AIOMT

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Tec 1 Solid Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a mundane bullet with mana.
Effect: This spell creates a bullet that deals Power 20 + Magic Power damage.
This spell can be cast as a Minor Action.


Tec 1 Targeting Sight 3MP
Item Small Range/Area Self/- Duration 10 seconds (1 round) Resist -
You enhance your vision, helping you aim your attacks.
Effect: You gain a +1 bonus on Accuracy rolls.
This spell can be cast as a Minor Action.


Tec 1 Flashlight 2MP
Item Small Range/Area 10m/Shot Duration 6 hours Resist -
A bright white light emanates from the Magisphere.
Effect: Your magisphere emits a bright light.

This light emanates in a half-circle ahead of the caster, out to a 10m radius. Within the light, all penalties from darkness are canceled.


Tec 1 Mana Search 3MP
Item Small/Medium/Large Range/Area 30m/Target point Duration Instant Resist -
Scans for items imbued with magic.
Effect: Your magisphere shows you the location of all magical items within the area of effect. It does not inform you of the strength or type of the magic.

The area is a 10m radius if a small magisphere is used, 30m for a medium sphere, and 50m for a large sphere.


Tec 2 Critical Bullet 2MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Crafts a penetrating bullet.
Effect: This spell creates a bullet that deals Power 20 + Magic Power damage. In addition, the bullet's critical threshold is reduced by -1 (criticals become more likely).
This spell can be cast as a Minor Action.


Tec 2 Shadow Body 3MP
Item Small Range/Area Self/- Duration 1 minute (6 rounds) Resist -
You wrap yourself in shadowy mana, blurring your outline.
Effect: You gain a +1 bonus on Evasion rolls.


Tec 2 Knocker Bomb 3MP
Item Small Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Creates a very small bomb for blowing up locks.
Effect: You cause an explosion about 3cm in radius that can break open normal and magical locks. If you attempt to destroy a lock closed by magic, make a contested roll. This spell makes a very loud sound.

At the end of the spell's duration (10 seconds), the bomb explodes. The explosion is not large enough to damage creatures.


Tec 2 Healing Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Crafts a special bullet that accelerates the healing of a creature it hits.
Effect: This spell creates a bullet that heals Power 0 + Magic Power HP. The bullet hits as long as you do not score an automatic failure on the roll.

This spell has no effect on Undead or Constructs.
This spell cannot critical.
This spell can be cast as a Minor Action.


Tec 3 Effect Weapon 2MP
Item Small, One Creature Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Applies magical effects to a weapon and allows it to strike with an element.
Effect: The target's weapons become magical and deal additional +1 physical damage.

The affected attacks also deal damage of elemental type. The caster needs to choose Fire, Water, Wind, Earth, or Lightning type.


Tec 3 Element Bullet 1MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a bullet with mana and the power of an element.
Effect: This spell creates a bullet that deals Power 20 + Magic Power damage. In addition, the bullet also deals elemental damage. You may choose Fire, Water, Wind, Earth, or Thunder as the elemental type.
This spell can be cast as a Minor Action.


Tec 3 Jump Boots 3MP
Item Small/Medium/Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Using your magisphere, you create boots of great jumping and put them on.

Effect: For the duration of the spell, your jumping distance is increased. If you used a small magisphere, you jump twice as far, three times as far for a medium magisphere, and five times as far for a large. You take no falling damage from such distances.


Tec 3 Shock Bomb 3MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Neg
You create and throw a bomb that explodes in a burst of electricity.
Effect: The explosion affects a single creature in range. The creature resists the explosion with its Willpower. If it fails, it takes a -12 penalty to its Agility (or -2 to its Agility modifier). This effect cannot reduce a creature's Agility score to 0.


Tec 4 Analyze 2MP
Item Small Range/Area Self/- Duration Instant Resist Can't
You analyze a monster's body or a machine's structure.
Effect: You understand the construction and function of a machine. Alternatively, if you use this spell on a monster, you immediately know all of its data without having to make a Monster Knowledge check. However, you cannot identify its weaknesses.
This spell can be cast as a Minor Action.


Tec 4 Automobile 10MP
Item Large Range/Area Touch/- Duration 1 hour Resist -
Crafts an automobile two-wheeled vehicle, or Manabike. You can then drive it.
Effect: A Manabike has excellent offroad handling and can be driven on any road that a horse can run on.

A Manabike carries the caster and one other creature, and moves with an Agility of 50. While riding the Manabike, you may not use the targeted large magisphere for any other spells. The spell ends at the caster's command.


Tec 4 Quick Loader 4MP
Item Small Range/Area Self/- Duration Instant Resist -
You connect your gun with your inventory, automatically loading it.
Effect: One gun is automatically loaded with as many bullets as it can hold from your gun belt.
This spell can be cast as a Minor Action.


Tec 4 Smoke Bomb 4MP
Item Medium Range/Area 10m/Shot Duration 30 seconds (3 rounds) Resist Can't
You throw a bomb that releases burning fumes into an area.
Effect: A 5m radius area around the struck area fills with smoke. The smoke completely blocks all light and renders vision-based Perception useless. Creatures with Magical or Mechanical Perception take no penalty.


Tec 5 Grenade 6MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Half
You create and throw a bomb that explodes and deals damage in a wide area.
Effect: An area of 5m radius/15 is consumed in a fiery explosion. Creatures in the area are entitled to Willpower checks, receiving Power 30 + Magic Power Fire-type damage on a failed check.


Tec 5 Shotgun Bullet 2MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses a bullet with mana, converting it into a fragmenting missile.

Effect: This spell creates a bullet that deals Power 20 + Magic Power damage. When firing this shot, the range of the gun is halved, but the attack now targets an area as 3m radius/5. The Combat Feat 《Guided Magic》 can be used to select targets.
This spell can be cast as a Minor Action.


Tec 5 Wire Anchor 4MP
Item Medium Range/Area 30m/Shot Duration 3 minutes (18 rounds) Resist Neg
You can fire a wire with a hook attached, grappling onto targets.
Effect: The hooked wire is extremely strong and can support up to 200 kg of weight. It can be used to grapple up a wall or to lift or brace the caster. The wire can wind itself up slowly (10 meters per 10 seconds), so it can be used to carry a caster and his gear upwards.
If used on a character, make a Spellcasting check contested by the target's Evasion check. If the Evasion check fails, the target is entangled by the wire, suffering a -2 penalty to Evasion checks, and cannot move more than 30m away from the caster. You may also pull the target by winding the wire (up to 10m in 10 seconds) as a Major Action.
If the target is large enough to have two or more body sections, it takes no penalties and can pull the caster instead.


Tec 6 Create Weapon 7MP
Item Small Range/Area Touch/- Duration 1 minute (6 rounds) Resist -
Transforms your magisphere into a magical weapon.
Effect: You create a weapon chosen from the weapons list of A rank or less.

The created weapon is magical in nature. You may not use the targeted magisphere for any other spells.


Tec 6 Disguise Set 3MP
Item Small Range/Area Self/- Duration 1 hour Resist -
You disguise yourself instantly, appearing to be another person entirely.
Effect: You appear to be another humanoid you know. You can change your face, features, and even your body type. At a glance, you are indistinguishable from the selected humanoid. Anyone trying to see through the disguise must make a contested roll using their Adventurer Level + Intelligence modifier against your Spellcasting check.


Tec 6 Burst Shot 3MP
Item Small, № 3 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Infuses 3 bullets with mana, converting them into a powerful shot
Effect: This spell creates a bullet that deals Power 30 + Magic Power damage. When making this attack, you receive a +2 bonus to damage. If you do not have 3 bullets loaded in your gun, this spell fails.

This spell can be cast as a Minor Action.


Tec 6 Resist Bomb 6MP
Item Medium Range/Area 10m/Shot Duration 3 minutes (18 rounds) Resist Can't
You create and throw a bomb that disperses special dust through the area.
Effect: An area 5m radius/15 is filled with dust. Creatures in the area take -4 points less of damage from all physical and magical sources of the selected type.
The caster chooses Fire, Water/Ice, Earth, Wind, or Thunder upon casting the spell.


Tec 7 Stun Bullet 3MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Creates a low power bullet to stun opponents.
Effect: This spell creates a bullet that deals Power 10 + Magic Power damage.

If this bullet hits a character, that character makes a Willpower save against the caster's Spellcasting check. If this save fails, the character cannot use any Minor Actions for an additional 10 seconds (1 round).
This spell can be cast as a Minor Action.


Tec 7 Timer Clock 1MP
Item Small Range/AreaTouch/- Duration 1 hour Resist -
Changes "Bomb" spell duration.
Effect: If used before casting a "Bomb" spell, this spell adds a timer device to the bomb to allow it to be used up to 1 hour later. An alert can also be programmed to sound 1 minute (6 rounds) before exploding.

This spell can be cast as a Minor Action.


Tec 7 Telescope 1MP
Item Small/Medium/Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Creates a telescope to see far distances.
Effect: Allows the caster to see up to 100m (with a small magisphere)/300m (medium)/1km (large) away.


Tec 7 Life Sensor 3MP
Item Small/Medium/Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist Can't
Magisphere detects living creatures.
Effect: Detects living creatures within range. Size, as well as number of body segments, is known as well.

Range of detection is 30m (small)/50m (medium)/100m (large).


Tec 8 Airtight Armor 8MP
Item Large Range/Area Touch/- Duration 1 hour Resist -
Converts the Magisphere into a protective covering.
Effect: Deforms the magisphere into a full-body covering, shutting out outside air and protecting the caster from harsh environments. The caster is unaffected by Poison-type damage from any source, and can function freely underwater.

The large magisphere used for this spell cannot be used for any other spell for the duration.


Tec 8 Glider Cloak 6MP
Item Medium Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Fly in the sky with a magical cloak.
Effect: A magical framework unfolds from a back-mounted magisphere, allowing those already in the sky to be able to fly. By paying an additional 3MP, this spell can be used while on the ground as well. Movement Speed in the air is 20m per round.

This spell can be cast as a Minor Action.


Tec 8 Flash Bomb 5MP
Item Medium Range/Area 30m/Shot Duration Instant Resist -
Creates a non-lethal bomb that emits an intense flash.
Effect: An area of 6m radius/20 is covered in a blinding light. All those with 5 Senses or Mechanical Perception must make a Willpower save or become blinded for 10 seconds (1 round).


Tec 8 Mana Camera 1MP
Item Small/Medium/Large Range/Area Self/- Duration Instant Resist -
Creates a machine to record video.
Effect: Everything within the caster's sight is recorded as a video. The video recording capability depends upon the size of the magisphere used; small magispheres can hold up to 50 minutes of videos, medium magispheres 200 minutes, and large magispheres 1,000 minutes.

In order to show any recorded videos, this spell must be cast again on the same magisphere, which takes 3 minutes (18 rounds) to set up. When displaying video in this way, it can be projected onto just about any surface without issue.


Tec 9 Telegraph 3MP
Item Small/Medium/Large Range/Area Touch/- Duration 6 hours Resist -
Creates a handset to transfer messages across distances.
Effect: Allows characters to hear the caster's voice through a handset created from a magisphere. Only the caster's voice can be transmitted, and the range is limited to 1km (small)/10km (medium)/50km (large), depending upon the size of the magisphere used.


Tec 9 Manadictionary 3MP
Item Medium Range/Area Self Duration 10 minutes (60 rounds) Resist -
A magical dictionary aids in translation.
Effect: Unknown languages and characters are deciphered, and displayed in a way that's easy for the caster to read. If the language being translated has a spoken element, the manadictionary can instead output the translation through spoken words instead.


Tec 9 Medical Kit 3MP
Item Medium Range/Area Touch/- Duration Instant Resist -
Creates equipment from the Magisphere to cure injuries and illnesses.
Effect: Heals the target for Power 50 + Magic Power HP. This healing can affect Constructs. If the target is a Runefolk, increase the healing by +5 points. Additionally, any poisons, diseases, and petrification can be removed.

This spell takes 10 minutes to cast.


Tec 9 Laser Bullet 3MP
Item Small, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Creates a deadly laser bullet. Type Energy
Effect: This spell creates a bullet of light that deals Power 30 + Magic Power damage. In addition, the bullet's critical threshold is reduced by -1 (criticals become more likely).

This spell can be cast as a Minor Action.


Tec 10 Homing Laser 4MP
Item Medium Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Condenses mana to allow light bullets to be bent.
Effect: Gives a +2 bonus to Accuracy when shooting a "Laser Bullet".

This spell can be cast as a Minor Action.


Tec 10 Holography 5MP
Item Large Range/Area Touch/- Duration 3 minutes (18 rounds) Resist -
Captures motion video and plays back 3d holograms.
Effect: Everything in the caster's line of sight is recorded as a video, and the caster can record up to 1 hour total.

In order to show any recorded videos, this spell must be cast again on the same magisphere. When displaying video in this way, the caster can freely change the size and content of the video (so long as it was captured in the field of vision).


Tec 10 Mind Bomb 8MP
Item Small Range/Area 10m/Shot Duration Instant Resist Neg
Creates a bomb that emits a harsh noise, disrupting concentration. Type Psychic
Effect: An area of 5m radius/15 is hit with an awful noise, like that of metal rending. Failure to resist this spell results in any spells requiring concentration to fail for 30 seconds (3 rounds), as well as any Spellcasting checks receiving a -4 penalty. A Bard playing a Spellsong will also cease playing if they fail to resist this spell.


Tec 10 Repeat Action 10MP
Item Large Range/Area Self/- Duration 10 seconds (1 round) Resist -
Clones the caster temporarily.
Effect: Creates a copy of the caster from the targeted magisphere, who then repeats a single action the caster made. If this action spends any MP, it comes from the caster's MP pool.

This spell can only be used once per round. Additionally, if the copy performs an attack or any other Major Action, the chosen magisphere will break and become useless afterwards.

This spell can be cast as a Minor Action.


Tec 11 Skybike 20MP
Item Large Range/Area Touch/- Duration 1 hour Resist -
Create a Skybike
Effect: Creates a Skybike for the caster to ride. While riding the Skybike, you may not use the targeted large magisphere for any other spells.


Tec 11 Sniper Range 5MP
Item Small/Medium/Large Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Extend the range of ranged weapons
Effect: When the target makes a ranged attack, increase the range of that attack by 10m (small)/30m (medium)/50m (large).

This spell can be cast as a Minor Action.


Tec 11 Panacea Light 10MP
Item Medium Range/Area 30m/Shot Duration Instant Resist -
Calls a warm light that purifies the mind
Effect: Removes all Psychic-type effects from the area.


Tec 11 Prism Effect 10MP
Item Small Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Refracts light to appear invisible to machines
Effect: The caster cannot be seen by Mechanical means of perception, whether from monsters or magical items designed to record. Even if the caster would show up, they appear to be invisible. If the caster is the target of an attack from a monster with Mechanical perception, 1d is rolled before the attack.

On a 1-3, the caster must use their Evasion to dodge the attack as normal.

On a 4-6, the caster automatically dodges the attack, no Evasion roll required.

Characters that use 5 Senses or Magic Perception can see the character normally.


Tec 12 Cannon Bullet 4MP
Item Medium, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Compress a large amount of mana into a bullet
Effect: This spell creates a bullet that deals Power 50 + Magic Power damage. When firing, the caster receives a -1 penalty to their Accuracy.

This spell can be cast as a Minor Action.


Tec 12 Sphere Shed 10MP
Item Large Range/Area Touch/- Duration Instant Resist -
Store tools and equipment in magispheres
Effect: A tool or other inanimate object, no larger than 1m radius and 2m tall, can be stored inside a magisphere. Only one item can be stored per magisphere, and living things and corpses cannot be stored. While an item is stored in a magisphere, that magisphere cannot be used for other magic use. This spell can be recast on the same magisphere in order to recall the stored item.


Tec 12 Chaff Grenade 9MP
Item Medium Range/Area 10m/Shot Duration Instant Resist Neg
Scatter debris to interfere with mana
Effect: A grenade explodes in an area of 5m Radius/15, releasing a large amount of debris and preventing magical items from being used for 30 seconds (3 rounds). Mako Stones may not be used to draw MP from, and any increased Accuracy, Evasion and damage from magical weapons and armor are lost temporarily. However, this does not prevent the use of Magical Implements, Holy Seals, Gems or magispheres.


Tec 13 Effect Protector 15MP
Item Large Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Creates a barrier to protect from effects
Effect: The next time the caster becomes the target of a spell or unique skill with "Resist: Can't", the caster is unaffected by that spell or ability.

If a spell or ability is canceled by this spell, the magisphere used for this spell shatters into unusable dust, and the spell's effect immediately ends.


Tec 13 Copy 30MP
Item Large Range/Area Touch/- Duration 1 day Resist -
Transforms magisphere into a duplicate of an item
Effect: The magisphere becomes an exact copy of an item held in the caster's hand. The item to be copied must be from the Al Menas era or later, and cannot be an item larger than one held in both hands. Living creatures cannot be copied with this spell. While this spell is in effect, the chosen magisphere cannot be used for other spells.

This spell takes 10 minutes (60 rounds) to cast.


Tec 13 Return 18MP
Item Large Range/Area Touch/- Duration 1 year Resist -
Recall to a previously established magisphere
Effect: When this spell is cast, the caster sets a magisphere to float in position. While in this position, the magisphere cannot be used for any other spells.

Once a magisphere has been set in this way, the caster can recall themselves to the magisphere's position as a Minor Action. At the caster's discretion, characters touching the caster or in the same battlefield can also be recalled. After the caster uses the recall feature, casts this spell again to set a second magisphere, or the set magisphere is destroyed, the spell ends and the magisphere used crumbles into useless dust. The caster knows if the magisphere is destroyed before using this recall effect.

This spell takes 10 minutes (60 rounds) to cast.


Tec 14 Machine Repair 40MP
Item Large x 1 - 3 Range/Area Touch/- Duration Permanent Resist -
Repair modern tools and equipment
Effect: The caster is able to repair any item or structure built during the Al Menas era or later, depending upon the number of magispheres they use for this spell. One magisphere will repair something around the average size of a human, two magispheres can repair objets the size of a hut, while three magispheres will repair anything the size of a small fort or smaller. However, at least 70% of the tools and materials must be from the original object. This spell can repair Runefolk bodies as well as Constructs, however it does not restore any HP.

This spell takes 1 hour to cast.


Tec 14 Mana House 15MP
Item Large Range/Area Touch/- Duration 1 day Resist -
Creates a comfortable house to rest in
Effect: A smallish house, approximately 70 m2, appears on the spot. There are three bedrooms, a living room, dining room and kitchen, and about 5 people can live inside comfortably. Barbarous Level 5 or higher and all Undead are unable to come closer than a 50m radius around the house.

The house itself has 100 HP and 10 Defense. If the building itself is attacked, or a Barbarous is within 10m of the house, an alarm will sound.

While this spell is in effect, the chosen magisphere cannot be used for other spells.


Tec 14 Minimum Leap 15MP
Item Medium Range/Area Touch/- Duration Instant Resist -
Teleport across short distances
Effect: The caster teleports the target anywhere within 10m. Walls, barriers, etc are bypassed, but the destination must be within sight of the caster.

This spell can be cast as a Minor Action.

This spell can only be cast once per turn.


Tec 15 Quick Rampage 18MP
Item Large Range/Area Touch/- Duration 3 minutes (18 rounds) Resist -
Create a manipulator arm from the magisphere
Effect: An arm extends from the magisphere, able to be controlled as a separate arm of the caster's. Dexterity checks made using this arm (other than Accuracy) receive a +4 bonus.

If this spell is used in combat, the manipulator arm may make a melee or ranged attack in addition to the caster's normal actions. A manipulator arm is treated as one hand for the purposes of wielding weapons, and is unaffected by the caster's Combat Feats.

While this spell is in effect, the chosen magisphere cannot be used for other spells.


Tec 15 Skyship 40MP
Item Large x 5 Range/Area Touch/- Duration 1 day Resist -
Create a small ship that can fly through the air
Effect: This spell requires 5 Large magispheres to cast, and requires 10 minutes to cast. The caster creates a flying ship large enough to hold 10 passengers comfortably.

While this spell is in effect, the chosen magispheres cannot be used for other spells. If the Skyship is destroyed, the chosen magispheres are also destroyed, and crumble into useless dust.


Tec 15 Genocide Bullet 10MP
Item Medium, № 1 Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Creates the strongest magical bullets
Effect: This spell creates a bullet that deals Power 70 + Magic Power damage. When firing this bullet, the range of the gun is halved, but the area increases to a 6m Radius/20. If the shooter has the Combat Feat 《Magic Control》, the targets may be chosen at will.

This spell can be cast as a Minor Action.