TEXT:     
  Presents:
  Presents:
  Presents:
  Presents:    
      
  ARCANE UNLIMITED
  ARCANE UNLIMITED
  ARCANE UNLIMITED
  ARCANE UNLIMITED    
  Magic Rules for Interlock Unlimited.    
   
  Written by Deric Bernier  (droc@mc2k.com), 
   
  This is just one of many articles for the  
  Interlock Unlimited System you can find on 
  Datafortress 2020, the largest, most comprehensive 
  Cyberpunk 2020 site in the world. 
  Visit it at: 
  http://datafortress2020.110mb.com/ 
   
   
  UPDATED 3-9-09 
   
  
   
  1
  - THE ARCANE ARTS - 
  MAGIC RULES FOR INTERLOCK UNLIMITED 
   
  Magic can be defined in many different ways.  To some Magic is 
  the life-force of the very universe; to others it is merely parlor 
  tricks and hokum.  Arthur C Clarke is famous for saying “Any 
  sufficiently advanced Technology is indistinguishable from 
  magic.”  Interlock Unlimited does not attempt to explain where 
  magic comes from, we feel that is best left to the Game Masters 
  and players, who are crafting their own worlds, or using this 
  system to play in their favorite settings. Instead , our goal is to 
  provide simple rules for how it works in game terms. 
   
  You may notice that many of the spells we have listed are identical 
  to the Powers and Psionics found in Meta-Powers Unlimited and 
  Psionics Unlimited.  This is because for all intents and purposes 
  they are the same thing.  Some systems will break everything up, 
  and that is perfectly fine, and we will provide suggestions for 
  doing that with Interlock Unlimited later.  But for now, let’s get 
  started on the Basics. 
   
  BASICS 
   
  A character that decides to become a magic user will take the Role: 
  Arcanist. 
   
  ARCANIST 
  (Wizard, Mage, Warlock, Witch, Sorcerer, Necromancer, 
  Cleric) 
  You have devoted your life to Magic and the Eldritch Arts. 
  SA – Wielding: Add this SA is added to Arcane Lore and 
  Spellcraft. 
   
  Arcane Lore (INT) – This skill is used to understand the 
  nature, history, and complexity of the supernatural, 
  metaphysical, and otherworldly. 
   
  Spell Craft (INT) – This skill allows the character to 
  recognize spells and magic, as well as learn and even 
  create their own. 
   
  In addition, Arcanist has one other special property that sets it 
  apart from other Special Abilities.  It helps determine a characters 
  Eldritch Reserve. 
   
  ELDRITCH RESERVE 
  Eldritch Reserve is the limit on the amount of Magical Energy a 
  character can safely manipulate (i.e. how many points the character 
  has to cast spells).  It is determined by multiplying the characters 
  COOL x their Wielding Special Ability, the resulting number is the 
  characters Eldritch Reserve. So if a character has a COOL of 8 and 
  a Wielding of 4, he has a 32-point Eldritch Reserve. 
   
  Eldritch Reserve points are spent whenever a Spell is Cast.  And 
  they Regenerate a number of points equal to the characters 
  Wielding Level per hour from the last casting. 
   
  SPELLS 
  Spells are treated like skills.  They are bought at Character 
  Generation with the characters Starting Skill Points (see Interlock 
  Unlimited Core Rules), and New Spells are bought and raised 
  through IP the same as normal skills.  However Spells can do 
  things no skill ever could, they can reshape the world around the 
  Caster, rain horrible doom on his enemies, and even transcend the 
  laws of space and time. 
   
  For every level of Spell the character has achieved, it costs one 
  point of Eldritch Reserve to cast it.  In other words, if a character 
  has the spell Energy Emission at Spell Level (SL) 5, casting it 
  would cost him 4 points from his Eldritch Reserve.  However, the 
  character does not have to Cast at his full strength, they may at any 
  time choose to cast a lower level version of any spell they know 
  such as the same character casting the same spell, only at Spell 
  Level 2, thus only spending 2 points. 
   
  It is possible for a character to expend his Eldritch Reserve and 
  still Cast Spells; however doing so takes an enormous strain on the 
  character.  For every 5 points worth of spells they exceed their 
  Eldritch Reserve limit by, the character will take a point of 
  damage.  Magical healing will have no effect on this damage, it 
  must be healed at the characters natural rate.  
   
  Unless specifically stated otherwise, casting a spell is a Full 
  Combat Action.  Also unless specifically stated otherwise, the 
  Caster is not immune to his own spells. 
   
  LEARNING NEW SPELLS 
  Learning a new spell requires the Caster to make a successful Spell 
  Craft skill check.  The DC is a base 15 if the Caster has access to 
  the spell (such as being taught by another Caster or book of Arcane 
  Lore, 20 if the Caster has merely seen the spell in action, 25 if the 
  spell is unlike any the caster already knows, 30 if the spell is rare, 
  and 35 if the spell is unique. 
   
  RESISTING SPELLS 
  Many spells can be resisted.  The formula for resisting a spell is: 
   
  TARGET: COOL + RESIST TORTURE/DRUGS + 1D10 
  VRS 
  CASTER: COOL + SPELL LEVEL + 1D10 
   
  CREATING MAGIC ITEMS 
  Magical Items are created using the Bestow Magic spell.  Eldritch 
  oil is the conduit for creating a magical item, the highly flammable 
  liquid is sprinkled on the item or for major imbuement the item is 
  submerged in it.  It cost five units of standard currency for an 
  ounce, though depending on your setting, it may cost more or less.  
   
  MAGIC AND HUMANITY LOSS 
  Anytime a magic using character suffers a Fumble using magic 
  that results in unintended damage to another, he must roll 1d6 and 
  subtract the number from his Humanity.  Magic bestows great 
  power, but it can corrupt and its use is dangerous. 
   
  STACKING MAGICAL EFFECTS 
  Identical effects from magic and magical devices do not stack, in 
  any situation, only the highest bonus counts. 
   
  MAGIC AND SUPER POWERS, PSIONICS, AND 
  CYBERNETICS 
  As explained above, most of the spells listed are identical to the 
  Superpowers and Psionics in Meta-Powers Unlimited and Psionics 
  Unlimited, though edited to be somewhat less powerful than the 
  Supers Rules, and as powerful but more varied than the Psionics 
  Rules.  The rules for all these systems are compatible; psionics and 
  Magic go hand in hand and work nearly identically.  The Supers 
  however are written for a much grander scale, so it is 
  recommended you use one system or the other. 
   
  Using the Cyberpunk 2020 rules for Cybernetic Enhancement (see 
  the Interlock Unlimited Cyberpunk 2020 Conversion Manual) is 
  allowable, so long as the setting supports it.  However, effects from 
  cybernetics such as Stat bonuses, or armor values, do NOT stack 
  with those given by Magic.  Only the higher level of either counts.   
   
  
   
  2
  SPELLS: 
   
  ANCESTRAL MEMORY: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  With this Spell the Target is somehow aware and has access to 
  knowledge of one or more ancestors.  It does not have to be a 
  blood relative, but instead could be a former mentor, or member(s) 
  of the same, fraternity, or a person with a shared duty, this is up to 
  the Caster to decide.  For every point of SL, the Target can make 
  psychic or astral contact with one deceased person, who can share 
  knowledge advice and opinions with the character.  This mentor(s) 
  will not be able to accomplish any physical actions or 
  communicate with anyone else (unless the character acts as a 
  psychic anchor) but will be able to roll his own INT, EMP, and 
  COOL based skills in order to advise the character. 
   
  ANIMAL MIMICRY: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  This Spell allows the Target to mimic the natural ability of any 
  animal the Caster chooses (must be familiar with).  It will give 
  them the base ability only, and not be taken from specific animals.  
  For every SL the spell is cast the Target can mimic one animal 
  ability, though the abilities do not have to come from the same 
  animal.  With this Spell the Caster could give the Target the 
  strength of an Bear, the borrowing ability of a worm, or the 
  swimming capability of a dolphin. The animal must be natural for 
  the character to mimic its abilities, in other words the character 
  will receive no abilities from Meta enhanced animals, Magical 
  Beasts, or Mechanical constructs. 
   
  ASTRAL PROJECTION: 
  Duration: INT+SL x Minutes 
  Resistible 
  Range: Touch 
  With this Spell, the Target may Astrally Project himself, leaving 
  his body behind and becoming an embodiment of his own ego.  
  The astral projection will be either invisible or translucent with a 
  glowing outline the same color as the users Aura. The Astral 
  Projection itself cannot move or manipulate physical objects, or 
  make any physical attack.  However it can speak and be heard. The 
  Astral Projection can travel through solid objects, and has no need 
  for air, even allowing it to travel into space.  Projecting requires 
  total concentration, and any thing that touches the physical body 
  stronger than a gust of wind will cause the Target to make an 
  immediate INT save at –2, or the projection is immediately broken 
  and the Target will be dazed and disoriented for 1d6/2 rounds, 
  unable to perform anything but a move action. A Target can 
  Astrally Project himself instantly anywhere he has first hand 
  knowledge of, or he may move about in his astral form at a rate 
  equal to his MA.  An Astral Projection will last for a number of 
  minutes equal to the Casters INT+SL, after which the Target must 
  make a COOL Save, success renews his concentration (Duration 
  resets), failure immediately pulls him back to his physical body.  
  While a character is Astrally Projecting, they are unaware of what 
  is happening around their physical body, and leave it relatively 
  defenseless.  Psionic Powers can be used during Astral Projection, 
  and the Astral Projecting Character himself is susceptible to any 
  Psionic powers or powers that effect the INT, EMP, or COOL. 
   
   
   
   
   
   
   
   
   
  ASTRAL/SPIRITUAL CONFINEMENT: 
  Duration: SL+INT x Days (Special) 
  Resistible 
  Range: Mental Contact 
  With this Spell, anytime the caster engages in an Astral or Spiritual 
  battle, they may attempt to confine their Targets Consciousness or 
  Soul.  Success means the Target is trapped for a number of days 
  equal to the Casters INT+SL.  When a Caster reaches SL 8 the 
  duration becomes weeks, SL 10 lengthens the duration of 
  confinement to Months.  The nature of the confinement can be 
  chosen from 1 of 2 options.  If the Target successfully Resists, the 
  Caster may not attempt this spell on the Target again for a number 
  of days equal to the points Target succeeded his Resist by. 
   
  Option 1. Traps the Target on the astral plane, separating them 
  from their body.  They may attempt to break free and either return 
  to their body or find a host (see Body Snatch Spell) if their body is 
  dead, once every 20 days –1 day per point of COOL (if the 
  confinement lasts longer than days, the character may attempt this 
  in terms of the duration).   
   
  Option 2. Traps the Soul and body of the Target in an object 
  (weapon, bottle, gem, etc...)   If this option is chosen the object is 
  also bestowed with the Targets powers (Allowing the wielder to 
  cast spells or use supernatural abilities the Target knows through 
  the object at Targets Spell Level with as many Spell points as the 
  Target had when Confined.  However, if the object is destroyed, 
  the Confined Target(s) is instantly freed and appears on the spot.   
   
  BESTOW MAGIC: 
  Duration: Special 
  Range: Touch 
  With this Spell the caster may bestow a non-living object with 
  Magic.  To infuse an object with Magic the Caster must expend his 
  own Eldritch Reserve at a rate of 1point of Infused Power for 5 
  points of Caster Eldritch Reserve.  The Caster can spend as many 
  points as he wishes, on as many Spells as he is capable of Casting.  
  The duration of Magic’s bestowed on an object will have a 
  duration equal to the Highest Duration of the Caster at the time of 
  Infusion.  However the items powers must be Activated before 
  they can be used and the Duration is drained.  Eldritch Reserve 
  points spent to infuse an object with Magic will be regenerated at a 
  rate of 2 per day of rest (one point per day if the Caster undergoes 
  strenuous activity).  A Caster may only infuse an object with one 
  Spell at a time, though he may infuse an object with multiple spells 
  separately.  A Caster with diminished Eldritch Reserve will suffer 
  appropriate weakness to their own Spells as they regenerate.  An 
  object infused with Magic will either bestow the powers on anyone 
  using it, or will radiate from the object itself (chosen at infusion).  
  Casting this spell requires 6 hours per Eldritch Reserve point 
  bestowed on an object.  At Spell Level 10, any Spell with duration 
  greater than instant bestowed on an object will be Permanent.  
  Instant duration Spells will be useable once every 24 hours.  Skills 
  (but not Special Abilities) can be added to an object as well as 
  spells for the same cost in Eldritch Reserve points, at a rate of a 1-
  point bonus for every 2 skill points the Caster possesses.  In 
  addition, for every point of Eldritch Reserve spent imbuing an 
  item, the caster must spend an amount of x20 in Eldritch Oil. 
   
  Special:  If a Caster of SL 10 chooses, any object he bestows with 
  magic is so attuned to the Caster through his life force, that if the 
  object is destroyed, it will cause the Caster to take damage equal to 
  half the Spell Points he spent on it.   However any object thusly 
  attuned will only take half as long for the Caster to regain Spell 
  Points used to create the item, and the Caster will not only know 
  
   
  3
  the exact location of the item at all times, but be able to summon it 
  to himself at will. 
   
  BESTOW LIMB/TAIL: 
  Duration: SL x Days 
  Resistible 
  Range: Touch 
  This spell gives the Target an extra arm or leg (or other 
  appendage), It will grow from whatever part of the body the Caster 
  touches, and provide an extra attack, or a +2 bonus to all Grapple 
  and hold checks. 
   
  Alternatively, this Spell gives the Target a useable tail, The tail 
  will reach the characters knees, but at SL 2 and every 3 SL 
  afterwards the tail can be extended by 1 meter. 
   
  1. Prehensile (like a possum or some reptiles and monkeys, 
  this tail can be used to grip objects, hold up the character, 
  etc… it has a Lift rating equal to ½ that of the character. 
   
  2. Muscled (like a lizard or large reptile) this tail is thick and 
  muscled; it has a STR equal to the character and does as 
  much damage as a kick.  It can be used to make tail 
  swipes and sweeps (Using the characters Sweep attack) . 
   
  Swimming Tail, this tail is fined to aid in swimming, it adds 10% 
  to the characters Swim speed and gives him a +2 to all water based 
  maneuver checks. 
   
  BODY INVASION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  With this Spell, a Caster is able to enter and control the body of 
  another sentient creature.  Using this power to enter or exit a Host 
  body is a Full Combat action.  While the Caster is in the Host 
  body, he has full control over the body and all its natural weapons 
  and powers that enhance physical actions, including anything 
  Governed by ATTR, BOD, REF, and MA.  He does not control or 
  have access to the Hosts memories however, so he has none of the 
  Host bodies skills.  The character retains their own INT, TECH, 
  COOL, LUCK, and EMP (though if the Host body has any 
  cybernetics or bioware which have reduced his Humanity, the 
  Caster will suffer the same Humanity loss for the duration of the 
  time he is in the host body).  Any Non-Natural or Stat-enhancing 
  powers of the host body will not be known to the Caster unless he 
  has knowledge of them beforehand or learns of them, in which 
  case he has a 50/50 chance (possibly modified by Caster 
  familiarity with similar powers, spells, or Psionic skills) to use 
  them.  Psionic and Magical powers of the host cannot be used by 
  the character.  However the Caster can use his own Psionic or 
  Magic based powers, or any of his own INT, EMP, or COOL 
  based powers, but any of the Casters natural powers or abilities 
  derived from REF, BOD, MA, or ATTR are unusable while in the 
  Host body.  To enter a Host body, the Caster must first make a 
  successful attack (chosen by the character at generation from either 
  grapple, punch, kick, or ram) if the attack is successful the process 
  starts, and the Host may choose to resist the Casters Intrusion.  If 
  the Host wins the “Body Snatch” is unsuccessful and the Caster is 
  dazed at -3 to all actions for 1d6 rounds.  If the Host loses the 
  Body Snatch is successful.   The duration a Caster can inhabit a 
  Host is a number of rounds equal to the Casters  COOL + SL 
  before the Host can renew the Will opposition in attempt to regain 
  control of his body (Host failure resets the duration, host success 
  ejects the character and leaves him dazed for 1d6 rounds+the 
  amount of points he failed his roll by).  At SL 5 the duration 
  changes from Rounds to minutes, and at SL 7 from Hours to Days.  
  At SL 10 the duration becomes weeks.   At the time of Casting, the 
  Caster must decide whether the Host remains conscious or dormant 
  while his body is being controlled.  If the host remains dormant he 
  cannot be communicated with at all, if he remains conscious the 
  Caster can communicate with him telepathically and probe him if 
  he has his own psychic powers.   Any situation that causes the 
  character to make a COOL save (such as taking damage) will 
  automatically provoke an attempt by the host to eject the character.  
  While in the Hosts body, the Caster will suffer any damage the 
  Host does.  If the Caster releases the body, or the Host ejects the 
  Caster while the Host body is wounded, the damage is split evenly 
  between the two.  If the Target successfully Resists, the Caster 
  may not attempt this spell on the Target again for a number of days 
  equal to the points Target succeeded his Resist by. 
   
  BURROWING: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This spell allows the Target to move through earth at ½ their run 
  speed.  However they will not be able to move through solid stone 
  metal or other dense objects will cause the character to have to 
  either find a different route, or stop him cold.   
   
  COLOR CHANGE: 
  Duration: Special 
  Resistible 
  Range: Touch 
  With this spell the Caster can change the color of any non-living 
  thing they touch for as long as they are touching it and a number of 
  rounds equal to their COOL afterwards.  At SL 3 the Caster  can 
  make the color change permanent, with the Paint/Draw skill they 
  can use their fingertips as a paintbrush.  The spell effects 1 meter 
  of surface area per point of SL. 
   
  CONSUME: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell allows the Target to consume 2kg pr Caster SL of 
  matter per day.  A Target can consume a maximum of 1kg every 5 
  minutes. The Target creates special enzymes that allow them to 
  break down matter bypassing 2 points of SP/Hardness per SL of 
  the spell cast.  This spell makes the Target temporarily immune to 
  any material he ingests, and at the end of the spells duration any 
  ingested material will be dissolved by the enzymes.  However, the 
  Target will be left feeling hungry, as the enzymes also absorbed 
  any nourishment in the Targets stomach, and until he eats a full 
  meal he will be at –1 to all actions. 
   
  DEMOLISHING STRIKE:  
  Duration: Instant 
  Range: Touch 
  This spell allows the target to strike at the weakest point of any 
  object, the damage from the strike ignore SP and goes straight to 
  SP.  For every point of SL this power is cast at the Target can 
  ignore 5 points of SP.  Every 10 SP an object possesses adds a +1 
  to the difficulty to hit.  This Spell cannot be used on living organic 
  objects or creatures or magically imbued objects.  The spell will be 
  expended the instant the Target touches an object. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4
  DOPPLEGANGER: 
  Duration: INT+SL x Minutes 
  Resistible 
  Range: Touch 
  This Spell changes the Targets shape and outer appearance to 
  mimic that of another person.  At SL 1-4 this spell allows the 
  Target to visually mimic one person of roughly the same size and 
  weight and provides a +1 to disguise every 2 SL.  Starting at SL 5 
  the spell can modify the Targets height by an inch and their 
  apparent weight by 25lbs.   A Target may only impersonate 
  someone effectively if they know the person they are imitating. If 
  they are a casual acquaintance they lose 1 point of their bonus, if 
  they only have video recording they lose 2 points, if all they have 
  are photographs they lose 3 points and if all they have is word of 
  mouth they get a maximum of +1 Regardless of SL.  However if 
  they know the person intimately, such as a very close friend, 
  family member, or lover, they get a plus +3.  At SL 6 the duration 
  becomes hours, at SL 10 it becomes days.  The transformation 
  takes a full round.  This spell will not change the characters voice, 
  scent, or Aura. 
   
  ELEMENTAL DOMINATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Special 
  With this Spell a Caster can control the elements of Fire Earth 
  Wind, and Water.  A character may choose more than one, but 
  must take them each as a separate Spell.    
   
  EARTH CONTROL: 
  This Spell allows the Caster to control the earth and rock 
  around him.  He can create earthquakes, open fissures, 
  change the density of the ground turning it harder or 
  softer, even creating a “wave” of dirt and rock.  For every 
  SL of this spell the Caster can control 2 square meters of 
  earth and stone with a range of 5 meters away from 
  himself.  All uses of this Spell are a Full Combat Action.  
  If the Caster uses the power to cause an earthquake, the 
  quake will cause 1d6 damage per SL to any structures, 
  and cause any living thing in that spot to make an 
  Athletics roll with a negative modifier equal to the 
  Casters SL to remain standing.  If the Caster decides to 
  use the power to open up a fissure, he must do so in a line, 
  and choose how deep and long the fissure is to the 
  maximum allowable depth (determined by SL), The 
  fissure will open at a rate of one meter per SL per round, 
  and will close at the same rate.  If the Caster creates a 
  “wave” of earth, the wave height and length will be 
  determined by the SL the spell is cast at, it will move 
  equal to the Casters MA, and it will do 1d10 damage for 
  every 2 SL it is cast at to whatever it crashes into.  If the 
  Caster desires, he may ride this wave as though her were 
  surfing by using the Skate/Surf skill, with a modifier of 
  +1 for every Tier. 
   
  FIRE: 
  This Spell allows the Caster to control the elemental force 
  of Fire.  He can shape it, increase or decrease it’s size, 
  and direct its path.  For every SL the spell is cast at the 
  Caster can control 2 square meters of fire with a range of 
  5 meters away from himself.  The Caster can increase the 
  size of the fire to it’s maximum, or decrease it to the point 
  of extinguishing it.  The Caster may shape the fire into 
  any form her desires up to its size limit, though more 
  complex shapes require the Sculpture skill.  He may 
  attack with the fire, doing 1d6 burning damage for every  
  2 SL by sending a gout of flame to cover the Target, or by 
  gathering the fire into a ball and launching it at a Target at 
  a range equal to his SL x 10 in meters.  He may also 
  spread the fire out, decreasing the damage for more 
  coverage.  The Caster may keep the fire burning without 
  fuel, however once the Caster has left the range of effect, 
  any fires will burn themselves out normally.  Having this 
  power automatically makes the Caster immune to Fire and 
  Heat while it is active, even as far as allowing it to cover 
  the Casters own body, coating him in a sheath of flame 
  providing him limited armor from bullets and melee 
  weapons (the fire surrounding a Casters body will stop 5 
  points of damage per SL, if the damage does not get 
  through, the object melts or burns up before hitting) and 
  allows the Caster to add the flame damage (ID10 per 2 
  SL) to his melee attacks.   
   
  WATER: 
  This Spell allows the Caster to control the water around 
  him.  He can create whirlpools, waterspouts, waves, part 
  the sea, and even direct the flow of water into an attack.  
  For every SL this spell is cast at, the Caster can control 2 
  square meters of water with a range of 5 meters away 
  from himself.  All uses of this power are a Full Combat 
  Action.  If the Caster uses the power to cause a 
  waterspout, it will cause 1d6/2 damage per 2 SL to 
  anyone it hits, and anyone sucked into a water spout or 
  whirlpool will be subject to submersion and drowning 
  rules and suffer a –1 penalty per SL to all actions due to 
  the violent spinning and low visibility.  The Caster can 
  part deep water with this spell, he must do so in a line, 
  and choose how deep and long the part is to the maximum 
  allowable depth (determined by SL), The water will part 
  at a rate of one meter per SL per round, and will close at 
  the same rate.  If the Caster creates a wave, the wave 
  height and length will be determined by the SL of the 
  spell, it will move equal to the Casters MA, and it will do 
  1d6 damage per 2 SL to whatever it crashes into.  If the 
  Caster desires, he may ride this wave as though her were 
  surfing by using the Skate/Surf skill, with a modifier of 
  +1 for every SL.  With this power the Caster may also 
  direct a gout of water, increasing or decreasing its 
  pressure to make a 1d10 Pier 2 SL attack, like the spray 
  from a fire hose.  The Caster cannot create water, though 
  if a source of water, such as a faucet or fire hydrant is 
  near, he can cause it to burst by building up pressure.   
   
  WIND: 
  With this power the Caster holds dominion over the levels 
  of wind.  They can make the wind Stronger or Weaker, 
  and can make it blow from any direction, even creating 
  whirlwinds and tornadoes.  For every SL of this power the 
  range of their powers effect increases by their COOL + 
  SL x 10 in meters.  Within this range, the Caster can 
  move the level of wind one category in either direction 
  equal to their COOL per round.  Using this power 
  requires a Normal Combat Action, and the duration will 
  last for 1d6+ SL in rounds from the last wind shift before 
  the wind begins returning to normal at a rate equal to the 
  Cool + SL in rounds.  This power can be used to fly by 
  basically lifting and guiding the Caster and/or anyone the 
  Caster targets within range, the Speed will be equal to the 
  SL + COOL.. 
   
  WIND INCREMENT CHART 
  Still 
  Breeze 
  Light 
  Wind 
  Medium 
  Wind 
  Strong 
  Wind 
  F1 
   
  F2 
   
  F3 
   
  F4 
   
  F5 
   
   
  
   
  5
  EMOTIONAL DOMINATION:  
  Duration: SL x Rounds 
  Resistible 
  Range: Line Of Sight or Mental Contact 
  With this Spell the Caster may influence the emotions of others 
  causing rage, fear, sadness, arousal, nervousness, sadness, 
  happiness, or any other emotion.  The spell modifies the Targets 
  COOL by –1 for the purposes of Resisting the spell, -2 at SL 5 and 
  -3 at SL 10.  For SL 1-5, the spell must be activated by touching 
  the Target.  If the Targets Resist check fails, they feel the emotion 
  so strongly that it provides a +5 bonus to any Cool or EMP skill 
  checks the Caster makes when dealing with the target.  Making the 
  touch attack and activating the spell is a Normal Combat Action.  
  AT SL 6 and above the Caster can create an Aura of Emotional 
  Domination about himself or cast it on a Target.  The Aura affects 
  anyone within range.  The range of the Aura is equal to the SL the 
  spell is cast at in meters  If the Target successfully Resists, the 
  Caster may not attempt this spell on the Target again for a number 
  of hours equal to the points Target succeeded his Resist by. 
   
  ENERGY BUBBLE: 
  Duration: SL x Rounds 
  Resistible 
  Range: Line of Sight 
  This Spell creates a protective bubble of energy.  The bubble 
  protects against pressure and vacuum, and provides an SP of 5 for 
  every SL.  The bubble measure 2 square meters for every SL and 
  can hold a weight in kilograms equal to the Caster INT + SL x 100 
  and will last for a number of minutes equal to the Prime Stat plus 
  SL.  Generating the bubble is a Full Combat Action.  The Caster 
  does have options.  The Caster can modify the size, shape, and SP 
  of the bubble.  A Caster can decrease the SP and weight limit to 
  make a platform disc for carrying something, or increase the SP 
  and create a shield by decreasing size and weight limit.  The 
  formula is: 2 Square Meters = 5 SP = 100kg 
   
   
   
  ENERGY EMISSION: 
  Duration: Instant 
  Resistible (Half Damage) 
  Range: (Special) 
  With this Spell, the Caster can release a powerful blast of energy. 
  The type of energy must be chosen when the Spell is taken.  
  Typical energy types include heat, cold, wind, laser, sonic, 
  radiation, plasma, water, , etc.  The type of energy may or may not 
  have secondary effects (such as fire/heat starting fires).  The Caster 
  must also state at Casting how this Energy Emission is applied, 
  either in a Directed Blast, Ray, Cone, Burst, or Aura.   Depending 
  on the Energy Emission Effect (see table below), it may require a 
  To-Hit roll, in this event, treat the SL as a Skill which will be 
  based off Cool,  and will act off that in the same way that a 
  Weapon Skill works with REF.  Targets may attempt a Dodge 
  VRS Caster attack roll.  Regardless of effect chosen, a Caster may 
  always choose to do minimum damage.  What the manifestation of 
  the spell looks like is completely up to the Caster.   
   
  ENERGY EFFECT  
  DAMAGE 
  INCREASE PER 
  2 SL 
  RANGE 
  INCREASE PER 
  SL 
  EFFECT 
  DURATION 
  Large Blast (Single 
  burst) * 
  1D10 
  5 Meters 
  Instant 
  Ray (continuous 
  beam)* 
  1D6 
  10 Meters Full 
  Round + @ 
  Full Round  
  Cone (or spray) 
  1D10+5 
  1 Meter 
  Full Round 
  Burst (explosion)# 
  2D10  
  or 1d6 
  Radius 1 Meter or 
  ½ Meter  
  Instant 
  Aura (continuous 
  emission)% 
  1D6/2 
  1 Meter 
  5 Rounds 
  Per Tier 
  * If this Effect is chosen the Caster treats his Spell Level as a Weapon 
  skill based off Cool 
  # This effect works in one of two ways. 
  1. 
  An Explosion centered on the Caster and emanating out in a 
  360 degree radius (if option 1 is chosen the Caster is immune 
  from his own explosion), or  
  2. 
  The Caster uses his power to “Charge” an item and can use 
  it as either a thrown weapon that detonates on impact or as a 
  time bomb with a fuse equal to his Power level x3 in  seconds 
  (Skill in Brawl/Melee or a Martial Art is required and works 
  off REF as normal.) 
  % This Effect requires no skill to use and is a field that emanates 
  continuously from the Caster in a 360 degree radius, it may be turned 
  on or off as a Quick Action and can operate up to 5 rounds per SL 
  before a Cool Save must be made to maintain the effect each round.   
   
  ENERGY/KINETIC ABSORPTION: 
  Duration: SL x Rounds 
  This Spell allows a Target to absorb either Energy (lasers, 
  electricity, plasma, fire, cold, etc…) or Kinetic (bullets, arrows, 
  melee attacks, etc..) attacks and rechannel them, either into a 
  ranged energy attack that deals half the amount of  die damage or 
  into a physical attack that adds the full amount of Die damage to 
  his melee attack.  The Caster must specify when choosing the spell 
  which type of energy he absorbs, and the method in which he 
  redirects it.  The spell can be taken multiple times.  Die damage as 
  discussed is the amount of Die, and die type of the weapon used to 
  attack the Target.  For instance if someone stabbed the Target of a 
  caster who had chosen Kinetic absorption and Physical Attack with 
  a .knife, (1d6 damage) the Target could then add 1d6 damage to 
  his next melee attack.  If Ranged Energy Attack is chosen the 
  power automatically generates a skill for use with the attack based 
  on the Target reflex with a skill level equal to the Caster SL.  At 
  SL 1-3 the Target takes full damage from the attack type, At SL 4 
  the Target takes only 50 percent damage, at SL he takes minimum 
  damage.  Energy from the chosen attack can be stored for a 
  number of rounds equal to the Targets Cool, and releasing the 
  energy is a Normal Combat Action. 
   
  
   
  6
  ENVIRONMENTAL ADAPTATION: 
  Duration: SL x hours 
  Resistable 
  With this Spell, The Target is able to adapt to most any 
  environment.  When cast, in any environment the Target finds 
  himself in that provides a negative modifier (extreme heat, cold, 
  etc…) the modifier will lesson at 1 point per SL of the Caster. 
    
  EXTRA-DIMENSIONAL ACCESS: 
  Duration: SL X Minutes 
  Range: Special 
   With this Spell Casters can access another dimension.  The Caster 
  has access to a small extra dimensional space he can use for 
  storage.   The amount of weight the space can contain is equal to 
  the Casters SL + COOL x 100 in kilograms..  At SL 10 the space 
  becomes infinite.  The opening of this space will appear when cast, 
  on opening, from the mouth of a cave, to a doorway, to an open 
  bag.  Once the spell is taken, the dimensi0onal space is specific, 
  and any time the spell is cast, it will open into that same space, 
  allowing the caster to retrieve any items he has placed there.  If the 
  Dimensional Space becomes corrupted or compromised, the Caster 
  can choose to create a new one, but doing so severs his ties to the 
  old space and any items he has stored there.  Alternatively, if the 
  caster wishes to keep the old space AND create a new one, he may 
  take retake the Spell as a new Spell, but only needs to spend half 
  the IP to raise it. The duration of the spell refers to the amount of 
  time the portal to the dimension remains open, any items stored 
  there will remain indefinitely or until they are removed.   
  Dimensional Spaces are very safe ways to store items, or even 
  provide the Caster with a safe haven, The caster and other living 
  things may enter the space, though the caster will be required to 
  Cast the spell again in order to open the portal to get back to their 
  current plane.  
   
  EXTRA-DIMENSIONAL COMMUNICATION: 
  Duration: SL x Minutes 
  Range: none 
  This Spell allows the Caster to speak with beings from another 
  dimension or plane, including the deceased.  Beware, when 
  speaking with a dead being, or being from another dimension, the 
  Caster will be susceptible to any Mental powers they may possess.  
  There is no range limit, the Caster only needs to either be aware of 
  the Targets true name or possess something that once belonged to 
  the Target. 
   
  EXTRA SENSORY ACUITY: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  This Spell allows the Target to perceive things a normal human 
  would be unable to detect, such as radiation, magnetism, magical 
  residue, and the like. The Caster must choose what type of 
  anomaly he is able to detect, though he may also choose what 
  sense he uses to detect it..  Range is equal to Casters SL+INT in 
  meters. 
   
  FLEETING FIST: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell bestows one extra Quick Combat Action per round on a 
  Target.  At SL 5 the Caster may bestow a second Quick Combat 
  Action, and at SL 10 he may bestow a third. 
   
   
   
   
   
   
   
   
  FLIGHT: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell allows the Target to fly. At SL 1-3 the Target may move 
  forward, up, down and left right, but may not move backwards or 
  hover for more than one round, and requires the Target to use their 
  Athletics Skill to maneuver.  SL 6 allows for flight like an insect or 
  helicopter, allowing the Target to hover and move backwards, but 
  still requiring Athletics Skill checks for maneuvering.  SL 9 allows 
  for perfect flight, moving in all directions and hovering, it does not 
  require it’s own skill, but an Athletics check may be needed for 
  difficult maneuvers.  This version also allows for flight in space, 
  and allows the Target to “fly” underwater.  The Target can fly at 
  the same Speed they run.  At SL 5 they can double their speed 
  while flying and at SL triple it.  
   
  FORCE FIELD: 
  Duration: SL +COOL x Rounds 
  Resistible 
  Range: Touch 
  This spell works in one of two ways, it either envelops the Targets 
  body, providing an SP of 3 per SL it is cast at for a number of 
  rounds equal to the Casters SL+COOL, or it creates a 1 meter by 1 
  meter “Shield” of Energy equal to SP:5 per SL for an equal amount 
  of time.  In both cases the armor is treated as hard.  The Caster is 
  able to move the shield at will a number of spaces per round equal 
  to the SL he is casting the spell at. 
   
   
   
   
   
  
   
  7
  FORM ALTERATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  Form Alteration transforms the Targets body.  The type of 
  alteration a Caster may perform must be specified when the Spell 
  is chosen, though the Caster may choose multiple spells with 
  different Alteration types.  If the Caster uses this spell to Target 
  another, the Target may attempt a save.  Characters in Gaseous, 
  Electric, Light, Liquid and Non-corporeal forms do not take 
  damage from normal attacks, however anything which causes them 
  to dissipate, or separates parts of their bodies will damage them.  
  The change takes 1 full round during which the target can do 
  nothing. The various Types of Specific Form Alterations are as 
  follows: 
   
  ANIMAL: 
  As indicated, this version of the Spell allows the Target to take on 
  the form of an animal, or a hybrid of the targets Natural form and 
  that of an animal.  The animal chosen must be the same 
  size/weight category as the target, however if used in conjunction 
  with a Shrink/Enlarge Spell, the Target may assume the form of 
  Larger or Smaller animals. 
   
  ELASTIC: 
  With this Version of the Spell the Targets body becomes elastic, 
  and they are able to stretch parts or the whole of their body.  At a 
  one SL this spell allows a character to stretch a specific part of his 
  body (Fingers, toes, hair, neck, forearms, lower legs…) out to a 
  range of one meter.  Every additional point of SL increases that 
  range by one meter to a maximum of 6 meters.  At SL 5 the Spell 
  allows the entire body to stretch out.  The maximum stretch range 
  is x3 the height of the character, with a meter thrown on for every 
  point spent.  The character can stretch one part or their entire body 
  to this distance, even flattening himself out like a blanket, sail, or a 
  net to engulf someone.  At SL 10 the Target can not only stretch 
  and flatten himself, but they can also assume any shape  
   
  (using the Sculpture Skill).  The target retains control over their 
  body no matter what shape or the length he has stretched it, 
  however for every meter he stretched his ability to lift is reduced 
  by 5 kilograms.  For every point of SL the Target receives a +1 to 
  any checks Athletics or Strength Feat regarding his ability to retain 
  his grip and  a +1 to all Grapple and Hold and Escape checks.  
   
  ELECTRIC: 
  This version of the Spell transforms the Targets body into pure 
  electricity (or some other type of energy including fire).  The caster 
  may choose whether that body is a ball or mass of electricity, 
  maintains a humanoid shape, or even the shape of animal or 
  mythical beast.  At SL 1-4 anyone who comes in physical contact 
  with this form will describe the sensation as a tingling, like licking 
  a nine volt battery.  For every point of SL 5 and above, the Target 
  can generate a powerful electric charge in his body doing 1d6 
  damage to anyone he touches or who touches him.   
   
  GASEOUS: 
  This power allows the Target to dissipate his physical form into 
  that of a gas.  At SL 1-4 the form is merely a harmless gas, like a 
  cloud or fog, allowing the character to travel at a rate equal to ½ 
  his movement (though if moving in the direction of  a breeze he 
  may move at that speed.  The character may also disperse 
  themselves to cover an area equal to his BOD in square meters.  At 
  SL-5 and above the gas is poisonous and does 1d6 points of 
  damage to anyone in contact with it, INCREASING TO 2D6 at 
  SL7 and 3D6 at SL9.  At SL 10 the gas is corrosive, and damages 
  any materials it comes into contact with that would be effected by 
  acid. 
   
  LIGHT/SHADOW: 
  With this Spell the Targets body transforms into pure light, the 
  character may choose as per Form Alteration Electricity what 
  shape this light actually takes.  At SL 8 this spell allows the Target 
  to “pulse” their body like a strobe light, causing anyone looking at 
  them to roll a REF save or go blind, for every additional SL after 
  the REF save difficulty gains  a -1 modifier.   
   
  Alternatively, this power can turn the Targets body into living 
  shadow, allowing them to travel through darkness and shadow 
  undetected at double the Targets Movement Allowance.  However 
  the character can only move in this fashion as long as there are 
  unbroken shadows. 
   
  LIQUID: 
  In liquid form the Target can travel at a rate equal to his MA per 
  round, or spread himself over a number of meters equal to twice 
  his BOD.  The Target can use his liquid form to travel with other 
  liquids at the rate other liquids are moving, such as traveling 
  downstream in a river.  With this power, unless the character is in a 
  watertight environment they are never trapped. 
   
  NONCORPOREAL: 
  With this version the Target has no physical body, appearing as a 
  ghost.  While in this form the character cannot touch or be touched 
  by anything in the physical realm, though he can be heard and 
  seen.  By making a will save at -2 he may solidify just long enough 
  for brief contact as a quick action, with another quick action 
  required to de-solidify.  The Target can pass through matter, such 
  as soft earth, wood and water, and at SL-6 the Target can pass 
  through metal, ceramic and all natural (ie non-magical, non-
  psionic, and non-meta enhanced) substances for as long as the 
  character can hold his or her breath.  
   
  SOLID (METAL, STONE): 
  With this version the Targets body becomes a mass of living metal 
  or stone (or other solid substance).  The substance must be chosen 
  by the Caster when taking the Spell, and it will increase the 
  Targets weight by 1d10x10 kilograms.  He gains an immediate +5 
  Natural Armor which counts as Hard.   The character will be able 
  to ignore 20 points worth of heat or cold damage, and for every 
  additional 2 points of SL he can ignore 1 more point of heat or cold 
  damage, though his surface may absorb the heat and burn anything 
  or anyone he comes in contact with.  In armored form, he no 
  longer tracks Wounds, and instead has an SDP equal to his 
  wounds, ignoring Stun and Death saves while he is in armored 
  form.  This can be very dangerous however, as SDP loss will 
  transfer back to wounds when he reverts to human form causing 
  immediate Stun and Death saves with modifiers appropriate to 
  damage.   
   
  VEGETABLE: 
  This transforms the Targets body into a humanoid mass of 
  vegetation.  As vegetation the Target does not suffer penalties from 
  damage, nor does he take bleeding damage.  At SL 3 the Target 
  may grow fruit, vegetables, flowers, etc… at a rate of 1lb per day 
  equal to his COOL, or he may grow a vine at a rate equal to his 
  COOL per round in meters, maximum length equal to his COOL x 
  5, able to hold a weight equal to the characters Max Lift (for every 
  ten kilograms he weakens the vine by, it may grow an extra meter).  
  The Target can grow any fruit he has personally eaten, and has 
  control over the vines direction as they grow.  A character with this 
  power is vulnerable to any condition that effects plants, such as 
  herbicide, lack of water, lack of sunlight, and extreme 
  temperatures. 
   
   
   
   
  
   
  8
  GLOW: 
  Duration: INT + SL x Days 
  Resistible 
  Range: Touch 
  This spell causes the Target to radiate a glow.  The color of the 
  glow will be any the Caster chooses, including rainbow effects.  
  The glow will be bright enough to illuminate .an area equal to the 
  Casters INT + SL in meters.  If the Caster casts the spell twice on 
  the same target, he may choose to have the glow pulse or strobe, or 
  even vacillate between different colors. 
   
  GO WITHOUT AIR: 
  Duration: SL x Hours 
  Resistible 
  Range: Touch 
  With this Spell a Target can go without air a number of Hours 
  equal to the SL the spell is cast at.) 
   
  GO WITHOUT FOOD OR WATER: 
  Duration: SL x Days 
  Resistible 
  Range: Touch 
  The Target of this spell can go a number of days equal to the SL 
  the spell is cast at without eating or drinking before suffering the 
  effects of starvation.   
   
  HEALING: 
  Duration: Special 
  Resistible 
  Range: Special 
  With this Spell a Caster can heal damage for a number of points 
  equal to their SL. They can use this power on themselves or any 
  other living creature. Casting the Spell is a full action, during 
  which time the Caster can do nothing else in the. However once 
  "charged" the Caster can hold the "charge” of healing energy for a 
  number of rounds equal to his Cool, and release it as a Quick 
  Combat action, or direct it as a blast to hit someone a distance 
  away equal to their SL x 2 in meters. Using the healing charge in 
  such a manner only bestows half the number of points healed. If 
  the Caster is forced to make a stun save for any reason (such as 
  taking damage) and fails, the stored healing charge is lost and 
  wasted. The Caster can exceed or boost their healing limit by 
  actually spending their own health at a ratio of 1 point of personal 
  health for 5 points of healing (a Caster cannot use this aspect of the 
  power on themselves). 
   
  Upon reaching SL 10 of this spell, a Caster may attempt to raise 
  someone from death. Doing so requires that the Caster has 
  performed no healing that day, and to bring someone back expends 
  all uses of a power per day for a number of days equal to the 
  amount of days the Target has been dead. This use of the power 
  can be used in concert with other Casters with the same spell, 
  allowing them to add their powers together, expending them 
  equally for a Target who has been dead longer than the spell would 
  allow. If more than ten Casters of this spell work together, the ratio 
  changes to weeks instead of days.  Use of the power in this fashion 
  instantly costs the Caster(s) using it and the Target it effects 1d6 
  points of humanity.  Target must agree to come back. 
   
  HEARING: 
  Duration: SL x 2  x Rounds 
  Resistible 
  Range: Touch 
  Casting this spell on a target gives a range of kilometer and 
  extends the audio spectrum into the subsonic range, like a dog.   
   
   
   
   
   
  ILLUSION: 
  Duration: Special 
  Range: Line of Sight 
  This spell allows the Caster to create an illusion.  For every SL the 
  illusion becomes harder to differentiate from reality, providing a –
  2 per SL to a visual check by anyone attempting to interact with 
  the illusion, at SL 2 the illusion can also create sound, at SL 4 it 
  can create smell, at SL 6 it can create touch, at SL 8 it creates taste.  
  Each SL also increases the illusions maximum size at a rate equal 
  to the Casters INT x SL in centimeters, changing to Meters at SL 
  3, and Kilometers at SL 8.  By sacrificing one or more aspects of 
  the illusion (sight, sound, touch, smell, taste), the size of the 
  illusion will change by a ratio of x5.  The DC for determining if 
  something is an illusion or not is determined by adding the Casters 
  INT + SL+ Paint/draw, Disguise, Perform, or Persuasion Skill, 
  depending on the type of illusion. 
   
  IMMUNITY: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  The Target of this spell becomes immune to one type of threat 
  (Disease, Poison, Radiation, Heat, Cold).  The type of threat 
  immunity must be chosen at casting.   
   
  IMPECCABLE SIGHT: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell allows the Target to see everything as it truly is, it sees 
  the Aura (see Psychic Aura) of everyone and everything, it cannot 
  be fooled by visual illusion, and it sees through all physical 
  disguise. 
   
  INFRARED/INFRAGREEN VISION: 
  Duration: SL + INT x Minutes 
  Resistible 
  Range: Touch 
  This Spell gives the Target vision into the infrared or infragreen 
  spectrum. 
   
  INVISIBILITY: 
  Duration: SL + INT x Rounds 
  Resistible 
  Range: Touch 
  This spell renders the target Invisible, making them unable to be 
  seen by the naked eye save for a slight glimmer (+1 per SL the 
  spell is cast at to the Targets stealth),, The Invisibility ends when 
  the Target Makes Physical contact with another living being, any 
  object they are holding leaves their possession or they release or 
  activate any offensive magical, psionic, or meta-human energy.  
  Anything that allows a person to see into other spectrums (such as 
  thermograph, infrared, or ultraviolet) will not be affected by this 
  power. And if the user is in water or precipitation the modifier to 
  stealth drops by half. Only the person and the items he is holding 
  or wearing when he becomes invisible are affected. Anything he 
  picks up afterwards will be visible and be seen to float in the air. 
   
  JUMP: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  The Jump Spell the Target to jump twice his normal distance.  At 
  SL 5 the distance a Target can jump becomes x 3, and at SL 10 it 
  becomes x5. 
   
   
   
   
   
  
   
  9
  LOW-LIGHT VISION: 
  Duration: SL + INT x Hours 
  Resistible 
  Range: Touch 
  This Spell effects the Targets eyes and enhances even the smallest 
  amount of ambient light for.  When active vision is black and 
  white. 
   
  LUCK MANIPULATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Self 
  With this the Caster is able to use their own Luck to affect any roll, 
  not just his own, including rolls made by the GM, NPC’s and other 
  Characters.   
   
  MAGIC NEGATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell allows the Caster to completely negate the Magic 
  (including meta and psionically based powers, but not 
  technologically granted ones) in an area.  At SL 1-5 spell requires 
  the Caster to touch a specific item or person to negate the magical 
  effects. At SL 6 and above the Spell creates a field equal to the 
  Caster’s  COOL in meters that the Caster can manifest anywhere 
  within a number of meters equal to his INT + SL.  Any temporary 
  magical effects that are on a person or item affected by this spell 
  are lost completely.  Permanent effects cease functioning while the 
  spell is in effect and for a number of rounds equal to the Spell 
  Casters SL.  Any target hit by the effects of this spell cannot cast 
  (or activate) any new Spells or Powers until they leave the field (or 
  one round after they are no longer in physical contact for the touch 
  based version) and unless they make a successful resistance they 
  will be unable to cast or activate magic for a number of rounds 
  equal to the Casters SL. 
   
  MAGNETIC CONTROL: 
  Duration: SL x Rounds 
  Resistible 
  Range: Self 
  With this spell the Caster can move and shape ferrous metals.  For 
  every SL this spell is cast at the Caster can control a number of 
  kilograms of ferrous metal equal to the Casters COOL x SL.  Items 
  under his control can be lifted or thrown (at a rate per round equal 
  to his SL + INT  in meters) or shaped.  Shaping metal into 
  anything other than basic shapes requires the Sculpture skill.  
  Throwing a metallic object as an attack is done as a Brawl/Melee 
  attack, however the Caster uses his COOL instead of his REF.  If 
  the metallic object is embedded in another substance, then the 
  Caster can attempt to rip it free, for every SL the spell is cast at the 
  Caster can ignore 10 points of SP or SDP to do so.  At SL 5, this 
  spell will even allow the Caster to target metal through shielding, 
  such as the iron in a characters blood, doing so requires a Full 
  Combat Action and is an attack made with the COOL stat applied 
  to SL (This can also be used for first aid rolls), the Caster may 
  choose to do 1d6 damage per 2 SL of internal organ damage, this 
  ignores any armor the character may be wearing (unless it 
  specifically protects against the effects of magnetism, such as 
  being shielded against EMP).  The power has a range equal to the 
  INT X SL in meters.  At SL 4 the amount in Kilograms a Caster 
  may manipulate Is doubled, and at SL 8, it is Tripled. 
   
   
   
   
   
   
   
   
   
  MATTER MANIPULATION 
  Duration: SL x Rounds. 
  Resistible (Special) 
  Range: Touch 
  At SL 1-3 This Spell allows the Caster to choose one type of 
  material and temporarily infuse it with the properties of another 
  The alteration of an objects properties will only last for as long as 
  the Caster is in direct contact with it, or one of many pieces of 
  identical material used to make up a larger object, and a number of 
  rounds after equal to SL.  The following example is mean to be 
  taken as a guide. Only Non-living items may be altered as such, 
  and only into other non-living material.  The type of material that 
  can be altered must be chosen when the Spell is taken, as well as 
  the material its properties will take on. The spell may be taken 
  multiple times, each time for different items and properties.  The 
  spell can alter the properties of an object equal to one meter or one 
  kilogram per SL.  Casting the spell is normal action, but afterwards 
  for as long as the duration remains in effect, all it requires is a 
  touch to alter the properties of the chosen object(s). 
   
  Paper to Steel: This variation uses paper and temporarily 
  gives it the hardness of steel, allowing the Caster to create 
  melee weapons, including blades, out of pieces of paper.  This 
  power requires the use of the Origami skill to craft the desired 
  item out of paper.  Layered sheets of paper can be used to 
  create armor, or to give SDP to objects created from it.  Every 
  sheet of standard paper equals 1 SP and 2 SDP.  Paper used to 
  create armor will count as hard, and for every SP:5 it provides 
  there will be a –1encumbrance penalty.  Through the use of 
  origami, melee weapons and the like can be created from 
  multiple pieces of paper. Even more difficult items are 
  possible, like paper airplanes large and strong enough to carry 
  a person (using Hang Gliding skill).  The easiest use of this 
  power is to use a sheet of paper as a makeshift knife. 
   
  At SL 4-6 the items altered by the spell are actually transformed 
  into the other material.  And the duration of the alteration changes 
  to minutes.   At level 7 duration becomes hours, level 8 days, level 
  9 weeks, level 10 months. 
   
  MASS MANIPULATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  With this Spell a Caster may increase or decrease a Targets weight.  
  For every SL of this spell, the Caster may increase or decrease 
  their weight a number of kilograms equal to their Cool x INT per 
  round. 
   
  MEMORY MANIPULATION: 
  Duration: Special 
  Resistible 
  Range: Touch 
  With this power the Caster is able to manipulate the memories of 
  another.  If the Target fails their Resist the Spell allows them to 
  erase or alter the memories a number of minutes into the past equal 
  to the Caster SL.  Cast at SL 3 changes this to hours, at SL 6 it 
  becomes days, at SL 9 weeks, and at SL 10 months.  Casting this 
  spell takes a full round during which time the Caster may do 
  nothing else.  It is possible for a target to regain their memories, 
  but it requires that something happens which makes them seriously 
  question their own memories or a related traumatic event. 
   
   
   
   
   
   
   
   
   
  
   
  10
  MENTAL DEFENSE: 
  Duration: SL + INT x minutes 
  Resistible 
  Range: Touch 
  For every 2 SL this spell is cast at, the Target is bestowed mental 
  defenses and their mind is strengthened against mental or 
  emotional attacks, giving them a +1 any saves to resist attacks that 
  effect INT, EMP, or COOL, and a +1 to their own attacks of the 
  same nature for the purposes of overcoming another’s resistance. 
   
  MICROSCOPIC/TELESCOPIC VISION: 
  Duration: SL x 2 x Rounds 
  Resistible 
  Range: Touch 
  The Spell allows the Target to see as though they were looking 
  through a microscope or a telescope, but the type must be chosen 
  at casting.   
   
  MULTIPLICITY: 
  Duration: Instant 
  Resistible 
  Range: Touch 
  This spell allows the Caster to make duplicates of a Target.  For 
  every SL the spell is cast at the Target can have 1 duplicate active.  
  The duplicate is exact to the Target at the time of duplication, 
  including their clothing and gear (Non-meta or magic items only, 
  magic or meta powered items will be duplicated as mundane), 
  including having the same stats, skills and ability to cast Spells, 
  use Powers, etc….  Any wounds the duplicate suffers will not 
  effect the Target until he reabsorbs the duplicate, at which point 
  the Target suffers 1 point of damage for every 10 points the 
  duplicate took.  If the Duplicate dies, the Original immediately 
  takes 1d10 damage and must make a stun save at –1 for every 
  Duplicate that has been killed within 24 hours.  Bringing forth (and 
  reabsorbing) a duplicate is a Full Combat Action.  The time limit 
  for the duplicate is equal to the casters SL in rounds at SL 1-2, 
  Hours at SL 2-4, Days at SL 5-6, Weeks at SL 7-8 and months at 
  SL 9, and Indefinite at SL 10 , but they can be re-absorbed 
  immediately no matter where they are.  The personality of a 
  duplicate will be exactly the same at the time of duplication, but 
  the longer the duplicate exists, the more independent he will come, 
  possibly even refusing to rejoin with the Original.  For every day 
  the duplicate exists, he gains a +1 to a Resist Check to oppose the 
  rejoining.  If the Duplicate fails this save and is forced to rejoin, he 
  may make a second Resist Check at –5, if he succeeds, his mind 
  takes over the new Original Body.  A duplicate cannot use LUCK 
  unless he successfully resists the rejoin attempt. After which he is 
  considered a free and unique individual person.  If The Duplicate 
  takes over the original body during a rejoining, it is up to the GM 
  to decide whether to allow the player to continue to use that 
  character as determined by how radically different the personalities 
  are.  If the Duplicate has been away from the original long enough 
  to raise skills or learn new ones, there is a 50% chance the original 
  will gain that skill.  Another other memories the duplicate had will 
  be instantly known to the Original upon rejoining as if the original 
  had been there himself, but the memories will be splintered and be 
  difficult to ascertain whether they are his own memories, or that of 
  the duplicate. 
   
  NATURAL ARMOR: 
  Duration: SL x minutes 
  Resistible 
  At SL 1-2 this spell provides the Target with a Natural SP of 5 and 
  an additional 5 SP for every 2 SL after.  This armor is treated as 
  soft but at SL 8 the armor is treated as Hard 
   
   
   
   
  NATURAL WEAPONS (DEFENSIVE): 
  Duration: SL x2 x Rounds 
  Resistible 
  This Spell gives the Target a natural defensive weapon, such as 
  spikes covering their body like a hedgehog or sharp scales like on a 
  shark, the nature of the defense is up to the Caster.  For every 2 SL 
  this spell is cast at, the Target receives a +1 to all Grapple and 
  Hold checks, and Grapple and Hold checks also deal 1D6/2 
  Damage and an additional 1D6/2 to all Ram attacks (maximum of 
  3d6 damage and +6 to skill rolls).  Anyone attempting to 
  physically attack or restrain the Target must first make a REF save 
  with a negative modifier equal to –1 for every 2 SL the spell was 
  cast at, or suffer the damage.  
   
  NATURAL WEAPONS (MELEEE): 
  Duration: SL x2 x Rounds 
  Resistible 
  Range: Touch 
  This spell grants the Target a natural weapon with a length of 
  1inch, usually fangs or claws, though other options such as 
  protruding bones,  horns, natural spurs, or if the Target has a tail, a 
  stinger is also viable choices.  For the appropriate type of attack 
  (Strike/Punch/Kick) this power will bestow 1d6/2 damage (bladed 
  or bludgeoning, must be chosen at Casting) damage to their attack 
  roll.  Every 2 SL after the first this spell is cast at will increase the 
  Natural weapon 1d6/2 in damage and increases the length of the 
  natural weapon by one inch.  . 
   
  NATURAL WEAPONS (RANGED): 
  Duration: SL x2 x Rounds 
  Resistible 
  Range: Touch 
  This Spell grants the Target a natural weapon with a length of 
  1inch that the Target can “launch” from their body, like a 
  porcupines quills.  The weapon has a range of 5 meters and allows 
  one natural ranged attack weapon at 1D6/2.  For every additional 
  SL this spell is cast at the range increases by 5 meters and the 
  damage by 1d6/2.   
   
  OBSCURE:  
  Duration: SL x2 x Rounds 
  Resistible 
  Range: Touch 
  With this spell a Caster can cause blindness or deafness to a 
  Target.  Casting this spell requires a touch that causes blindness or 
  deafness (chosen at Casting)).  At SL 6 the spell creates a field 
  around the Caster equal to their COOL in meters and affects 
  anyone in range.   
   
  PENETRATING VISION: 
   Duration: SL + INT x Rounds 
  Resistible 
  Range: Touch 
  Penetrating Vision allows the Target to see through walls, clothing 
  and skin like an x-ray machine revealing only extremely dense 
  matter such as metal and bones.  At SL 8 the spell allows a Target 
  to fine to it in such a way as to see layer by layer, such as seeing 
  through clothes to a body underneath, or seeing through the sides 
  of a briefcase to read the papers inside.  This spell works with 
  Telescopic vision. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11
  PRECIPITATION MANIPULATION: 
  Duration: SL x Rounds 
  Range: Line of Sight 
  With this spell a Caster holds dominion over the levels of 
  precipitation in the air.  Depending on the temperature, they can 
  make it rain, snow, sleet, hail or end any of the aforementioned 
  precipitation effects.  Unless they are in an area absolutely devoid 
  of humidity (such as space) they may increase or decrease the level 
  of precipitation.  The range of the effect is equal to the Casters 
  COOL + SL x 10 in meters.  With in this range, a Caster can move 
  the level of precipitation one category in either direction equal to 
  their COOL per round.  Once the spell has ended the weather 
  begins returning to normal at a rate equal to the Cool + SL in 
  minutes. 
  PRECIPITATION INCREMENT CHART 
  Clear 
  Drizzle 
  / Flurry 
  Light 
  Precip. 
  Medium 
  Precip. 
  Heavy 
  Precip. 
  Downpour/ 
  Blizzard 
  Deluge/ 
  Whiteout 
   
  PSYCHIC INVASION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Line of Sight or Mental Contact 
  This spell lets a Caster read minds, forcing their way into their 
  targets memories and extracting information.  The Target may 
  resist as normal for every round the spell is in effect.  Caster 
  success means he gleans an answer of one word per point of INT 
  per round.  Success by more than 10 points means he is able to 
  discern the exact details of the information he seeks.  Heroes 
  should take extreme caution using this power, as it can be 
  considered evil, and some cases the equivalent of mental rape.  If 
  the Caster has the Interrogate skill, he may add one word per point 
  of skill to the amount of words he able to glean from his Target per 
  round.  Targets who successfully resist do not end the spell, but 
  they may choose to either stay silent that round, or give false 
  information.   
   
  PSYCHIC LINK: 
  Duration: SL x Days 
  Resistible 
  Range: Line Of Sight or Mental Contact 
  This Spell creates a Psychic link between the Target and one other 
  chosen person or animal.  It allows the Target to communicate 
  telepathically.  If one person with a psychic link dies or undergoes 
  immense pain, it forces a Stun save on the other person sharing the 
  link.  Failure results in unconsciousness for 1d6 rounds.  Targets 
  can be psychically linked to more than one person, each new link 
  must be cast separately.   
   
  PSYCHOMETRY: 
  Duration: SL x Rounds 
  Range: Touch  
  This Spell allows the Caster to read the past of an object.  It will 
  allow the Caster to automatically see the faces of the last 2 people 
  to own the item, and a number of previous owners equal to the SL 
  of the Caster.  By making a Awareness/Notice skill check it will 
  allow other information to be gleaned, such as the persons name 
  and any major events that occurred while they held the item.  
  Traumatic events will always resonate the strongest, though details 
  may be hazy.  The skill check modifier is +1 difficulty for every 
  owner previous to the target the Caster wants information on, so if 
  the Caster wants to find out more information about the 6th owner 
  of an item, the difficulty would be +5.  A modifier may be given in 
  the Casters favor if the event was traumatic, or the owner had such 
  a strong bond with the item, such as the Spear Of Longinus, or 
  Anastasia’s Teddy Bear, in which case a Caster would instantly 
  gain +5 to the check. 
   
   
  REBOUND:  
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell generates a kinetic field around the Target that amplifies 
  and redirects kinetic force, in other words the Target can bounce as 
  if they were a rubber ball.  At SL 1-5 every impact upon the Target 
  will move them a number of meters equal to half the dice value of 
  damage they would have taken and/or at half speed/velocity.  This 
  power makes the character immune to impact damage, both from 
  others and from its own use (though firearms and arrows will do 
  half damage).  At SL 6 the Target will Bounce a  number of meters 
  equal to the dice value of damage they take.  SL 8 multiplies the 
  distance by 1.5, and SL 10 multiplies it by 2.  The Target will 
  move at the same speed of the object that impacted him for half the 
  distance, then drop in speed.  A Target cannot control his direction 
  mid-bounce, but can affect the direction at each impact.  It is 
  possible, if the Target is in a confined space, or has enough objects 
  near by, to generate massive speed and momentum.  Every object 
  or person the Target bounces off will take damage equal to the 
  weight and Speed of the character as per the Interlock Unlimited 
  Impact Damage rules. 
   
  REINCARNATION: 
  Duration: SL x Days 
  Resistible 
  Range: Touch 
  This spell allows the Target to be Reincarnated every time they 
  die, with all their memories intact.  The spell must be cast before 
  the target dies, the Reincarnated  character will appear somewhere 
  in the world at random 24 hours after the Target body dies.  Cast at 
  SL1-3, the new body will be 5d10+5 years of age and be naked 
  (consult Interlock Unlimited Age rules for possible effects).  The 
  Target has a 50 percent chance of returning as the opposite sex.  
  The Target will have to Roll 3d10 and subtract the result from their 
  Skills in any manner they choose, so long as the total number is 
  removed from their Skills.  Cast at SL 4-6 the new bodies age will 
  be 2d10 years off (50% chance of under or over), they will appear 
  within 5d10 miles, and the Die roll to determine Skill Loss lessens 
  to 1D10.  AT SL 7-9 version of this power allows the character to 
  fore-go one of the effects (age difference, gender change, Skill 
  Loss chosen by Caster).  At SL 10 the spell allows the Target to 
  come back exactly the same, in a spot determined by Caster, in 1d6 
  hours.  Regardless of SL the spell is cast at, any General IP the 
  character has accrued will be lost.  However IP earned to Specific 
  Skills and Special Abilities is not lost, and can be used at a rate of 
  1/10 for the purposes of determining lost Skills.  
   
  REGENERATION: 
  Duration: SL x Days 
  Resistible 
  Range: Touch 
  Upon casting this spell the Target will Regenerate Damage at a 
  rate equal to their BTM per day.  At SL 4 the Target heals at a rate 
  equal to their BTM per hour, At SL 8 they do so per Minute, and 
  At SL 10 per round. 
   
  ROT: 
  Duration: SL X Rounds 
  Resistible 
  Range: Touch 
  This Spell allows the Target to instantly decay any matter they 
  comes in contact with.  For every SL of this power the character 
  can effect 5lbs. (1d6 damage, treat as acid damage) of matter every 
  round.  The spell affects inorganic material causing metal to rust, 
  stone to crumble, and wood to rot.  At SL 8 disintegrates anything, 
  organic or inorganic. 
  
   
  12
  SENSE POWER: 
  Duration: SL x Rounds 
  Range: Self 
  Once cast, this spell will allow the Caster to know the levels of 
  power of anyone within a number of meters equal to the Casters 
  level x3 from the caster. (In game terms this will tell the Caster 
  how many Character points anyone in range has and whether they 
  have Magical, Supernatural, Psionic, or Meta-Power abilities or 
  items and the general strength of those abilities/items as 
  characterized by an Aura whose brightness increases with power. 
   
  SILENCE: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This Spell generates a field of silence around a Target, completely 
  silencing anything within range. The fields range is equal to the SL 
  the spell is cast at in meters. 
   
  SIZE ALTERATION: 
  Duration: SL X Minutes 
  Resistible 
  Range: Touch 
  Every SL this spell is cast on a target at causes the Target to grow 
  or shrink (must be chosen at Casting) 1 increment size (according 
  to Interlock Unlimited core rules size chart).  Shrinking and 
  growing bestow the effects listed on the chart.  It takes one round 
  per increment to increase or decrease in size. 
   
  SONAR/RADAR SENSE: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  With this Spell the Target develops a built in sonar or radar sense, 
  allowing them to see the shape of things and the speed and 
  direction that any objects are traveling.  With this power, the 
  character sees 3 dimensional shapes, but cannot see color at all.  
  The images will also give a hint as to relative density allowing the 
  character to guesstimate between hard and sturdy objects as 
  opposed to weak or flimsy or hollow spaces.   
   
  SPEAK: 
  Duration: SL x Hours 
  Resistible 
  Range: Touch 
  This spell allows the Target, to have the ability to understand, and 
  be understood, by any living or sentient creature.  To the Target it 
  will appear as though any creature he converses with is speaking 
  the Targets native tongue, but to the creature it will seem as if the 
  Target is speaking it’s native tongue. The duration of the spell is 
  equal to the Spell Level it is cast in hours.  The creature one is 
  trying to communicate with will only be able to do so at it’s own 
  intelligence, so while the spell could be used to communicate with 
  a dog for instance, the information it is able to convey will be very 
  very simple and from a dogs perspective. 
   
  SPIDER STRIDE: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  This spell coats the Casters hands and feet (or other motive gear, 
  such as boots, gloves, or even wheels) with an adhesive substance, 
  allowing him to walk/crawl on walls and even ceilings, provided 
  the structure can support the weight.  The duration is equal to the 
  Spell Level it is cast in minutes. 
   
   
   
   
   
  STAT ENHANCEMENT: 
  Duration: SL x minutes 
  Resistible 
  Range: Touch 
  This Spell allows the Caster to increase a the Stats of a Target.  
  Each casting of the spell requires the Caster to choose a specific 
  Stat for the Target, which will be increased by +1 per every 2 SL 
  the spell is cast at.   
   
  SUBSONIC VOCALIZATION: 
  Duration: SL + INT x Minutes 
  Resistible 
  Range: Touch 
  A spell that will allow the Target to vocalize at subsonic and ultra-
  high range. 
   
  SUPER SENSES: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  This spell increases the ability of one type of sensory perception 
  (Sights, Smell, Taste, Touch, Hearing) in a Target, bestowing a +1 
  to Awareness/Notice (or other possibly tracking) per every 2 SL 
  the spell is cast at. 
   
  TELEDOMINANCE: 
  Duration: Special 
  Resistible 
  Range: Line of Sight or Mental Contact 
  This Spell lets the Caster psionically implant commands into their 
  Target.  The more specific command the easier it will be for the 
  Target to follow. If the Caster beats the Targets Resist Check the 
  Caster may implant one command for every 2 SL the Spell is cast 
  at.  However if the Target is ordered to do something that would 
  cause him pain or hurt someone else, he may, at the moment he is 
  attempting to perform said task, retry his Resist Check at a –1 for 
  every point he lost the original Resist check.  After a number of 
  days equal to Casters skill level, or under extreme circumstances 
  such as a loved one pleading with him, he may also make the save 
  with the same negative modifier in effect.  Heroes should take 
  extreme caution using this power, as it can be considered evil, and 
  some cases the equivalent of mental rape.  If the Target 
  successfully Resists, the Caster may not attempt this spell on the 
  Target again for a number of days equal to the points Target 
  succeeded his Resist by. 
   
  TELEKINESIS: 
  Duration: SL x Minutes 
  Resistible 
  Range: Line Of Sight 
  This Spell allows the Caster to use his mind to move and 
  manipulate objects.  The Caster may move or manipulate an object 
  equal to his INT x SL in Kilograms.  Moving, manipulating, or 
  positioning an object requires the character to make a Telekinesis 
  skill check.  The character can move an object a number of meters 
  per round equal to his INT+ SL.  A character can also make attacks 
  with these objects, by simply hurling them or by using the 
  appropriate weapon skill and adding his Intelligence instead of his 
  Reflex.  Telekinesis will also allow a character to assemble parts of 
  an object or machine faster, a character can assemble/disassemble 
  a number of parts equal to their SL + Intelligence per round. 
   
   
   
   
   
   
   
  
   
  13
  TELELOCATION: 
  Duration: SL x Minutes 
  Resistible 
  Range: Special 
  This power allows the Target to know the general direction of any 
  person or object they have had physical contact with.  Use of this 
  spell requires the Target to spend a full round (no other actions 
  allowed) to focus on their target.   
   
  TELEPATHY: 
  Duration: SL x Days 
  Resistible 
  Range: Special 
  This Spell allows a Caster to communicate mentally with others.  
  For every point of SL the spell is cast at, the Target may mentally 
  communicate with 1 person regardless of physical distance. 
  Additionally the Caster will be able to detect thoughts and 
  communicate with anyone within range (SL + COOL in meters). 
   
  TELEPORTATION: 
  Duration: Instant 
  Resistible 
  Range: Special 
  This Spell allows the Caster to Teleport anywhere within line of 
  sight.  He may take up to his SL + BOD x 200 in kilograms so long 
  as they are in physical contact with him.  At SL 5 the Caster may 
  teleport anywhere they have first hand knowledge with 1d10 
  Kilometers per SL the spell is cast at.  At SL 10 the Caster may 
  Teleport anywhere they have first hand knowledge of regardless of 
  distance.  The character can only teleport to places he knows, or 
  has a clear image of (such as live video feed).  Teleporting blind is 
  possible, but very dangerous.  Anytime a character Teleports with 
  out knowing the exact spot he is traveling to (which must be free 
  of any solid object) he takes the chance of teleporting into an 
  object and instantly fusing with it.  If a character does fuse with an 
  object he immediately gets to make a REF saving throw, success 
  means the teleport fails and the character remains in his original 
  location, a failure means his is permanently fused with the object.  
  If the object is small roll a location, as normal, the limb rolled is 
  permanently fused to the object and useless, if head or torso are 
  rolled, the character dies instantly.  Teleportation is considered a 
  Full-Action and can be used a number of times equal to the 
  characters INT + Power Tier Level x 2 per day.   
   
  TEMPERATURE MANIPULATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Self 
  Every SL this spell is cast at allows the Caster to change the 
  temperature in an area equal to the Casters SL + COOLin meters at 
  a range of 10 degrees per round per SL.  Once the spell ends the 
  temperature will return to normal at a rate of 10 degrees per round.  
  At SL 5 duration changes to minutes, at SL 10 it becomes hours. 
   
  THERMOPTIC VISION: 
  Duration: SL + INT x minutes 
  Resistible 
  Range: Touch 
  This spell allows the Target to view the world in therm-optic 
  vision, allowing them to see hot and cold, possibly even through 
  walls (SP 10 and under).   
   
  THIRD EYE: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This spell bestows a +1 to Awareness/Notice for every 2 points of 
  SL it is cast.on a target..   
   
  TRUTH: 
  Duration: SL x minutes 
  Resistible 
  Range: Line of Sight or Mental Contact 
  This Spell compels a Target to tell the truth.  For every SL the 
  Caster receives a +2 to all Human Perception, Interview, and 
  Interrogation rolls.  At SL 10, anyone targeted by the power 
  MUST answer honestly any questions asked of them. The target 
  does not have to volunteer information, but he cannot willingly lie. 
   
  VEGETATION MANIPULATION: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch (special) 
  With this spell the Caster may control any vegetation in the area, 
  even seeds and spores. For SL this spell is cast at the Caster can 
  make any plant within range grow (or move in the case of vines 
  and branches) at a rate of 1 meter x SL per round.  Range of this 
  spell begins with touch, and at SL 4 it becomes field around the 
  Caster equal to Tier Level + COOL per round till the SL 8, at 
  which point the range doubles every tier.  Providing the plant is 
  strong enough, the Caster can have it use its branches to lift objects 
  and make attacks.   A plants STR bonus will be equal to its SDP.  
  A plant can only make Brawl/Melee attacks and will do so at the 
  level of the Caster (If the Caster has a Martial Art the plant will 
  have a Brawl/Melee of  equal skill level).  Commanding a plant to 
  take any action, including grow, requires a Normal Combat Ation, 
  however if the Caster has this spell and Plant Affinity at equal 
  levels, the plant will follow commands but act on its own whereby 
  it can attack or move.  Any action a plant takes on its own takes up 
  the full round and if the plant is removed from the Casters effective 
  range, all effects cease.  In addition to the plants strength bonus, a 
  tree’s limbs act as a Light club at SL 1-3, a Medium club at SL 4-
  6, and a heavy club at SL 7-10.  Thorns can be grown in one round 
  and will do an extra point of damage for every 2 SL.  When the 
  spell ends, the plants will remain in whatever shape/place they are.   
   
  VENOM: 
  Duration: SL x Hours 
  Resistible 
  Range: Touch 
  This Spell gives the Target one bodily fluid (such as blood, saliva, 
  etc…) a poisonous effect.  At SL 1-4 the poison is considered mild, 
  SL 5-8 the poison is considered strong and at SL 9+ the poison is 
  considered powerful.  Multiple bodily fluids may be affected, 
  however spells must be cast separately for each.  Acid May also be 
  chosen instead of poison. 
   
  VERTIGO: 
  Duration: SL x Days 
  Resistible 
  Range: Touch 
  This Spell generates a field around the Target.  Anyone within 
  range of the field will immediately begin to suffer dizziness and be 
  at a –5 to all REF and TECH based rolls and movement attempts, 
  must make a –2 resist torture drugs check or become violently 
  nauseas (can take no action but movement) for 1d6 rounds after 
  they have cleared the field, and will in general not be having a 
  good time. The field’s range is equal to Casters COOL + SL in 
  meters.  
   
  VOCAL MIMICRY: 
  Duration: SL x hours 
  Resistible 
  With this power a Caster is able to mimic the voice of another 
  person perfectly providing a +1 to disguise and an additional +1 
  every 2 SL after. 
  
   
  14
  VOICE OF THE GODS: 
  Duration: SL x Rounds 
  Resistible 
  Range: Touch 
  This spell lets the Target raise his voice as though speaking 
  through a loudspeaker.  At SL the Targets vocal volume will be as 
  loud as through a concert speaker.  At SL 10 the Target can speak 
  so loud that he does 2d6 to anyone within ten meters (If the 
  character takes enough from this to render a limb useless or 
  destroyed they are permanently deaf), anyone within 30 meters 
  will have to make a save as though a flashbang grenade has gone 
  off or be deafened for 1d6 minutes,  shatters all glass within 50 
  meters and he can be heard for a mile.   
   
   
   
   
   
   
   
  WEB: 
  Duration: SL x Minutes 
  Resistible 
  Range: Touch 
  With this Spell a Caster can create a very sticky organic webbing, 
  used to set traps, ensnare opponents, as a swing line, or even as a 
  bungee.  At SL 1-3 the web will be somewhat elastic and be able to 
  support 400 kilograms and have a range equal to 1/4th the Targets 
  throw.  At SL 4-6 the web will hold 800 kilograms and have a 
  range equal to half the characters throw.  At SL 7+ points the 
  webbing will hold 1600 kilograms and have a range equal to the 
  characters throw distance.  The webbing will dissolve completely 
  or turn into hair thin cobwebs 1d6 hours after use.  Shooting the 
  web as a swing line or grapple is a Quick Combat Action, setting 
  up a snare, creating a web, or doing something more complex takes 
  1Full Combat Action per square foot.   
   
   
   
  
   
  15
  AFTERTHOUGHTS 
   
  VARIATIONAL MAGIC USERS 
  Most systems differentiate magic using Roles.  The most popular 
  method, and the method used by the most popular fantasy setting, 
  is to divide up Magic between 3 types; Arcane (Wizards), Divine 
  (Clerics), and Mental (Psions).  A Spell is the same thing as a 
  Prayer which is the same thing as a Psionic Action. 
   
  Mechanically, and almost universally, there is little difference 
  between the three types regardless of system.  Arcane Unlimited 
  just takes this to the logical evolution, where it is all treated exactly 
  the same and accessible to all.  However there is nothing stopping 
  a GM from implementing the Role Specific access to Magic. 
   
  SETTING VARIATION  
  The Default setting for Arcane Unlimited is fantasy, where most 
  mundane weapons top out at 4d6.  Therefore most Damage effects 
  from spells are determined at a rate of 1 die increment for every 2 
  Spell Levels.  However, in settngs where firearms are prevalent, 
  particularly in modern and beyond settings, where portable 
  weapons can do massive damage we advise changing listed 
  damage increments from spells to 1 die increment for every Single 
  Spell Level.  This will allow Magic users in a Modern or Science 
  Fiction to remain equally viable as characters who rely on more 
  standard weaponry. 
   
  You may also wish to vary the levels of magic in your campaign to 
  more properly emulate the magic levels of your favorite Fictional 
  Universe or original concept.  For low magic fantasy, such as 
  Robert E. Howards Conan, Fritz Liebers Fafhrd and The Grey 
  Mouser, or George R. R. Martins Game of Thrones, we advise 
  Dividing the Eldritch Reserve in half.  For games with extremely 
  low levels of magic, a characters Eldritch Reserve  could simply be 
  determined by Adding their COOL+ Wielding, instead of 
  multiplying them together.  For games where Magic is extremely 
  prevalent, to the point where everyone uses it, even peasants, the 
  GM could simply double the characters Eldritch Reserve. 
   
   
   
   
   
   
   
  SPELL MANIFESTATION, COMPONENTS, AND FLAVOR 
  We purposely left these things out, not because we are lazy, but 
  because we feel these things should be left up to the Players and 
  the GM.  What a spell looks, feels, sounds and tastes like should be 
  up to the player.  The cornerstone of enjoyable RPG experience is 
  creativity, and we would like to encourage this in players.  If the 
  GM wishes spells to require Material Components, then that is his 
  purview, and we encourage that as well.  But every setting is going 
  to be different, and such things should be taken into consideration.  
  Therefore we decided to just leave that up to Game Masters. 
   
  Quite literally, everything is open to interpretation between players 
  and game masters, and Interlock Unlimited encourages you to 
  explore your imaginations fully when implementing these rules. 
   
  NEW SPELLS 
  While we tried to cover just about everything a Caster could want 
  or need, we by no means are vain or arrogant enough to think we 
  succeeded.  Instead what we would like to emphasize is that this 
  list of spells is a guideline.  And if GM’s and Players decide to 
  create a new spell, or a slew of them, that they will use this list as a 
  guideline.  Caution is recommended, with special attention paid to 
  Balance and redundancy issues.  As stated, we tried to cover 
  everything, while avoiding repeating ourselves to much.  Having 
  more than one spell that mechanically does the same thing is 
  useless and adds little to the game.  By that same token, having a 
  spell that makes the Caster a God when everyone else is playing at 
  normal levels, just isn’t fun for anyone. 
   
  If you do create new spells, and we hope you do, please share them 
  with us at the Datafortress 2020 Interlock Unlimited Forums.  Who 
  knows, they may appear in supplemental material. 
   
  SUPER POWERS 
  Super powers are, for all intents and purposes, permanent magical 
  effects.  So using Arcane Unlimited and adding Supers to its power 
  level are simple.  Determine Starting Power points by Multiplying 
  Luck x10, then spend the points on Spell Levels.  Those spells will 
  be permanent, and no new spells/powers can be taken though the 
  chosen Spells/Powers may be raised through General and Earned I 
   
   
  
   
  16
   (Created and written by Deric Bernier, Cameron Jacobs, and Brandon Fleming, all images by Deric Bernier,) 
   
  For more of the best Interlock Unlimited goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Datafortress 2020 - Interlock Unlimited - Arcane Unlimited.pdf