Microkinetics
Manipulate atomic motion. Fire, ice, electricity, pressure. Explode first, ask questions later.
Light
- Speed: Action.
- Range: Touch.
- Target: Creature or Object.
- Concentration.
A light-emitting patch, up to 1 m across in any dimension, shaped and coloured as you wish, appears on the target. Affect an unwilling creature with Personal Reality. If the target itself is no larger than 1 m in any dimension, you may choose for the patch to completely cover its surface.
The patch may:
- Emit any visible colour of light.
- Illuminate the surroundings to a distance of up to 20 m.
Elementalist
Prerequisite: Personal Reality 2
- Speed: Action.
- Range: 3 m.
- Area: Sphere (1 m).
You create any of the following effects in the affected area:
- Light a small fire
- Heat or cool the air
- Freeze water in the location
Molecular Motion
Prerequisite: Personal Reality 4
When you hit an object or helpless creature with an attack, you may:
- Light the target on fire
- Freeze the target solid
Black Arrow
Prerequisite: Precision 2
- Speed: Attack.
- Range: 5 m.
Attack with Precision vs Reflexes.
Plasma Theory
Prerequisite: Precision 2, Energetics 4
Your magic attacks that use Precision may use Energetics instead. The target defends as normal.
Electromotor Effect
Prerequisite: Precision 2, Encyclopaedia 4
When you cast a Microkinetics spell or attack, you may spend Y mana to increase its range by Y × 10 m.
Overchannel
Prerequisite: Precision 2, Presence 4
When you hit with a Microkinetics attack, you may spend at least 1 extra mana (Y). If you do, roll Y vs Endurance to deal an extra 1 damage to the target.
Disintegrate
Prerequisite: Precision 2, Presence 8
When you cast a Microkinetics attack, spend at least 3 mana (including spell enhancements), and leave the target helpless, you may choose to disintegrate the target. You are entitled to effects up to and including:
- The target is completely destroyed.
- Everything the target is wearing or carrying is completely destroyed.
Impulsion
Prerequisite: Alchemy 2
- Speed: Action.
- Range: Touch.
- Target: Creature.
- Cost: X.
- Concentration.
Affected creature's speed is increased by (X + 2) × 1 m.
Static Cling
Prerequisite: Alchemy 4
When you cast Impulsion, if X is at least 2, affected creatures can climb.
Improvised Gravity Compensation
Prerequisite: Alchemy 6
When you cast Impulsion, if X is at least 4, affected creatures can fly.
Kinetic Dampening
Prerequisite: Alchemy 2, Awareness 4
- Speed: Reaction.
- Range: 10 m.
- Target: Creature.
- Cost: 2.
- Concentration.
Cast as a reaction when a creature within range falls. Affected creature safely slows to 5 m/round and remains at that speed. If they would hit the ground, they land gently and suffer no negative effects.
Prism
Prerequisite: Alchemy 2, Visualisation 6
When you cast a Microkinetics spell or attack that targets a single creature or object, you may pay 2 mana to target two instead.
Explosion
Prerequisite: Energetics 4
- Speed: Attack.
- Range: (5 + 2X) × 1 m.
- Area: Sphere (X × 1 m).
- Target: Creatures or Objects (All).
- Cost: X.
You must spend all your remaining mana on this spell. Attack every creature in the area with X vs Reflexes. Every object in the area takes X damage.
Photoshock
Prerequisite: Energetics 4, Discretion 6
When you cast Explosion Magic, affected creatures cannot see until the start of their next turn.
Energy Storm
Prerequisite: Energetics 8
- Speed: Attack.
- Range: 100 m.
- Area: Cylinder (10 m).
- Target: Creatures or Objects (All).
- Cost: 6.
- Concentration.
Attack every creature in the area with Energetics vs. Endurance. Affected creatures have their speed reduced by 3 m and their Energetics reduced by 2 until the end of their next turn. Repeat this attack at the start of each of your turns, without using an action.
