Home > Rulebook > Powers > Transmutation > Spin
You force the target to spin, fast.

Prerequisites: Gyro, +10% Psyche, Level 6
TP Cost: 1 MP Cost: 50 per round
Descriptors: Physical, Utility Casting: Psyche
Range: 100m Components: S, E

You select an item or target and force it to spin at a speed of your choice in any direction (up to 200km/h), the item or target will keep spinning until this ability is dispelled or the effect ends. When targeting a person, they make take a Composure action (DC Caster’s Psyche), on fail, they receive the effects of the ability.

Cantrip – You receive a +20% bonus to all effects made to resist being pulled via mass

Imbuement Effects
Target – The target gains the effects of the power