SPELLBOOK -- AVATAR
Astral Body
The caster enters a trance and their soul is projected out of their body. While in this state the material world of their body is incorporeal. Nothing of that world can be interacted with unless they are able to temporarily take possession of the living. To make the attempt they must roll under their Education. If roll is successful the caster has temporary possession for no more than ten minutes if the victim was awake, and no more than an hour if sleeping. This spell is useful for spying.
School: Avatar
SLP Cost: 5
Duration: 6 hours
Absorb Energy
This spell absorbs some of the energy (Injury) from an attack. Caster will only sustain 50% of that attack.
School: Avatar
SLP Cost: 5
Duration: Instantaneous.
Fuel Conversion
This spell converts fuel from one type to another type with which the mage is familiar.
School: Avatar
SLP Cost: 5
Duration: Permanent.
Efficient Fuel
Any fuel that this spell is cast on becomes three times as efficient as usual and burns completely without generating any pollutants. Batteries become three times as efficient when this spell is cast on them. The power of electrical current isn't changed, but any source of electrical energy lasts three times as long or works three times as efficiently.
School: Avatar
SLP Cost: 5
Duration: Permanent.
Water Miracle
This spell turns liquid fuel into water. Depending on the fuel and the system it is powering, the results will range from negligible to disastrous. Internal combustion engines will run roughly or stall if they get water in them. In cold weather water can freeze in fuel lines, stalling the engine until the blockage is removed. The water can also be drunk.
School: Avatar
SLP Cost: 8
Duration: Permanent.
Invisible Shield
The caster casts an invisible shield around self which deflects all attacks
School: Avatar
SLP Cost: 10
Duration: 1 battle.
Distress Signal
Caster conjures a distress beacon that signals anything nearby which has the ability to receive signals.
School: Avatar
SLP Cost: 2
Duration: 1 week.
Distress Broadcast
This spell is similar to Distress Signal except the caster can send a voice message or transmit data in binary.
School: Avatar
SLP Cost: 5
Duration: 1 week
Fabricate Machine
This spell allows the caster to create any machine with which they are familiar. The caster cannot use this spell to create new machines. If a machine requires closely associated parts in order to function (like bullets for a gun, or staples for a stapler), then a normal "load" is provided with the machine. However, these supplies vanish if removed from the machine though they are permanent if used in the "proper" fashion. For example, rivets created with this spell will remain behind although the rivet gun created by the spell vanishes when the spell's duration ends. If the duration of the spell is extended, one new "load" is provided with the extension. This is an extremely powerful spell.
School: Avatar
SLP Cost: 30
Duration: 1 battle.
Remote Control
This spell allows the caster to control any technological device from a distance. While the caster cannot make the machine do anything it could not normally do, he can control it as if he were touching or handling the controls.
School: Avatar
SLP Cost: 10
Duration: 1 minute.
Seek Artifact
This spell allows the caster to know the general location and distance of the nearest high-tech or ancient artifact. If they specify before the spell is cast, they can exclude known artifacts or artifacts of a certain type from their search. Exactly what constitutes an artifact depends on the GM and the campaign.
School: Avatar
SLP Cost: 10
Duration: permanent
Toy Reality
This spell turns a wood, plastic or metal toy into a real tool or weapon. The toy will turn into the tool or weapon whose appearance it most closely resembles. If the toy is abstract enough that it doesn't look like a particular tool or weapon, the caster can choose any form with which they are personally familiar. The tool or weapon created is real in all respects.
School: Avatar
SLP Cost: 30
Duration: 1 minute.
Create Comrade
The caster creates a comrade of equal SAS to their own when going into battle. For the duration of the battle the comrade can use any simple non-tech weapon and shield/armor of the caster's choice. All scores will be based on the PC’s own character sheet.
School: Avatar
SLP Cost: 30
Duration 1 battle or until 0 CP
Create Friend
The spell reaches into an opponent’s mind and recreates an illusion of their best friend from their childhood memories.
School: Avatar
SLP Cost: 35
Duration 10 mins
Titanium Skin
Caster creates a titanium liquid alloy that covers their entire body and hardens into a flexible steel for the duration of one battle. The newly created armor is 20 AP.
School: Avatar
SLP Cost: 40
Duration 1 battle.
Open Portal
Caster opens a portal to a location they are familiar with. Portal will close after all comrades of caster have gone through or after 1 minute.
School: Avatar
SLP Cost: 100
Duration 1 min
Close Portal
Caster can close the portal created by another caster.
School: Avatar
SLP Cost: 100
Duration instant
Manipulate Portal Location
Caster can redirect the location of a portal cast by another.
School: Avatar
SLP Cost: 150
Duration instant
Manifest Deity (Avatars only)
The particular deity the Avatar is possessed by takes complete control of its host, increasing all SAS to 30 and CP to 50 for the duration of one battle. This spell can only be cast if the host is in mortal danger (such as reaching 2 CP), or if the deity has a vendetta or other such issue it wishes to resolve.
School: Avatar
SLP Cost: all remaining points
Duration: one battle