SPELLBOOK -- DEMON
Death Grief
This spell causes an opponent to experience the death of a loved one over and over for the duration of the spell. They can roll against their Intuition to escape the spell but a fail will incapacitate them for the duration of the spell.
School: Demon
SLP Cost: 25
Duration: 10 mins
Weapon to Toy
This spell turns a real tool or weapon into a plastic toy for the duration of the spell. If a missile weapon is turned into a toy, any ammunition associated with it is turned into a toy as well. For example, this spell would turn a pistol into a squirt gun, or a toy gun that fires rubber darts. The ammunition would be turned into water or soft rubber darts with suction cup heads. While the user of the item might find a use for it, a toy item is almost useless as a real tool or weapon.
School: Demon
SLP Cost: 20
Duration: 1 hour.
Metal to Plastic
Turns metal into plastic by caster's touch.
School: Demon
SLP Cost: 30
Duration: 10 min
Plastic Statue
On a fail against Immunity this spell turns a target and their possessions into unliving plastic sculptures.
School: Demon
SLP Cost: 20
Duration: Permanent.
Machine Sabotage
With this spell the caster can actually damage or destroy a machine by touching it. When the spell is cast, a non-obvious, but vital part of the machine is removed or destroyed. The exact details are up to the GM. Note that the caster does not have to know how the machine works in order to sabotage it.
School: Demon
SLP Cost: 10
Duration: Permanent, until repaired.
Signal Interference
By means of this spell, a caster can jam all electronic transmissions within the area of effect. This will affect all signals of communications. Note that the caster need not be able to monitor the frequencies they jam but they must be aware of them before they can jam them.
School: Demon
SLP Cost: 8
Duration: 1 minute.
Vehicle Weapons
This powerful spell allows the caster to magically create weapons on or in a vehicle. The caster can create any sort of weapon with which they are familiar. However, the weapons created must be able to fit into (or onto) the vehicle and they cannot be removed from it. Ammunition supply must be normal for that sort of weapon (GM's option as to what is "normal"). Created weapons are fixed to fire in one direction. The driver or pilot (or a passenger, if the caster specifies) can fire these weapons by pressing a button or pulling a trigger. If weapons are already installed on the vehicle the new weapons will be linked to some or all of them, as the caster desires.
School: Demon
SLP Cost: 20
Duration: 2 rounds of battle.
Camera
This spell allows the caster's eye to function like a still or video camera for the duration of the spell. While the spell is in effect, the caster can use their eye just like any normal visual-recording device the PC can imagine. The artistic quality of the images is limited by the caster's imagination.
School: Demon
SLP Cost: 4
Duration: 10 minutes.
Machine Information
This spell allows the caster to know how to assemble a machine. This spell will also tell the caster if any parts of the machine are missing or broken, and will give them an idea of what they look like.
School: Demon
SLP Cost: 2
Duration: Permanent.
Magnetic Metal
This spell, when cast on an object, creates a strong magnetic field. At the base level, the magnetized object will attract metal objects to it.
School: Demon
SLP Cost: 5
Duration: 1 hour.
Unseen Power
This spell allows an engine or mechanism to run on magical power. This spell can be used to turn axles, pulleys, drive trains, etc. with no obvious motive force.
School: Demon
SLP Cost: 5
Duration: 10 minutes.
Contrasting Link
This spell links the motion of two wheels (or similar items) so that the wheels can share a common power source (like being linked on the same axle) yet one wheel will rotate at a different rate of speed if it encounters more or less resistance.
School: Demon
SLP Cost: 5
Duration: Permanent.
Hologram
Conjures the solid image of self or any creature or item the caster is familiar with. The hologram cannot produce sound but it may provide a temporary distraction.
School: Demon
SLP Cost: 10
Duration 5 minutes
Thunderous Injury
Caster summons a loud burst of thunder that requires the target/s (up to six) to roll against their Immunity with -4. Fail results in 4 points of direct damage to CP.
School: Demon
SLP Cost: 6
Duration instant
Genetic Alteration
This spell allows the caster to modify one aspect of a subject's genetic code, within the limits possible for the subject's species. At the GM's discretion this spell could add (or remove) advantages or disadvantages. Note that changing genetic code in an adult subject may fail to impart the ability governed by the altered gene. When altering genes, a caster cannot add abilities which they have not "genetically sampled". All genetic alterations are permanent unless reversed.
School: Demon
SLP Cost: 8
Duration: Permanent.
Genome Map
This spell gives the caster a complete map of the subject's genome. This allows them to see all the subject's genetic traits, including inherited traits, genetically inbred advantages, disadvantages, and skills, race, sex and so forth. Either the subject or a sample of their tissue must be present when this spell is cast.
School: Demon
SLP Cost: 5
Duration: Permanent
Hybrid Manipulation
This spell facilitates breeding between different species. If successful, this spell raises the chance to what it would be for in-species breeding of the less fertile partner, and the offspring will be healthy. If the spell fails, any offspring that may result is likely to be flawed in some way by incompatible genes. Crossbreeds may be crossbred themselves.
School: Demon
SLP Cost: 9
Duration: Permanent.
Time to Cast: 1 hour.
Emend DNA
Its most basic use is to correct and alter the DNA sequences in an unborn child. The spell allows the caster to alter the advantages and disadvantages that the child will be born with. "Upgraded" people can be detected by use of this spell. Each species or subspecies requires a different specialization of this spell. Using this spell, the caster can make a mother give birth to a child of a different species.
School: Demon
SLP Cost: 10
Duration: Permanent.
Locate Gene Info
This spell allows the caster to determine if a certain gene is present in the subject. Either the subject or a sample of their tissue must be present when this spell is cast.
School: Demon
SLP Cost: 2
Duration: Permanent.
Conceal Gene
This spell makes a gene undetectable by any means.
School: Demon
SLP Cost: 5
Duration: 1 minute.
Genetic Cloaking
This spell is identical to the Conceal Gene spell, but it hides the subject's entire genetic structure or any genes specified by the caster. The caster has the option of making the subject's genes appear to be different or just making them "invisible."
School: Demon
SLP Cost: 5
Duration: 1 minute.
Intron Messaging
This spell allows the caster to temporarily alter the introns ("junk DNA") of the subject so that the subject can carry a message in their genes. The caster can encode any information that they wish, as long as it can be transmitted by means of the genetic code. Unless the caster wishes the information to be encrypted, anyone casting the Intron Messaging spell can read any messages that the subject carries in his introns.
School: Demon
SLP Cost: 5
Duration: 1 day.
Transmit DNA
This spell allows the caster to confer a single genetic trait to the subject, replacing or "overwriting" the subject's existing genome if necessary. In most cases this will have no effect, but in some cases it might be an effective cure for congenital diseases linked to a single defective gene, such as Hemophilia. In order to cast this spell, the caster must simultaneously touch the subject and a specimen with the desired genetic trait. This is also a Healing spell.
School: Demon
SLP Cost: 8
Duration: Permanent.
Curse
The target must roll against Immunity. If roll fails they have a -4 on their Attack Roll for the duration of battle.
School: Demon
SLP Cost: 5
Duration one battle
Fabricate Machine Soul
The caster actually creates the soul of a machine as they bind it. The caster also creates the personality of the spirit.
School: Demon
SLP Cost: 5
Duration: Permanent.
Machine Possession
This spell summons a spirit into a machine, making it "alive" in some sense. In order to summon the spirit, the caster must trap a spirit by summoning it from another plane. When the spirit has been summoned it is permanently bound into the machine. Once bound, the spirit is limited as if it were trapped in a Soul Jar, except that it can control the machine in which it is trapped. The spirit can control the machine within the limits of what the object could normally do. For example, if bound into a vehicle, the spirit can make the vehicle move under its own volition, as long as the vehicle is capable of movement. If the machine in which the spirit is trapped can (or could) perform actions on its own, the spirit can control these functions at will.
School: Demon
SLP Cost: 5
Duration: Permanent.