Magic Classes

Magic - Enchanted Object
Magic - Enchanted Weapon
Magic - Mystically Bestowed
Magic - Mystic Study Mage
Magic - Mystic Study Tao Shih

 

Magic - Enchanted Object
Enchanted Objects are similar to the Enchanted Weapon in that the source of magic and power is within the item, not the person. Without the Enchanted Object the character is an ordinary individual armed only with his natural attributes, skills and wits. The object is either a small item such as a medallion, pendant, talisman or ring. Or it can be an article of clothing, such as a cape, cloak, mask. helmet, belt, gloves or gauntlet. When worn, the Enchanted Object endows the person with limited mastery over the mystic arts. Unlike the magic weapon, the enchanted object is rarely affiliated with a particular alignment. Thus, good or evil can use the same item indiscriminately. The spell casting abilities provided by the object never change and can never be increased. The character simply uses and directs the magic, but knows nothing or little about magic itself. This means he can not learn new spells or other magic.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC plus any gained through magic and physical training.
Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3: Object Type
Choose or roll for the Object type. With the GM's permission it may be composed of multiple parts; such as 2 rings, a bracelet and a helmet.
D100 Result
01-07 Helmet, Ancient (either Armet, Barbut, Burgonet, Close, Galea, Great, Morion, Myrrmillo, Pikeman, or Sallet)
08-14 Gauntlet (either Chain, Leather or Plate)
15-21 Bracelet
22-28 Ring
29-35 Necklace
36-42 Amulet
43-49 Crown
50-56 Earring
57-63 Belt
64-70 Wand
71-77 Sceptre
78-84 Carpet
85-92 Other Jeweller
93-00 Other Object (eg. clock, skull, etc)
Step 4: Primary Magical or Super Abilities
Enchanted Objects have a renewable PPE reserve of (2D10 x10) +100. Every 24 hours, it regenerates all PPE previously spent on spell casting. This also means the holder of the Enchanted Object can cast any combination of spells, with each spell temporarily burning up the available PPE. When all PPE is used up the character must wait till the beginning of the next 24 hour period. This energy does not increase with experience. The magical reserve inside the magic object can be shared with wizards or other practitioners of magic, however, it must be given willingly by the
owner/wearer of the item. Stolen items can be used freely by the "new" owner. Some objects magically provide super abilities. Except for their magical origins, these super abilities function exactly like their nonmagical counterparts. except they cost 15 PPE each to activate and use. Once activated. the super abilities remain in force until the character wants it to stop or after 24 hours, whichever comes first. At the end of 24 hours, if sufficient PPE is available the character can immediately reactivate them.

All equipment are Indestructible by conventional means, give the user a +3 Magic save, adds +D6 x10 SDC to the welder and gives one ability from the table below. Select one or roll percentile dice:

D100 Result
01-04 Select 3 Major Powers
05-08 Select 2 Major and 2 Minor Powers
09-12 Select 1 Major and 4 Minor Powers
13-16 Select 6 Minor Powers
17-20 Select 5 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
21-25 Select a total of 3 spells from levels 1-6 and 4 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
26-30 Select a total of 6 spells from levels 1-7 and 3 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
31-35 Select a total of 9 spells from levels 1-8 and 2 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
36-40 Select a total of 12 spells from levels 1-9 and 1 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
41-45 Select a total of 15 spells from levels 1-10 and 1 psionic power from two out of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
46-50 Choice of 2 Minor Super Abilities and a total of 12 spells from spell levels 1-12.
51-55 Choice of 1 Minor Super Ability and a total of 15 spells from spell levels 1-12.
56-60 Pick a total of 22 spells from spell levels 1-12.
61-65 Select 2 Major Super Abilities and a total of 6 spells from levels 1-6.
66-70 Select 1 Major Super Ability and a total of 12 spells from levels 1-6.
71-75 Select 5 Minor Super Abilities and a total of 3 spells from levels 1-6.
76-80 Select 4 Minor Super Abilities and a total of 6 spells from levels 1-6.
81-85 Select 3 Minor Super Abilities and a total of 9 spells from levels 1-6.
86-90 Select 2 Minor Super Abilities and a total of 12 spells from levels 1-6.
91-95 Select 1 Minor Super Ability and a total of 15 spells from spell levels 1-6.
96-00 Pick a total of 22 spells from spell levels 1-10.
Step 5: Secondary Magical Abilities
All equipment also have a secondary ability. Select one or roll percentile dice:
D100 Result
01-11 The Enchanted Object is a raw PPE Battery and has an additional +(5D10 x10) PPE.
12-22 If separated from the object the most recent owner can teleport it back to himself so long as it is within his line of sight.
23-28 Gain 3 psionic powers from either sensitive or healer categories. Has (D6 x10) + ME = ISP.
29-40 An additional +1 magic save.
41-52 The object reacts to emotions despite not having a sentience. The object can sense the emotions of the owner and those around it (within 6 metres). When it sense hostility it trembles granting the owner +2 to initiative checks. In addition the object has a preferred emotional state where its abilities act as if they were one level greater than usual.
53-64 Choose D4 +1 magic related skills at +20% which the Object can communicate raw information telepathically with the character.
65-76 Grants total immunity to any form of mind control, possession or anything else that might cause him to involuntarily remove the object.
77-88 Gives the user total immunity to either fire, cold or electrical damage and effects.
89-00 Adds a total of +D10 extra points to attributes (it may either all be used on one single attribute or spread over several or all of them. If the character is separated from the object however his statistics will revert to their original form).
Step 6: Power Level of the Spell or Abilities
The spell equivalent in power is fixed and does not increase as the character grows in experience. The spell's strength, range, duration, damage and effects are forever locked in the equivalent level slated in the table.
D100 Result
01-50 Equal to D4 levels in power.
51-75 Equal to D6 levels in power.
76-90 Equal to 2 +D6 levels in power.
91-00 Equal to 4 +D6 levels in power.
Step 7: Finances
The character starts with D10 x $1000 dollars to be spent on weapons and equipment.

 

 

Magic - Enchanted Weapon
The magic weapon not the character is the true source of the magic and the superbeing's power. The hero is simply the new champion that wields the magical construct. Without the mystic weapon the character is an ordinary person armed only with his skills and wits. The weapon is usually a common, ancient, melee weapon such as a sword, axe, mace, or spear covered in mystic symbols and rune writing.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC plus any gained through magic and physical training.
Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3: Weapon Type
Choose or roll for the Weapon type.
D100 Result
01-07 Whip (Scourge or Whip)
08-14 Sword (Bastard, Katana, Long, Scimitar, Sabre, Two-handed sword, Cutlass, Khopesh, Wakizashi, Short or Drusus)
15-21 Axe (Battle or Hand)
22-28 Bow (Composite long, Composite short, Daikyu, Long or Short)
29-34 Crossbow (Hand, Heavy crossbow or Light)
35-40 Mace (Belaying pin, Club, Footman's mace, Horseman's mace, Morning star, Tonfa, Maul, or Cudgel)
41-46 Knife (Dagger, Dirk, Knife, Stiletto, or Main-gauche)
47-52 Hammer (Standard or Warhammer)
53-58 Flail (Footman's or Horseman's)
59-64 Staff (Bo, Long or Short)
65-70 Spear (Harpoon, Javelin, Long Spear, Short or Trident)
71-76 Halberd (Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard, Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge, Halberd, Hook fauchard, Lucern hammer, Mancatcher, Military fork, Naginata, Partisan, Ranseur, Spetum, Tetsubo or Voulge)
77-82 Pick (Footman's or Horseman's)
83-88 Chain (Spiked Chains, Ball and Chains, Goupillon Flails, Mace and Chains, Manriki Gusari, Sa Tjat Koens, Nunchaku or Chain Flails)
89-94 Lance (Heavy horse, Light horse, Jousting or Medium horse)
95-00 Other weapon
Step 4: Primary Magical or Super Abilities
The player can select six abilities from the following list which are possessed by the weapon and available to his character. These are the extraordinary magical properties of the Enchanted Weapon, and although It is the hero who calls upon the weapon to use them, they are not the powers it bestows on its mortal champion. Unless otherwise stated, there is no limit to how often a power can be used by its champion, and it is presumed to be in force as needed. A good aligned weapon can be used by Principled, Scrupulous or Unprincipled characters only. An evil aligned weapon's magic power can only be unleashed by Anarchist, Miscreant, Diabolic, and Aberrant characters. To anybody else it is an ordinary weapon of superior craftsmanship, without any magical properties. The only exception is when the weapon's champion willingly lends it to someone for a specific purpose. Under this circumstance, the borrower can draw upon the six powers of the Enchanted Weapon and use them as is necessary in fulfilling his mission. If separated for more than 72 hours, the character will automatically return to his ordinary human form and the weapon becomes inert (seemingly powerless). Until the two are reunited (or the mortal killed), both are powerless.

All Enchanted Weapons have a renewable PPE reserve of (2D10 x10) +100. Every 24 hours, it regenerates all PPE previously spent on spell casting. This also means the holder of the Enchanted Weapon can cast any combination of spells, with each spell temporarily burning up the available PPE. When all PPE is used up the character must wait till the beginning of the next 24 hour period. This energy does not increase with experience. The magical reserve inside the magic object can be shared with wizards or other practitioners of magic, however, it must be given willingly by the
owner/wearer of the item. Stolen items can be used freely by the "new" owner. Some objects magically provide super abilities. Except for their magical origins, these super abilities function exactly like their nonmagical counterparts. except they cost 15 PPE each to activate and use. Once activated. the super abilities remain in force until the character wants it to stop or after 24 hours, whichever comes first. At the end of 24 hours, if sufficient PPE is available the character can immediately reactivate them.

All weapons are Indestructible by conventional means, give the user a +3 Magic save, +D4 Strike and Parry, affect all supernatural creatures, and add damage of +D6.

Select 6 from the list below or roll percentile dice:

D100 Result
01-04 Choose 1 power from each of the 4 psi categories and determine the sword's ISP = his (ME x2) + (3D4 x10).
05-08 This will protect the wearer from most weather and keep a comfortable temperature of around 21 degrees Celsius. It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While it will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the garments will be repelled to the outside and drip off. It will not provide protection from drowning or from gas attacks.
09-12 When activated this produces a globe of silence centred on the weapon. The globe of Silence has a diameter of 1 metre per level and lasts until turned off. It can be activated up to once per day per level. Effects are as per the spell except wielder does not have to concentrate on it and moves with the weapon.
13-16 The weapon was made to fight the supernatural and thus has double the effect and damage on them. Further on a critical strike a summoned or extraplanar creature is banished back to their realm and any undead under another's control become free of their influence.
17-20 Restores all Hit Points or half SDC total by touching the weapon to the individual who needs healing. The
magical healing leaves no scars. The healing touch can be used 10 times per day (24 hours). Although intended for helping others, its champion can draw upon its healing power as well (counts as one of the 10 per day).
21-24 Turns itself and the welder invisible identical to the spell Invisibility: Superior.
25-28 +1 damage per level is added to all modes of attack used by the weapon wielder, including lightning bolts, fire balls, and strikes from the weapon, as well as punches and kicks from its magically empowered champion.
29-32 Spits Lightning Bolt. Can be used as often as once every melee round (counts as one melee attack). As a magical energy blast, it will affect supernatural beings, creatures of magic and those who are normally invulnerable. Damage is D6 per level electrical damage. Range of 30 metres per level.
33-36 Spits Fire Ball. Can be used as often as once every melee round (counts as one melee attack). As a magical energy blast, it will affect supernatural beings, creatures of magic and those who are normally invulnerable. Damage is D6 per level burning fire damage. Range of 30 metres per level.
37-40 This power enables the weapon wielder to animate and control skeletons and corpses. These zombie-like automatons have no will of their own nor any intelligence. They will obey any simple command, such as protect me, slay him, and so on. They obey only the weapon wielder. Can control up to 5 per level.
41-44 A successful strike causes an additional 2D4 points of damage directly to Hit Points and temporarily drains 1 or 2 points from the victim's PE This drain lasts for D4+1 melee round but if the character's PE is reduced below zero before then, he will die. Every point of PE that is drained also grants the weapon's user a temporary bonus of +10 SDC, but this bonus disappears as the victim's PE returns to him.
45-48 The weapon protects the wearer/user against magic, Nightbane talents, Nightlord powers and any supernatural ability that requires PPE to use. It does so by negating the PPE used by the spell, talent or power. There is a limit to how much PPE can be absorbed per 24 hour period. This is set as a reservoir of 8D10 +20 "anti-magic" points. The anti-magic reservoir is renewed at the rate of 20 points per hour.
49-52 Instead of the weapon being composed of flames, the weapon bursts into flames and damage while flaming is increased by +3D6. Can be used up to once per day per level, with a maximum duration of 2 minutes per level. The weapon itself is immune to fire.
53-56 A superbeing struck by the weapon will temporarily have his powers turned off. All superpowers are affected by the negation, including Invulnerability, Supernatural PS and similar "constant" abilities, depriving the character of any bonuses to attributes, combat, SDC, etc. that may have been granted by the power. This negation lasts for 2D4 melee rounds.
57-60 The ability to fly like a bird at will. Maximum speed is 10 kph per level.
61-65 A power that enables the hero to see clearly in the dark, including unnatural and magical darkness, much like passive nightvision light amplification goggles do. Range of 91.5 metres. The nightvision is automatically activated in darkness and has no time limitation.
66-70 The character has a second weapon to be used as a back up, as a second weapon or for throwing. The secondary weapon is less powerful (3 primary and 1 secondary power), usually in the form of a dagger, hand axe or even a short sword.
71-75 Creates a mystic energy shield that can be used to parry attacks like a knight and his shield. When necessary, the hero can tum his shield into a protective bubble that can enclose and protect himself and as many as 1 normal-sized human per level. The shield has a total of 50 SDC per level and is effective against all types of attacks. The mystic shield can be created instantly with but a thought. When it is created and used as a hand held shield to block and parry attacks, all the character's usual parry bonuses apply. A successful parry with the mystic shield means it takes all damage. The remainder of any damage above the shield's SDC shatters the shield and affects those behind it. The shield will remain up until destroyed, the danger appears to have passed, or its champion wills it to vanish.
76-80 Once per day per level, the touch of the weapon can undo the effects of a curse, be it brought on by a ward, rune, spell, superpower or similar source. The weapon also renders its wielder immune to curses while in his possession.
81-85 The weapon's wielder just seems to be lucky in most things. In moments of high stress and dire straights (as determined by the GM), the weapon grants a bonus of +10% to all skills and +2 to initiative, +1 to strike, and +4 to parry. The GM should also work lucky events surrounding the weapon's wielder into the plot of the campaign.
86-90 This power allows the weapon's wielder to instantly teleport himself and up to 35 kgs of equipment a distance of up to 46 metres per level of experience. Only the user can teleport (and anyone who may happen to weigh less than the power's weight limitation) and it cannot be directed at someone else. The character can use this power once per day per level.
91-95 The weapon renders its user immune to the influence of a Horror Factor. Additionally, holding this weapon high so that it can be seen by others allows its inspiring presence to be felt by them as well, granting them a bonus to save vs Horror Factor of D4+2 (roll separately for each person).
96-00 The character can cast spells. Pick a total of 14 selections from spell levels 1-6, and a total of 8 selected from spell levels 7-12. All selections are final.
Step 5: Secondary Magical Abilities
All weapons also have a secondary ability. Select one or roll percentile dice:
D100 Result
01-07 Allows the welder to See the Invisible.
08-14 Returns to the welder after being thrown. Returns immediately after striking (or missing) the target. Range of 30.5 metres +4.6 metres per level of its wielder's experience. If the weapon misses, it flies past the target and an attack roll can be made as it returns, but only if it missed initially.
15-21 An additional +1 magic save.
22-28 The weapon has a second form. This form can be any weapon, or object it can transform into at will.
29-35 The ability to understand, speak, read and write any language at will.
36-42 The weapon can be thrown double its normal range (and that of the character).
43-50 The weapon surrounds the user with a magical, false aura that makes the character appear to be something else. The character's own, true aura is concealed and impossible to detect by any magical or psionic means. Even the Nightbanes power to sense and see the aura of their own kind using the See Truth talent, cannot pierce the veil of this powerful magic
53-60 The object reacts to emotions despite not having a sentience. The object can sense the emotions of the owner and those around it (within 6 metres). When it sense hostility it trembles granting the owner +2 to initiative checks. In addition the object has a preferred emotional state where its abilities act as if they were one level greater than usual.
61-68 Disrupts spells/magic by touch on a successful save.
69-76 The character also has a magic sheath which the weapon can be placed in when not in use. While in the sheath it magically disappears into a dimensional pocket, centred on the wielder.
77-84 Grants total immunity to any form of mind control, possession or anything else that might cause him to involuntarily remove the object.
85-92 Cast 1 specific spell at will. This cant be changed, it must always be the same spell.
93-00 Adds a total of +D10 extra points to attributes (it may either all be used on one single attribute or spread over several or all of them. If the character is separated from the object however his statistics will revert to their original form).
Step 6: Power Level of the Spell or Abilities
The spell equivalent in power is fixed and does not increase as the character grows in experience. The spell's strength, range, duration, damage and effects are forever locked in the equivalent level slated in the table.
D100 Result
01-50 Equal to D4 levels in power.
51-75 Equal to D6 levels in power.
76-90 Equal to 2 +D6 levels in power.
91-00 Equal to 4 +D6 levels in power.
Step 7: Finances
The character starts with D4 x $1000 dollars to be spent on weapons and equipment.

 

 

Magic - Mystically Bestowed
Mystically bestowed super characters are usually individuals selected by a supernatural force of good or evil to
champion their causes. The individual selected is often a very ordinary person whose moral integrity and emotional state are deemed to be exactly right to champion their cause. Once selected, the mystic force (god, demon lord, etc.) will appear to the individual, explain that he or she has been chosen to receive a great gift, given a speech about the eternal battle between good and evil. The person is normal in every way until he calls upon the power within him. This can be done by force of will (mentally) or by calling on the name of the bestowing power, or a special trigger
word. Calling upon this force will instantly transform the person into a mighty, costumed visage of power. If the person is a child, old, invalid, or normally physically out of shape, he or she will be transformed into a youthful, powerfully built figure of heroic image.

A Negate Magic or Anti-Magic Cloud spell will temporarily strip the character of his abilities, momentarily transforming the person back into his ordinary, fragile form. However, the character gets to save vs magic with a +4 save against the negation of magic. If a successful save is made, nothing happens, and he retains his magical powers. A failed save vs magic means he is instantly transformed from superhuman to ordinary person. The imposed transformation lasts a mere D6 melee rounds. The powers are mystical so they cant be Drained, Mimicked or Negated by normal meta powers but are fully affected by magic similar to these.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC in normal form plus any gained through magic and physical training, and x10 this when transformed. (3D4 x10) +PE = PPE, each new level of experience adds D6+4 PPE to the character's total.

The following bonuses apply only when transformed into the superheroic figure. Adjust all attributes as follows:
MA +2D6 (minimum of 18)
PS +2D6 (minimum of 20)
PP +D6 (minimum of 18)
SPD x5 (minimum speed of 24)
SDC +3D6 x10.

Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3: Type of Bestowed Super Abilities
The player whose character's powers are magically bestowed can either select one of the following or roll for a random determination. He gains these powers by joining his mind and body with one or more disembodied beings (spirits, semi-divine beings, and that ilk). The merging spirit can be of any nature, determined by the player at the time of the hero's creation. Possibilities include:
Ancestral: The merging beings are the hero's own ancestors.
Spiritual: The spirits are any Independent Spirits.
Demonic: The merging being is a nasty supernatural type.
Divine: The merging spirit is a bonafide divine being who uses the hero as his avatar.
Must choose one of the above patrons to call on/invoke for powers. A patron who has been angered by his avatar may revoke the powers he has bestowed until atonement has been made. Powers and bonuses will vary according to the deity or spirit chosen. Divine Patrons can be found in the Pantheons section.

In the case of spell casting abilities, all spells start out at the same level as the character and increase in strength as the character grows in experience. However, the character is not a full practitioner of magic and does not gain additional spells as he increases in level, nor does his PPE increase as drastically as that of the wizard.

D100 Result
01-06 Select 3 Major Powers
07-12 Select 2 Major and 2 Minor Powers
13-18 Select 1 Major and 4 Minor Powers
19-24 Select 6 Minor Powers
25-30 Select 5 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
31-36 Select a total of 3 spells from levels 1-6 and 4 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
37-42 Select a total of 6 spells from levels 1-7 and 3 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
43-49 Select a total of 9 spells from levels 1-8 and 2 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
50-55 Select a total of 12 spells from levels 1-9 and 1 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
56-60 Select a total of 15 spells from levels 1-10 and 1 psionic power from two out of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.
61-65 Select 2 Major Super Abilities and a total of 6 spells from levels 1-6.
66-70 Select 1 Major Super Ability and a total of 12 spells from levels 1-6.
71-75 Select 5 Minor Super Abilities and a total of 3 spells from levels 1-6.
76-80 Select 4 Minor Super Abilities and a total of 6 spells from levels 1-6.
81-85 Select 3 Minor Super Abilities and a total of 9 spells from levels 1-6.
86-90 Select 2 Minor Super Abilities and a total of 12 spells from levels 1-6.
91-95 Select 1 Minor Super Ability and a total of 15 spells from spell levels 1-6.
96-00 Pick a total of 22 spells from spell levels 1-10.
Step 4: Finances
The character starts with D4 x $1000 dollars.

 

 

Magic - Mystic Study Mage
Spell magic taps into the fabric of mystic energies and weaves it into a useful, focused force. The ancient secrets of
magic are not to be trifled with, and are a potentially dangerous force. Consequently, most masters of the mystic arts take great pains to hide them from the world. The master of the mystic arts must spend years of study with another, greater, master. During those years he learns to concentrate, focus his thoughts and willpower, relax and meditate.
He learns of other dimensions and evil forces. He learns the responsibility one must accept when he becomes part of the enigmatic world of magic. Then, only after this has been fully mastered and understood, is the first simple spell taught. With that one spell the novice learns to direct and control the unwieldy energy that courses through and out of his body. Once the novice has learned to completely control that one spell, he is ready to explore the deeper mystic arts. The spell casting practitioner of magic goes by many different 'names, wizard, sorcerer, mage, etc., but all share the fundamental power to draw upon magic energy and cast it as a spell with astonishing magical effect. Each time a spell is cast, it will temporarily use a portion of the mage's PPE reserve (Potential Psychic Energy). Different spells require different amounts of PPE; each spell description will indicate the amount necessary to cast it. The higher level the spell, the greater the cost.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.

Like all men of magic, the character is a living battery of mystic energy that he can draw on to create magic. The permanent PPE base is at a rate of (IQ + ME) x4. In addition, the mage gets 2D10 PPE per each level of experience. The sorcerer can draw additional PPE from select other sources, like ley lines and blood sacrifices.

Wizards also have an emergency hidden reserve of PPE. Even if depleted of normal PPE, they can choose to spend their HPs as if they were PPE points on a one for two ratio (in other words 1 HP = 2 PPE).

At first level, the wizard is +2 to save against magic of any kind, +1 to save vs possession, +2 to save vs Horror Factor, and others need a 12 to resist his magic (spell strength).
At fourth level, another +1 vs magic is gained and the spell strength is +2 (characters need a 14 or higher to save against his spells).
Seventh level adds +1 to spell strength (15 or higher to save vs his magic) and +1 to save vs possession and Horror Factor.
Tenth level adds +1 to spell strength (16 or higher to save) and another +1 vs possession and Horror Factor. The character can also learn from a new school of magic.
Thirteenth level adds another +1 to save vs magic, and +1 vs possession and Horror Factor.
Sixteenth level adds +1 to spell strength (17 or higher to save vs his magic) and +1 to save vs possession and Horror Factor.
Nineteenth level adds +1 to spell strength (18 or higher to save vs his magic) and +1 to save vs magic, possession and Horror Factor. He can also learn from another school of magic.

Step 2: Education
The character can have any level of education, from high school to doctorate. Choose skills in the normal manner but also gain the following all at +30%;
Holistic Medicine
2 other Languages
Lore: Astral
Lore: Demon and Monsters
Lore: Faerie
Lore: Folklore and mythology
Lore: Geomancy and Lines of Power
Lore: Ghosts and Faeries
Lore: Magic
Lore: Religion
Lore: Undead
Lore: Vampires
Lore: Witches
Research
Select 20 secondary skills (+5% skill bonus applies to each)
Step 3: Spells
The character has finished his mystic studies, is first (or second) level, and has learned a small repertoire of spells. Select a total of 22 spells from spell levels 1-10. Additional spells must be actively sought out and learned. Alternatively whenever the character goes up a level the GM may roll D4 +1 per level for how many spells have been learnt. And then roll D4 +1 per level for the level of each spell.
Step 4: Magical Abilities
The years of study and mastery of the mystic arts provide the mage with a handful of additional abilities that relate directly to magic. These powers do not require spell casting, and can be used as often as desired.

He can recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles, and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them.

Choose four of the following special abilities. +1 more every second level.

Type Notes
Alchemy Base Skill: IQ x5%, plus 5% per level.
Gain the following skills: Maths Basic, Maths Advanced, Literacy, Chemistry, Chemistry Analytical, Biology, and Botany. +5% bonus to each of the Science skills above.
Save Throws: A save vs spell magic must be made. Alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.
The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas. The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.
Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs, etc. should last about 1d6 hours or possibly two hours per level of the alchemist.

Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.
Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.

Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total PPE needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or credits) per level in components, maybe more depending on the GM's decisions.
Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.

Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit the improvements made on an alchemical formula, so that super- potions don't get created.

Astral Projection Range: Self
Duration: Five minutes per level of experience.
Saving Throw: None
This ability, mastered through years of study and willpower, functions very much like the psionic ability.
Charm PPE Cost to Create: 6 (temporarily)
Time to Create: Varies - long enough to cover a target artifact in runes, etchings, symbols, etc.
Strength: Consider a Charm a level two enchantment with an indefinite duration.
Duration of Magic: Permanent
Duration of Activation: Constant
Any magician can create a charm. Any well made object can be charmed with either a +5% skill bonus or a +1 bonus on the roll of a D20.
Cloaking Base Skill: IQ x5%, plus 5% per level
Special Bonuses: Add +5% if the Mystic Meditation skill is also known (experience in concentration).
Cloaking is the study of masking one's magical and psionic nature. It is most common among Mystics, but any mage can learn to do it provided they have the necessary magical knowledge. The mage learns to hold his supernatural nature in, and to spread out whatever he can't contain. Thus he can suppress his own magic and psionic ability. Initiating the cloaking takes one melee of concentration. A successful roll means that the magic energy is suppressed and masked. Anyone using a spell or natural tracking abilities to sense the mage suffers a penalty to their skill equal to the mage's skill percentile. If the mage fails he can try to mask himself again next melee. There is no limit to the duration that a mage masks himself, but there is a restriction. While cloaked, the mage cannot use any magic spells, items, or psionic powers without destroying his cloak. Early on he cannot cloak his possessions. After level three, however, any magical or psionic items can be cloaked as well, as long as they are carried on his person and of low to mid level power.
The cloaking mage cannot extend his ability to other people, vehicles, or powerful magical objects (like rune weapons). This is the principal difference between this ability and the Block Magical Radiance spell of Metamages. This ability is better than the spell of Transferal, because the mage always has his magic at his command and can use it in the blink of an eye. Plus, he can hide his psionic nature at the same time.
Divination Base Skill: IQ x5%, plus 5% per level
This skill allows a character to gain insights into the past, present, or future by manipulating a specific process. When the skill is selected, the player selects 3 processes (by casting bones or rune stones, reading a person's palm, tarot, astrology, numerology, rune casting, I Ching, etc.) the character is conversant with, +1 per level.  
Familiar Range: 183 metres
Duration: Indefinite
saving Throw: None
PPE: Twenty
At third level, a practitioner of magic is experienced enough to mentally link with a small animal (bird, mammal or lizard). This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion and master. To him, the animal is always docile and submissive, because the two are now one; an extension of each other. As such, both man and animal will understand each other completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling Into areas not easily accessible to their masters. Although the familiar understands and obeys the mage, it cannot actually speak to him. Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing (on an empathic and telepathic level). If one is in danger, the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional 6 Hit Points. However, if the familiar is hurt or attacked, its master also takes the same amount of damage even if kilometres apart. Two-way telepathic and empathic communication with a maximum range of 183 metres. Beyond this range the two cannot communicate but each will know if the other is in danger or hurt regardless of the distance between them. The animal will also understand spoken commands by its master on an almost human level. The mage will have a keen understanding and perception of his animal companion's reactions, growls, noises and body language.
Improvisation Base Skill: IQ x5%, plus 5% per level
With this skill, a mage can use his knowledge of the magical arts to combine spell effects. This allows the caster a vast array of combinations possible. A few examples are throwing electrified magical nets, creating glowing fogs, and launching missiles that blind victims. To perform a spell, the character must have the appropriate spells to be combined. The duration, range, and damage of the improvised spell are equal to the highest value out of all the spells used. This means if two spells with ranges of 27 metres and 90 metres were combined, the improvised spell range would be 90 metres. The PPE cost is equal to the total of the PPE costs of the combined spells. The mage can combine two spells at level one, plus one more at levels three, six, and ten. For each spell above his own experience level the mage is trying to mix, add a -5% penalty to the skill roll. However, if the character has a specialization in a particular type of spell magic he is combining then don't count it - the character's knowledge overrides the penalty. On a failed roll, only one of the spells used in the mix has any effect. Thus if someone tried to create that globe of fire and failed, the caster might end up with either a Fireball or a Globe of Daylight. If the mage fails he only expends half the magic energy he would have used had he succeeded. If the improvisation fails, the mage can roll again under his skill percentile (no penalties) to try and determine which spell is actually cast. Failure means the resulting spell is completely random. A third roll under the skill percentile (no penalties again) will determine if the mage has control of the random spell - failure means he doesn't and might very well have a fireball rocketing out of control. Overall, a mage could end up rolling his Improvisation skill three times with one attempt at a spell.
Mutant This character also has superpowers. Choose or roll on the following;
01-33 5 Minor Powers
34-66 1 Major and 3 Minor Powers
67-00 2 Major and 1 Minor Power
Mystic Herbology Base Skill: IQ x5%, plus 5% per level. Add +10% to the Holistic Medicine skill if it is possessed.
Gain the following skills: Identify Plants and Fruits, and Botany.
The character knows all sorts of things about mystic herbs and herbs in general: legends, when and where to find them, preparation and preservation of them, knowledge of poisons, mystic powers, and how to turn them into magical teas, potions, tonics, elixirs, etc. This skill differs from that of Alchemy in this respect - while both may use the occasional chemical from the other school, alchemists tend to use biological and mineral components and herbologists use primarily plants and fungi.
Mystic Investigation Base Skill: IQ x5%, plus 5% per level
Gain the following skills: Math Basic, Math Advanced, Literacy, and Investigative. If the Research skill is possessed, add a one time +10% bonus.
All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his IQ on 2D10 for each attempt to determine a specific power or function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level). Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets. Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and D4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.
Mystic Meditation Base Skill: IQ x5%, plus 5% per level
This is a deep form of mediation that gives greater benefits than normal meditation. Each hour that the character meditates, roll percentile dice. If the roll isn't under the skill percentile, nothing special happens (normal energy recovery). If it is, the character gains the following benefits:

1) Gains one insight into a current situation or dilemma (a way for GMs to give hints to the characters). Could also add a +5% bonus on an important skill roll.

2) All poisons and toxins are slowed to inactivity for the hour, doing no damage and causing no penalties.

3) The mystic recovers an additional +2 PPE for that hour of meditation. Add +1 to this number at levels three, six, and ten. Note that this increase is effective only for hours where deep meditation is achieved. If the skill roll fails the character recovers energy normally.

4) Gain +D4 additional spells of a level less than or equal to the character's are gained for that time period. The spells are selected by the GM, who could decide to give more or fewer spells depending on the circumstances. These spells are to help the character through the trials ahead, and fade away quickly.

Psychic This character also has psychic abilities. Choose D4 psionic powers from each of the four categories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).
Read Magic The ability to read ancient texts, legends, symbols, and magic scrolls.
Scroll Conversion All literate non-Mystic mages can translate a scroll into a viable spell formula with a base skill of IQ x5%, plus 5% per level. However, a -2% penalty should be imposed per level of the spell in the scroll. If the conversion attempt fails, the translator is left with no scroll and an incomplete (and probably unstable) spell formula, the casting of which can have embarrassing, destructive, inconvenient, or deadly side effects. Further research on the spell will be impossible until the character gains another experience level, at which point research into the spell can be resumed.
A successful scroll conversion results in a complete spell formula, a valuable asset in the complete understanding of the spell - add a +25% bonus to the success roll of figuring out the existing spell magic. The mage can use a complete spell formula as directions to cast the spell, but must rely on a hardcopy of the formula to do so - until he learns it and knows it well enough to cast from memory.
Sense Enchantment Range: 28 metres maximum
Duration: Automatic and constant awareness
The mage's knowledge and attunement to the supernatural is so complete that he can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users. and people controlled or possessed by mystic forces. The exact purpose or power 01 the enchantment is usually not known, but that it is rooted in magic is easily identifiable. This is basically an uncomfortable prickly sensation or specific "feeling" or hunch the wizard gets when looking at a specific person, place, or item.
Sense Magic Range: 37 metre diameter
Duration: Automatic and constant awareness
Saving Throw: None
The practitioner of magic is so familiar with magic energy that he can sense or feel the presence of magic, especially great magic (i.e. an Enchanted Weapon or Object, other powerful magic item, ley line nexus, greater demon, demigod, god, or fellow mage who is 8th level or greater, and similar). The individual can tell if he is near 6 metres, or far (toward the limit of the range) from the source of the magic. The ability can also indicate whether a person, object or place is enchanted/under a magic spell, possesses vast PPE, is in the process of invoking magic, or if powerful magic is being used in the area. Note: Practitioners of magic and most supernatural beings do not register as being magical except when actually casting a spell  or using magic.
Sense Supernatural Evil Range: 28 metre radius
Duration: Automatic and constant awareness
Saving Throw: None, however a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection (note that the psychic's ability to sense evil is not blocked by the magic circles).
This is another sensitivity that the mage develops through his awareness of and exposure to magic. It enables the mage to feel or sense the presence of supernatural evil, including evil sorcerers (due to their connection with magic energy), demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately how many supernatural evil presences are within the radius and can also register the intensity of the evil and pinpoint the general location of the source to a particular room or part of a building, an area, possessed object or person, or an approximate distance (very close. near, far, etc.). Evil emanations from human and most mortal beings are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention or is a superbeing who is at least 9th level.
Signature Spell Often, you'll see mages in fiction have have particular spells that they use very frequently. These could be considered signature spells. Reduce the normal cost for signature spells by half of what they'd normally cost to cast. Signature Spells are cast as if the mage was a couple of levels higher then what they normally are, and opponents have a -2 penalty to save vs those signature spells. Mages do not get very many of these though. Each time a mage levels up, they get to pick one new signature spell of the same level that they just levelled to. eg. a third level mage would have three signature spells, one from their level one spells, one from their level two spells, and the final one from their level three spells.
Spellcrafting Base Skill: IQ x5%, plus 5% per level. Add +5% when crafting and testing spells for which the mage already has a specialization for, and add +10% to the success rate for scroll conversion. Also use the straight Spellcrafting skill when testing developed spells.
Gain the following skills: Literacy, Maths Basic, Maths Advanced, Cryptography, and Lore Magic.
This is the science of developing new spells using existing spells and researched knowledge. A mage with a decent repertoire of spells and a high level of experience (6th and up) should be able to come up with a couple new spells. Note that this will require access to libraries of magical information if the spell is complex, high level, or has no basis in spells known already. The mage will need to find a library, like that of a guild, unless he has one of his own. See the Notes on Magic 2 section titled ' Spell Design' for complete information. Note: For circle makers, they could select a Circle Design spell that has the exact same stats but is for circles.
Specialization Special Bonuses: +1 to the strength of spells for which the mage has a specialization, plus they are cast at half the listed PPE cost rounded down. Never apply this bonus and cost reduction to magic for which no specialization is possessed.
Advanced Skill: If the same specialization skill is selected again (it becomes an advanced specialization), then add another +1 to the magic strength for the selected spells and cut the PPE cost to cast them to one third.
Extra time spent studying a particular form of magic has given the mage a greater understanding of it. Different kinds of spell categories can be specialized in, but each counts as a separate skill (or two). One more interesting note is that the bonuses with a specific magic form go across the board. So if a mage specializes in summoning and has a +1 bonus to summoning magic, he can apply that bonus to both summoning spells and summoning circles. Characters can also select specific magic types as specializations (such as Necromancy spells or Temporal magic), and this is acceptable too. The specialization skill grants a bonus of +2 to save vs the magic and to magic strength with it. An advanced specialization skill grants a +1 to save vs the magic and to magic strength with it at levels one, three, and seven, plus the mage learns to cast such spells with 25% less PPE.
Step 5: Finances
The character starts with D10 x $1000 dollars to be spent on weapons and equipment.
Level Abilities gained
1 +2 save vs. Spell, +1 save vs. Possession, +2 save vs. HF, Spell Strength 12
2 +10 PPE
3 +1 save vs. Spell, Summon Familiar
4 +10 PPE, Spell Strength 13
5 +1 save vs. Possession, +1 save vs. HF
6 +10 PPE, +1 save vs. Spell
7 Spell strength 14
8 +10 PPE, +1 save vs. HF
9 +1 save vs. Spell, +1 save vs. Possession
10 +10 PPE, Spell Strength 15
11 Can learn a different school of magic
12 +10 PPE, +1 save vs. Spell
13 Spell Strength 16, +1 vs. Possession and HF
14 +10 PPE
15 +1 save vs. Spell
16 +10 PPE, Spell Strength 17
17 +1 save vs. Possession, +1 save vs. HF
18 +10 PPE, +1 save vs. Spell
19 Spell Strength 18
20 +10 PPE

 

 

Magic - Mystic Study Tao Shih
The focus of the Tao Shih is that of an educated mage who is obsessed with the power of the written word and the inheritor of the Taoist Mystic tradition. They do not cast spells directly, but they are experts in storing spells in the written characters of Celestial Calligraphy. Because a great many Chi Magic spells work only for the caster of the
spell, Celestial Calligraphy is the only way to give magical protection to others. Anyone can activate paper-inscribed Celestial Calligraphy simply by setting fire to the paper and holding it while the written characters bum.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.

Like all men of magic, the character is a living battery of mystic energy that he can draw on to create magic. The permanent PPE base is at a rate of (IQ + ME) x4. In addition, the mage gets 2D10 PPE per each level of experience. The sorcerer can draw additional PPE from select other sources, like ley lines and blood sacrifices.

Tao also have an emergency hidden reserve of PPE. Even if depleted of normal PPE, they can choose to spend their HPs as if they were PPE points on a one for two ratio (in other words 1 HP = 2 PPE).

Step 2: Education
The character can have any level of education, from high school to doctorate. Choose skills in the normal manner but also gain the following all at +30%;
Art
Chinese or Japanese Antiquarianism
Chinese or Japanese Calligraphic Codes and Code Breaking
Chinese or Japanese Classical Studies
History Chinese or Japanese
Holistic Medicine
Lore: Chinese or Japanese Mythology - Buddhist
Lore: Chinese or Japanese Mythology - Taoist
Lore: Demon and Monsters
Lore: Geomancy and Lines of Power
Lore: Ghosts and Faeries
Lore: Magic
Lore: Religion
Lore: Undead
Research
Select 20 secondary skills (+5% skill bonus applies to each)
Step 3: Spells
The character has finished his mystic studies, is first (or second) level, and has learned a small repertoire of spells. Select a total of 22 spells from spell levels 1-10. Additional spells must be actively sought out and learned. Alternatively whenever the character goes up a level the GM may roll D4 +1 per level for how many spells have been learnt. And then roll D4 +1 per level for the level of each spell.
Step 4: Magical Abilities
The years of study and mastery of the mystic arts provide the mage with a handful of additional abilities that relate directly to magic. These powers do not require spell casting, and can be used as often as desired.

He can recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles, and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them. Tao Shih can also read ancient texts, legends, symbols, and magic scrolls. They are constantly seeking out ancient books, manuscripts or inscriptions that might contain magical spells or information about magic. Once a Tao Shih has successfully deciphered a written spell, the character can always transcribe it into another form. Whether or not it can be used as Celestial Calligraphy depends on the specific spell (see Chi Magic spells), but there will be no need for any additional dice rolls. Note: Since Tao Shih do NOT automatically receive any spells as they gain new levels of experience, the ONLY way to gain new spells is by finding them in written form.

With a solid understanding of meditation, the character has also mastered some Mudra (five total) and continues to learn more.

Choose four of the following special abilities. +1 more every second level.

Type Notes
Alchemy Base Skill: IQ x5%, plus 5% per level.
Gain the following skills: Maths Basic, Maths Advanced, Literacy, Chemistry, Chemistry Analytical, Biology, and Botany. +5% bonus to each of the Science skills above.
Save Throws: A save vs spell magic must be made. Alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.
The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas. The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.
Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs, etc. should last about D6 hours or possibly two hours per level of the alchemist.

Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.
Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.

Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total PPE needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or credits) per level in components, maybe more depending on the GM's decisions.
Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.

Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit the improvements made on an alchemical formula, so that super- potions don't get created.

Astral Projection Range: Self
Duration: Five minutes per level of experience.
Saving Throw: None
This ability, mastered through years of study and willpower, functions very much like the psionic ability.
Charm PPE Cost to Create: 6 (temporarily)
Time to Create: Varies - long enough to cover a target artifact in runes, etchings, symbols, etc.
Strength: Consider a Charm a level two enchantment with an indefinite duration.
Duration of Magic: Permanent
Duration of Activation: Constant
Any magician can create a charm. Any well made object can be charmed with either a +5% skill bonus or a +1 bonus on the roll of a D20.
Cloaking Base Skill: ME x5%, plus 5% per level
Special Bonuses: Add +5% if the Mystic Meditation skill is also known (experience in concentration).
Cloaking is the study of masking one's magical and psionic nature. It is most common among Mystics, but any mage can learn to do it provided they have the necessary magical knowledge. The mage learns to hold his supernatural nature in, and to spread out whatever he can't contain. Thus he can suppress his own magic and psionic ability. Initiating the cloaking takes one melee of concentration. A successful roll means that the magic energy is suppressed and masked. Anyone using a spell or natural tracking abilities to sense the mage suffers a penalty to their skill equal to the mage's skill percentile. If the mage fails he can try to mask himself again next melee. There is no limit to the duration that a mage masks himself, but there is a restriction. While cloaked, the mage cannot use any magic spells, items, or psionic powers without destroying his cloak. Early on he cannot cloak his possessions. After level three, however, any magical or psionic items can be cloaked as well, as long as they are carried on his person and of low to mid level power.
The cloaking mage cannot extend his ability to other people, vehicles, or powerful magical objects (like rune weapons). This is the principal difference between this ability and the Block Magical Radiance spell of Metamages. This ability is better than the spell of Transferal, because the mage always has his magic at his command and can use it in the blink of an eye. Plus, he can hide his psionic nature at the same time.
Divination Base Skill: ME x5%, plus 5% per level
This skill allows a character to gain insights into the past, present, or future by manipulating a specific process. When the skill is selected, the player selects 3 processes (by casting bones or rune stones, reading a person's palm, tarot, astrology, numerology, rune casting, I Ching, etc.) the character is conversant with, +1 per level.  
Familiar Range: 183 metres
Duration: Indefinite
saving Throw: None
PPE: Twenty
At third level, a practitioner of magic is experienced enough to mentally link with a small animal (bird, mammal or lizard). This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion and master. To him, the animal is always docile and submissive, because the two are now one; an extension of each other. As such, both man and animal will understand each other completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling Into areas not easily accessible to their masters. Although the familiar understands and obeys the mage, it cannot actually speak to him. Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing (on an empathic and telepathic level). If one is in danger, the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional 6 Hit Points. However, if the familiar is hurt or attacked, its master also takes the same amount of damage even if kilometres apart. Two-way telepathic and empathic communication with a maximum range of 183 metres. Beyond this range the two cannot communicate but each will know if the other is in danger or hurt regardless of the distance between them. The animal will also understand spoken commands by its master on an almost human level. The mage will have a keen understanding and perception of his animal companion's reactions, growls, noises and body language.
Mutant This character also has superpowers. Choose or roll on the following;
01-33 5 Minor Powers
34-66 1 Major and 3 Minor Powers
67-00 2 Major and 1 Minor Power
Mystic Herbology Base Skill: ME x5%, plus 5% per level. Add +10% to the Holistic Medicine skill if it is possessed.
Gain the following skills: Identify Plants and Fruits, and Botany.
The character knows all sorts of things about mystic herbs and herbs in general: legends, when and where to find them, preparation and preservation of them, knowledge of poisons, mystic powers, and how to turn them into magical teas, potions, tonics, elixirs, etc. This skill differs from that of Alchemy in this respect - while both may use the occasional chemical from the other school, alchemists tend to use biological and mineral components and herbologists use primarily plants and fungi.
Mystic Investigation Base Skill: ME x5%, plus 5% per level
Gain the following skills: Math Basic, Math Advanced, Literacy, and Investigative. If the Research skill is possessed, add a one time +10% bonus.
All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his IQ on 2D10 for each attempt to determine a specific power or function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level). Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets. Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and D4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.
Mystic Meditation Base Skill: ME x5%, plus 5% per level
This is a deep form of mediation that gives greater benefits than normal meditation. Each hour that the character meditates, roll percentile dice. If the roll isn't under the skill percentile, nothing special happens (normal energy recovery). If it is, the character gains the following benefits:

1) Gains one insight into a current situation or dilemma (a way for GMs to give hints to the characters). Could also add a +5% bonus on an important skill roll.

2) All poisons and toxins are slowed to inactivity for the hour, doing no damage and causing no penalties.

3) The mystic recovers an additional +2 PPE for that hour of meditation. Add +1 to this number at levels three, six, and ten. Note that this increase is effective only for hours where deep meditation is achieved. If the skill roll fails the character recovers energy normally.

4) Gain +D4 additional spells of a level less than or equal to the character's are gained for that time period. The spells are selected by the GM, who could decide to give more or fewer spells depending on the circumstances. These spells are to help the character through the trials ahead, and fade away quickly.

Psychic This character also has psychic abilities. Choose D4 psionic powers from each of the four categories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).
Scroll Conversion All literate non-Mystic mages can translate a scroll into a viable spell formula with a base skill of ME x5%, plus 5% per level. However, a -2% penalty should be imposed per level of the spell in the scroll. If the conversion attempt fails, the translator is left with no scroll and an incomplete (and probably unstable) spell formula, the casting of which can have embarrassing, destructive, inconvenient, or deadly side effects. Further research on the spell will be impossible until the character gains another experience level, at which point research into the spell can be resumed.
A successful scroll conversion results in a complete spell formula, a valuable asset in the complete understanding of the spell - add a +25% bonus to the success roll of figuring out the existing spell magic. The mage can use a complete spell formula as directions to cast the spell, but must rely on a hardcopy of the formula to do so - until he learns it and knows it well enough to cast from memory.
Sense Enchantment Range: 28 metres maximum
Duration: Automatic and constant awareness
The mage's knowledge and attunement to the supernatural is so complete that he can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users and people controlled or possessed by mystic forces. The exact purpose or power 01 the enchantment is usually not known, but that it is rooted in magic is easily identifiable. This is basically an uncomfortable prickly sensation or specific "feeling" or hunch the wizard gets when looking at a specific person, place, or item.
Sense Magic Range: 37 metre diameter
Duration: Automatic and constant awareness
Saving Throw: None
By touching any object, or any living creature, the Tao Shih can get a sense of whether or not magic is contained, active, or bound up inside of it. The Tao Shih also has the unique ability to sense the subtle aura around a piece of writing that warns of potential magic, understanding that some piece of magical information is included, even if the writing itself is not magical.
Sense Supernatural Evil Range: 28 metre radius
Duration: Automatic and constant awareness
Saving Throw: None, however a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection (note that the psychic's ability to sense evil is not blocked by the magic circles).
This is another sensitivity that the mage develops through his awareness of and exposure to magic. It enables the mage to feel or sense the presence of supernatural evil, including evil sorcerers (due to their connection with magic energy), demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately how many supernatural evil presences are within the radius and can also register the intensity of the evil and pinpoint the general location of the source to a particular room or part of a building, an area, possessed object or person, or an approximate distance (very close. near, far, etc.). Evil emanations from human and most mortal beings are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention or is a superbeing who is at least 9th level.
Step 5: Celestial Calligraphy
Celestial Calligraphy, is sometimes known as Thunder Writing and is the art of writing magical Chinese characters. It is a method of storing a spell of Chi Magic into a series of mystical characters on paper. Burning the paper with the magically inscribed characters will activate the spell. There are five ink pigment colors, each of which is considered to generate a different “active element.”
1. Black Ink is strong in the element of water. Used for manipulating Negative Chi.
2. Blue Ink is strong in the element of wood. Used to focus perception, sense or vision.
3. Gold Ink is strong in the element of earth. Used for manipulating magical power/energy (P.P.E.).
4. Red Cinnabar Ink is strong in the element of fire. Used for manipulating or Evoking Positive Chi.
5. White Ink is strong in the element of metal. Used for healing or for altering organisms.
Each spell calls for a different kind of paper, which corresponds to one of the five elements and/or Positive or Negative Chi.
1. Matte Black (non-reflective): The element of water in a Positive Chi aspect. When used as a paper charm, it is usually hidden away as a source of secret protection.
2. Glossy Black (reflective): The element of water in a Negative Chi aspect.
3. Blue Paper: The element of wood in a Positive Chi aspect. Used for summoning or communicating with Immortals,  Heavenly Deities and other spirits of Positive Chi.
4. Green Paper: The element of wood in a Negative Chi aspect. The paper most associated with geomantic magic and the manipulation of the flow of Chi.
5. Red Paper: The element of fire in a Positive Chi aspect. Commonly used all over the world as a symbol of good luck and the most common colour for paper charms. Generates an explosive or outwardly moving component to a spell.
6. Pink Paper: The element of fire in a Negative Chi aspect. Considered to be the opposite of explosive, so that imploding or absorbing forces are generated.
7. Gold Paper: The element of earth in a Positive Chi aspect. Another popular colour for paper charms, it is associated with wealth. In magical spells, it adds a component of forging, moulding, or changing physical objects.
8. Yellow Paper: The element of earth in a Negative Chi aspect. Used in spells of protection or warding, especially against entities of Negative Chi.
9. Silver Paper: The element of metal in a Positive Chi aspect. As a paper charm, it represents good health. Often used with curative or healing spells.
10. White Paper: The element of metal in a Negative Chi aspect. Associated strongly with ghosts, souls, entities and departed spirits.
Step 6: Finances
The character starts with D10 x $1000 dollars to be spent on equipment.
Level Abilities gained
1 +2 to save vs magic, +2 to save vs possession, and +1 to save vs horror factor.
2 Select one Mudra of Self-Possession.
3 Add 6 to SDC and 6 to PPE.
4 +1 to save vs horror factor.
5 Select one Mudra of Protection
6 .Add 6 to PPE and +1 to save vs magic
7 Add 6 to SDC and +1 to save vs possession.
8 Select one Mudra of Evocation.
9 Add 6 to PPE and +1 to save vs horror factor.
10 +1 to save vs magic
11 Select one Mudra of Self-Possession.
12 Add 6 to PPE and +1 to save vs possession.
13 Add 6 to SDC and 6 to PPE.
14 Select one Mudra for the Manipulation of Objects, +1 to save vs horror factor.
15 Add 6 to PPE and +1 to save vs magic.
16 +1 to save vs possession
17 Add 6 to PPE and select any one Mudra
18 +1 to save vs magic and +1 to save vs horror factor.
19 Add 6 to SDC and 6 to PPE
20 +1 to save vs possession and select any one Mudra

 

 

Palladium Classes