Blast spells do damage to opponents and/or objects. No Feng Shui spellcasters worth their ritually-burnt tortoise shells lack this schtick. Because Blast is such a powerful effect in the game world, involving a violent force of chi flow, it’s hard to make Blast do funky things—in other words, you can’t make up new special effects on the fly. Creating new Blast special effects is covered in “Learning New Sticks".

The base Damage value for a Blast is your character’s Magic rating + 2. The Difficulty of a Blast spell is the opponent’s Dodge, Magic, or Sorcery rating, whichever is higher. Blast spells work like any other attack form. Backlash for all Blasts is 10 Wound Points suffered by the spellcaster.

Example: An evil eunuch with a Magic score of 10 and a Sorcery skill of 15 tosses a lightning spell at Yuan Guo. Yuan Guo’s Dodge rating is 12; his Magic and Sorcery ratings have been decreased by 1 since Yuan just spent a Magic point: they’re 6 and 14, respectively. His Sorcery rating is highest (14), and is therefore the Difficulty of the Blast attempt. The eunuch rolls a +4, for an Action Result of 19. This beats the Difficulty of 14 with an Outcome of 5. The Outcome of 5 is added to the Blast’s Damage of 12, and then Yuan’s Toughness of 6 is subtracted. Yuan suffers 11 Wound Points. Ouch!

Acid. Creates a stream of liquid or a cloud of gas that eats away tissue and other material. Also useful for removing serial numbers from contraband items, damaging evidence, and poisoning small water supplies.

Chi. Too much raw chi energy can burn and sear opponents, and wither objects. When cast within a feng shui site it will sever or disrupt the connections between the site and those attuned to it. When done successfully, those attuned to it lose any benefits of attunement until they re-attune. The Difficulty of severing a chi connection is 3 x the number of attuned characters. You can’t deattune some characters and not others. Desperate Efforts with this blast type yield an Action Value bonus of 2 per Magic Point spent.

Conjured Weapons. You create from thin air a glowing, magical weapon or weapons—for example, a sword, spear, or rain of knives—which hurls towards your opponent. Useful for damaging things that are immune to most normal attacks; it’s also particularly upsetting to opponents previously unfamiliar with magic.

Disease. A particularly nasty way of harming someone, one which works only over a long period of time; more suited for use by villains than by player characters. Instead of delivering instant Wound Points, the Damage determines the severity of the illness caused. Subtract the victim’s Constitution from the Damage. The result is the disease rating. For every 5 points of disease rating (rounding down) the victim suffers 1 point of Impairment until cured. The disease can be cured by conventional medicine if the doctor makes a successful Medicine task check with the disease rating as the Difficulty. It can also be cured by the Sorcery schtick Heal, or by the fu power Healing Chi.

Disintegration. Causes affected matter to simply disappear. Also useful for simulating vanishing tricks and destroying evidence. At the GM’s discretion, characters damaged by disintegration blasts particularly called shots—may suffer injuries that can only be healed with magic or arcanowave tech. If he adopts this as a general rule, add 2 to the Difficulties of all disintegration blasts.

Fire. An old favorite. This damages opponents by burning them. Also useful for setting fires, lighting cigars and cigarettes in an impressive manner, heating up coffee, increasing room temperature, and thawing out frozen foods.

Ice. Applies severe freezer burn to opponents. Also useful for making ice cubes, freezing or chilling food, making water solid enough to walk on, and cooling the temperature in a hot room.

Lightning. The discharge of electrical energy. Also useful for recharging car batteries and overloading electronic equipment.

Steam. Scalds opponents and causes water damage to some materials. Also useful for fogging up car windows and eyeglasses, as well as opening envelopes,

Tentacles. Writhing, flexible tendrils, either extruded from the sorcerer’s own body or condensed out of the surrounding air. The tentacles have large suckers, which allow them to pick up just about anything that’s not nailed down and cling to their targets. If the sorcerer chooses to keep attacking a target (or targets), add +1 to the Sorcery rating for each sequenceof sustained grappling, to a maximum of +2. Extended grappling makes it hard to change targets: It takes an extra shot and a –2 penalty to Sorcery for the first attack at any other target. Some sorcerers withdraw their tentacles into themselves when ceasing to attack; others let the tentacles fall off, or cut them off, and grow new ones for the next fight. The “tentacles” may include inhuman extension of the sorcerer’s hair, tongue, fingernails, and other body parts.

Transmutation. Turns one type of matter into any other type of your choice. Damages tissue by turning it into one substance, like stone, water, or primordial ooze. The new substance is a very rough approximation of the real thing; this power can’t be used to create gold pure enough to sell, or manufacture objects durable enough to be used without breaking. It’s only good for hurting people and wrecking stuff. This one is very demoralizing, as characters damaged by it can only be healed by magic or arcanowave tech. Transmutation blasts suffer a +3 Difficulty modifier.


Feng Shui: The Lost Island DJSchotte