The spell list in Torg or Treat also contains an unpublished spell called Imagine.
• Prereq: None
This spell hurls a small but dangerous projectile, such as a slug of metal or a coin, at a target for 13 damage. The magician makes the motion of hurling, flicking, slinging, or propelling the projectile at the target, then releases it at his foe. The apportation total must exceed the Dexterity or dodge of the target character in order to hit.
There is no penalty for Range, but all other modifiers (and options such as Multi-Targeting) for attacks are figured normally.
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• Prereq: None
The caster sees a faint outline or aura around anything under the effects of magic: enchanted objects, people with spells on them, and even mages maintaining spells on others. A Standard success detects the presence of any magic within range and the type of magic (alteration, apportation, conjuration, or divination) involved in each aura.
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• Prereq: None
Dispel magic ends one or more spell effects currently affecting a target. It works only on cast spells—not magic items, relics, or other enchanted devices.
To dispel, the caster chooses one or more targets (using the Multi-Target option) and makes her alteration roll. A Standard success ends one spell’s effects on that target (caster’s choice).
Dispel magic must be used on the recipient of a spell—not the person who actually cast it. It still uses the original caster’s willpower or Spirit, however.
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• Prereq: None
The wizard can manipulate items as if she had a pair of invisible hands that can reach up to 25 meters distant. The hands are extensions of her own—her real hands must be free as she makes appropriate hand motions, and she can’t lift herself any more easily than she could with her own hands.
The hands’ Strength is equal to her Spirit, but they use her skills. If her hands wield a sword, for example, she uses her melee combat as usual.
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• Prereq: None
Merchants and others with riches to protect detest this simple spell. It works on normal or electronic locks. With it and sufficient skill, a mage may open any lock with up to a −4 penalty (see Lockpicking, page 80).
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sealsare not necessarily
locks,however
• Prereq: None
Pathfinder allows a magician to sense the direction and distance to an object, location, or being. The success level determines the spell’s maximum range of detection.
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• Prereq: None
Occultists in Orrorsh and treacherous thralls in Tharkold make frequent use of this spell when dealing with the deadly demons of their cosms.
To employ a protective circle, the caster draws a visible, one-meter-radius circle in chalk, blood, salt, or other material, then embellishes it with arcane runes. Once drawn, and for as long as the caster maintains Concentration , supernatural beings may not cross the border. They may speak and otherwise interact across the border normally, but any supernatural powers (such as spells or special abilties) suffer a –2 penalty.
If another force or being breaks the circle’s drawn boundary the spell ends.
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• Prereq: None
Used primarily in the watchdog regime of the Cyberpapacy, scrambler obscures everyone in the affected area from all security and surveillance systems.
Captured video and voices become blurry and unidentifiable to such devices, and targeting bonuses from smart ammunition and augmented reality HUDs are negated.
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• Prereq: None
Scry allows a prying caster to peek in on a subject from afar. This spell targets a single person, and requires a vestige of that individual—fingernail clippings, a lock of hair, a vial of blood, etc.—in order to work. Without such materials the spell automatically fails. Those with secrets to protect closely guard or destroy such residue.
A Standard success grants a view of the target from directly above. The mage sees and hears anything within five meters, but nothing outside that range is visible or audible. Thus it may not be clear exactly where the target is located, only what he is currently doing. Anyone viewed or heard by the spell intuitively feels that he’s being watched, but isn’t certain how.
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