Photokinesis - See What the Light Can Do
Dec 16, 2018 16:46:51 GMT -6
Post by Traskus on Dec 16, 2018 16:46:51 GMT -6
Photokinesis 1
Blink
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic
Duration: Instant
You teleport to a spot you can see within 40m.
Geiger Eyes
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Social
Duration: One scene
The caster can look into the non-visible spectrums of radiation. They can see any form of radiation (ultraviolet, infrared, etc.) as though it were visible, trippy as that might get. This allows them to see through illusions, but does not allow them to see through invisibility effects.
Image
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Full Action
Keywords: Combo-OK, Somatic
Duration: Concentration (Half)
You create an image up to 3m cubed within 10m. You must spend a half action on each of your turns after the first to maintain it. If you spend a full action, you may make the image move, though it cannot leave the 3m cube it was created in - an illusion of a man could be made to blink and shift his weight, for example, instead of being static. A Wisdom + Perception Test allows viewers to tell it is unreal.
Torch
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (free action)
You create a ball of glowing psy-flame, roughly as powerful as a glow-lamp. It may come from anywhere on your body, and pulses with rhythm of your heartbeat. It can be any color, but produces no heat or other non-visible radiation.
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic
Duration: Instant
You teleport to a spot you can see within 40m.
Geiger Eyes
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Social
Duration: One scene
The caster can look into the non-visible spectrums of radiation. They can see any form of radiation (ultraviolet, infrared, etc.) as though it were visible, trippy as that might get. This allows them to see through illusions, but does not allow them to see through invisibility effects.
Image
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 15
Action: Full Action
Keywords: Combo-OK, Somatic
Duration: Concentration (Half)
You create an image up to 3m cubed within 10m. You must spend a half action on each of your turns after the first to maintain it. If you spend a full action, you may make the image move, though it cannot leave the 3m cube it was created in - an illusion of a man could be made to blink and shift his weight, for example, instead of being static. A Wisdom + Perception Test allows viewers to tell it is unreal.
Torch
Photokinesis 1
Test: Photokinesis + Charisma
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (free action)
You create a ball of glowing psy-flame, roughly as powerful as a glow-lamp. It may come from anywhere on your body, and pulses with rhythm of your heartbeat. It can be any color, but produces no heat or other non-visible radiation.
Photokinesis 2
Energy Ray
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Make a ranged attack with a maximum range of 50m per level. This attack deals 5k3 damage.
Mirror, Mirror
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Focus, Social, Touch
Duration: one scene
Focus: a mirror
The caster can look into one mirror and out the other. The caster selects a person they know and looks into their mirror. They can see and hear through the mirror that offers the best view of the selected person, and anyone can look into the mirror and see/hear the caster. If there isn't a mirror in the same general area as them, the spell fails.
Rainbow Blast
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
From your splayed fingers shoots a beam of mixed energy and technicolor lights. The beam burns and freezes, sizzles and screams. Warnicorn stampede sold seperately. This spell has a 20m range and deals 1k1+1 damage per level. The caster rolls a d10 separately from other dice. One a 1-3, it deals I damage, on a 4-6, it deals R damage, on a 7-8, it deals E damage, on a 9-10, it deals X damage.
Solar Flare
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Half Action
Keywords: Saving Throw, Somatic, Verbal
Duration: Instant
Everyone within 30 meters must make an Arcana + Wisdom saving throw, if they fail they are blinded for three rounds. If they have bionic eyes they gain an additional +2k0 on the saving throw. Creatures with a Sunlight Weakness lose 1 hp if they fail the saving throw.
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Make a ranged attack with a maximum range of 50m per level. This attack deals 5k3 damage.
Mirror, Mirror
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Focus, Social, Touch
Duration: one scene
Focus: a mirror
The caster can look into one mirror and out the other. The caster selects a person they know and looks into their mirror. They can see and hear through the mirror that offers the best view of the selected person, and anyone can look into the mirror and see/hear the caster. If there isn't a mirror in the same general area as them, the spell fails.
Rainbow Blast
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
From your splayed fingers shoots a beam of mixed energy and technicolor lights. The beam burns and freezes, sizzles and screams. Warnicorn stampede sold seperately. This spell has a 20m range and deals 1k1+1 damage per level. The caster rolls a d10 separately from other dice. One a 1-3, it deals I damage, on a 4-6, it deals R damage, on a 7-8, it deals E damage, on a 9-10, it deals X damage.
Solar Flare
Photokinesis 2
Test: Photokinesis + Charisma
Target Number: 20
Action: Half Action
Keywords: Saving Throw, Somatic, Verbal
Duration: Instant
Everyone within 30 meters must make an Arcana + Wisdom saving throw, if they fail they are blinded for three rounds. If they have bionic eyes they gain an additional +2k0 on the saving throw. Creatures with a Sunlight Weakness lose 1 hp if they fail the saving throw.
Photokinesis 3
Illuminate
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Half Action
Keywords: Social, Somatic, Verbal
Duration: One scene
Let there be light. The caster illuminates any interior, no matter how large to a point they find comfortable to see by. They may end the spell early at will. If cast outdoors, it illuminates an area with a 1km radius.
Prismatic Ray
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Attack, Ranged Touch, Somatic, Verbal
Duration: Instant
Make a ranged attack (using your Level + Ballistics) with a maximum range of 50m per level. Roll 1d10. The result is X. Roll 1d10 again. This result is Y. This spell does damage equal to XkY.
Superposition
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Free Action
Keywords: Somatic, Touch
Duration: One round
The caster creates a quantum superposition of the target. The target is physically split into two, each version capable of acting independently on their controller's turn. They may each take a half action on their turn but cannot perform the same action outside of the Half Move action. Resource, HP, Resolve, and Reactions are shared between the two copies and effects that target one copy affect both (e.g. A copy that picks up/drops an object results in both getting/losing the object or a copy being set on fire results in both being set on fire). Anything lost by one simply disappears with the other. The two reunite in either version's location at the end of their next turn.
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Half Action
Keywords: Social, Somatic, Verbal
Duration: One scene
Let there be light. The caster illuminates any interior, no matter how large to a point they find comfortable to see by. They may end the spell early at will. If cast outdoors, it illuminates an area with a 1km radius.
Prismatic Ray
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Attack, Ranged Touch, Somatic, Verbal
Duration: Instant
Make a ranged attack (using your Level + Ballistics) with a maximum range of 50m per level. Roll 1d10. The result is X. Roll 1d10 again. This result is Y. This spell does damage equal to XkY.
Superposition
Photokinesis 3
Test: Photokinesis + Charisma
Target Number: 25
Action: Free Action
Keywords: Somatic, Touch
Duration: One round
The caster creates a quantum superposition of the target. The target is physically split into two, each version capable of acting independently on their controller's turn. They may each take a half action on their turn but cannot perform the same action outside of the Half Move action. Resource, HP, Resolve, and Reactions are shared between the two copies and effects that target one copy affect both (e.g. A copy that picks up/drops an object results in both getting/losing the object or a copy being set on fire results in both being set on fire). Anything lost by one simply disappears with the other. The two reunite in either version's location at the end of their next turn.
Photokinesis 4
Flash Cannon
Photokinesis 4
Test: Photokinesis + Charisma
Action: Half Action
TN 30
Keywords: Attack, Focus, Ranged Touch, Somatic, Verbal
Duration: Instant
Focus: a mirror
The caster gathers all the light they can, firing it in a concentrated beam. This spell has a range of 30m and deals 5k4 damage. For every explosion on the damage roll, it reduces the aura of the target by 1 for the rest of the scene. Roll a d10 separately. On a 1-5, this spell gains the Physical keyword. On a 10, it deals 7k6 E damage.
Bifrost
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Material, Somatic
Duration: One scene
Material: a light bulb
The caster can create a hardlight, transparent yet visible construct that is 10m long, plus 5m per raise. It is solid or illusory at the caster's choice upon casting. It has AP equal to their level*3. A Wisdom + Perception Test allows viewers to tell it is unreal.
Luminous Assassin
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Combo-OK, Material, Somatic, Verbal
Duration: Instant
Material: a pound of crystal
The caster calls upon the aether to coalesce and serve them. The caster summons one Aether elemental to serve her until the end of the scene, with the change of only having 12 max hp. Roll a d10. On a 1, the aether elemental acts against the caster instead of serving them. On a 10, the caster summons two that have the same initiative roll.
Photon Geyser
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Duration: Instant
Attack the target with a pillar of light. This spell has a range of 30m and deals 5k5 E damage. It is reduced by the lesser of armor or aura.
Photokinesis 4
Test: Photokinesis + Charisma
Action: Half Action
TN 30
Keywords: Attack, Focus, Ranged Touch, Somatic, Verbal
Duration: Instant
Focus: a mirror
The caster gathers all the light they can, firing it in a concentrated beam. This spell has a range of 30m and deals 5k4 damage. For every explosion on the damage roll, it reduces the aura of the target by 1 for the rest of the scene. Roll a d10 separately. On a 1-5, this spell gains the Physical keyword. On a 10, it deals 7k6 E damage.
Bifrost
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Material, Somatic
Duration: One scene
Material: a light bulb
The caster can create a hardlight, transparent yet visible construct that is 10m long, plus 5m per raise. It is solid or illusory at the caster's choice upon casting. It has AP equal to their level*3. A Wisdom + Perception Test allows viewers to tell it is unreal.
Luminous Assassin
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Combo-OK, Material, Somatic, Verbal
Duration: Instant
Material: a pound of crystal
The caster calls upon the aether to coalesce and serve them. The caster summons one Aether elemental to serve her until the end of the scene, with the change of only having 12 max hp. Roll a d10. On a 1, the aether elemental acts against the caster instead of serving them. On a 10, the caster summons two that have the same initiative roll.
Photon Geyser
Photokinesis 4
Test: Photokinesis + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Duration: Instant
Attack the target with a pillar of light. This spell has a range of 30m and deals 5k5 E damage. It is reduced by the lesser of armor or aura.
Photokinesis 5
Illumine That Which Is
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Full
TN 35
Keywords: Saving Throw, Social (if desired), Somatic, Verbal
Duration: One scene
The caster illumines the area with magic light. This functions as the Illuminate spell cast outdoors, but also reveals magical properties and dispels magically-induced darkness and illusion if the focus power roll exceeds the rolls to create them. Light created by this spell qualifies as natural sunlight. Creatures in the umbra in the area area shunted out of the umbra or out of the location of their choice if they fail an arcana + willpower saving throw.
Light That Burns the Sky
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Full Action
TN 40
Keywords: Attack, Ranged Touch, Somatic
The caster draws all the ambient light they can and fires a blast of pure photons at the target. This spell has a 100m range and deals 8k7 E damage with blast 20, +1k0 damage per dot in the caster's charisma or strength (the greater). This damage is reduced by armor if the caster's strength is greater than charisma and by aura if the reverse. You can use the results of this spell's magic test in place of a Ballistics test made as part of a Shot Guns action, in which case the caster is treated as a Las Heavy Cannon emplacement instead.
Rainbow Burst
Photokinesis 5
Test: Photokinesis + Charisma
Action: Half Action
TN 35
Keywords: Attack, Ranged Touch OR Touch, Verbal
The caster saturates the target with ultraviolet yet visible rays. The spell has a range of 80m (or melee) and deals 6k6 damage. The caster rolls a d10 separately from other dice. One a 1-3, it deals I damage, on a 4-6, it deals R damage, on a 7-8, it deals E damage, on a 9-10, it deals X damage.
Starmantle
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Half Action
TN 35
Keywords: Material, Somatic, Touch, Verbal
Duration: one scene
Material: a pinch of fairy dust
The dust becomes an illusive cloak of a starry night sky. The starmantle renders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon that strikes him into harmless light, destroying it forever. If starmantle lasts longer than four hours, consult your cleric.
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Full
TN 35
Keywords: Saving Throw, Social (if desired), Somatic, Verbal
Duration: One scene
The caster illumines the area with magic light. This functions as the Illuminate spell cast outdoors, but also reveals magical properties and dispels magically-induced darkness and illusion if the focus power roll exceeds the rolls to create them. Light created by this spell qualifies as natural sunlight. Creatures in the umbra in the area area shunted out of the umbra or out of the location of their choice if they fail an arcana + willpower saving throw.
Light That Burns the Sky
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Full Action
TN 40
Keywords: Attack, Ranged Touch, Somatic
The caster draws all the ambient light they can and fires a blast of pure photons at the target. This spell has a 100m range and deals 8k7 E damage with blast 20, +1k0 damage per dot in the caster's charisma or strength (the greater). This damage is reduced by armor if the caster's strength is greater than charisma and by aura if the reverse. You can use the results of this spell's magic test in place of a Ballistics test made as part of a Shot Guns action, in which case the caster is treated as a Las Heavy Cannon emplacement instead.
Rainbow Burst
Photokinesis 5
Test: Photokinesis + Charisma
Action: Half Action
TN 35
Keywords: Attack, Ranged Touch OR Touch, Verbal
The caster saturates the target with ultraviolet yet visible rays. The spell has a range of 80m (or melee) and deals 6k6 damage. The caster rolls a d10 separately from other dice. One a 1-3, it deals I damage, on a 4-6, it deals R damage, on a 7-8, it deals E damage, on a 9-10, it deals X damage.
Starmantle
Photokinesis 5
Test: Photokinesis + Charisma
Aciton: Half Action
TN 35
Keywords: Material, Somatic, Touch, Verbal
Duration: one scene
Material: a pinch of fairy dust
The dust becomes an illusive cloak of a starry night sky. The starmantle renders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon that strikes him into harmless light, destroying it forever. If starmantle lasts longer than four hours, consult your cleric.