Sorcery: Bio-Tech Spells III
Even more bio-tech spells. Sense Disease is useful for mages obsessed with cleanliness. Sense Nano is probably only useful in high TL settings. Sequence DNA is a magical aid for genetic engineers.
Sense Disease
Keywords: Information.
Full Cost: 8 or 18 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (8-point) version of
this spell, you can immediately sense all nearby sources of disease and
diseased beings, sorted by the direction to each one. The GM will roll against
your Per (plus Talent), minus the range penalty to the nearest appropriate source
of disease or diseased being, and inform you if you succeed.
The improved (18-point) version of
this spell works as above, except that you know the precise location of each
subject. This allows you to cast spells on any of them for as long as each
remains in that location – or for the next second, if one is already on the
move.
Statistics:
Detect (Disease; Cannot Analyze, -10%; Sorcery, -15%) [8]. The improved version
adds Precise (+100%) [+10].
Sense Nano
Keywords: Information.
Full Cost: 11 points or 13 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest nanomachine.
The basic (11-point) version of this spell takes standard range penalties. The improved
(13-point) one uses long-distance modifiers. If successful, the caster knows
the exact distance and direction to the nanomachine, and may make a follow-up
IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a reconstruction
nanomachine swarm” or “it’s a disassembler swarm”).
The caster may, at the time of
casting, limit the spell to a specific type of nanomachine, or exclude a given
type or any known nanomachines.
Statistics:
Detect Nanomachines (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [11].
The improved version adds Long-Range 1 (+50%) [+2].
Sequence DNA
Keywords: Information.
Full Cost: 25 or 75 points.
Casting Roll: IQ. Special casting
time (see below).
Range: Touch.
Duration: Instantaneous.
You magically determine the correct
DNA sequences needed to produce specific traits in the subject. If the subject is
not yourself, he must be within reach when the spell is cast. Successful use of
this skill gives the caster a +10 bonus to Bioengineering (Genetic Engineering)
skill at the concept stage of genetic engineering. Only one try is allowed per
week; the GM should roll secretly for successs.
The basic (25-point) version of this
spell requires 10 minutes to cast! The improved (75-point) version requires
only the usual one or two seconds.
Statistics:
Precognition (Active Only, -60%; Directed, +100%; Limited Use, 1/week, -50%; Magical,
-10%; One Event, DNA Sequence, -40%; Reduced Fatigue Cost 1, +20%; Reliable 8,
+40%) [25]. The improved version adds Reduced Time 10 (+200%) [+50].
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