New Spells

Listed are new spells.

FATE

Cyrstal Ball (Fate •••)
By temporarily spying upon the strands of destiny on a subject or object, the mage may gain a brief glimpses of where they lead.
Practice: Unveiling
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 1 Mana
The Mage must declare a target before casting the spell. Each success will make the vision of the subjects destiny clearer and less vague. A destiny is never simple, but always complex and has many steps. A Mage may be shown the end result of the target fulfilling it’s destiny, or an important Milestone along the way. If the subject has a bane (through the destiny merit) the mage may glimpse him as well, if destiny is kind.
Destiny is always vague, and never will it reveal too much. The vision the mage receives should be relevant to the current situation, or point in the story. The visions are usually represented via symbolism, and usually have to be thought about and interpreted afterwards. What the mage sees, is at the end up to the story teller.
Note that the same subject cannot be targeted with this spell more than once every 24 hours. Destiny coils itself stronger around the hole that was pierced into it’s veil, and any attempts to try to see more of it, will only show meaningless colors and darkness.
Note that not everything has a destiny that’s important or worth spying upon. The vision will be very clear on a meaningless destiny, but also will reveal nothing of importance. Note that the destiny doesn’t’ always have to come to pass like it is shown. That is merely a representation of the destiny as glimpsed through the subjects strands of fate. The Mage does not see the future, but rather the template that the subject has stamped upon his future. If a Mage tells the subject about his destiny, that will not alter the destiny, but it may alter the subjects future of how he gets to it.

Curse of the Mummy (Fate •••)
For ages humanity has feared the curses of the netherworld, believing that all their actions will lead to eventual failure and ruin. By casting this curse, a Fate mage makes their wildest nightmares come true. A skilled marksman mind find himself suddenly unable to shoot a straight shot, a experienced climber may find himself slipping and falling or a sly Con-artist tells a bad lie that is seen through immediately. The Mummy’s curse is subtle, and the bad luck is hard to see through.
Practice: Weaving
Action: Instant
Duration: Prolonged (1 scene)
Aspect: Covert
Cost: 1 Mana
At this level, the bad luck is subtle enough to not be noticed yet. A target may simply explain it as having a bad day, or a stroke of misfortune. A target must reroll any successes that land on an 8, and accept any failures that come up instead. A success on this roll simply means that the target may keep that success, rather than failing. Successes on the casting roll go towards the amount of actions of the target that are penalized, and they are used immediately on the target’s next actions.

Curse of the Pharaoh (Fate ••••)
When a mortal angers the gods so much that he is bestowed with exceptionally bad luck, he will find himself hardly succeeding at anything. The Pharaoh’s curse is no longer subtle, and what could be written of as bad luck before is now seen as a act of the gods.
Practice: Patterning
Action: Instant
Duration: Prolonged (1 scene)
Aspect: Vulgar
Cost: 1 Mana
As Curse of the Mummy, except now 8s and 9s are penalized.

Curse of the Nile (Fate •••••)
Fortune is a fickle thing, that easily comes and goes. A Fate mage completely rewrites a person’s fortune, eradicating any trace of luck or good fortune he may have had. Almost nothing the target tries succeeds, and even when it does it is hardly a fraction of what he could truly do.
Practice: Making
Action: Instant
Duration: Prolonged (1 scene)
Aspect: Vulgar
Cost: 1 Mana
As Curse of the Pharaoh, except now 8s, 9s and 10s are penalized. Roll for failure before re rolling a ten.

FORCES

Rewrite Identity Chip (Forces •• + Matter ••)
By influencing the magnetism and layout of the identify chip in a person, it can be rewritten to hold any information, or even erased entirely.
Practice: Ruling
Action: Instant
Duration: Prolonged (1 scene)
Aspect: Covert
Cost: None
Identity Chips are one of the most encrypted and hard to fake data in the universe, however a Mage does not concern himself with this. By influencing the magnetism in the chip, and shifting the components where they require to be a mage can reprogram an identity chip to contain near anything. Every success on this spell acts as a + 1 bonus to wits+subterfuge checks to deceive an authority that can read the chip.

MIND

Mind Freeze (Mind •••)
The mind is like a machine, constantly running and only resting in sleep. A mind mage can reach forth into the mind of another and temporarily stop the machinery of the mind, effectively stunning the target.
Practice: Weaving
Action: Instant, subtract targets resolve
Duration: Transitory (1 turn)
Aspect: Covert
Cost: None
The mage has to first overcome the resistance of the mind machine, before stopping it. Subtract the targets resolve from the dice pool. Every success is 1 turn that the target cannot act in, and is effectively comatose, up to a max number of turns equal to the casters mind arcanum level. When the subject comes to, he will have no memories of the time that passed, and will instead go on like nothing happened, only later to find out that he’s lost time.

LIFE

Strangle Kelp (Life •••)
There is a long history of surprised humans being caught and drowned by kelp that clings to them, or bushes with sharp thorns that tear the flesh. The mage can create such a growth anywhere plant life could possible grow, and use it for a variety of purposes.
Practice: Weaving
Action: Instant
Duration: Concentration
Cost: None
The plant will be of the mage’s choosing, wether it be vines, a tree etc. The growth starts with one dot in Strength, Dexterity and Stamina and successes are allocated between the tree. At this level, the mage creates a growth of Size 4 (so health is size+stamina). Plants are particularly effected by fire, and any fire based damage is immediately turned into aggravated damage. Once the plant has all health boxes filled with aggravated damage, it is completely destroyed. If the plant is severed from it’s root, it also becomes dead and useless. Successes can also be used to give the growth extra features such as thorns (1 L) or Poison on a one on one basis. The plant is completely immobile, and cannot move from the spot it was created in, however it may reach up to 4 yards. The mage does not create new life, instead he turns existing seeds and subterranean life forms into the plant, therefore any surface that is supporting plant or insect life is needed. The plant can grow anywhere that fits this classification, and if it is grown in the same square as another person, that person must immediately make a opposed grapple roll with the plant. The mage must concentrate for each turn. See “Concentration,” p. 119.With Life 4, he can cast the spell with a default Duration of one scene (in which case the plant remains and still accepts basic commands). If the mage seizes concentrating, the plant goes lifeless and can no longer be controlled (unless other spells are used). Some particularly strange plant life may cause disbelieve during or after the spell has worn off.

New Spells

Endless Horizons anno1604