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  1. Abilities

Arcanist Spells

Spells

Arcanists have a distinctly larger number of spells in their compass than their more specialized Magister peers. The ones listed in this section are just some of the more common ones spread throughout human space. Individual traditions in particular sectors might have a very different selection of abilities.


Unlike Magisters, however, Arcanists need to have the necessary study material to master each of their spells, rather than having the entire corpus embedded in their early training. As such, a particular Arcanist usually knows only a modest number of spells, however large their tradition’s body of knowledge might be.


Level 1 Arcanist Spells
Level 2 Arcanist SpellsLevel 3 Arcanist SpellsLevel 4 Arcanist SpellsLevel 5 Arcanist Spells
Aspect of Elegance
Cerebral Buffer Regeneration
Energetic Construct Evocation
Evoked Image Projection
Implanted Whim
Manipulatory Shadow Manifestation
Neural Burn Cascade
Personal Shielding Field
Variant MES Perception
Void Flow Scan
Void Slip
Void Transceiver Emanation
Aversive Impulse Projection
Blindside Skip
Combat Shadow Manifestation
Concussive Pinhole Gate
Doppleganger Manifestation
Genetic Privacy Field
Ghost Field Emission
Patterned Energy Flare
Shadow Disruption Rubric
Universal Translation Rubric
Arcane Grounding
Cryptographic Control Protocol
Extradimensional Pocket
Gravitic Control Rubric
Hot Zone Invocation
Kinetic Siphon
Metadimensional Power Font
Projectile Repulsion Field
Quantum Jamming Field
Random Organic Failure
Cerebral Scramble Code
Clairvoyance Window Probe
Energy Amplification Boost
Orbital Insertion
Shadow Adjutant Manifestation
Solid Image Matrix
Spatial Realignment Warp
Spatial Ripcord Shift
Devourer Manifestation
Gravcar Pattern Instantiation
Metadimensional Passage
Protocol Amplification
Psychic Compulsion Induction
Uncontrolled Metadimensional Rift
Void Barrier Instantiation
Zero Energy Sink

Arcane Grounding

Level 3

The barriers between metadimensional space and the current location are briefly hardened, hopefully disrupting arcane effects within the target zone. The caster chooses a visible location when casting this spell. All arcane spells in effect within five meters of the target point are immediately ended as if the caster had terminated them. Shadows are not dispelled, but must make a Physical save or suffer 1d6 damage per level of the caster. If the caster attempts to neutralize spells cast by a higher-level spellcaster, they must make an opposed Int/Cast Magic check at a penalty equal to the difference in level; if successful, all spells are neutralized, and if unsuccessful, none of the enemy caster’s spells are ended. Permanent magical effects cannot be neutralized by this spell, and will at most be suppressed for one round per caster level at the GM’s discretion. Psionic powers are unaffected by this spell.


Aspect of Elegance

Level 1

A combination of telekinetic scrubbers, holographic fields, and slight biopsionic physiology tweaks are applied to a willing touched target. They are immediately rendered clean, groomed, and pleasantly-scented, and their clothing is holographically masked by an intangible outfit of the caster’s choice. They cannot be rendered dirty or disheveled while the spell remains in effect, and contact substances are scrubbed off almost instantly. The energies remain as long as Light Focus is maintained, or two hours per caster level afterwards.


Aversive Impulse Projection

Level 2

The caster produces a sudden, intense mental aversion in a single visible subject toward a particular type of action, whether that is physical violence, remaining in a location, leaving a place, communicating with others, talking about a particular topic, or some other action that can be described in a sentence or two. The impulse involves only physical, tangible actions and not internal mental processes.


Provided the impulse does not threaten the subject’s life or something they hold dear, they will obey the aversion to the limits of their ordinary character. If they are attacked or something they hold precious is threatened, the aversion is instantly dispelled.


Subjects get a Mental saving throw to resist the spell. If failed, the aversion persists for the remainder of the scene. If a subject is not given reason to suspect magic in the impulse, they will tend to rationalize the aversion as best they can afterwards.


This spell is unusual in that it requires no verbal invocation, and can be performed in complete silence. Typical arcane gestures are still required.


Blindside Skip

Level 2

A surge of metadimensional energy briefly numbs a single visible target to the caster’s activities. For the duration of the spell, activities the caster takes are not noticed or remembered by the target, who will rationalize their observation of any consequences of those actions. If the caster takes some violent or threatening action directed toward the target or something the target cares about deeply, the skip is automatically negated in time for the target to react normally or defend itself appropriately. The spell lasts for one round per two levels of the caster, rounded up, and the victim gets a Mental saving throw to resist the spell.


Cerebral Buffer Regeneration

Level 1

This spell restores Effort to a friendly Psychic or to an Adept who has Effort, one point plus one per three levels, rounded down. A target can only benefit from it once per day, and it does not work on the caster, should they happen to have Effort scores of their own.


Cerebral Scramble Code

Level 4

The caster unleashes a cerebral shockwave that stuns and disorients selected visible targets within ten meters of the caster. Affected enemies who are not exceptionally motivated or personally threatened will tend to do nothing but avoid danger while under the shockwave’s influence. Enemies who seek to do more than avoid physical peril on their turn must make a Mental saving throw; on a success, they can act normally, while on a failure, their intended action is directed at a randomly-selected target or object. Enemies who suffer physical injury snap out of the effect. The scramble lasts for one round per caster level, and a target can be scrambled only once per scene. This spell induces Surge.


Clairvoyance Window Probe

Level 4

The caster focuses on a location within ten meters per character level and creates a spatial window that allows a view into the desired locale. The caster can tilt and turn the window to view the target site as if present, and can hear any sounds that are present. One inanimate object no more than one kilo in weight and not composed of multiple parts can be dropped through the window into the target location, though such an act disrupts it and ends the spell. Full translation of the inserted object requires one round, during which the object gradually and visibly coalesces at the destination. The window is invisible to conventional senses or sensors from the other side, though anyone with Teleport-0 or Metapsion-1 skill can see it clearly. The window lasts for one scene. Substances or fields that prevent teleportation also block the window.


Combat Shadow Manifestation

Level 2

The caster manifests a Myrmidon Shadow as described on page 123. The Myrmidon appears adjacent to the caster, acting on the caster’s initiative on the next turn, and persists until it is destroyed or Light Focus is dropped. When called by an Arcanist the Shadow accepts no other commands than to move to a location, kill a target, or stop fighting. This spell induces Surge.


Concussive Pinhole Gate

Level 2

The caster opens a microscopic gate to the local metadimensional frequencies, causing a shocking flash of heat and concussive force to erupt at the target point. The target location must be visible and within 100 meters.

The explosion does 2d6 damage to all creatures within 3 meters, with a Physical save for half. Creatures with 1 HD are automatically killed if they fail their save. Creatures in vacc suits or similar sealed armor are immune to the explosion. This spell induces Surge.


Cryptographic Control Protocol

Level 3
The caster may target a communication within their possession, whether in text, video, or some other medium. They immediately become aware of whether or not there is any hidden message buried in the communication, and may make an Int/Cast Magic skill check against the encrypter’s skill to decode it. On a failure, they cannot use this spell on it again but are still aware that some secret message exists. Alternately, they may cast this spell on any tangible physical object no larger than one kilo in mass, imbuing the object with a secret telepathic message that is conveyed to a specific intended recipient when the object is touched by them.


The secret message remains tied to the object until the recipient has received it.


Devourer Manifestation

Level 5
The caster picks a target location within 30 meters to instantiate a type of Shadow known colloquially as a “Devourer”, a horrific creature of tentacles, scythe-like multi-jointed limbs, and a lamprey mouth broad enough to consume an entire shrieking human. The statistics for this horror are given on page 119. Once summoned, a Devourer will remain for two rounds per caster level, and can only be voluntarily dismissed while they remain under the caster’s control. The caster can direct the Devourer to target any living creature within sight, but each round the Devourer doesn’t kill something, it gets a Mental saving throw to break free from the caster’s control. A Devourer that breaks free of the caster’s control will initially seek to kill anyone within melee range, but as soon as no such targets remain, it will make a beeline for the caster, slaughtering

anything that gets in its way. A Devourer seems to be as intelligent as most humans, but it cannot be commanded to do anything but kill a target. Being attacked by the caster’s allies will immediately break the caster’s control over it.


Doppleganger Manifestation

Level 2
The caster duplicates the metadimensional pattern they know best, creating a copy of their own person out of precipitated energies. This copy appears adjacent to them, and they can spend their actions to act either as their real person or as their doppleganger. Thus, the caster could use a Move action to either personally move or to cause the doppleganger to move. They can sense everything the doppleganger senses. The double can speak and act as the caster, and appears to be wearing the same gear, but these objects are only useless superficial props, and any close tactile inspection of the double will reveal its false nature. The doppleganger has the same physical statistics and abilities as the caster, but only 1 hit point and an AC of 10. The double lasts as long as Deep Focus is maintained. If it is destroyed by damage rather than dropped as an On Turn action, the caster suffers 2d6 damage in neural feedback.


Energetic Construct Evocation

Level 1
The spell creates a solid, sturdy object up to 2 x 2 x 1 meter in volume per caster level out of congealed metadimensional force. It can be shaped as the caster wishes with a sophistication up to a TL3 firearm, mechanical tool, or suit of clothing, but it can’t be electronic or be made into more than one object. It lasts for one hour per caster level or until the caster uses this spell again.

If made into a barrier, it can take the caster’s level in hit points of damage per meter of thickness before being broken.


Energy Amplification Boost

Level 4
The caster targets up to one visible target per character level. As long as Light Focus is maintained, the damage inflicted by those target’s weapons or unarmed attacks is increased by half the caster’s level, rounded up, their wielders get a +2 bonus to hit with them, and they’re treated as Heavy weapons for purposes of overcoming vehicle armor damage resistance. This bonus does not add to Shock. Due to the nature of the spell, the caster cannot benefit from their own Energy Amplification Boost. The spell continues for up to one round per caster level after Light Focus is dropped.


Evoked Image Projection

Level 1
The spell creates a visual illusion within a 3-meter radius within sight range. The caster can cause it to move as long as they spend a Move Action each round doing so, but it can’t leave its original target radius. The spell is unable to produce sounds or other sensory illusions, and is intangible to the touch. This spell lasts while Light Focus is maintained, or one minute per caster level afterwards once it is dropped.


Extradimensional Pocket

Level 3
A small trans-dimensional cyst is constructed by the caster, which they may open or close as a Main Action while the spell is in effect. The cyst travels with the caster and is always adjacent to them. When open, the cyst appears to be a pocket of empty space big enough to contain one person and their carried belongings, or up to 30 items of other gear instead. Objects placed into the cyst, including willing or incapacitated creatures, are kept in timeless suspended animation while the cyst is closed. TL4 scanners cannot detect the cyst, and even specialized TL5 ones allow the caster to make an Int/Cast Magic check at difficulty 10 to avoid detection.

If the spell ends or the caster is knocked unconscious, objects in the cyst appear immediately adjacent to them.


The spell lasts while Deep Focus is maintained, plus one hour per caster level.


Genetic Privacy Field

Level 2
The caster cloaks the target’s genetic signature and conceals their true code from spells or technology that scans it. Such scans will only detect a normal, semi-random genetic pattern consistent with the target’s apparent form, one without any evident magical aptitude or MES signatures. A specific genetic code can be duplicated if at least an ounce of blood or flesh is used in casting the spell; this sample is destroyed by the process. The mimicked DNA has no effect on the target, but

only serves to deceive scans and spells. If the subject is targeted by a discerning spell from a higher-level caster than the one who cast this spell, the two make opposed Int/Cast Magic skill checks to see whether the disguise holds. TL4 tech cannot pierce this veil, and TL5 lets the caster make a difficulty 10 skill check to fool it. The veil lasts as long as the caster maintains Light Focus on it, persisting 24 hours after Focus is dropped.


Ghost Field Emission

Level 2
The caster bubbles the area in a two-meter radius around their person, making them and any other persons and their belongings invisible. The bubble travels with the caster. Anyone else who completely enters the two-meter radius will also become invisible and clearly see affected subjects within the zone. Due to the bent light rays, subjects and objects that are entirely inside the bubble are unable to see anything outside it; if delicate maneuvering is required, a Notice check may be required of the caster to keep them moving in the right direction. Laser weaponry cannot penetrate the bubble from either side, and blind-firing ranged weapons into or out of the bubble applies a -4 penalty to hit. The bubble lasts as long as Deep Focus is maintained.


Gravcar Pattern Instantiation

Level 5
The caster manifests a gravcar out of congealed metadimensional energy. The vehicle requires no fuel and operates much as any other vehicle of its type would perform. It has the same hit points as a vehicle of its type, though it self-repairs five hit points every hour. The details of the vehicle’s appearance can be determined by the caster. Items or materials broken off the vehicle will evaporate instantly. The vehicle lasts for 24 hours or until reduced to zero hit points. Other versions of this spell exist for fairly narrow types of non-consumable objects, such as versions for laser rifles or for combat armor, or for other complex devices, but such variants must be learned separately.


Gravitic Control Rubric

Level 3
Manipulation of the gravitic flow around a target within visual range allows them to fly at their normal movement rate. The target controls the flight, and may hover freely and otherwise act without hindrance due to unfamiliarity with such motion. They may carry up to their usual maximum Encumbrance while flying.

The spell lasts as long as Light Focus is maintained, up to the end of the scene at most. When terminated, the subject immediately floats gently to the ground.


Hot Zone Invocation

Level 3
A target point within visual range is lit up with an invisible sleet of uncontrolled metadimensional energies, out to a radius of up to 5 meters at the caster’s discretion. Any target within the zone at the start of their turn takes damage equal to twice the caster’s level unless they are wearing a vacc suit or otherwise capable of surviving in similar environments. This damage is also taken by creatures that move into the zone on their turn, though a creature can’t suffer this damage more than once per round. The zone is invisible to ordinary human senses, though geiger counters, advanced optics, and other hazardous-environment sensors can pick it out easily, and the damage inflicted is obvious to onlookers. Creatures who take damage from the zone must make a Physical save or die of radiation poisoning in a month unless TL4 medical aid is provided. The spell lasts as long as Deep Focus is maintained. This spell induces Surge.


Implanted Whim

Level 1
Invocation of this spell charges the caster’s skin with a parasitic psychic pattern, a charge that remains as long as Deep Focus is maintained. If they can then touch another intelligent creature while the charge persists, they can discharge it to implant a single minor impulse or desire in the target, one that can be described in no more than a sentence or two. The target gets a Mental saving throw to resist. Otherwise, they will carry out the impulse unless there is a clear and compelling reason for them to restrain themselves. While carrying out the compulsion, they are affected by Haze 1. The compulsion’s duration never lasts more than a scene.


Kinetic Siphon

Level 3
A single target within visual range no larger than a groundcar has its kinetic energy siphoned off into metadimensional space. If the target is a living creature, it loses its next round of physical action and every second round afterwards for as long as the spell is in effect.


On these “lost” rounds the target can still take purely mental actions, such as triggering psychic powers. If the target is an inanimate object, its speed is immediately slowed to a pace no quicker than 10 meters per round. Living creatures can make a Physical save to resist this spell, but inanimate ones get no resistance. Targets under this spell’s effect are immune to falling damage. The spell lasts as long as Light Focus is main-tained and the target is within visual range.


Manipulatory Shadow Manifestation

Level 1
The spell summons a Manipulatory Manifestation Shadow as described on page 122. The little imp is incapable of doing anything but manipulating objects, but it persists until destroyed or Deep Focus is dropped, and will serve with suicidal obedience.


Metadimensional Passage

Level 5
The caster alters the cohesion patterns of their own person and up to one willing sapient target per character level, provided all targets are within five meters of the caster. While affected, the subjects are visible but intangible, capable of passing through empty space or solid matter at their full movement rate. Intangible subjects cannot affect or be affected by anything in the mundane world save for certain exotic pretech or substances that bar teleportation effects. Once affected, targets do not need to remain within five meters of the caster. Targets can become tangible again as an On Turn action. This decohered condition is highly stressful for a subject, and every target adds one System Strain at the end of each of their turns in which they are still intangible. If a target cannot accept this System Strain point, the spell immediately ends for them. If any part of a target is embedded in a solid or liquid at that time, they will be mortally wounded at best.


Metadimensional Power Font

Level 3
The caster opens a modulated energy channel from metadimensional space to a visible object that requires a Type A or Type B power cell. The object’s power cell is immediately recharged, and as long as Light Focus is maintained by the caster, the object’s energy cell will remain fully charged no matter how long it is used. The caster can target up to one visible object per character level to recharge and support. The benefits of the support continue as long as Light Focus is maintained.


Neural Burn Cascade

Level 1
This spell blasts a visible living target for 1d6+1 psychic damage per three levels of the caster, rounded up. At the caster’s discretion, targets brought to zero hit points are either killed or unconscious for an hour. Targets with only one hit die are always dropped by the spell, regardless of the damage roll. This spell induces Surge.


Orbital Insertion

Level 4
A specialized protocol for emergency use and stealthy planetary insertions, this spell may be cast as an Instant action and allows the caster and up to one visible ally per level to drop from orbital distances safely to a planet’s surface, while concealing them from all standard visual or TL4 detection. TL5 sensors can be beaten on a successful Int/Cast Magic skill check at difficulty 10. The caster has finely-tuned control over the fall of subjects under this spell, and can accurately land within 1d6-1 x 100 meters of the chosen target below. The caster and their allies are immune to radiation, pressure, oxygen loss, re-entry heat, or other conventional perils of orbital descent while affected by this spell and for twelve hours thereafter, giving them time to find protection should they have landed in a hostile environment. The spell’s protection against falling damage lasts until the subjects have safely landed. It may be used for shorter falls as well if desired, allowing pinpoint landing accuracy if used from less than orbital heights, or as an emergency vacc suit substitute in other situations.


Patterned Energy Flare

Level 2
The caster traces a pattern on an inanimate object within reach, describing an opening no more than arm’s-reach taller or wider than they are. The traced pattern immediately ignites with metadimensional energy flows hot enough to cut through anything short of reinforced military fortifications, creating a hole that can pierce a barrier no thicker than one third of a meter per character level or completely destroying an object no larger than such a hole. The precision of the tracery required means that it does not work on moving or resisting targets, nor does it work on living or sapient creatures. This spell induces Surge.


Personal Shielding Field

Level 1
This spell bubbles the target in a protective field that works as a vacc suit and renders the user immune to any radiation weaker than that requiring a save per minute.

The target gains a base armor class of 15 plus half the caster’s level, rounded up. If the target already wears armor, use the better AC. This spell requires Light Focus, but lasts one hour per caster level after focus is lost.


Projectile Repulsion Field

Level 3
The caster invokes a hazily-visible defensive bubble up to five meters in radius around their location, one which moves with the caster. Any projectile or energy bolt from outside the bubble has its damage reduced by the caster’s level if it hits anything inside the bubble, a reduction which may result in zero damage being done.


Weapons fired out of the bubble are not hindered. The bubble lasts for as long as Deep Focus is maintained, plus 1d6 rounds afterwards. This spell induces Surge.


Protocol Amplification

Level 5
This spell is unusual in that it can be cast as an Instant action just as another spell is being completed, and serves only to increase the amount of energy being directed into that spell. The amplified spell may roll any damage or effect dice twice and take the better result, and any saving throws allowed by the spell are made at a penalty equal to the caster’s Cast Magic skill. This spell may not be used more than once per round and induces Surge.


Psychic Compulsion Induction

Level 5
An intelligent visible living target is implanted with a single overwhelming compulsion, one that can be described in no more than one or two sentences. While the spell remains in effect, they will consider the compulsion to be their most important goal and will attend to other matters only insofar as is necessary to keep them from being disturbed in their primary pursuit.

The compulsion must be a specific task or goal; it cannot be some open-ended compulsion to service or a suicidal task. The target will do everything within their normal character to achieve the goal. If the goal is one that is not particularly unpleasant or onerous to them, the spell induces Haze 1. Unpleasant or harmful goals induce Haze 2, and a goal that seems ruinous or horri-ble to the victim causes Haze 3. The spell lasts as long as Deep Focus is maintained, plus one day per caster level.


Quantum Jamming Field

Level 3
The caster emits an intense field of quantum ECM, prohibiting all non-hardwired remote control within 50 meters per character level. Only direct line-of-sight laser control of physical wiring connections can maintain remote control of drones, robots, or devices within the area, and “smart” targeted munitions will fail. Parallel radio emissions also jam any civilian communications device used by non-allied persons, and will even halt military comms in the area for one minute per level after casting it, provided Light Focus is maintained for that duration. The ECM effect lasts as long as the caster maintains Light Focus and for a scene afterwards.


Random Organic Failure

Level 3
The caster performs the biopsionic equivalent of jamming a wrench into a running engine, disrupting a visible living target’s biological processes with a surge of random metadimensional energy. The victim must make a Physical saving throw or collapse, mortally wounded and dying within six rounds. If the target has more hit dice than the caster has levels, they instead take 1d6 damage per caster level on a failed save. This spell functions only once per day on any given target and causes dangerous feedback to the caster, inflicting 1d6 damage on them per two hit dice of the target, rounded up. This spell induces Surge.


Shadow Adjutant Manifestation

Level 2
The caster calls forth a Minion Shadow as described on page 123. It persists as long as Deep Focus is maintained, plus ten minutes per caster level. It will obey the caster’s orders dutifully while under control, even if the commands are suicidal. If the caster ever goes unconscious while the Shadow is summoned, however, it will immediately seek to murder the closest visible human being before committing suicide in as destructive a manner as is convenient. Control cannot be reclaimed in such cases, though a still-controlled Shadow can be banished as a Main Action.


Shadow Disruption Rubric

Level 2
The caster cuts off the flow of metadimensional energy that supports the existence of a single Shadow within visual range that has equal or fewer hit dice than the caster has levels. The Shadow suffers 1d6 damage per caster level, with a Mental save for half damage, rounded up. Shadows with hit dice no greater than half the caster’s level, rounded down, are automatically dispelled without a save. This spell induces Surge.


Solid Image Matrix

Level 4
A holographic illusion is produced by the caster, complete with auditory, olfactory, and light tactile components. The illusion can withstand casual physical contact up to the weight of a normal human being, but any contact sharp enough to inflict hit point damage passes through it, as does any attempt to push or move through it. The image must fit within a ten-meter cube and must be within visual range of the caster at all times, though the caster can move it around within that range as a Move action, and can control the appropriate movements, sound, and activities of the illusion. If the image takes damage equal to twice the caster’s level, it disappears. The illusion cannot inflict hit point damage on targets. The spell persists as long as Light Focus is maintained, plus one minute per caster level.


Spatial Realignment Warp

Level 4
Up to one visible living target per caster level is teleported to a single chosen point within thirty meters of the caster. The point must be visible to the caster or one they have physically occupied within the last 24 hours. The point cannot be a location of imminent physical danger, and any location that would not be valid for psychic teleportation is not valid for this spell.


Unwilling targets can make a Mental saving throw to resist the teleportation. This spell induces Surge.


Spatial Ripcord Shift

Level 4
The caster targets a willing visible creature with this spell. At some point thereafter, up to one hour per caster level after the spell is cast, the target may trigger the spell. If they do so as a Main Action they suffer no harm, but if they use it as an Instant action, they suffer 1d6 damage for every two character levels or hit dice they possess, rounded up. Once triggered, they and all their carried possessions are immediately teleported back to the exact spot they were when the spell was cast on them. The spell dissipates once triggered, and a creature can be affected by only one ripcord at a time.


Uncontrolled Metadimensional Rift

Level 5
The caster tears open a catastrophically large rift to metadimensional space at a visible location within 300 meters, creating an explosion within a radius of 1 to 10 meters at the caster’s discretion. The ensuing conflagration of heat, radiation, and concussive force inflicts 1d6 damage per caster level on all targets in the area, with a Physical saving throw for half damage. Targets within twice the explosion’s radius will die of radiation poisoning within one month unless TL4 medical help is available. Construction materials less sturdy than military fortifications will be destroyed within that area, and the damage counts as Heavy weapon damage for the purpose of harming vehicles or killing people. Use of this spell is extremely dangerous to the caster, inflicting half the rolled damage on them, or one-quarter on a successful Mental save. This damage instantly kills the caster if it reduces them to zero hit points, but they do not suffer radiation poisoning. This spell induces Surge.


Universal Translator Rubric

Level 2

The caster targets a visible living creature. While the spell is maintained, everything the creature says is understood perfectly by the caster, and everything the caster says is understood perfectly by the creature.


This spell can translate even non-vocal forms of communication, though non-sapient animals may not have very sophisticated messages or the ability to understand complex ideas. This spell translates the true meaning of phrases and words, stripping out metaphor and circumlocution; “Bless his heart” thus may be translated as “He is an idiot” if that is the actual meaning of the phrase. This bluntness hinders efforts at verbal grace on either side, applying a -2 skill penalty to any social skill checks made through it. The spell lasts as long as Light Focus is maintained.


Variant MES Perception

Level 1

This spell allows the caster to visually perceive the signatures of an active SANIS interface or MES-influenced genetic code. Provided the subject is not magically cloaked in some way, they can detect Arcanists, Magisters, Psychics, or others with intrinsic magical abilities on sight, distinguishing between the types. The spell lasts as long as Light Focus is maintained.


Void Barrier Instantiation

Level 5

A curtain-like barrier of charged metadimensional energy is summoned by the caster, summoning a wall 3 meters high with a length up to 3 meters for each character level. The wall can be placed anywhere within one hundred meters of the caster, provided it rests completely on a solid surface, and it may be shaped as the caster wishes so long as the overall area is the same.


Between the energies of the barrier and the concealment provided by the opaque field, ranged attacks that cross it can only hit a target on a natural 20. Objects or living creatures that cross the barrier suffer 1d6 damage per two levels of the caster, rounded down, with a Physical save for half. This damage counts as damage from a Heavy weapon. The barrier cannot be brought up where a living creature is located, but must be initially routed around them. If it’s brought up in front of a moving vehicle, the caster makes an opposed Int/Cast Magic check versus the driver’s Dex/Pilot skill to catch it in the field.


Void Flow Scan

Level 1

While Light Focus is maintained, the caster can visually perceive metadimensional energy flows, allowing them to detect active magical effects or arcanotech objects. If an effect is being supported by Focus or other magical connection to a caster, they can see the lines of force leading back to the origin of the effect. When confronting strange magical effects, a Wis/Know Magic skill check at a difficulty of 8 or more might be able to get a sentence worth of description of the magic’s effect.


Void Slip

Level 1

With this spell, the caster may teleport up to 10 meters to any visible location. This spell is usually cast as a Main Action, but can be cast as an On Turn if the user is willing to accept Surge for it.


Void Transceiver Emanation

Level 1

The caster creates an artificial comm grid including up to four other willing visible targets per level. While the spell is in effect, the participants can mentally communicate with each other as a Main Action using metadimensional channels that cannot be detected or jammed by conventional technology. Only speech can be sent over the connection, and the maximum transmission distance is 10,000 kilometers. Once established, the link lasts as long as the caster devotes Deep Focus to it. Once that ends, the link itself will collapse one hour later per caster level.


Zero Energy Sink

Level 5

A siphoning field is created in a ten-meter radius at a point within sight. Within the field, all Type A and Type B power cells are instantly exhausted, as if completely discharged, and other power sources are suppressed for one round per caster level. If cells are carried or used by a living creature, the bearer can make a Mental saving throw to prevent their power cells from being discharged. Unattended cells and devices are automatically drained. If an object within the zone is being powered by a remote source, it is depowered for one round per caster level before it can draw power again. This spell induces Surge.