Level 6
Apparition: Perception Ranged Damage 4, Alternate Resistance (Will), Resistible by Will (removes damage),
Variable 2 (illusionary effects) + Illusion 4 [28]
Similar to Horrific Illusion, but swap out Horror Factor with Illusory Damage.
Memory Bank: Feature? w/PPE Check -4
A data storage spell to keep information hidden in another person's mind, like Johnny Mnemonic. Surprisingly energy-intensive, it costs more than a Fire Ball but it does last several months. The amount of data kind of dates the book: the data can be anything under 100 words, which in 1995 is a short letter or a dense 3x5 index card, while today it's a few tweets or a 1kb email. We think of useful portable data now in terms of at least Megabytes and more often Gigs, so it seems almost laughable to store less than the equivalent of an entire book of text or an MP3 or a high-def picture or quick video. Still, it's not a bad system for hiding or transporting data like incantations or passwords securely, and it can potentially make for some interesting courier-style missions. In practice, this might be better as a relatively fast ritual, since there's no conceivable way it should cost more than 1p.
Ritual: Call Nightlord: Mental Communication 3, Dimensional (Nightlands), Slow, Limited to 1 Nightlord (nearest or named in range), PPE Check -5 [1]
Similar to the other Calls, of course, but Nightlords are the primary Big Bads of the setting and worth several hundred points, so we can't just Summon them up. All the Calls can be ignored, so it's really more of a request anyway. Rarely used outside the Cults of Night.
Time Slip: Quickness 2; Speed 2; Concealment 10, Passive; Limted to 7 seconds; Feature: no time, PPE Check 5 [5)
Basically gives the caster one round of free, invisible non-combat actions. Good for quick escapes, stealing stuff, and other uses.
Level 7
Paralysis: Superior - Affliction 8 (Dazed/Stunned/Paralyzed), Perception Ranged, Activation Move, PPE check -5 [18]
Another "superior" spell that is also far simpler than the lesser version.
Ritual: Eye for an Eye: Perception Range Damage 7, Reaction (take damage) +3, Custom: Duration 15 minutes +7p, Slow (1 minute) -1, Limited to rank of attacks that actually affect the caster, PPE check -5 [30]
Somewhat like House of Glass, this spell causes the attacker to suffer any damage the caster takjes from them. It does nothing for defenses, and it requires that the mage take some Condition to bounce back the attack. It's a 1 minute ritual that's a little expensive point-wise, so it would take much longer to cast even using the jury-rigged ritual rules. It could still be prepped before a fight, but you better have something that can heal your mage.
Second Sight: Remote Sensing 13 (Vision/Hearing), Medium (Known Person), Custom: Duration 30 sec +2p, Reversible, Activation Move, PPE check -4 [24]
Basically lets the mage spy on anyone they've met for 30 seconds per activation, as long as they're in range (5 miles/lvl). Can also transmit the mage's current situation to a known associate, which is an excellent way to call for help; rather than figure out how that should work, I figure Reversible for 1p is fine. It's all one-way communcation, though; theoretically you could talk back and forth in 30 sec increments, but that would burn a lot PPE.
Level 8
Hallucination: Affliction 13 (Immersion), Progressive, 3rd Degree Only, Activation Move, PPE check -5 [10]
OR Illsuion 8, All Senses, Limited to One Subject, Touch Range, Activation Move, PPE check -5 [10]
The Immersion Condition is from the Illusion Power Profile as one of the optional Illusory Conditions for Affliction. The Affliction and Illusion versions end up costing the same, but the Affliction would require more rolls, so it's really a preference thing. The power technically lasts for 3min/level, but I'd be fine with either til end-of-scene or breakout as per normal.
Minor Curse: Affliction 8 (Resisted by Fort, Variable +2, Progressive +2, Limited to 1st degree Conditions, Activation Move, PPE check -5 [26]
The "curse" is usually a 1st degree Condition that lasts for days (24hr/lvl). There are 10 different curses in the book, all with slightly varying penalties: Fever, Gas, Headache, Hiccups, Ingowrn Toenail, Itching Rash, Pimples, Nausea, Runny Nose & Cough, and Vertigo. Conditions like Hindered, Fatigued, and Impaired in varying capacities can cover most of them. Making them last for days makes them a good source of Complications, which can also be used to cover other details like not being able to sneak very well with hiccups or gas.
Negation: Broad Nullify 8 (Magic), Activation Move, PPE check -5 [10]
Defined more by what it doesn't do. It's a standard Nullify MAgic but doesn't affect most Mind Control or Summons, and is only 25% effective against curses.
Nightlands Portal (Ritual): Dimensional Movement 1, Portal, Continuous, Quirk (1min/lvl), Slow (1hr), Activation Move, PPE check -6 [1]
Similar to the Nightbane Mirrorwalk power, but requires no mirror and has no mass limits, so it may take longer but is ultimately a much better way to get several people (like a PC group, or 100 Hounds) into or out of the Nightlands all at once.
Oracle: Senses 4 (Precognition), Quirk (1 min), Activation Move, PPE check -5 [1]
Specified to work identically to the psychic's Clairvoyance.
Sickness: Affliction 8 (Impaired/Disabled/Transformed), Resisted by Fortitude; Extras: Progressive +2, Reach (melee) 4: 20 ft.; Activation Move, PPE check -6 [21]
Similar to the Minor Curse in that it potentially lasts days.
Spoil/Purify Food & Water: Transform 6 F&W> Spoiled F&W, Permanent, Reversible, Activation Move, PPE check -6 [12]
Temporary Enchantment: identical to Charm Weapon but with a longer duration (weeks instead of days) and a higher PPE Check of 7.
Level 9
Curse:Phobia - Affliction 14 (Transformed), Will Resisted, 3rd Degree only, Activation Move, PPE check -6 [1]
Brings the Phobia Table in the Insanity Section into use. The random table has over 30 possible phobias, but the caster can also select one or make a new one. Again, this best works as a Complication that either goes away after several days or is cured with Remove Curse.
Familiar Link
Already covered this, but I have to comment on the picture in the book above this spell, which is a full-size lion roaring next to a Pugsley Addams-looking kid.
- Lion-Pugsley.jpg (140.94 KiB) Viewed 11761 times
A) the arbitrary limit on familiars is 25lbs maximum, or about a tenth of what an average lion weighs, so don't get our hopes up to have a cool or powerful familiar, Misleading Art.
B) unless Pugsley is an NPC or there's some OCC for chunky prepubescent mages, I'm not sure what this 3/4 page filling picture is doing in the middle of the magic section. It would be better if it was more random and not actually inappropriate in context.
Metamorphosis: Insect - Shrinking 12; Wall-Walking 2; Variable 3 (Insect Powers), Activation: Move, Feature: Others by Ritual, 20min/lvl, PPE Check -6 [45]
Can turn into a bug: insect or spider from 1/2" to 6". Variable allows for changing into a particular bug form (slightly cheaper than a separate Morph) and various bug powers including Flight 4, Water-Walking, non-lethal poison bites, additional Shrinking, etc. It mentions that in bug form no human skills are possible,but fails to mention that Prowl/Stealth should be vastly improved. Also points out that the sorceror will be naked when the spell elapses or is cancelled, because transforming clothing is just too much.
Summon & Control Canines: Summon Canine 4, Multiple Minions 3 (8 canines), Requires Pentacle, Activation Move, PPE check -6 plus Mind Control 3 Limited to Canines, Must be Standing in Pentacle [27]
Not quite a ritual, but it does require drawing a pentacle that must be stood in to summon 1D4+1/lvl canines (dogs, wolves, etc) and also allows control of any other canines that show up as long as the mage is in the pentacle (although the summoned dogs still listen if the mage steps out of the pentacle). Duration is 5hr/level, so probably about a day or two for the average user. Didn't bother adding Horde since summoning 1 dog every 6 seconds up to max doesn't seem so bad if you're already drawing a pentacle.
Curse: Temporary Insanity
Mechanically identical to Curse: Phobia but has access to the full glory that is the Insanity Tables.
Transferal: Morph 1, Metamorph (Non-magical form), Subtle, 1hr/lvl, Activation Move, PPE check -6 [1]
Somewhat similar to Memory Bank, a mage can "hide" his magic essence in another person so that the mage appears completely nonmagical, with only a little PPE (rank 2 by my houserule) and no apparent mystic power visible to See Aura or other magic senses. The mage still has all their knowlege but can only cast at 1st level and of course has very little PPE, but can still theoretically draw PPE from other sources.
This "container" person is not detailed much, but can apparently be anyone and be completely unaware of the process since the spell can be cast up to 10' away. The essence stored in the other person is inaccessible to them and completely undetectable, but can go back to the mage either by touch or waiting for the time to elapse (1hr/lvl).
Seems to me this would be the exact thing a familiar would be good for, but it doesn't seem to allow for that.