The Neo-Anarchists' On-Line Grimoire Spells attributed to Skylight courtesy of Matt Thompson ([j--ec--r] at [sage.cc.purdue.edu]). Spells attributed to Krishgan courtesy of Jonathon K. Henry ([warmon g r] at [mentor.cc.purdue.edu]) Spells attributed to Sings-With-Cobras courtesy of A. Danforth ([m m d] at [wam.umd.edu]) Combust Combat Skylight Combust S4 Physical Instant This spell essentially creates a spontaneous explosion inside of objects. Basically an annoyance spell, with great potential for evil minds. The target number is affected by the object's tech level. Mechanics: Analyze magical energies: M1 Drastic: S1 >>>[Yeah these 'Raku goons came looking for me one day, I was happy to let them help me test this spell...]<<< -Skylight (16:29:58/8-13-52) >>>[An argument could probably be made for making this a Transformation spell of some sort.]<<< -Jerry (09:07:17/2-16-53) De-Hydrate Manipulation (Transformation) Skylight De-Hydrate S2 Mana Sustained This spell essentially removes water from the body via exposed sweat glands and skin, dispersing it into the air, and effectively draining the body of its water. The spell is used against single targets. Its base time is 5 actions minus the number of successes against the target, damage code is upped by 1 for each 2 successes against the target (equivalent to 1 liter in human-sized targets). Damage starts at Light. The successes can be applied to either time or damage, as the caster sees fit. The target number is the target's body. >>>[A raisin in the sun, yeah they just shrivel up and die, pretty effective spell. Oh, regeneration... no, no, can't regenerate water in a body now can ya?]<<< -Skylight (16:17:39/8-13-52) >>>[Shouldn't this be a physical spell?]<<< -Jerry (11:49:29/2-14-53) Detect CredStik Detection Sings-With-Cobras Detect CredStick M1 Physical Sustained Okay, so you've geeked your target, but where's the money? If you have that problem a lot, this baby is for you. No more running off before the Star arrives and not finding the dough. -- Detect Non-Living Things >>>[Yes! The first useful spell I've seen!]<<< -- Micromara (11:03:45/02-23-53) Doppler Shift, Lesser Manipulation (Transformation) Krishgan Doppler Shift, Lesser L4 Physical Sustained This spell is essentially the same as Doppler Shift, Major, except that the target's attributes are not adjusted (except for physical Charisma -- appearance), and major gear (such as cyberdecks) are not altered for the new form. Clothing and minor gear (watches, necklaces) are altered. Doppler Shift, Major Manipulation (Transformation) Krishgan Doppler Shift, Major M3 Mana Sustained This spell is essentially a variation on the already existing Shapechange spell theory. It requires a willing target and the caster must touch the recipient for the spell to function. The spell does not transform the clothing/gear of the individual. Like the Shapechange spell, the target for the spell is the subject's Body attribute, with extra successes adding to the physical attributes of the individual. Effectively the spell allows the recipient to become any type of standard human/ metahuman (Human, Dwarf, Elf, Ork, Troll). Adjustments to body appearance and characteristics are made, as well as any innate adjustments to the physical attributes for race. Mental adjustments are not made, though Charisma alteration is apparent. [GM's Note- this spell will work on a Cybered Individual for some reason, though damage for any cyberweapons is not adjusted. Also the spell only needs the caster to initially touch the person. A Non-Touch variety of the spell exists at M4 Drain.] Ghost Ship Manipulation (Transformation) Jerry Ghost Ship D3 Physical Sustained Ghost Ship affects any vehicle. The vehicle takes on a spectral quality. The target number is the vehicle's object resistance, and there is a threshold equal to the Body. The vehicle resists with Body as well. The number of successes beyond the threshold is the ghost ship's rating. The ghost ship becomes dim and insubstantial, as do any who enter the ghost ship. When the spell is dropped, the vehicle must make a Body test vs. D1/Physical, vs. the spell's Force. Armor does not protect against this. All attacks into and out of the ghost ship are at a penalty equal to the ship's rating, and for physical attacks the ship's rating is used as additional armor for the ship, and for those inside (or those outside, for attacks directed from within the ship). The caster can control the ship's movement with a skill equal to the ship's rating. The ship's Quickness and Reaction are equal to its rating. When moving at normal speed (Quickness), the ship can move through stationary or slow objects. It will not normally move through a magical barrier. The mage can force it through it fights the barrier's rating with it's own rating. The ship's rating will not return to normal, and if the ship's rating goes to zero, the spell is canceled. The ship can move at a much higher speed, although it cannot move through objects at this speed: rating times the caster's sorcery skill, kilometers per hour. The ship can only move up or down using its lower speed (even while moving horizontally at high speed). All ghost vehicles can fly. Once a vehicle becomes a ghost vehicle, it can no longer move normally, and must use the ghost-ship movement rates. If the ship takes physical damage, the caster takes an equivalent amount of mental damage, further reduced by Willpower. A circle of three wizards cast Ghost Ship on their Rolls-Royce. It has a Body of 3, and a resistance of 7. They cast Ghost Ship at a Force of 5. The leader has a Willpower of 5, Sorcery of 7, and a spell focus (rating 2). The other two have a willpower of 4 and 6, and a sorcery of 6 and 5, respectively. Since they're casting this as a ritual, they have 18 dice in their magic pool They use 13 of these to cast the spell, so 18 dice are used, giving: 1, 1, 1, 1, 2, 3, 3, 4, 4, 4, 4, 5, 7, 7, 8, 9, 9, and 17. This is 6 successes, minus 3 (the Rolls' Body), gives 3 successes. Rolling three dice for the Rolls Royce (its Body) gives 1, 3, 4. None of these make the target number of the leader's sorcery, so the Rolls Royce is now a ghost vehicle with a rating of 3. For Drain, each mage rolls their Willpower, with 5 additional dice (they saved 5 dice from their combined magic pool). The leader also uses his spell focus each ends up taking Serious drain. Invisibility, Party Illusion Sings-With-Cobras Invisibility, Party S3 Physical Sustained Okay, guys. This is one of my favorite spells, and I decided to share it. Party Invisibility hides a number of people and objects equal to the caster's Magic Attribute. It's otherwise a normal invisibility spell. The target number is 3, and double the number of successes is added to the target number for seeing the invisible person. You don't have to thank me. -- Realistic Single Sensory >>>[So, like, where's the party? Heh heh.]<<< -- Arthur Timmons (12:13:26/02-23-93) Mana Donut Combat Skylight Mana Donut S2 Mana Instant This spell is essentially the same as a Mana Ball, with a Staging of 2. The difference is that there is a small inner sphere in the 'ball' that is a safe zone. The spell can, for example, be centered on the caster without affecting the caster. The inner sphere is equal Magic Attribute/3 meters in diameter. There is a version of Power Donut, for which drain is S3. >>>[Now remember Chummers, myself, I have only used this surrounding myself. If you go tossing it off at distances, check your volume, and how close you are to it. Hate to toast yourself on this one.]<<< -Skylight (16:10:42/8-13-52) Telepathy, Dual Detection Sings-With-Cobras Telepathy, Dual M1 Mana Sustained This spell allows the two targets to 'speak' to each other telepathically. The target numbers are the targets' willpowers. The threshold is 1 if the target is willing, or willpower if the target is not. Hypersense Telepathy, Multiple Detection Sings-With-Cobras Telepathy, Multiple D2 Mana Sustained This is the same as Dual Telepathy, except that it works on up to Magic Attribute targets. Individuals under the spell can direct their thoughts to a specific individual, or to the entire group. I have found that these spells work great at meets, or just to freak people out.