and taking damage to HP after soak is depleted, the subject may transfer any amount of that damage to MP instead.  The subject is not obligated to transfer any damage in this way.  Transferring HP damage to MP does not affect any traumatic damage the subject may receive.
 +
 +
This spell has no effect on a creature with the ''No Magic Abilities'' advantage.
 +
 +
'''Unique Boost: Steel Will'''
 +
 +
By increasing the spell's MP cost to 60, the material cost to $250, and the difficulty to 14, the spell can be changed so that the bonus to resist distractions increases to +4, and anytime the recipient is recovering from a distraction, the recovery rate is doubled.
 
|}
 
|}
  
Line 184: Line 341:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Ultimate Joke</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Ultimate Joke</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 65 || style="background:#96FF96"|'''Cost''': $1000 || style="background:#96FF96"|'''Difficulty''': 10 || style="background:#96FF96"|'''Oppose''': A 9 || style="background:#96FF96"|'''Range''': 0' || style="background:#96FF96"|'''Targets''': 40' Radius || style="background:#96FF96"|'''Damage''': Special || style="background:#96FF96"|'''Duration''': 2cd12 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the caster utters an arcane joke that causes anyone who hears it to burst into uncontrollable laughter.  The utterance of the joke is magically encoded so that so that the caster cannot comprehend the joke well enough to be susceptible to its effect.  This spell affects every character in the spell's radius except the caster, and anyone who fails the oppose reacts too slowly to cover their ears.  A character who is deafened has the absolute value of their deafness penalty added to their oppose roll against the spell, while a character who is completely deaf cannot be affected by this spell.
 +
 
 +
When affected by this spell, a character must make a Per roll at the beginning of every round.  The character loses an amount of MP equal to double the result of that roll and takes a general distraction penalty equal to half that roll to all actions made that round.  If the result of that roll was 8 or more, the affected character is laughing too hard to make any speak actions for the round.  If a character has the ''No-Nonsense'' disadvantage, the result of that Per roll is reduced by 4.
 +
 
 +
When an affected character becomes unconscious, this spell immediately ends for that creature.  When this spell ends, the affected character automatically erases the joke from their mind, for the sake of their own survival.
  
 +
'''Unique Boost: Ultimate Riddle'''
 +
 +
By increasing the spell's MP cost to 100, the material cost to $2500, and the difficulty to 18, the spell can be changed so that it conjures a distracting arcane riddle instead of a joke, filling the target's mind with fascinating logical fallacies.  If a target creature fails its oppose, it must make a double MP damage roll using Int instead of Per every round.  If the result of the roll was 8 or more, the affected character can't cast spells during that round, and any other actions made get a -8 penalty to success rolls.  ''No-Nonsense'' still reduces the result of the roll by 4.
 
|}
 
|}
  
Line 194: Line 358:
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Inner Soul</big>
 
!colspan=8 style="color:#000000; background:#32FF32; text-align:left"| <big>Inner Soul</big>
 
|-
 
|-
| style="background:#96FF96"|'''MP''': || style="background:#96FF96"|'''Cost''': $ || style="background:#96FF96"|'''Difficulty''': || style="background:#96FF96"|'''Oppose''': || style="background:#96FF96"|'''Range''': || style="background:#96FF96"|'''Targets''': || style="background:#96FF96"|'''Damage''': || style="background:#96FF96"|'''Duration''':  
+
| style="background:#96FF96"|'''MP''': 30 || style="background:#96FF96"|'''Cost''': $75 || style="background:#96FF96"|'''Difficulty''': 7 || style="background:#96FF96"|'''Oppose''': P 9 || style="background:#96FF96"|'''Range''': Touch || style="background:#96FF96"|'''Targets''': 1 || style="background:#96FF96"|'''Damage''': N/A || style="background:#96FF96"|'''Duration''': 2cd12 Rounds
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|This spell wraps the target in a rippling aura of pale, green light. The target is instilled with feelings of introspection and inspiration.  While affected by this spell, the target's Acc, Int, and Per scores are increased by 2 and Str, Def, and Agi scores are decreased by 2.  None of these stats can be reduced to less than 2.
 +
 
 +
This spell overwrites other ''Soul'' spells. If the target is affected by ''Outer Soul'' , both it and this spell immediately end.
 +
 
 +
'''Unique Boost: Deepening Soul'''
 +
By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 16, the spell gains the following additional effects.
 +
 
 +
The target receives a bonus to distraction resistance rolls equal to 2cd10.
 +
 
 +
The target receives a bonus to Personality oppose rolls equal to 2cd4.
 +
 
 +
The target receives a bonus to spellcasting rolls equal to 2cd6.
 +
 
 +
Anytime the target casts a spell, they automatically recover 25% of that spell's MP cost, rounded down, minimum 0.
 +
 
 +
Anytime the target casts a Mind spell (except this one), that spell's duration increases by 1d6+1 rounds.  This additional duration is not affected by boosting or special abilities.
 +
 
 +
This spell's stat bonuses are doubled, but the penalties are not affected.
  
 +
The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.
 
|}
 
|}
  
 +
{{RPGNavtemp}}
 
{{SpellNavtemp}}
 
{{SpellNavtemp}}

Latest revision as of 00:24, 17 April 2025

Accuracy Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: P 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6
When this spell is successfully cast, a faint orb of pale green light flashes between the target creature's eyes for a moment. The recipient of this spell notices an improvement in perception and reflex.

The target creature's Accuracy score increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Accuracy Drain , then that spell and this spell both immediately end.

Unique Boost: Accuracy Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Intelligence Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: P 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6
When this spell is successfully cast, a faint orb of pale green light flashes on the target creature's forehead for a moment. The recipient of this spell notices an improvement in mental acuity.

The target creature's Intelligence score increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Intelligence Drain , then that spell and this spell both immediately end.

Unique Boost: Intelligence Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Personality Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: P 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6
When this spell is successfully cast, a faint orb of pale green light flashes on the target creature's neck for a moment. The recipient of this spell notices an improvement in their ease of self-expression.

The target creature's Personality score increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Personality Drain , then that spell and this spell both immediately end.

Unique Boost: Personality Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Synapse Enhance
MP: 28 Cost: $50 Difficulty: 8 Oppose: P 6 Range: Touch Targets: 1 Damage: N/A Duration: 2cd8 Rounds
When this spell is successfully cast, the recipient starts to perceive surroundings more quickly, as if local time slows down slightly.

For the spell's duration, the target creature receives an additional 1d8 to all Initiative rolls.

If this spell is cast on a creature already affected by this spell, the duration of the new casting will replace the previous one if it is greater than the remaining duration.

Unique Boost: Synapse Overclock

By increasing the MP and material costs by 50% and the difficulty by 3, the spell can be changed so that the bonus initiative roll increases by a die count, taking highest. This can be applied multiple times, up to a maximum bonus of 5d8.

Berserk
MP: 35 Cost: $85 Difficulty: 9 Oppose: P 11 Range: 30' Targets: 1 Damage: N/A Duration: 2cd8 Rounds
When this spell is cast, the target creature's head will be wrapped by a faint aura of swirling red tendrils, its perceptions flushed with rage.

While affected by this spell, the target creature's Str increases by 4, and its Int decreases by 4. Int cannot be reduced to less than 2.

On the first round of the spell's duration, the subject of this spell must oppose a special Infuriation check against every hostile creature in the area it can detect in a random order. The difficulties of these Infuration checks are what they would normally be if the given creatures made Infuration attempts. The greatest failure result is applied to all of the subject's rolls except attack and damage, and the subject must attack the creature associated to that Infuriation as if it were a critical distraction. The subject must continue to attack that creature until it is defeated or can no longer be detected. At that time, the subject must make another Infuriation check as before. Each round an Infuriation check is made as a result of this spell after the first, the oppose difficulty of each Infuriation check cumulatively decreases by 2. The Infuriation checks incurred by this spell are independent of normal ones, so the cumulative penalties of normal Infuriations do not accumulate with those caused by this spell, and vice versa.

When this spell ends, all stored rage is released into the ether, and the subject is no longer Infuriated.

Unique Boost: Hyper Berserk

By increasing the spell's MP cost to 75, the material costs to $200, and difficulty to 14, the spell can be changed so that its bonus to Str increases to 8 and the spell also grants a bonus 10 feet to movement.

Disposition Change
MP: 65 Cost: $900 Difficulty: 11 Oppose: P 13 Range: 30' Targets: 1 Damage: N/A Duration: N/A
When this spell is successfully cast, the target creature experiences a shift in personality.

The target's disposition changes to that of the caster's choice. When this happens, the target chooses which variable stat modifiers are applied.

The caster may choose a new disposition that is the same as the target's previous disposition. In this situation, the target may choose different variable stat modifiers than it previously had, representing a more subtle change.

When given a new disposition, the target may be expected to behave differently. If the subject of this spell is a player character, the player is not generally required to play any differently, though doing so may merit XP awards at the GM's discretion.

Unique Boost: Disposition Swap

By increasing the spell's MP cost to 85, the material cost to $1300, and the difficulty to 16, the spell can be changed so that it switches the dispositions of the caster and the subject.

Mind Swap
MP: 88 Cost: $1500 Difficulty: 15 Oppose: P 15 Range: 30' Targets: 2 Damage: N/A Duration: 4cd6 Hours
When this spell is successfully cast, two target creatures within the spell's range will exchange minds. Each character has the experience of being the other for the spell's duration. In order for this spell to be successful, it must overcome the oppose chances for all targeted creatures.

When the targets' minds are swapped, the control of their respective character sheets is exchanged for the spell's duration. If one of the spell's targets is a player character and the other is a non-player character, the involved player is given the role of the non-player character. If the spell's targets are both player characters, the players will effectively exchange control of their characters. Effectively role-playing as a different character may merit XP awards at the GM's discretion. A player whose character has been mind-swapped cannot spend their XP on an other character's sheet, nor can they spend XP belonging to another character.

The mind swap effect does not alter the content of any character sheets. There is no change in levels, stats, disposition, skills, abilities, advantages, disadvantages, sexual preference, or spell knowledge in the host characters, though the swapped minds still retain their own motivations, goals, practical knowledge, self-identities, and general experience. The GM may rule that some non-standard abilities are carried over with the swap, though this is considered unusual.

When this spell ends, all affected characters' minds are returned to their normal conditions.

If this spell is cast on a character who has already been mind-swapped, then the spell will function normally, swapping the targeted characters' minds. However, when the original casting of this spell ends, then all subsequent castings on involved characters will also end.

If attempting to boost this spell to have more targets, the new target number must be divisible by 2, and only two characters can be affected as a pair.

Unique Boost: Soul Swap

By increasing the spell's MP cost by 225%, the material cost by 1000%, and the difficulty by 20, the spell can be changed so that it has no duration. If this is performed, the two characters' sheets are permanently exchanged. However, the characters retain their own experience points, so if one of the targets has more experience points than the other, the other character's new sheet will have to be adjusted for this difference.

Memory Block
MP: 58 Cost: $800 Difficulty: 10 Oppose: P 12 Range: Touch Targets: 1 Damage: N/A Duration: 3cd6 Hours
When this spell is successfully cast, the caster declares a time period to block. An hour's worth of memories, starting from the selected time, are blocked from the target's recollection for the duration of the spell.

Any target time may be declared by the caster. However, if the chosen time period is invalid for any reason (such as if the declared time was outside of the target's lifetime), the caster will be aware of this and be prompted to choose a different time.

This spell can only block the memories of events. It cannot block information such as practical knowledge, trained skills, or special abilities.

This spell may be cast multiple times on the same target to block multiple hours of memory. Blocking excessively large time periods may have complex consequences at the GM's discretion, though such are usually not worse than temporary mental exhaustion, confusion, or panic. A GM may also decide that being affected by Memory Block may hinder someone's ability to resist certain distractions, depending on the intent of the block and the distraction in question.

Telepathy
MP: 25 Cost: $60 Difficulty: 7 Oppose: P 9 Range: N/A Targets: 1 Damage: N/A Duration: 2cd6 Minutes
When this spell is successfully cast, the caster and the target creature are able to communicate with each other telepathically for the duration of the spell. Communicating in this fashion requires mental action, and it will be disrupted if the caster or the target is rendered unconscious, if either subject cannot concentrate, or if another magical effect interferes. This can communicate only deliberately shared thoughts and perceptions.

The caster of this spell may target any creature within a relativistic range. Though the spell has no mechanical range, a creature must be located within the same solar system to be targeted. The caster does not need to know the precise location of the target; only knowledge of the target's existence is required. Successfully casting this spell does not inform the caster nor the target of either character's location or status; such information would have to be described by one of the participants of the spell.

Once the telepathic connection is established, only the caster is able to dismiss the effect of the spell. A target of this spell may attempt to escape the telepathic connection by making another oppose chance, though each time this is attempted the oppose difficulty increases by 4.

This spell may be cast multiple times to include other creatures, forming a network of telepathic communication from the original casting. Every time this is done, the duration of the spell is refreshed. Any creature in this network may cast this spell to add another creature to the network, but the original caster of the spell is considered to be the core of the network and thus is the only participant capable of dismissing the spell. It is possible for someone in a telepathic network to cast this spell to create another, independent network that exists simultaneously, though concentration must be maintained on a single one in order to communicate effectively.

If the spell fails, the caster is likely to know why it failed, whether it be from the target opposing the spell, being unconscious, or being outside of the range of the spell, or if the spell was being blocked by another magical effect.

Since the communication of this spell uses no actions, it does not facilitate the functions of other abilities that rely on communication, such as Idol casting, unless they specifically work through telepathy.

Telekinesis
MP: 18 Cost: $50 Difficulty: 9 Oppose: N/A Range: 120 Targets: Self Damage: N/A Duration: 2cd4 Minutes
When this spell is cast, the caster gains the ability to lift things through mental action.

For the duration of this spell, the caster is able to lift a object within the spell's range with mental action once per round. This action has an effective Strength score of 10 and a Size of Medium. The caster may choose increase the difficulty of the spell at the time of casting to increase the spell's effective Size at a rate of +1 Size per +3 difficulty. The range of the spell always extends from the caster's current position.

Once an object has been lifted, the caster may move the object to any other location within the spell's range. If this object collides with a creature, treat the collision as if the object had fallen the distance it has moved. The caster may also suspend a lifted object at the chosen location until its next turn begins or its concentration is disrupted. If the lifted object moves out of the spell's range, the object will slip from the caster's mental grasp and it will have to be lifted again in the next round.

This spell can also be used to lift and move creatures in the same manner as objects. However, the subject must be willing to be lifted; if not, the subject will simply slip from the caster's mental grasp. The caster may lift and move itself in the same manner, though the caster's weight is considered double its normal value for this purpose.

Casting Telekinesis while it is already in effect will cause the new duration to overwrite the previous one if it is greater.

Unique Boost: Multi-Telekinesis

By increasing the spell's MP and material costs by 50% and the difficulty by 4, the spell can be changed so that an additional object can be lifted and moved in a single round. This boost can be applied multiple times, up to a maximum of 5 objects.

Unique Boost: Telekinetic Catch

By increasing the spell's MP and material costs by 50% and the difficulty by 4, the spell can be changed so that it can be used defensively to stop an incoming projectile once per round. This defensive action is considered equivalent to a lift/move action for the purpose of the spell's limitations.

Memory Jog
MP: 1 Cost: $0 Difficulty: 3 Oppose: P 5 Range: Touch Targets: 1 Damage: N/A Duration: N/A
When this spell is cast, the subject of the spell has the experience of its mind being cleared of obstacles in its memory for a moment. The subject has its effective Intelligence and Accuracy scores increased by 1d6 on the next roll made to recall any information from memory within 1 round after the spell's casting.

If the subject of this spell is being affected by an ongoing instance of the Memory Block spell, the subject receives an immediate extra oppose chance to overcome the Memory Block and make it end. If the subject of this spell is being affected by multiple instances of Memory Block , only one randomly chosen instance is considered for the extra oppose chance.

Accuracy Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target has the experience of having its perceptions dulled. The target of this spell has its Accuracy score reduced by 1d4 for the spell's duration. The target's Accuracy score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Accuracy penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Accuracy Boost , then that spell and this spell both immediately end.

Unique Boost: Accuracy Purge

By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Intelligence Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target has the experience of having its ability to focus and think impeded. The target of this spell has its Intelligence score reduced by 1d4 for the spell's duration. The target's Intelligence score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Intelligence penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Intelligence Boost , then that spell and this spell both immediately end.

Unique Boost: Intelligence Purge

By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Personality Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target has the experience of having its ability to express itself impeded. The target of this spell has its Personality score reduced by 1d4 for the spell's duration. The target's Personality score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Personality penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Personality Boost , then that spell and this spell both immediately end.

Unique Boost: Personality Purge

By increasing the MP cost by 20, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Mind Delve
MP: 55 Cost: $750 Difficulty: 10 Oppose: P 10 Range: Touch Targets: 1 Damage: N/A Duration: 2cd4 Minutes
When this spell is successfully cast, both the caster and the target enter an unconscious trance. The caster has the experience of visiting the target's "mindscape," a dream-like astral manifestation of mental processes. The target experiences this visitation as if it were a dream.

The appearance and contents of target's mindscape is generally left to the GM's discretion, though the caster is likely to have the opportunity to learn information regarding the target's thoughts, memories, identities, goals, motivations, and emotions. The target's mindscape should reflect its character; anything that is significant to the target may be represented in some fashion or another. As the subconscious mind is fairly chaotic and the nature of this spell is largely dependent on the aims of the caster, different mindscape visitations to the same character may be strikingly different. What the caster may learn from the use of this spell is typically determined by the caster's intentions.

While visiting the mindscape, the caster assumes a sort of astral form. While in this form, the caster has access to all abilities it usually has, but the GM may decide that some of them may behave somewhat differently, adopting more illusory themes and effects or adapting to anything that may be pervasive in the mindscape. The caster may end the spell's duration at any time.

The target of this spell may subconsciously defend its mindscape by manifesting various forms of obstacles, including structures, traps, and creatures. This may even include more abstract or obtuse defenses, such as illusions and spell effects. When determining what to manifest as the target's subconscious defenses, the GM should consider such things as the target's personality, intelligence, interests, fears, and imagination. However, the difficulty of such defenses should appropriately correspond to the depth and severity of the caster's inquiry. Of course, a willing target is not obligated to perform such defenses, and may even assist the caster if desired.

In the event that the caster should be damaged inside the target's mindscape, any damage incurred is dealt to MP, and the caster's soak is determined by a roll of Armor Rating with Personality. If the caster's MP is reduced to less than 1, the caster slips from the visitation, and this spell immediately ends.

Should the caster or the target be subjected to a powerful stimulus in the real world that would force either of them into wakefulness, this spell will end immediately. Such stimuli may include being submerged in water, falling, turbulent shaking, or taking HP damage. The caster or the target may attempt to resist being woken from this spell with a Int roll, though the difficulty of such a check is left to the GM's discretion.

By boosting this spell to include more targets, the caster may include willing creatures to accompany the dream visitation. Each additional target represents an additional creature that may join the visitation. Any additional creature in the mindscape follows the same rules as the caster, though only the waking of the caster or the target will cause the spell to end abruptly. Another caster may perform Mind Delve on a creature already under its effect to join in the visitation, though this may have complex consequences at the GM's discretion. Successfully casting Mind Delve on someone who is already performing a visitation grants that caster the opportunity to "pull" that caster out of that visitation and become the subject of a visitation themselves; this may also have complex consequences.

Due to the open-ended nature of this spell, it is advisable to discuss its effects with the GM before using it. At the GM's discretion, the caster may experience a sort of time dilation that makes the spell seem to last longer from their perspective. A Mind Delve can even be considered an adventure on its own.

Unique Boost: Dream Delve

By increasing the MP cost to 90, the material cost to $1000, and the difficulty to 18, the spell can be changed so that its method of delivery changes. The range becomes special; the caster can target any sleeping creature on the planet. The target of this spell can oppose subconsciously.

Thought Drop
MP: 10 Cost: $15 Difficulty: 6 Oppose: N/A Range: Touch Targets: Special Damage: N/A Duration: 4cd8 Hours
When this spell is cast, the caster imprints a telepathic message onto an object or location. Any creature who fits a designated description made by the caster will receive this telepathic message upon coming in physical contact with the target of this spell. The content of the message can be any visual or auditory imagery the caster can imagine. The message can also be of any duration and will loop when it ends.

This spell can target a single inanimate object or location. When targeting an object, the caster must touch the object; a qualifying creature receives the message for every round touching that object. When targeting a location, the caster must touch a wall, floor, or ceiling of the target location; when a qualifying creature is within their move range to the touched spot, they receive the message every round. This spell cannot target a creature, though a non-intelligent plant can be targeted.

When casting this spell, the caster must also specify descriptive qualities of creatures who can receive the message. Such qualities may include race, sex, disposition, or having certain advantages or disadvantages. The caster cannot, however, specify an individual character to receive the message. In addition, the caster can never exclude their self from receiving their own Thought Drop message.

If desired, the caster may leave a telepathic message that is meant to be distracting. If doing so, any creature receiving the message must overcome a general distraction attempt with a difficulty equal to the caster's Personality die with no base penalty. This distraction attempt occurs every round while the creature receives the message, though the difficulty of the roll receives cumulative penalties as a normal general distraction. These penalties do not accumulate with the penalties of general distractions made by ordinary means, nor with the distractions generated by multiple instances of this spell. If a creature is being affected by multiple instances of this spell for distracting purposes, only the greatest general distraction penalty at a given moment is considered. Since a caster cannot be exempt from receiving the message from Thought Drop , they will also be subject to this distraction.

When the duration of this spell expires, the imprinted message disappears.

Unique Boost: Secret Drop

By Increasing the MP cost to 20 and the material cost to $30, the spell can be changed so that the receiver of the Thought Drop is a specific person, and no one else. Even a Mind Swap or Body Copy will not allow an unintended recipient to receive the message.

Emotion Blast
MP: 34 Cost: $100 Difficulty: 8 Oppose: P 10 Range: 50' Targets: 1 Damage: 4cd12 Duration: 2cd6 Rounds
When this spell is cast, the caster emits telepathic waves of emotional turbulence that bombard the target creature and echo in its mind. If the target fails its oppose chance, it suffers the spell's damage to MP, soaked with 1dPer, and a -3 penalty to resist a certain type of distraction, chosen by the caster, for the spell's duration.

When casting this spell, the caster specifies whether the spell is mostly aligned to anger, fear, or love. This choice determines which emotional distraction type the -3 penalty applies to. Choosing anger applies the penalty to Infuriation. Choosing fear applies the penalty to Intimidation. Choosing love applies the penalty to Infatuation.

Characters in the vicinity of this spell are likely to notice a sudden shift in emotion, even if unaware of the spell's casting, though they will suffer no penalties from it.

Unique Boost: Emotion Cascade By increasing this spell's costs by 50% and difficulty by 4, the caster can infuse the blast with all three emotions, making the target receive a -3 penalty to all three emotional distraction types.

Iron Will
MP: 40 Cost: $125 Difficulty: 8 Oppose: P 5 Range: 30' Targets: 1 Damage: N/A Duration: 2cd4 Minutes
When this spell is cast, the subject is filled with a sense of mental clarity and fortitude. For the duration of this spell, the subject gets a +2 bonus to oppose or otherwise resist distractions and all spells and abilities that affect the mind (including all Mind spells) and has the ability to transfer any received HP damage to MP.

While affected by this spell and taking damage to HP after soak is depleted, the subject may transfer any amount of that damage to MP instead. The subject is not obligated to transfer any damage in this way. Transferring HP damage to MP does not affect any traumatic damage the subject may receive.

This spell has no effect on a creature with the No Magic Abilities advantage.

Unique Boost: Steel Will

By increasing the spell's MP cost to 60, the material cost to $250, and the difficulty to 14, the spell can be changed so that the bonus to resist distractions increases to +4, and anytime the recipient is recovering from a distraction, the recovery rate is doubled.

Ultimate Joke
MP: 65 Cost: $1000 Difficulty: 10 Oppose: A 9 Range: 0' Targets: 40' Radius Damage: Special Duration: 2cd12 Rounds
When this spell is cast, the caster utters an arcane joke that causes anyone who hears it to burst into uncontrollable laughter. The utterance of the joke is magically encoded so that so that the caster cannot comprehend the joke well enough to be susceptible to its effect. This spell affects every character in the spell's radius except the caster, and anyone who fails the oppose reacts too slowly to cover their ears. A character who is deafened has the absolute value of their deafness penalty added to their oppose roll against the spell, while a character who is completely deaf cannot be affected by this spell.

When affected by this spell, a character must make a Per roll at the beginning of every round. The character loses an amount of MP equal to double the result of that roll and takes a general distraction penalty equal to half that roll to all actions made that round. If the result of that roll was 8 or more, the affected character is laughing too hard to make any speak actions for the round. If a character has the No-Nonsense disadvantage, the result of that Per roll is reduced by 4.

When an affected character becomes unconscious, this spell immediately ends for that creature. When this spell ends, the affected character automatically erases the joke from their mind, for the sake of their own survival.

Unique Boost: Ultimate Riddle

By increasing the spell's MP cost to 100, the material cost to $2500, and the difficulty to 18, the spell can be changed so that it conjures a distracting arcane riddle instead of a joke, filling the target's mind with fascinating logical fallacies. If a target creature fails its oppose, it must make a double MP damage roll using Int instead of Per every round. If the result of the roll was 8 or more, the affected character can't cast spells during that round, and any other actions made get a -8 penalty to success rolls. No-Nonsense still reduces the result of the roll by 4.

Inner Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd12 Rounds
This spell wraps the target in a rippling aura of pale, green light. The target is instilled with feelings of introspection and inspiration. While affected by this spell, the target's Acc, Int, and Per scores are increased by 2 and Str, Def, and Agi scores are decreased by 2. None of these stats can be reduced to less than 2.

This spell overwrites other Soul spells. If the target is affected by Outer Soul , both it and this spell immediately end.

Unique Boost: Deepening Soul By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 16, the spell gains the following additional effects.

The target receives a bonus to distraction resistance rolls equal to 2cd10.

The target receives a bonus to Personality oppose rolls equal to 2cd4.

The target receives a bonus to spellcasting rolls equal to 2cd6.

Anytime the target casts a spell, they automatically recover 25% of that spell's MP cost, rounded down, minimum 0.

Anytime the target casts a Mind spell (except this one), that spell's duration increases by 1d6+1 rounds. This additional duration is not affected by boosting or special abilities.

This spell's stat bonuses are doubled, but the penalties are not affected.

The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic FireWaterEarthWindLightSoundPurityEntropyMindBody | SummoningBoosting Magic
Magic
Elements
FireWaterEarthWindLightSoundPurityEntropyMindBody
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SummoningBoosting Magic