Sven Eitresson

Dwarven Aspected Sorcerer (Initiate 2)

Condition Monitor
L M S D
Stun
Physical
Modifiers:-1 -2 -3 -
Personal Stats
RaceDwarf
SexMale
Height130cm
Mass64kg
BirthdateAugust 27th, 2036
BirthplaceKarlstad, Sweden
HairBlond
EyesBlue
SkinPale
Spells
SpellsForceTargetDrainDuration
Armor

This spell creates a glowing field of magical energy around the target that protects against impact and ballistic damage. One success is enough to create the magical field around the character of an Armor Rating equal to the Force of the spell. The Armor spell is compatible with all armor types and add its rating to the rating of the physical armor being worn. This spell either works or it doesn't; extra successes do not add to the Armor Rating.

464MS
Ball Lightning

These spells create and direct electricity. Lightning can short out and overload electronics (with -1 to the equipment's Resistance) and may ignite flammable materials (like the fire spells above). Metallic armor provides no protection, but special insulation or lack of grounding (a flying or levitating target, for example) may reduce the Power of the attack at the gamemaster's discretion.

Lightning Bolt is a single target spell. Ball Lightning is an area effect spell.

443(Dmg+2)I
Clairaudience

The subject can hear distant sounds as if physically present, to the range of the new sense. The subject must concentrate to use this sense, and while using it, cannot use normal hearing. This spell does not translate visual images, only sounds.

562MS
Clairvoyance

The subject can see distant scenes as if physically present, to the range of the new sense. The subject must concentrate to use this sense and cannot use normal vision or astral perception while using it. Magicians cannot target spells using clairvoyance. Astral perception cannot be used in conjunction with clairvoyance. Other vision enhancements possessed by the subject (natural or cybernetic), function through this spell. The spell does not translate sound.

562MS
Combat Sense

The target can subconsciously analyze combat and other dangerous situations within range of the sense. The subject senses events a split-second before they happen. Every 2 successes on the Sorcery test add 1 die to the subject's Combat Pool for the duration of the spell. Combat Sense is not resisted, since it affects only the subject.

343SS
Detect Enemies

The subject can detect living targets within range who have hostile intentions towards him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect an ambush or other surprise attack.

5Special2MS
Enhance Aim

The subject of this spell can more easily hit targets (who are within range of the sense) with ranged attacks. For every 2 net successes on the Sorcery Test, the subject receives a -1 target number modifier, with a maximum modifier equal to half the spell's Force. This effect is cumulative with non-cyber targeting devices (laser sights, scopes, smartgoggles and so on) and with optical-based cyberware (optical vision magnification), but not with electronic-based cyberware (smartlinks). The caster must touch the subject of the spell.

462MS
Flame Aura

The Flame Aura spell creates a rippling aura of flames around a subject's body, extending out a number of centimeters equal to the spell's successes. Anyone attacking the subject in melee combat must resist (Force)M damage. Impact Armor protects against this damage if the gamemaster decides the attacker struck with an armored portion of his or her body. Any successful melee attack made by a being surrounded by a flame aura increases the Power of its Damage Code by +2.

142MS
Foreboding

This area spell gives any living beings who enter its range feelings of imminent danger, fear and unease. Characters will simultaneously feel chilled and nervous; their hackles will rise and they'll feel slightly panicked. In game terms, any character who wishes to stay in the area or move through it must succeed in an Opposed Willpower Test against the spell's net successes. If they fail, they're too spooked to stay in the area and must leave it immediately.

342DS
Ice Sheet

This spell creates a flat sheet of ice covering a radius equal to the caster's Magic Attribute in meters. Characters crossing the sheet must make a Quickness (Force) Test to avoid falling prone, adding a +1 to the target number for every two successes, up to a maximum bonus equal to the Force of the spell. Vehicles must make a Crash Test (p. 147). The sheet melts at a rate of 1 square meter per minute in normal temperatures.

342SI
Ignite

The Ignite spell accelerates molecular motion in the target, causing it to catch fire. The spell's Threshold is half the target's Body or Barrier Rating. The base time for the target to ignite is 10 turns, divided by the number of successes over the Threshold, limited to a number of successes equal to the spell's Force. Once the target ignites, it burns normally until it burns up or is extinguished by smothering or water.

Ignite wraps a living target in flames, causing 6M damage on the first turn. The Power increases by 1 per Combat Turn. Resolve the damage at the end of each turn by making a Damage Resistance Test. Impact Armor protects against this damage. Ammo or explosives carried by a victim may explode (see Flamethrower, SR3 p.197). If flames are not extinguished, they burn out in 1D6 Combat Turns.

141DP
Improved Invisibility

This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception.

Attacks against invisible targets suffer the Blind Fire modifier (p. 111) if the attacker is unable to see or otherwise sense the target of the spell.

Invisibility affects the minds of viewers. Improved Invisibility affects technological sensors as well.

342MS
Increase Reflexes +3

This spell increases the Initiative dice of a voluntary target. If the spell is successful, the subject's Initiative dice are increased by the amount indicated for the spell (+1, +2, or +3). There is no cyberware version of this spell, so characters that have cybernetic enhancements that add Reaction or Initiative dice (like wired reflexes) cannot be boosted by this spell. Increase Reflexes is not compatible with any other type of increase to a subject's Initiative dice, including the adept power of Improved Reflexes.

1Reac4DS
Levitate

Levitate allows the caster to telekinetically lift an object and move it around. The subject of the spell can be moved anywhere in the caster's line of sight at a rate of speed equal to the caster's Magic Attribute multiplied by the number of successes (up to a maximum equal to the spell's Force) from the Sorcery Test in meters per turn.

The target number of the Sorcery Test is increased by +1 for every full 100 kilograms of mass of the object. Objects flung into other things are considered to hit with a Damage Code of (Movement Rate / 10)M Stun. Especially sharp or dangerous objects may do physical damage at the gamemaster's discretion.

If the caster is attempting to levitate an item held by a living being, the holder can make a Strength Test to resist the spell. The caster must have at least 1 net success to levitate the item away. If the caster is attempting to levitate a living being, the target may resist the spell using Strength or Willpower (whichever is higher). You can use this spell to levitate yourself, if desired.

444MS
Lightning Bolt

These spells create and direct electricity. Lightning can short out and overload electronics (with -1 to the equipment's Resistance) and may ignite flammable materials (like the fire spells above). Metallic armor provides no protection, but special insulation or lack of grounding (a flying or levitating target, for example) may reduce the Power of the attack at the gamemaster's discretion.

Lightning Bolt is a single target spell. Ball Lightning is an area effect spell.

543(Dmg+1)I
Magic Fingers

Magic Fingers creates a psychokinetic effect like "invisible hands" that can hold or manipulate items. The successes on the Sorcery Test become the spell's effective Strength and Quickness, up to the Force of the spell. The caster can use skills remotely with Magic Fingers, but all target numbers receive a +2 modifier due to problems of fine control. Even simple actions like picking up a coin may require a Quickness test, at the gamemaster's discretion.

The caster can fight, pick a lock, or take any other action he desires using the magic fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or other remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster's normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance.

564MS
Manaball

Manabolt and Manaball channel destructive magical power into the target, doing physical damage. As mana spells, they only affect living and magical targets, and are resisted by Willpower (or Force). Manabolt affects a single target. Manaball is an area spell.

5Will2(Dmg+1)I
Manabolt

Manabolt and Manaball channel destructive magical power into the target, doing physical damage. As mana spells, they only affect living and magical targets, and are resisted by Willpower (or Force). Manabolt affects a single target. Manaball is an area spell.

5Will2(Dmg)I
Physical Barrier

Barrier spells create glowing, translucent force fields. One success is sufficient to form a field with a Barrier Rating equal to the spell's Force. Every two successes increase the Barrier Rating by 1.

The caster can form the barrier as a dome with a radius and height equal to the spell's normal radius. The caster can also form a wall with a height equal to the spell's Force in meters and a length equal to the caster's Magic Attribute. The caster can adjust the size of the barrier the same as the radius of an area spell (p. 181).

Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. Attacks directed through the barrier have a Visibility Modifier of +1. The barrier does not impede spells, except for elemental spells, just like translucent glass. The barrier can be brought down by physical attacks. Any reductions in Barrier Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane.

Astral Barrier functions the same as Physical Barrier, except on the astral plane. Astral Barrier is not a dual barrier and does not work on the physical plane.

564SS
Physical Mask

The mask spell alters the target's voice, scent and other physical characteristics. The target assumes a physical appearance (of the same basic size and shape), chosen by the caster. Observers can make a Resistance Test to attempt to overcome the illusion. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.

543MS
Powerball

Powerbolt and Powerball channel destructive magical power into the target, doing physical damage. These spells affect both living and non-living targets, and are resisted by the target's Body. The target number for non-living targets can be found on the Object Resistance Table (p. 182). Powerbolt affects a single target. Powerball is an area spell.

5Body3(Dmg+1)I
Powerbolt

Powerbolt and Powerball channel destructive magical power into the target, doing physical damage. These spells affect both living and non-living targets, and are resisted by the target's Body. The target number for non-living targets can be found on the Object Resistance Table (p. 182). Powerbolt affects a single target. Powerball is an area spell.

5Body3(Dmg)I
Resist Pain

Resist Pain allows the subject to ignore the pain of injuries, reducing the penalties from physical damage (but not stun damage). Each success on the Sorcery Test removes the effect of one box of damage from the subject's Physical Damage Monitor, up to a maximum equal to the spell's Force. It does not remove the damage itself, only eliminates the modifiers. Resist Pain can only be used once on any given set of injuries. It cannot be used to counteract Deadly damage, because any character with a Deadly injury is unconscious and must be healed.

The spell is "permanent" in that the boost to the patient's endorphin levels does not wear off. If the subject's damage rises above the Condition Level at which the patient is resisting pain or the existing injuries heal, the spell dissipates.

741(Dmg)P
Stunball

Stun spells channel magical energy directly into the target, causing stun damage. They are often referred to as "sleep" spells because they can render targets unconscious. Stunbolt affects a single target. Stunball is an area effect spell.

4Will1(Dmg+1)I
Stunbolt

Stun spells channel magical energy directly into the target, causing stun damage. They are often referred to as "sleep" spells because they can render targets unconscious. Stunbolt affects a single target. Stunball is an area effect spell.

5Will1(Dmg)I
Thunderbolt

These spells strike the target with an explosion of air, making a thunderous noise. In addition to causing Stun damage and the elemental effect of blast (see p. 52, MitS), the spell deafens the target for 1 Combat Turn for every 2 successes generated by the caster (up to a maximum equal to the spell's Force).

341(Dmg+1)I
Thunderclap

These spells strike the target with an explosion of air, making a thunderous noise. In addition to causing Stun damage and the elemental effect of blast (see p. 52, MitS), the spell deafens the target for 1 Combat Turn for every 2 successes generated by the caster (up to a maximum equal to the spell's Force).

341(Dmg+2)I
Treat

Both Heal and Treat repair physical injuries. Each success from the Sorcery Test can heal one box of physical damage (up to a maximum equal to the spell's Force), or be used to reduce the base time for the spell to become permanent. Divide the base time by the successes. The total successes can be split between the two uses (healing and time reduction) as the caster desires.

Treat must be applied within one hour of injury while Heal may be applied at any time. A character can only be magically healed once for any single set of injuries. The Drain Level of the spell is equal to the subject's Wound Level when the spell is cast. For example, healing a character who is Seriously wounded has a Drain of Serious.

410-Ess1(Wound)P
Wind

This spell produces a fierce gust of wind in whatever direction the caster desires, affecting an area with a radius equal to the caster's Magic Attribute in meters. The Strength of the gust is equal to the successes on the Sorcery Test (up to the Force of the spell), and it can scatter light objects such as paper and leaves. Freestanding items with a Barrier Rating lower than the spell's Strength are knocked over. Living targets in the area of effect must make a Knockdown Test (p. 124, SR3) against the Strength of the spell when the spell is cast and at the beginning of each Combat Turn.

142MS

Metamagics

Attributes
Body7
Quickness5
Strength6
Intelligence6
Willpower7
Charisma3
Essence6.0
Magic8
Reaction5
Initiative5+1d6 (5+4d6)Increase Reflexes +3
Dice Pools
Combat9
Spell7
Astral Combat8
Astral2
Karma4
Team Karma1
Karma
Total Karma8492
Good Karma08
Skills
Active Skills
Bike2
Divination2
Edged Weapons5
(Combat Axe)(7)
Edged Weapons B/R3
Enchanting5
Ettiquette2
Launch Weapons2
Pistols5
Pole Arms/Staff1
Sorcery7
Language Skills
English4
(Read/Write)2
Swedish5
(Read/Write)2
Knowledge Skills
Brewing3
Jewelry3
Magical Theory6
Metallurgy4
Norse Mythology4
Paranormal Animals4
Runecasting2
Spell Design2
Talismongering4
Weapons
WeaponsModeSkill DiceConc.TNS(4)M(5)L(6)X(9)RCDamageAmmoNotes
AK-97 CarbineSA/BF/FA(5)4+110408015026M30(c)Smartlink II
Ares Predator IIISA54-1520406019M15/15/15(c)Smartlink II
Browning MaxPowerSA56-1520406019M10/10/10(c)Laser Sight
Combat AxeMelee72-2----6S-
Thrusting PointMelee712-0----8L-
Dart PistolSA57052040600by ammo
Gamma Scopomaline Darts---------12D Stun5(c)/2
HenkouseiSA/BF5505204060310M20(c)Recoil Comp 2
Remington 950SA(5)2+110025050075019S5(m)Smartlink II
RPG LauncherSS20-1150450120030001ammo + 12SSmartlink II, -4 to-hit vs. sub-vehicle-size targets
HE RPG---------10S/-1m7
Survival KnifeMelee56-0----8L-
UnarmedMelee{6}-+40----6M Stun-
Vehicles
ModelHand.SpeedAccel.BodyArmorSig.Auto.PilotSensorCargoLoadSeatingEntryFuelEcon.S/BL/TChassisFeatures
Nissan Khan4/512062122-04602m-G(20l)10 km/l--ChopperNone
Nissan Khan
L M S D
Physical
Modifiers:-1 -2 -3 -

Equipment