Astral perception can identify type, specific effect, caster’s astral signature, etc.
Enchanted objects can be triggered by any character that knows the trigger action
You can reduce 1 stat to increase another: A spell that affects 5 kg at 1 meter per second, can instead affect 1 kg at 5 meters per second, or 50 kg at 1/10th meter per second
Spells
Character can know spells = Casting skill (up to 6) x Logic
1 Success = hit
Spell qualities:
Casting time
Duration
Restriction level
Base effect
Resistance threshold
Spell types:
Material: Telekinesis
Material: Manipulation
Vitality: Health
Vitality: Mental
Realization: Ephemera
Realization: Tangibles
Element Options
Mana, Physical, Stun, Fire, Earth, Air, Electric, Water, Acid, Insecticide, Cold, Radiation, Pollution/Poison, Napalm, Sticky, etc.
Additional successes can be spent
Doubling/Area effect
Overcome resistances
Metamagic
Stealth
Finesse
Enchantment
Enchantments
Object can have spells up to Rating x Mana
If charge remains, can be recharged
Caster rolls Sync + Skill + bonuses.
Triggers:
Touch
Spoken phrase
Activation module
Enchantment can be made permanent through extended ritual
Mana Barriers
Permanent large-scale spell, tied to physical location
Astral beings without physical body cannot pass through
May include monitoring or dispel active spells
Spirits
Sentient astral beings
Doorway defines power 1-6
and strength of spirit effects
Bargains are binding: Spirit must execute
Banished through doorway destruction
Harmed through astral effects