Idan

With Idan, you can create spells in Haunt.

You do this using several components - a targeter (+ modifier), and an effect (+ modifier). Like Animus Components, you can use these components at any time once learned, but the spells themselves will cost an amount of EXP equal to ten times the OCCULT cost to create. Also, the spells have cooldown period equal to the OCCULT cost of the components used, in hours.

Beam
OCCULT cost: 3

Effect: The spell is fired as a beam of energy with (Spirit) metres range. The beam ceases to fire at the will of the caster.

Requires: Area of Effect component

Marked
OCCULT cost: 1

Effect: The following components on the spell take effect on a region that has been Marked by the caster

Requires: Ranged component

Ranged
OCCULT cost: 1

Effect: The following components in the spell can be targeted at a range of (Spirit) metres. This counts as a ranged attack, and so you must make an Aim check to hit.

Rune
OCCULT cost: 1

Effect: Any spell using a Rune targeting system is like a trap - once triggered, the effects of the spell will be applied to all entities within (Spirit) centimetres of the Rune.

Requires: Accelerate AND Entangle components, must be used to apply a spell using another targeting system

Self
OCCULT cost: 1

Effect: The following components in the spell will take effect on the user

Touch
OCCULT cost: 1

Effect: The following components in the spell can be targeted at anything the caster touches.

Zone
OCCULT cost: 2

Effect: The spell radiates out in radius equal to (Spirit) metres from the target, and the spell discharges (Spirit divided by twenty) times per second

Requires: Area of Effect AND Dispel components

Area of Effect
OCCULT cost: 1

Effect: The spell radiates out in radius equal to (Spirit) metres from the target.

Requires: Lightning Damage AND Frost Damage components

Bounce
OCCULT cost: 1

Effect: The spell will bounce from surface until it comes into contact with biological matter. This modifier only acts on spells containing the Range component.

Requires: Range component.

Contingency: Damage
OCCULT cost: 1

Effect: The spell will automatically be activated on the Marked target if the target receives damage

Requires: Heal component

Contingency: Death
OCCULT cost: 2

Effect: The spell is automatically activated on the Marked target if the target is killed

Requires: Descend component

Contingency: Fire
OCCULT cost: 1

Effect: The spell will automatically be activated on the Marked target if the target is touched by fire

Requires: Ignite component

Contingency: Health
OCCULT cost: 1

Effect: The spell will automatically be activated whenever the target is brought down to one fifth of their total health

Requires: Shield component

Shadow
OCCULT cost: 1

Effect: The following components will act on a shadow via the Targeting component

Accelerate
OCCULT cost: 3

Effect: Time passes (Spirit) times faster for the target. This can cause a grenade to explode in the user's hand, or in extreme cases, a man to wither to dust in a matter of seconds.

Requires: Swift Swim component

Attract
OCCULT cost: 1

Effect: Living creatures are drawn towards the caster

Requires: Bind component

Bind
OCCULT cost: 2

Effect: The targets become psychically bonded

Requires: Light component

Blind
OCCULT cost: 1

Effect: The target, or those within the targeted region, become unable to see for a limited amount of time.

Requires: Lightning Damage AND Fire Damage components

Blink
OCCULT cost: 5

Effect: The target is teleported to a desired location within line of sight of the caster, and within (Spirit) metres of the starting point

Requires: Random Teleport component

Breathe
OCCULT cost: 5

Effect: The target does not require the input of gasses for the next (Spirit divided by ten) hours

Requires: Grow component

Charm
OCCULT cost: 2

Effect: The target and the caster engage in a Willpower vs Spirit test. If the caster succeeds by a static degree (GM's discretion of actual value), the target becomes a temporary ally of the caster.

Requires: Life Tap component

Create Water
OCCULT cost: 2

Effect: The caster creates (Spirit) litres of pure water within the target

Requires: Plant component

Disarm
OCCULT cost: 1

Effect: The target drops whatever they are holding

Requires: Bind component

Descend
OCCULT cost: 5

Effect: The target is teleported to a desired location within the Underworld, even if they are not currently within the Underworld

Requires: Transplace component

Dig
OCCULT cost: 5

Effect: If the target fails a Willpower vs Spirit check, it is compressed by a scale factor of 1:0.1. These cubes are split from any matter they are touching.

Requires: Touch component

Dispel
OCCULT cost: 5

Effect: All magical effects are removed from your target

Requires: Heal component

Drought
OCCULT cost: 2

Effect: The caster removes (Spirit) litres of liquid from the target

Requires: Create Water component

Fire damage
OCCULT cost: 1

Effect: Deals 35 Energy damage. Does not damage Fire elementals.

Requires: Physical Damage component

Flight
OCCULT cost: 2

Effect: The target gains Mystical Flight (Major) for a limited amount of time.

Requires: Levitation component

Freeze
OCCULT cost: 2

Effect: Decreases the temperature of the outermost layer of the target to 0 degrees Celsius.

Requires: Frost damage component

Frost damage
OCCULT cost: 2

Effect: Deals 35 Energy damage, ignoring up to (Spirit divided by 2.5) metres of cover. In fact, any creature that has metal on them when hit by this spell will take 53 Energy damage.

Requires: Magic Damage OR Lightning Damage component

Halt
OCCULT cost: 2

Effect: Vines spring from the earth, ensnaring the target. The target has their movement decreased by the difference between your Spirit and their Willpower.

Requires: Repel component

Gravity
OCCULT cost: 1

Effect: You increase the target's gravity by (Spirit divided by ten) multiples. When used multiple times, this can prove devastating.

Requires: Prevent Damage component

Grow
OCCULT cost: 5

Effect: The target grows as if tended to carefully over the course of up to (Spirit) months

Requires: Plant component

Harvest
OCCULT cost: 5

Effect: The target is physically severed from the components of it that are used to generate energy

Requires: Irrigate component

Haste
OCCULT cost: 1

Effect: The target's movement value is increased by a quarter of your Spirit value.

Requires: Prevent Damage component

Heal
OCCULT cost: 2

Effect: The target is healed by (Spirit) HP

Requires: Regeneration component

Invisibility
OCCULT cost: 3

Effect: The target becomes impossible to see to the naked eye

Requires: True Sight component

Life Drain
OCCULT cost: 2

Effect: The target takes 14 Energy Damage. A quarter of this damage is returned to the caster as health leeched from the target.

Requires: Life Tap component

Light
OCCULT cost: 2

Effect: The target is gives off a colourless light, the same intensity as a wooden torch

Requires: Dig component

Levitate
OCCULT cost: 3

Effect: You gain Mystical Flight (Minor) for a limited time

Requires: Gravity component

Lightning Damage
OCCULT cost: 2

Effect: Deals 42 Energy damage, in the form of electricity

Requires: Fire Damage OR Frost Damage component

Magic Damage
OCCULT cost: 1

Effect: The target takes 14 Energy damage (42 Energy damage if the target is non-physical).

Requires: Physical Damage component.

Mark
OCCULT cost: 1

Effect: The region hit by the spell is Marked

Requires: Touch component

Night Vision
OCCULT cost: 1

Effect: The target can see without need for light

Requires: Light component

Physical damage
OCCULT cost: 1

Effect: The targeted region takes 35 Physical Damage

Requires: Touch component

Physical resistance
OCCULT cost: 1

Effect: The targeted region gains an overlay of 35 Armour

Requires: Physical Damage component

Plant
OCCULT cost: 1

Effect: Seeds in position of the caster are planted within the target

Requires: Bind component

Plough
OCCULT cost: 5

Effect: The target is irrigated

Requires: Plant component

Prevent Damage
OCCULT cost: 1

Effect: The target is magically protected from the next impact it incurs, taking (Spirit) Physical Damage less.

Requires: Self component

Push
OCCULT cost: 1

Effect: The target is pushed back (Spirit) metres by intense winds. NOTE: This is the function on adult humans. Obviously, this is inaccurate with different weight sets, and heavy objects like vehicles would not be pushed very much, whereas small objects would be pushed a great deal further.

Requires: Magic Damage component

Random Teleport
OCCULT cost: 4

Effect: The target is teleported to a random location within (Spirit) metres of its original position

Requires: Invisibility component

Recall
OCCULT cost: 5

Effect: The target is teleported to the desired location, so long as the location is within the Overworld, even if they are in a different dimension

Requires: Transplace component

Regeneration
OCCULT cost: 1

Effect: The target has their Regeneration value increased by two for (Spirit) hours.

Requires: Self component

Repel
OCCULT cost: 2

Effect: The targeted region becomes enshrouded in winds that blast back any near it - no being can pass within (Spirit multiplied by ten) centimetres of it.

Requires: Slow component

Sear
OCCULT cost: 2

Effect: The targeted region is pierced by a massive amount of heat, effectively a surgical laser.

Requires: Ignite component

Shield
OCCULT cost: 2

Effect: Magical protection is formed over the target, giving it an Armour Value of (Spirit divided by two)

Requires: Zone component

Slow
OCCULT cost: 1

Effect: The target is slowed, decreasing their Agility by a value equal to half your Spirit

Requires: Prevent Damage component

Storm
OCCULT cost: 3

Effect: A thunderstorm starts, centered on the targeted region. It lasts for (Spirit multiplied by ten) minutes.

Requires: Lightning Damage component

Summon
OCCULT cost: 3

Effect: The spell MUST use a Marked target. When the spell is used, the target undergoes a Willpower vs Spirit check. If it fails, intentionally or otherwise, it is instantly teleported to the caster's location.

Requires: Life Drain AND Warp components

Swift Swim
OCCULT cost: 2

Effect: By manipulating water currents, you increase the target's speed in water by your Spirit value.

Requires: Haste component

Telekinesis
OCCULT cost: 5

Effect: The caster becomes able to move the target through space

Requires: Bind component

Transplace
OCCULT cost: 3

Effect: The two targets swap locations with each other

Requires: Blink component

True Sight
OCCULT cost: 1

Effect: The target sees what is really there - and the sight will stay with him forever, however much he may wish otherwise...

Requires: Night Vision component

Warp
OCCULT cost: 2

Effect: The targeted region will allow transport between each other for a limited amount of time. Sound and light do not pass through the warp, and it appears the same as the region around it.

Requires: Area of Effect component

Warp Interference
OCCULT cost: 2

Effect: The targeted region is no longer able to sustain Warps. This prevents Teleportation, the target travelling through Warps, and destroys any targeted Warps.

Requires: Frost Damage AND Magic Damage components

Damage Boost
OCCULT cost: 2

Effect: Doubles the damage dealt by the spell

Requires: Beam component

Ignite
OCCULT cost: 2

Effect: The targeted region is set on fire

Requires: Fire Damage component

Life tap
OCCULT cost: 2

Effect: The caster sacrifices a portion of HP. All statistics of the spell are magnified by a tenth of the HP sacrificed.

Requires: Heal component

Colour
OCCULT cost: 2

Effect: The colour of the spell changes. This WILL make Marks visible, but then again, sometimes that is a good thing.

Gravity
OCCULT cost: 1

Effect: The targeted section of the spell becomes effected by gravity - Range components count as Primitive Ranged attacks instead of Firearm attacks, and Zones will fall to the ground. This can be used as an Effect, rather than a Modifier.

Requires: Ranged component

Lunar
OCCULT cost: 1

Effect: The spell doubles its statistics (range, damage, etc) at midnight, and halves its statistics at midday. All other times lie on the same spectrum (eg, 6:00AM has normal statistics).

Requires: True Sight component

Solar
OCCULT cost: 1

Effect: The spell doubles its statistics (range, damage, etc) at midday, and halves its statistics at midnight. All other times lie on the same spectrum (eg, 6:00AM has normal statistics).

Requires: Blind component