Force Arcana

Force Arcana
You manipulate the magical energies around you and shape them into tangible forms.
 * Novice: You learn the spells Force Missile and Ray of Force.
 * Journeyman: You learn the spell Force Sphere. You also gain the focus Intelligence (Force Arcana).
 * Master: You learn the spell Telekinesis. You can also choose one spell stunt you can perform for -1 SP when casting Force Arcana spells.

Force Missile
You hit one visible character within 10 yards of you with a small burst of force that emanates from your hand or arcane device. The target takes 2 penetrating damage and must succeed in a Constitution (Stamina) test vs. your Spellpower or be knocked back 1 yard. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Force Missile inflicts 2 penetrating damage but does not knock the target back.
 * Requirements: Force Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 3
 * Casting Time: Major Action
 * Target Number: 11
 * Test: Constitution (Stamina) vs. Spellpower

Ray of Force
A ray of concussive force radiates from your hand or arcane device, striking a single visible target within 20 yards of you. The target takes 1d6 + Willpower penetrating damage and must make a successful Constitution (Stamina) test vs. your Spellpower or be knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Ray of Force only inflicts 1d6 penetrating damage and the target remains standing. For each additional 4 MP you spend, you may create one additional ray to attack a different visible target within range.
 * Requirements: Force Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 4+
 * Casting Time: Major Action
 * Target Number: 13
 * Test: Constitution (Stamina) vs. Spellpower

Force Sphere
A sphere of scintillating force, measuring 3 yards in diameter, envelops a creature unless the target makes a successful Dexterity (Acrobatics) vs. your Spellpower. The sphere contains its subject for a number of rounds equal to either your Willpower or the result of the Stunt Die (whichever is higher). The sphere has an Armor Rating equal to your Spellpower and a number of hit points equal to your Casting Roll x your Willpower. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The sphere cannot be physically moved by people either inside or outside of the sphere. By expending additional MP, you can increase the diameter of the sphere: 2 MP per additional 3-yard diameter up to a maximum number of yards equal to 3 x your Willpower.
 * Requirements: Force Arcana (Journeyman)
 * Spell Type: Defense
 * MP Cost: 8+
 * Casting Time: Major Action
 * Target Number: 14
 * Test: Dexterity (Acrobatics) vs. Spellpower

Telekinesis
By manipulating the energies around an object, you can move an object weighing no more than 10 pounds x your Spellpower up to 5 yards per round by concentrating on it up to a number of rounds equal to your Willpower, or until you either cease concentration or lose control of the object. If the object is being held or controlled by a creature, the creature can negate the effect on an object it possesses with a successful Strength (Might) test against your Spellpower; if the object is being controlled by you and a creature attempts to gain control of it, the creature must make a successful Strength (Might) test vs. your Spellpower to gain control. The object can be moved vertically, horizontally, or in both directions. An object cannot be moved more than 15 yards x your Willpower away from you, else the object falls or stops.
 * Requirements: Force Arcana (Master)
 * Spell Type: Utility
 * MP Cost: 10
 * Casting Time: Major Action
 * Target Number: 14
 * Test: None