SF-SPELLS

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NEURAL NETWORK SPELLS ARE HERE: New-Spells-For-Great-Justice

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The caster can use a creature'’s remains to form an impression of who it was and what it was doing when it perished.

Fragments of bone are usually used, but the power works on any corpse or portion of a corpse. But cannot work if only dust or ashes remain.

The amount of information gained depends on the caster's Culture Skill check, with modifiers.

results:

The information below is cumulative. so a result of 24 yields the deceased’s race‚ sex‚ and age. This power is difficult to use on very old

remains. The more recently a creature died‚ the more accurate the reading will be. GM may award more plusses for more complete corpse, more types of evidence, etc.

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Caster is Acquainted with deceased: +2 , and +4 or even more if family, old friend, long term coworker, etc.

Accurate Social Media profile on hand: +2 Caster is Complete Stranger : No Mod, this is default.

So Billie Jo casts this on a bone fragment found in the cargo hold. She rolls a 17 and has +8 due to skill and other mods, then she concentrates successfully for 5 minutes. So her 25 result becomes a 38. Now the DM knows the deceased had a weird accident last year, so he subtracts 8. bringing us to 32. Also the person used to work on the ship, and the computer log has their info, so the DM awards +2 for that. So 32, (even though the info was not in the players hands at the moment. Thus the DM tells her the Race, Sex, and Age of the target. The Envoy and Mechanic offer to help before the spell ends, and their aid attempts net +4, so at 36, the spell reveals the Name of the Deceased, which will now show up quite quickly if databases are consulted. Cannot take 10 or 20.

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EFFECT

Effect 5-ft.-diameter sphere

Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

A brightly glowing globe of energy appears, and then rolls in whichever direction the caster point and damages those it strikes. It moves up to 30 feet per round. As part of this movement, it can ascend or jump up to 25 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d4 points of appropriate damage to that creature, though a successful Reflex save negates that damage. An energy sphere rolls over barriers less than 4 feet tall. It damages vulnerable substances (see chart below) it touches and (the fire, shock, plasma forms) illuminate the same area as a lantern would. The ball is subject to gravity, and settles slowly to whatever surface is available, if any.

The sphere moves as long as the caster actively directs it (a move action); otherwise, it merely stays at rest and damages whatever it is on or nearby. It can be extinguished by any means that would normally negate a manifestation of its size. (see chart) The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its energy. It cannot push aside unwilling creatures or batter down large obstacles. An energy sphere winks out if it exceeds the spell’s range. By the way… This spell can start fires on a ship, base, or other installation.

Force Screens or Deflector fields completely prevent the spell effects, except the plasma version.

Certain environments such as ocean, vacuum, thick atmosphere, etc. can reduce the duration greatly, even to only one round.

The DM will have to adjudicate extras on a case-by-case basis. We recommend one extra dice of damage, and/or decreasing hardness by 5 versus, and/or increasing DC by 5 to affect.

In addition, acid or fire damage may continue next round, creatures must save versus that.

Energy Sphere, Greater

Level Tech/Myst 4

Saving Throw Reflex negates (see text); Spell Resistance yes

DESCRIPTION

This spell functions as Energy Sphere, except that it deals 4d8 points of appropriate damage to any object or creature it strikes.

If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell.

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