Wednesday, January 12, 2011

Gigacrawler: Spells

Here's a page where you can list spells for Gigacrawler, the game we're writing.

Using Spell Formulae:
Any character may attempt to use a spell if they find (or are generated with) a spell formula--usually by reading the incantation phonetically. Acquring a phonetic translation and accurate description of what a spell is supposed to do is usually no easy task--however, assume any player who is generated with spells can read the ones they possess.

Spells have difficulty levels. If the spell's difficulty level is higher than a caster's magic level, s/he must make a magic level check against the spell's difficulty level. (d10 + PC's magic level + any relevant skills vs d10 + spell difficulty level.) Results of failure are indicated in each spell's description.

A given formula may be used only once, (unless the character is an Unstable, in which case, see below). The successful use of any formula creates a unique pseudoimpossible probability field which tears a hole in spacetime that nature abhors and which it immediately develops antibodies against forever after. The spell can only be cast again if the character acquires a new formula.

If a spell formula is used and the casting fails, it cannot be attempted a second time by the samecaster (unless otherwise indicated) but it may be attempted by other casters until it succeeds. (Since PCs will probably lead with their best caster casting first, this should create interesting desperate situations.)

Spell difficulty levels are usually ranked from 14-22 (this seems confusing, but remember it's just the target number for an ability score roll and abilities are usually ranked from 3-18.) Difficulty levels lower than that generally indicate very slow-acting ritual magic requiring a great deal of preparation.

Spell Difficulty levels
14 Initiate wizard-level magic. Reliable instant minor effects. (Cantrips, stage magic.)
15 (maximum starting level for PCs) Wizard magic. Reliable instant effects capable of killing a weak creature or temporarily altering reality over a small area in noticeable ways. (Equal to 1st-2nd level fantasy RPG wizard spells)
16 The lowest kind of truly serious magic from times and places where wizards dominate ordinary humans. Fireballs, lightning, etc. (3rd level wizard spells)
22 Highest forms of magic known to mortals. (9th level wizard spells)

Spell levels over 22 indicate powers capable of challenging gods--no skill bonuses may be brought into play when attempting to perform level 23 or higher effects.


Characters called Unstables are psychics who may attempt to initiate d10 randomly determined spell effects per day using only the power of their minds. They re-roll the number and kind of available effects every day. They may use these powers as many times as they want during the day that they have them. They do not have to make a Magic Level roll or perform any ritual actions that may be part of the spell description in order to initiate the effect but they do have to make a willpower check against the difficulty level of the spell. No skills may be used to aid in initiating the spell effect. Failure results in the failure effect listed as well as the Unstable gaining 1 "insane action" per point by which the roll was failed.

An "insane action" is essentially 1 round of PC action entirely controlled by the GM. Insane actions do not have to be spent all at once by the GM--the GM may spend them whenever s/he likes. Alternately, the PC may elect to role-play the rounds of insane action his or herself if the group is ok with that. Specific insanities may be chosen or rolled randomly from a list. Maybe we'll stick a more detailed insanity system in later. If we do there'll be a link right here.

Like anyone else, Unstables may attempt to cast spells from formulae in the ordinary manner if they possess them.

Eventually these results will be collated into a numbered list. For now, if you are creating a character who uses spells, you can count the results here and use this to randomize which of them your PC knows.

Keep in mind since any spell over level 18 will always require a magic level roll (even if the PC has skill bonuses) you can include effects which play off the number of points of success or failure for level 19-22 spells. Like: "for each point of success, another lightning bolt is summoned" etc.


1-Withered Claw:
Difficulty: 14
Duration: However long the caster wants
The caster's hand withers into a gnarled claw, then detaches itself and does the caster's bidding. It may perform any tasks a disembodied walking claw could reasonably be expected to perform, including choke enemies with a strength equal to 1/2 the caster's physique.
Failure: Spell functions normally but the claw will not reattach and the caster is now missing a hand.

Difficulty: 22
Duration: Permanent
Range: 30 feet
A number of creatures equal to the number of points of success the caster had on his/her Magic level check must make a willpower check against the caster's intelligence plus 6 or else be transformed into hideously distorted hybrid creatures. Each acquires 6 mutations, becomes incapable of movement, begins to weep, and lashes out at the nearest living thing to their best of their ability. After ten minutes they may make another willpower check to regain their own minds, if this fails, they can make this check once every ten minutes thereafter. With enough biotech and/or cyberware, they may one day be able to move around again.
Failure: Spell affects caster. No roll to resist the effect.


  1. Pain transfer

    Difficulty: 16
    This spell requires two living creatures as targets. The caster touches one target, healing any points of damage, diseases and other ailments the target is suffering from. The damage is transferred to a second target, who may die from the effect. The second target must either be a willing participant or completely immobilized. An immobilized unwilling target gets a save to resist the spell, thus preventing the first target being healed. If the spell cures any poisons, diseases or hostile nanobot-infections, the second target gets no rolls to resist these. The spell can regrow lost limbs, but only if the second target has that same limb to give up.
    Failure: The spell fails and the caster takes the damage the spell was supposed to heal.

  2. 4 - Electronic Null Field
    Difficulty 15
    Duration: Concentration
    Range: Touch
    This spell disrupts and makes stop any electronic or electrical device that is wholly withing a 5-foot radius of whatever living creature the caster touches (including herself). This effect would include making wires infinitely resistant if they were completely within the volume of effect.
    Failure: Instead of stopping the devices, all the current in them flows into the target. The target must make a damage roll of current physique against 7 x the number of electric devices within the v.o.e. (this number can adjusted up or down depending of the individual device).

  3. 5 - See the Gigastructure
    Difficulty 23
    Duration: 5 minutes
    Range: Self
    The caster's eyes (or whatever) closes and her inner eye opens up to see the Gigastructure in its Completeness. The caster can see anywhere in the Gigastructure she wants, flying to any spot near instantaneously. After the 5 minutes are up the caster awakes from her vision.
    Failure: The spell works, but after the 5 minutes are up the soul doesn't return to the body. It stays in its incorporeal form forever (or some other magic/device is used to reconnect it to its or a body and assuming that the soul can be found in the first place) and forgets it ever was in a body (effectively becoming an NPC). The body is just a mindless husk now and will perish without 100% aid from caregivers.

  4. @Jasper
    That's a good one. I don't think I've ever seen that before.

  5. The Knowing.
    Range: 30'
    Duration: One scene.
    ML 15.

    The caster creates an aura around themselves of swirling invisible power. Rather than a divination, this spell positions the caster at the center of events. When they walk into a bar, everyone looks at them. When the pack of vampiric sentient sloths descends from above, the alpha will choose to approach the caster, rather than attack. This spell doesn't create any particular feeling of good will or terror, but rather an incredible NOTABILITY. Those in the radius of The Knowing feel like they have met the caster somewhere important, or have had dreams of the caster, or heard legends, etc. The Knowing makes those effected believe there is something ill-defined but of paramount importance about the caster.

  6. Like that one.

    Michael, questions of practicality aside, isn’t the idea that any spell could enable the caster to see the Gigastructure in its entirity sort of against the explorer spirit of the thing? I’m not against being able to spy anywhere in the structure (although I think that should come with perils), but I am against the idea that the structure should be reducible in the way you’ve described. Each to their own, I suppose, but I’d be inclined to modify that spell somewhat.

  7. @zom
    I had the same thought, even though it is a level 23.

  8. @michael

    Since Ive adjusted the rule so that skills can't be brought into play vs. level 23 effects, it basically means a PC would have to roll at minimum a 7 on a d10 (while the DM rolls a 1) to initiate this effect, so I feel like it's fair.

    However, I do think seeing the entire universe at once should have some screwy mental effect on the PC even if the spell succeeds. Mortal minds were not built for omniscience.

  9. Formic Bliss.

    Range: Willing targets within 30'
    Duration: One roll after the casting of the spell.
    ML 14 + 1 per each participant.

    This ability allows a single instant of shared consciousness. It allows the caster to make a roll-- whatever it may be-- & add both one of their own skills & a relevant skill from each additional participant.

  10. Re: See the Gigastructure
    That's cool.
    I was hoping the 5 minute duration would be a nice limitation. If you could go anywhere in the universe, I'm thinking it would take almost 5 minutes just to decide; and then once you found some place cool, you'd be so dazzled that the 5 minutes would zip by. It's a nice little peak of the view from the shoulder of the Gods.
    Anwyay, here's what happens after the caster returns to her body:
    First, the caster makes an Intelligence challenge versus a 15. If successful, time frame for all effects are 3d6 minutes; if she fails, the time frame is 3d6 hours.
    Roll Randomly, 1d10:
    1 - Catatonia. The caster just rocks and whimpers as she replays the grand and horrifying vistas over and over in her mind.
    2 - Bouts of screaming alternating with bouts of sobbing as the depression of knowing her ultimate limiations destroys the caster's meager optimism.
    3 - The caster has a compulsion to go "down". She must take any nearby ladders, staircases, chutes, etc. that go "down". She is not wreckless though. If there is no way down nearby then the caster feels the urge to get as low to the floor as possible.
    4 - The caster has compulsion to go "up". She must take any nearby ladders, staircases, chutes, etc. that go "up". She is not wreckless though. If there is no way up nearby then the caster feels the urge to get as high as possible, stacking things together to make a hill if possible.
    5 - The caster has a deep fear of moving. She takes shallow breaths, closes her eyes so they don't blink, and uses only sporadic words that are whispered. The caster knows they see movement, but she can hide from them if she's still.
    6 - The caster feels unexplicable joy; she is almost careless. The caster smiles broadly and breaks into laughter for no apparent reason.
    7 - The caster forgets all her known languages, but now speak in a language that no one currently alive in the Gigastructure speaks.
    8 - The caster is slow, or is it that everyone else is fast. Eitherway her speach and actions are at 1/10th the speed of those around you.
    9 - The caster thinks she is at one of the locations she visited in her out-of-body-experience (randomly determined).
    10 - Noting. The caster's brush with God-dom seems to have left her no worse for the wear.

  11. Sterilize.

    Range: Touch
    Duration: Instant
    Magic Level: 15

    Performed on a lifeform: Instantly kills all pathogenic viruses and bacteria in the target body. Failure means it killed ALL viruses and bacteria, including beneficial, essential bacteria like those in the human digestive tract.

    Performed on food or water: Success as above, affecting an amount of cubic feet equal to the difference between the roll and difficulty. Failure: Turns target into sludge smelling strongly of ammonia.

  12. Form of Flesh.

    Range: Touch
    Duration: Instant
    Magic Level: 17

    Turns a square foot of any material, up to 1 inch deep, into mammalian muscle tissue which may then be extracted, cooked and eaten. Also useful for making holes. Doesn't work on biological material. Failure: The caster's hand melts into the object as the foot of meat is formed from their forearm.

  13. Coax the Underlying Structure.

    Range: 30'
    Duration: 1d6 x 10 rds.
    Casting time: 1 rd per cubic yard.
    Magic Level: 18

    This spell allows the caster to shape the extant superstructure of the Gigaplex. The caster can create holes, walls, whatever out of the unnatural connective tissue of the Gigastructure. He or she need not see exposed elements of the Gigastructure-- as long as there are elements within 30' (say, under 30 feet of dirt) they can be manipulated, though "burrowing" upward still counts against the time limit.

    On a failure, the spell manipulates the Gigastructure chaotically, without the caster's direction, for the full duration.

  14. Shift Onus.

    Range: Sight
    Duration: Until another spell is cast
    ML: 20

    The caster chooses a sentient being within range of vision. The next time a spell is attempted, it may be done at that being's ML. The results of failure are also transferred to that being.

    Failure: The caster's ML is lowered by the number of points they failed, and the target's ML is raised by that many (max 5, this isn't a god-maker.)

  15. @mordicai

    good job--

    Does coax turn the materials into a sort of living puppet--like it can attack and stuff, or does it just shape the materials once?

    Also, I feel like there should be some mention/description of the (decent) chances of ripping out a vital power conduit or magnetic lock or something--life support, gravity control, pressurization, lighting, etc. could be affected.

  16. Sketyak's Tori

    Difficulty: 15
    Duration: 1 round
    Range: 60 feet

    The caster cups both his or her hands in a circle, from which issue five pulsating white rings of luminescence. The rings proceed in a stately but definite manner to the terminus of their range, growing along the way so that the area of effect resembles a ribbed cone.

    Six inches in diameter to start, the rings are 1 foot wide at 10', 2 feet at 20' and so on to their maximum diameter of 6 feet at 60'. A saving throw is allowed to duck, dodge out of the path, or leap through a ring like a circus animal through a hoop. The rings pass through nonliving matter and creatures previously touched by a ring from the same spell, but disappear in a shimmering frisson of energy when they find an untouched living creature, with one of the following effects:

    Complete hit (100% of the ring impacts the victim; a 2' diameter ring hitting a 4' broad ogre): 2d6 damage.

    Partial hit (less than 100% impacts the victim; a 2' diameter ring hitting a 1 1/2' wide elf): 1d6 damage.

    Enclosure: (a 2' diameter ring passing around a 1' high pixie): Victim must save (endurance/spell/CON) or be magically held for 1d6 rounds.

    Failure: The appearance of the tori is delayed for 1d20 seconds/minutes/10 minute turns/hours/days/weeks (d6) - possibly coming at an inopportune moment.

  17. "Coax" only allows the user to shape his or her environment. I think the "damage to life support" might be a good failure result for a more potent version-- say Coax, with its slow casting time, use relatively harmless to the superstructure, but compare to...say...

    Puppetmaster of the Underlying Structure.

    Range: 30'
    Duration: 1d6 rds.
    Magic Level: 19

    This spell allows the caster wield the superstructure of the Gigaplex as a weapon. The caster can create massive bludgeons, open portals to vacuum chambers, close tunnels like guillotines & the like. He or she MUST see exposed elements of the Gigastructure, though these may be Coaxed into being per the above.

    Attacks with the Gigastructure are made at the casters Magic Level + 10.

    On a failure, the Gigastructure radically fails. Roll a d8. 1) Gravity failure. 2) Oxygen failure. 3) Coolant leak. 4) Steam leak. 5) Lights out. 6) Lightning storm. 7) Magnetic pole reversal. 8) Stasis failure-- random monster attack.

  18. Vomit Birds.

    Range: personal/as the crow flies.
    Duration: 1 day.
    Magic Level: 16

    You may vomit 1d6 birds, today. You can communicate with the birds (in bird tongue or baby talk or whatever seems appropriate) & they will obey you for the day. They will carry messages, spy, steal, guard-- even attack. If they are used to attack, they depart immediately afterward but deal your Magic Level +1 per bird in damage, & you may "expend" as many of the "stored" birds as you like.

  19. @Chris:

    Can Sterilize be used to intentionally kill off helpful bacteria in an enemy?

  20. @mordicai

    If coax allows you to cut holes in the GS, it is going to have a pretty serious chance of causing problems. Just cutting a random hole in my apartment wall could sever a plumbing pipe or power line, and it isn't an enigmatic megatech structure from the claustrophobic future.

  21. Vomit Birds, addendum.

    Failure: On a failure, you summon flies, rather than birds. These flies roil in your belly, incapacitating you with nausea for a number of minutes equal to the roll on the d6, & you take one point of damage per.

  22. @Zak: I'm seeing it more as...well, if you could convince the wall of your apartment to part like a curtain, dry wall, bricks, insulation, pipes, wires-- the whole thing. If that necessitates growth or shrinkage...well, magic! Unless you think random warping is too gentle a failure-- though I could easily see characters buried alive, tunnels closed or opened, whatever.

  23. The Witless Wonder.

    Range: 100'

    Duration: d6 hours

    Magic Level: 15

    All animals or other non-sentient biological forms (Husks from a See the Gigastructure spell, etc.) will feel an overpowering curiosity about the caster. They will move towards him or her at their maximum speed for the duration. Upon arrival they will be friendly towards the caster, and aid him or her in combat against any enemies in range when they get there.

    Failure: Roll d6.


    The spell backfires on the caster, forcing them to seek out an animal or husk.


    The spell draws in intelligent life, which is very angry when it wears off.


    The animals will behave as normal for their species rather than being friendly.

  24. Oh, per minute/d6 result. I'm imagining a horrifying amount of flies.

  25. Icing on The Cake.

    Range: 10' radius from caster

    Duration: Special

    Magic Level: 15

    This spell allows the caster to freeze all cakes/pastries/etc. within 10 feet.

    Failure: Roll d4.


    The caster's hands freeze.

    3-4: All food within 50 feet catches fire.

  26. @mordicai

    In that case I think it should be a higher level or be weaker. Navigating the tunnels of the Gigastructure is the main event and "framing device" the GM has in creating the game--a just-rolled up Hybrid with int 18 shouldn't be able to just blow past it at will.

  27. @C'nor

    Since it's easier to fail a role than succeed... no, that'd be too easy. Magic is all about intention. Let's say the target must be willing or already dead (and therefore in the "food" category).

  28. Oh, by the way: I was saying that you would reverse failure and success with that version, not the you would try to fail.

  29. Folk Magic - varying Magic Levels, usually 5-10. Not everyone is going to be able to cast spells like D&D Magic-Users, but that weird elderly lady with all those old wives' tales IS on to something. Superstitions, intuitions, and such would all qualify here.

    The reason for this is I can see players not putting a single point into Magic Level if they don't have a reasonable chance of casting spells. There should be benefits for having a Magic Level of 5 as opposed to a Magic Level of 0. Perhaps things like luck or sixth sense could come into play with Not-Ready-For-Prime-Time Magic Levels? Low level magic could prevent Magic Level being an all-or-nothing stat.

  30. Oh, there are. See the magic levels in the first post, this is just the ones where you'd be casting spells specifically.

    I second your ideas for them though. Perhaps in addition?

  31. This comment has been removed by the author.

  32. William S. Tell

    Range: Special
    Duration: Special
    ML: 15

    Works on any edible object the size of an apple or so. This item becomes a homing beacon for projectile weapons (bullets and missiles, not beams or lasers) aimed at it - essentially guaranteeing a hit. Lasts for one round per point of success (but, of course, the object will probably be destroyed by the first shot).

    Failure: Projectile instead veers away towards nearest ally. (DM should roll this one in secret)

  33. Invert

    Range: Touch
    Duration: Instantaneous
    ML: 19

    Whatever the relation of the caster and those she touches to her enclosing environment, that relationship is now inverted. (e.g. if you're two feet from a wall, then suddenly you're two feet on the *other* side of the wall. If you're standing on the floor, then you're suddenly standing, upside down, on the ceiling of the chamber on the other side of the floor. If you're in a Purple Worm's stomach, you're now outside the creature.)

    The effect may be (and usually is) as simple as the classical Dimension Door to phase through walls, but it can also, in *large* empty spaces, function as a very fast means of transport.

    Failure: your enclosing relationship wasn't what you thought it was, and you are somewhere you didn't expect. Not necessarily somewhere safe or comfortable.

  34. @ Ihavetil5

    Please move your "probability field/chaos zone" idea over to the "Known Features of the Gigastructure" post.

    As regards low magic levels, here's how i figure it:

    -a spell formula is a thing. It can be used by a given PC only once. If they fuck up, they may hand it over to a fellow PC--this PC, despite having a crappy magic level, may still, in desperate times, try to cast it. they made a roll of 10/1 to use it, but, hey, that beats nothing.

    -Someone with a magic level of 1-5 still has the option to get skills so they can use low level magic, and then their number will start to matter.

    -I imagine low level spells as requiring ritual action. Feel free to write such spells or metamagic rules for turning an "instant" spell into a ritual. Consider yourself invited.

  35. Ward Against the Dead

    Range: One dwelling
    Duration: Three days
    Magic Level: 6
    Material Components: 2 quarts distilled water (preferably blessed), handful of graveyard dirt, mandrake root, fresh milk from local animal.

    This ward must be undertaken with the belief that the process will secure an effective barrier against the dead which walk again. A wisdom roll against a level of 10 should be made (any success would have its differential added to the potency of the ward). On the night of a new moon, all of the components must be gathered. (The ward need not be performed on a new moon, however. Yes, the milk will begin to sour if performed much later.)

    The mandrake must be chopped and pulverized while the preparer visualizes a turquoise-blue ring of razor wire enveloping the dwelling. The milk is mixed with part of the root to form a paste; this will be used to mark each room and window of the dwelling with an oval. The water, dirt and rest of the root will be mixed; this mixture will be spinkled around the ground of the dwelling. The preparer must envision the razor wire crackling with energy, forming a barrier which will keep any dead from entering. The preparer must circle the dwelling seven times, sprinkling with the left hand, walking in a clockwise motion.

    After this is complete, the preparer and the owner of the dwelling (if the preparer isn't the owner) must stand together at the threshold of the front door and say out loud "We form this barrier from the dead which walk again. Pass this house and return to your rest."

    If the caster succeeds the magic roll, the ward works. Any undead or other applicable entities attempting to enter the premises needs to roll wisdom against a difficulty of 10 plus any extra success points the preparer made on the earlier wisdom roll.

  36. Sure, bump the level up; I more meant it to be a plausible overgrown "stone shape," but if a higher level is appropriate, I'm fine with that. I'm just kind of winging it-- without play test it is hard to see where things lie.


  38. Failure (for Ward Agains the Dead) results in any (un)dead in the area actively searching for the caster. The dwelling not only not repels the dead, but rather attracts them. It will be considered to be a haunted house, at best, in the future.

  39. Focus The Inner Flame

    Level 3

    This is a ritual spell. The caster picks one skill (or spell, or attack against a specific class of enemies, etc.). For a period of a year, upon rising each morning (or perhaps while lying in bed just before rising; or last-thing-before-going-to-sleep; etc.) the character must spend half an hour engaged in meditation upon the skill: running through the syllables of the spell, visualizing how the attack would cut through a Cthonian's carapace, whatever.

    At the end of the year, if the character has performed the ritual faithfully, the character gains a +1 bonus to the skill.

    Failure: the character has overthought it, and instead incurs a permanent -1 penalty, because he instead is paralyzed by too much analysis when the time comes to actually deploy the skill.

    This may seem like a Crowleyesque form of "magic", and what some people would call instead "concentration." To which I reply, "Yes, and?"

  40. The Walking Key

    Range: (effect)within one mile, (key) touch
    Duration: One day
    Magic Level: 7
    Material Components: Red clay taken from ground near the victim's residence, 3 pinches of paprika (or other like spice), pair of frog or toad legs, bowl of brackish water.

    A key (of any kind) belonging to the victim will be made to walk away upon successful execution of The Walking Key. The red clay must first be obtained and mixed with the paprika while the preparer says aloud "With this mold I capture the shape of the key which will walk away." The key in question must then be pressed into the clay while in the right hand of the preparer; the preparer then plunges his/her hand into the bowl of water for 10 minutes, saying repeatedly "This key grows legs." Usually the key will be placed back in the possession of the rightful owner at this point.

    The caster will have three days from the key pressing to trigger the key's walking away. The caster takes the mold and attaches the amphibian legs to it. The caster then walks from the site of where the key currently rests and takes the path s/he wishes the key to take. The caster must walk at a brisk pace without stopping. If at any time the caster stops walking, this is the place the key will land. If the caster continues walking, s/he can throw the mold/legs wherever s/he likes; this will be will the key will rest, if the caster passes the Magic roll.

    A failure results in the key falling out of the caster's pockets when the caster and the attempted victim are next together.

  41. The Walking Key addendum - the key will actually walk away 24 hours from the time the caster makes his/her walk with the mold/legs.

  42. Metamagic and Ritualizing Spells Guidelines

    Ordinarily, no spell can be ritualized to the point where its effective Magic Level can be reduced more than 6 levels. On Magic rolls, this is done by increasing the caster’s Magic level, but the math’s the same.

    Material Components – Appropriate components can increase the effective magic level of the caster for this particular casting/working/ritual from +1 to +3. If the amount of different components numbers four or more, add +1 to the caster’s level. If a unique, irreplaceable component is used in the ritual, add another +1 to the caster’s level. If this unique component is meaningful in a personal way to both caster and target, OR if the component is a personal item of the target, add +2.

    Verbal - +1 to +3, from a minimum of 15 minutes to a cap of 72 man-hours.

    Somatic – +1 to +3, from a kata or short physical set of movements to a day-long yogic performance of postures requiring Agility, Wisdom and Physique checks to maintain.

    Additional Casters – +1 to +3, for each two additional casters mirroring the principal caster’s actions, add +1. Each supporting caster must have a Magic level of no less than one less than the principal.

    These ritualizing elements have been discovered through the process of trial and error. Not all spells will work with all methods of ritual. For each proposed method of ritualizing, there will be a 1 in 3 chance of it fitting. A successful Intelligence roll plus any appropriate magic skill bonuses will inform the potential caster ahead of time, saving the resources for the experiment.

  43. Rugged Individuality.

    Range: Self
    Duration: Time it takes to piss a gallon and pass three loaves of bread.
    ML: 15

    Immediately on completing the spell, the caster pisses a gallon of pure, clean water and shits three loaves of vitamin-enriched whole-wheat bread.

    Failure: The bread is crusty and stale and the water is freezing cold and full of little ice crystals. -2 to Physique and the screams probably attract something.

  44. @C'nor Re: Sterilize

    I considered the "just switch it" thing, but in reality that would be a death spell. A slow agonizing death spell. Seemed a little overpowered in that light. But I need to remind myself this is Zak and not Dao.


    Range: Touch
    Duration: Instant
    Magic Level: 15

    Success kills all viruses and germs in the victim's body, which makes the victim unable to properly digest food, doubling the rate of starvation (2 points lost a day instead of 1). A good make-out session with a healthy human will cure this in 24 hours. Failure kills only pathogenic germs.

  45. First off Id just like to say Zak that the art in this post is fantastic, some of your best yet.


    Range:10 ft
    Duration: Special
    ML: 18

    This spell allows the caster to pull pure water from the target. This can have a varying amount of uses. One of which is of course obtaining clean water.

    If used on a living organic creature, the creature must make an agility save or suffer 2d6 damage as well as normal weakening from dehydration.

    This also would have relatively no affect on nonorganic or machine like creatures unless they somehow need water (such as steam power) or are suffer from water damage in which case this spell would have some sort of repair affect.

    The amount of water created depends on the object being drained and how much damage is done to it. This spell can also be used just on the general environment to pull water from the air although how much water this will summon, if any at all, is up to the GM's discretion.

    Finally the caster only has control over the water for long enough to determine what direction it falls. Hopefully a nearby ally is able to catch it in a some sort of water device.


    Rugged Individualism sounds hilarious. I can imagine an Unstable rolling it as their spell for the day and just repeatedly excreting food stuffs hoping to not go insane.

  46. @Seth S.

    I just picture Gigicrawler being about people doing gross, interesting things to survive in a gross, interesting place. I figure once food got scarce, fireballs and magic missiles lost their novelty in the magic community.

  47. @Chris

    Good point, and it does really add to the survivalist aspect of things.

    Also, failing the Juicer spell causes the caster to become dehydrate with no water appearing. It must have all flowed into another dimension or something.

    Tasks of the Hive

    Duration:5 minutes
    ML: 15

    The caster picks a skill. And telepathically links to minds who are an expert at that skill to gain a +1 to all checks concerning it for the duration of the spell. If the spell is sufficiently specific (GM's discrestion) than the bonus increases to +2

    Failure means the caster is overwhelmed by the sheer mass of information and either takes a penalty to the skill for the spells duration or gains an insanity point to be spent later by the GM (assuming non-Unstables can gain insanity points)

    Different variations of this spell could pre-attuned to a particular skill when found so that the player wouldn't get to choose what the spell made them better at and instead can only be used to make them better at guns or baking for example.

  48. Gift of Sin

    Duration: d6 rounds, or five minutes outside of combat
    range: special
    ML: 19

    The caster calls on the darker side of morality to gain aid from one of the 7 deadly sins.
    Rare does a version of this spell exist that allows the caster to choose the sin. More often it is randomly determined when cast or the spell formula is inscribed with one particular sin when found.

    effects are as follows:

    Greed- The target makes a willpower save or else will desperately try and obtain an object of the player's choosing and do anything to get it. If the object is within the player's possession and the target is desperate enough they will do whatever the player wants as long as the object is promised. But it doesn't actually have to be given. Of course if the target is ruthless or bestial they will likely simply attack the player for it.
    Failure means the player becomes obsessed with obtaining an object of the GM's choosing for the spell's duration.

    gluttony- the target suffers as if it had not eaten for d6 days
    failure means the player is stricken with the same starvation

    wrath- depending on the situation, this could be really more of a buff spell to give yourself or an ally, the target attacks in a blind rage with plus 5 to physique but minus 5 to intelligence and willpower. The target will just attack any random creature around it unless already fighting something.
    failure means the player becomes the target of the wrath of others' nearby possibly even their allies if they really botched things

    sloth- the target must make a willpower save or be unable to act for the spell's duration, however every turn they may make an additional willpower save to free themselves from laziness
    failure means the player instead suffers the same effect

    lust- this operates similarly to greed accept the target will desperately try and have sex with a being of the caster's choosing, if the being is the caster themselves than the target will do whatever the player says if sex is promised but similar problems arise as with greed, but hey, if something just decides to hump you it could be better than it mauling you but who knows
    failure means the player will instead desperately try and have sex with a being of the GM's choosing

    pride- willpower save or the target becomes sure of their abilities and is certain they can accomplish all simply for being who they are
    anyone inflicted will usually ignore killing those unconscious purely out of foolhardiness and every time they attempt to perform any action roll 1d4 on anything other than a 4 the target takes a -2 to the action out of overconfidence, but on a 4 that same confidence instead gives the +2 to that action. If the target fails, they will ignore their own mistakes and simply make some other excuse.
    Failure means the player is infected with pride but must roll a 1d6 for actions and only receive a bonus on a 6

    Envy- similar to greed in concept, but a bit different in application, the target can become obsessed with wanting anything, not just an object but say a quality or a status. This thing must be possessed by another being and the target will develop animosity towards that being for having whatever it is forcing it to attack the new being regardless of the situation.
    Failure means the player either develops envy of something of the GM's discretion or becomes the target of other's envy

    whew! sorry for the long post, hope this is worth the read

  49. Summon aetherial entity

    Duration: permanent or until banished.
    ML: Varies, minimum 14

    This spell attempts to summon a creature from another world. The creature could be anything from an angel or demon, a ghost or a god, as long as the creature comes from a world other that the gogastructure. The formula may either allow the PC to choose what entity to summon, or it is made with one particular creature in mind. Formulas made for spesific entities pertains to one creature, and includes that creatures name. In other words, a formula could be created to summon Barzhayga the charnel hound, but never simply to summon a charnel hound. Formulas created with no spesific creature in mind can summon anything that fits the spells description. However, the PC must know the creatures name before attempting the summoning. Unstables who roll this spell gets the unspesific version of the spell.

    If the spell is successful the creature obeys the first order given by the summoner. To give any subsequent orders the summoner must win an opposed willpower check against the summoned creature. Failure indicates the creature is free of the spell. It may attack, flee or stay depending on it's disposition towards the summoner. The summoner may bargain with it as normal, but unless he knows some other spell to bind or banish the creature it is loose in the GS to do as it pleases.

    Summon aetherial entity's difficulty depends on the creature summoned. I'd have to get a better look at the monster stats to make up a scale, but the basic idea is that it requires power equal to the creatures capabilities. A ghost may be relatively easy to summon, a demon would be much harder and a god requires godlike power (ML 23 or more). Skills apply normally.

    Failure: Roll a d10, adding the amount by which you failed.

    1-4: Spell fails. The creature refuses to be summoned, or the name in the formula is wrong.

    5-6: The creature is summoned, but refuses to obey orders and flees into the GS.

    7-8: The creature is summoned, but attacks the caster with any weapons or powers available.

    9-10: The caster is posessed by the summoned entity. The PC gains 1d10 insane actions to represent the creatures dominance of the PC. Whenever the GM uses these IA, the PC makes a willpower check. If he fails, he gains 1d10 more insane actions. If he runs out of insane actions, the posession ends.

    11-12: The PC is posessed. Works as above, but the posessor can spend insane actions to warp the PCs body. The PC has 10% per IA spent to gain one mutation chosen by the GM. The mutated body can be controlled by the posessor at will. The posessor can also spend all remaining IA to end the posession and manifest itself physically.

    13-14: The summoning fails because the creature is dead or doesnt exist. The Spell tries to correct the mistake by creating an amalgam out of the caster, ravaging him with otherworldly energies. The PC takes 1d6 random mutations and physical changes resembling the summoned creature, and gains 1d10 IA.

    15+: The summoning reverses, pulling the PC into the unstructurely realms of the creature. The PC is tortured by maddening visions of an alien world too bizarre to fathom, while nightmarish entities torture him for what seems like an eternity. The PC returns a moment later having taken 2d6 damage, and 4d10 IA and 1d6 random mutations should he survive.

  50. Personal God.

    Range: One touched object.
    Duration: Permanent, as long as sustained.
    ML: 15

    This spell allows the caster to summon & bind a minor spirit of some kind to an idol. The spirit remains in the idol so long as it is appeased with minor daily adulation-- prayers, a thimbleful of wine, candles, what have you.

    When the caster rolls a dramatic failure, s/he can call on the spirit of the idol, turning that failure instead into a regular failure. Doing so destroys the idol. The caster can only have on active idol at a time.

    Failure: An inimical spirit is summoned instead. The idol created is unbreakable (at least through less than very exceptional means) & will reappear in the caster's possessions if thrown away. It broods, waiting, taking up the caster's "one idol at a time" slot, until such time as it sees fit to turn one of the caster's failure rolls into a dramatic failure-- at which point it breaks, as usual.

  51. Ptolemy's Quick Read


    This spell effectively acts as an instant information download system for the character. The could use this on any object holding information and instantaneously memorize it. Books, computer code, pictures, video etc. could all be memorized with this spell allowing the user to always remember the information contained. This for example allows them to take information that isn't normally portable, like a program from a super computer, or memorize a book that they could than trade for something else.
    The character still needs to have some other means of understanding the information. They could for example memorize an entire wall of alien language but they would only know the symbols and their order, not what they mean (unless of course they have that skill)

    This spell can also be used to memorize the content of spell formulas but this newly memorized information can not be used to cast the spell.

  52. @ seth
    what happens if it fails?


    (Utility Spells)

    Difficulty level: 14
    Duration: 10 days

    This is a name for any of a group of spells which can be used to perform any single effect that a 2011 cellphone (without internet) or ordinary household appliance could perform--keep track of time, shine a small light, send a message, heat something with microwaves, coffee, speak to one person remotely (no "conference calls)", take a photograph, etc.

    The PC must decide which effect when receiving the spell and how exactly it manifests (subject to GM approval). For example: the PC could decide that a message appears written on an ally's arm or is hidden in echoes through the Gigastructure that only the ally can hear, etc.

    Failure: (GM should roll secretly) The effect works but the constant low-level magic (the effect lasts 10 days) attracts intelligent creatures who hope to steal the magic or unintelligent ones who want to eat it.

  53. No nonfiction internet, radio, or tv-like effects on that one. Information is a limited resource in the Gigastructure.

  54. Body trail.

    ML: 18

    The caster teleports to the location of an object that used to be part of his body. The body part can be anything from an arm to a strand of hair. For example, the caster could use the spell to chase after the cannibals who stole his legs, or he could secretly leave hair strands inside an enemy transport to use as a trojan horse later on. The caster gets no special knowledge of where he has shed skin, lost blood etc., so he must either remember the incident where the body part was lost, or he must have left it conciously to use this spell.

    The caster can take any number of people with him, but every passenger must be touching every other passenger at the time of casting (the caster only has to touch one of them). They can all bring what they are carrying.

    Failure: The caster loses flesh where the target body part came from. He loses part of the gums and teeth if the target was a tooth, his scalp starts falling off if it was a hair and so forth. He takes one point of damage for every point by which he failed the magic roll. This may also have severe other effects, depending on what body part was targeted.

  55. Death throes

    Casting time: 1 day
    Duration: permanent
    Magic level: 12

    The caster inscribes complicated runes upon the skin of a newly deceased corpse. The runes must cover the entire body, and requires special inks prepared from pigments mixed with the casters blood. A proper tattoing kit grants +2 to activate the spell. Upon completion, the corpse goes into a state of permanent, perpetual death throes, letting it move in a twitching manner. The corpse is alive for all intents and purpouses, but with intelligence and charisma reduced to 1, tech and magic level reduced to 0 and halved agility. It is immune to poisons and diseases. The corpse obeys simple commands made by the caster (come here, stay, attack, follow me) and attacks anyone who attacks the caster unless commanded not to. It stays alive permanently, but unless properly preserved it begins to rot, losing one point of physique each day. It cannot regain lost physique in any way.

    Failure: The tattooing process is botched and requires much more blood than planned. The caster can elect to take damage equal to the amount by which the spell was failed to finish the spell as normal. If he doesn't, the corpse comes alive as usual but with agility, willpower and physique reduced to 1, and refuses to obey any commands. (the spell can then be retried as normal)

  56. Oops, sorry about that

    Failure for Ptolemy's Quick Read means the caster can no longer comprehend in anyway the information they were trying to memorize. Even if it just looked like a collection of symbols to them they can't seem to understand what they symbols even look like. There is also a 20% chance that the caster forgets something, what this is exactly should be decided between the caster and the GM and should scale in accordance with how bad the failure was. Skills, kung fu moves, important setting information, are all fair game but it could easily be something just gonzo like you don't know what red is, or how to make the 'p' sound.
    Whatever memory is lost in this way will appear in the source of information the player was trying to memorize, but of course they can't understand it.

  57. Mind probe

    Magic level: 17

    The caster attempts to assault the targets psyche, damaging its brain and possibly gaining some of the targets knowledge. The caster makes a willpower roll against the targets willpower. The target takes 1 damage for each point of success, and the casters head is filled with an assortment of images, voices and feelings conveying what was going on in the targets head at the time of casting. For each point of damage dealt the caster gains one skill. These are determined randomly from the targets skills. If the spell deals more damage than the target has skills, any overflow is lost. These skills remain in the targets mind until the next time he sleeps or loses conciousness some other way.

    Failure: For each point of failure the caster takes one point of damage and loses one randomly determined skill until the next time he sleeps.

  58. Terrible Communion

    Difficulty level: 15
    Range: 30 feet

    The player playing the caster prepares several questions before casting this spell, like Alpha 60 in that Godard movie, like:

    What is your name?
    Where were you born?
    How old are you?
    What make is your car?
    What do you love above all?
    What are you doing in Alphaville?
    You have come from the Outlands. What were your feelings when you passed through galactic space?
    What is the privilege of the dead?
    Do you know what illuminates the night?
    What is your religion?
    Do you make any distinction between the mysterious priniciples of knowledge and those of love?


    Casting this spell on any intelligent creature automatically places the target into mental communication with some powerful extradimensional deity. The deity asks a number of these questions equal to the number of success points the caster had on his/her roll vs. the spells difficulty.

    The GM or player handling the target creature must answer the questions immediately and takes one point of physique damage for each second of delay as a result of the deity punishing his/her hesitation and ignorance.

    Failure indicates the effect happens to the caster. For this reason, the GM should have a number of questions prepared as soon as a PC receives this spell.

  59. the GM or payer doesn't take the damage, of course, the target does. The gm or player still has to answer, though.

  60. Sigil Magic:

    Magic Level: Variable

    Range: Variable

    Special: Sigils remain usable over multiple castings.

    Learning this spell shows only that the character has learned that certain symbols can affect reality. The player must then draw symbols, and come up with effects for them. The GM then assigns them a magic level, based on how strongly the affect the world.

    Example Sigil:


    Shape: A vertical bar with a dot at each end.

    When painted or otherwise applied to a door, window, button, etc. it will not open for anyone except the caster and those he or she designates. If the object to which it has been applied is melted, shattered, removed from its hinges, or otherwise destroyed the symbol will cease to have an effect on that object.

  61. Scream of The Fear-keeper

    Magic Level: 18

    Range: 200'

    Requires lungs or equivalent structures. You scream dealing damage equal to physique plus willpower on a successful to hit roll (Armor modifies as normal). Everyone but the caster within the area must make a willpower roll against the amount of damage they took, or be paralyzed with fear for 5 turns. During that time you may use any martial arts moves and/or weapons that could be used within that time period without making a to hit roll against the paralyzed targets.

  62. Oops. Failure: One of your lungs explodes. Requires you to give up the location if you took the "Odd Internal Structure" alteration.

  63. Poltergeist.

    Range: 120 feet
    Target: One dwelling or 1500 square feet, whichever is smaller.
    Duration: 1 month, or more.
    Casting time: 1 hour.
    ML: 17

    You summon a poltergeist, which with plague a home. It will spoil food, throw knives, made the walls bleed, etc. Anyone living in the dwelling where the poltergeist haunts will loose one Physique a day as though starving, on account of diminished sleep, extraordinary stress, necromantic auras & the like. A successful Willpower check will negate this for one day.

    Failure: the Poltergeist haunts YOU, to the same effect.

  64. Dub Vox

    Range: 40' in a 10' cone
    Duration: 4 rounds
    ML: 15

    Caster speaks a single word and the echoing sound travels outwards in the direction he faces at a speed of 10' per round. In the second round it causes 1d4 damage to anyone at 20' distance, in the third round 1d6 to anyone at 30' and in the fourth 1d8 to anyone at 40'. If the sound hits a 10'x10'(or greater) inorganic surface at any point in the 4 rounds it will rebound back on the caster.

    Failure: For 1d4 hours Caster:
    roll 1d4
    1 - is mute
    2 - has his voice delayed by one round.
    3 - speaks in reverse
    4 - speaks in a loud voice (even when whispering) that carries 1d10x100'

  65. Yargh! Failure for Sigil Magic: The symbol is misapplied. Effects are random and at GM's discretion.


    Range: 30'
    Duration: 1 or more rounds
    ML: 15

    The caster and target makes an opposed Willpower v. Physique roll. The target immediately begins to produce alarming amounts of saliva, forcing them to slobber and spit uncontrollably for 1 round + 1 per point of success (minimum duration 1 round). This is not only disgusting, but also forces a -2 penalty to Agility and Charisma, deals 1d2 Physique damage from dehydration, and in all produces a gallon's worth of saliva (which, in humans at least, consists of 98% water). This spell does not function on creatures or robots that do not salivate.

    Failure: Spell functions normally but afterwards the caster is dehydrated and must drink water or begin to suffer dehydration effects as if they had not drunk water the previous day.


    Range: 60'
    Radius: 5'
    Duration: 1d6 rounds
    ML: 14

    Metallic components in the spell's radius immediately begin to vibrate at high frequencies, producing a hideous shrieking static noise. This effect is so loud that it can be heard from a distance of up to a mile. Creatures that can hear and hearing devices within 20' of the spell must succeed on a Physique check or be deafened from tinnitus for 1d6 rounds after the white noise ends.

    Some cyborg creatures and robots maintain that there is an order in the noise, a message to be understood, and that the white noise this spell creates is a magnification of the unending and beneficent electronic pulse of the Gigaplex itself, which speaks constantly a speech of blessing to its infinite inhabitants. These pseudo-religious inorganics seek out casters of the white noise, hoping to be blessed with a chance to hear it personally.

    Failure: The spell does not function. For one day, the caster cannot speak normally, emitting only a dry static from their mouth or speaker-piece.


    Effect: All within vision up to 40 feet
    ML: 21

    This powerful spell doses all within view of the caster with an instant blast of gamma radiation. To organic creatures, this deals 3d6 Physique damage and causes radiation sickness, which saps 1 Agility and Physique from the target each subsequent day, unless they are treated with anti-radiation spells or medicine. Note also that this spell sterilizes the area, makes contaminated water drinkable, medical equipment usable, etc etc. Gamma radiation may be useful in other ways with more complex devices, equipment, and scientific experiments: leave it to a clever character with an appropriate Tech Level to figure out those uses.

    Failure: The spell backfires, affecting the caster and all within forty feet. Besides normal effects, the caster is permanently blinded and is likely to develop cancer in the future.

  67. Since you liked it, you can use it. I tried to adapt it to GC, but I don't have time to keep up with this game, so I don't know all the terminology. Sorry. ILooking forward to this though!


    ML 15
    Duration: Up to 1 day/level of caster

    The chaotic forces a mage channels when casting spells make his body more pliable to his whims. When he casts this spell, various parts of his insides are sculpted by chaos into a small creature that separates from the body by budding or exiting it (your campaign’s tone can decide where). The caster may choose to donate a spell slot and spell that will “go” with the familiar and can be cast by it at his level.

    The familiar will have the general shape and texture of one of the animal/organ pairs on the table below. This does not mean the mage is without any of the organ used–some of it has just been borrowed. The familiar has eyes, ears, mouth and so forth.

    The creature has 1d3+1 physique, which are subtracted from the caster’s total. Its saving throws are at the caster’s level. It can understand any orders given and knows the locations, people and things the caster has knowledge of. It can speak any language the caster knows and can read. It cannot communicate with the caster from afar, as more standard familiars can.

    As mentioned above, the familiar can cast one spell if the caster gives up the ability to cast that spell while it resides in the familiar. Once it has cast its spell, it can learn another spell of equal or lower magic level in that spot. It can manipulate small objects and “carry” up to five pounds. It can write and imbibe potions. While it is away, the DM is in control of its actions and fate, although it will under no circumstances betray or abandon its master. When its mission is accomplished, or when the spell duration is almost up, it will rejoin the caster, who will get his physique back, and remember everything the familiar experienced as if it happened to him.

    If the familiar is killed, the physique the mage invested in it is lost. The spell (if uncast) can be recovered by the caster if he can find and eat the familiar’s corpse. If the familiar is unable to make it back to the caster in time, or is abandoned, it will stalk the caster and attempt to kill him. If it succeeds, or the caster dies for other reasons before it returns, the familiar will then eat the corpse and grow a full body (with its own twisted mind).

    If the spell is cast again before the first spell ends, or if the familiar is lost, then the same familiar cannot be made.

    Creature/Source Organs (roll 1d6)

    Frog-like – kidney
    Snake-like – intestine
    Spider-like – arteries, veins and part of the heart
    Bat-like – fatty tissue wings and muscle body
    Lungfish-like – lung
    Crab-like – bone

  68. Excalibur Stone

    range: 10ft
    duration: 1d4 rounds

    The caster conjures a roughly circular stone about the size of a car tire, within range. When conjured the stone draws to it all weapons that are being wielded within the casters line of sight. A combatant wielding a weapon must make an agility save or become disarmed. Weapons drawn to the stone will become lodged within and require a strength check to be removed. This is easier for the original owner of the weapon by one point but anyone can attempt to draw a weapon from the stone. After the duration of the spell runs up the stone fades away and the weapons will just stay collected where they were on the ground.
    Failure means no stone is conjured but the weapons are drawn quickly to the caster. They must make an agility save for each weapon or risk getting battered, skewered, etc.

  69. Skin of the Gigaplex

    duration:1d6 rounds

    The caster draws properties of the immediate Gigaplex into themselves. This gives the caster +1d6 temporary physique and +2 to 7 armor points depending on the surroundings. They also have the potential to gain other unique traits or temporary abilities depending on what part of the Gigaplex they absorb and this is up to GM discretion. Examples would electrical conductivity(wires), electrical insulation or bounciness(rubber), incendiary(oil or coal), liquid body, various chemical reactions. The caster's skin takes on a new appearance based on what they touched/absorbed and while the caster is drawing this ability from their surroundings the surroundings themselves should remain largely unchanged regardless of mass limitations(magic)
    Failure means that their surroundings instead draw them in, they disappear from play for the duration their armor should have lasted and take 1d10 damage.

  70. Misinformation - Difficulty 14, range 1 foot for every two pts of the caster's INT. This spell is cast on a computer, computerised device, or recording media (such as holocrystals or dvd-roms.) 1 subject of data is changed to conform to the caster's wishes. Functions of the device or operating system cannot be altered via this spell.
    Ex: The caster could alter the record of a single hospital patient. Video of a person could be altered to show a different individual. Text in a document could be changed to convey a different intent. The scope of "1 subject of data" should be carefully considered by the caster and adjudicated on an ad hoc basis by the GM.

    Failure: The target data remains unchanged, but some record of the caster's attempt is created. Perhaps the wallpaper now shows the caster's face, a note is saved in a conspicuous place detailing the attempt, or various other embarrassments or red flags.

  71. Well, this is something I've been trying to find for a while to no avail. Maybe Shadowrun was what included it, or perhaps it's simply something to satisfy my desire to figure out where things go if you use Clean on them.


    ML: 16

    Dust allows the mage to remove up to one cubic foot of dirt, dust, grime, etc. from an area. This can be transferred to any space within 1 mile, including the interior of an enemy.

  72. Ward Against Radiation
    Difficulty 17
    Area of effect - up to a sphere of which the diameter is 1 meter per point of the caster's WIS.
    Duration - 10 minutes per caster level.
    Casting time - 1 round per 2 meter diameter of area protected
    The caster uses a small quantity of powdered or liquified [or otherwise appliable] lead to lay a border around an area to be protected. The area becomes impervious to ionizing radiation (only - in a sphere which does NOT extend through solid objects at the time of casting. The area descried by the perimeter of lead becomes a plane through the center of the spherical area of effect. If wall or floor, for example, impinges on the possible bounds of the sphere, the ward is 'pushed-in' at those points, but will still keep out radiation coming from that direction.
    If the lead perimeter is significantly disturbed, the duration is reduced by half.

  73. Failure for Ward Against Radiation results in the ward simply being totally ineffective.

  74. Failure for Dust results in 8d6d10 cubic feet of dust being transported into the area from up to two miles away.

  75. The primary reason that AIs in the Gigastructure hate and fear technomages and actively seek to subvert or destroy them:

    Purge AI (ritual)
    Diff: Scaled by extent and power of target, from 14 all the way to the sky's the limit. Every 10 min spent performing the ritual lowers the difficulty by 1.
    Range: Touch (must have access to the original core of the AI whether or not the AI is still present in that core...similar to a lich's phylactery)
    Special Note: This is not a quick casting combat spell, this is a ritual that takes 10 min+ (DM's choice to heighten drama) to perform, often with the minions of the AI frantically seeking to destroy the caster or disrupt the ritual.
    Effect: This ritual immediately and irrevocably destroys the target AI and purges it entirely from the Gigastructure. This has potentially far reaching consequences, as there are a number of AIs within the Gigastructure with immense scale and power. An AI knows immediately when a caster begins this ritual and will act with all its capability to prevent completion of the spell.
    Failure: Every OTHER AI and Machine Spirit within d100 meters of the caster is immediately destroyed, and the target AI is expanded to fill the vacated space, granting it control over all local functions. Needless to say, this will normally prove fatal to the caster.

  76. The Three Precepts
    Duration: Until caster or companion breaks a precept.
    Caster chooses a precept of speech, of bearing, and of movement. These are rules that, as long as caster and companions follow them, must be followed by foes. Failure to follow a precept will cause a foe to become unable to act for an hour, while shamefully contemplating their failure. Example precepts: never threaten, never cover the head, never run.

    Failure: Caster and companions must follow the precepts until a foe breaks one at which point they are released, the foe suffering no ill effects in this case.

  77. Form Vacuum:

    ML: 16

    Area: One mid-size chamber.

    Duration: Permanent:

    This spell alters the form of the Gigastructure in such a way the room seals, and all air is removed. The caster can choose to allow air back in, and this spell may be triggered at any time (and repeatedly). It is reversible.

    Capcha: Kings

  78. Direction
    ML 17
    Area: Caster
    Dur.: Permanent

    This rare spell allows the caster to find his way around the Gigastructure indefinitely. He need only name a place, and a voice within his head will dictate the direction he needs to go - in cardinal directions: E, S, N, N, S, W, etc., until he reaches his destination. The problem with this spell is that it does not work: all cardinal directions are randomly generated. With careful research the caster may figure this out beforehand, but generally he must learn it during play.