Naliyah (Shing Dimensional Lion)

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Naliyah (Shing Dimensional Lion)

Postby Naliyah » Wed Apr 17, 2019 7:09 pm

Player Name: Ryan
G-Mail: ryanlee72
Character Name: Naliyah
Alias: Nali
R.C.C.: Shing
Alignment: Unprincipled
XP Level: 6
XP Points: 32,283 (The Apothecary 5 June 2020)
Next Level @ XP: 35,921 (7)
Sentiments/Non-Shing: We live in a vast Megaverse. There is room for all. Except Golgans. And Mariman. And Kasaro. Really, the Republikan Enklaves seem to be a problem for us. But generally, we evaluate others on an individual basis.
Disposition: Endlessly curious, expressive, noble, open to outsiders and other cultures, confident without condescension, and strongly independent while still working very well in groups. She occasionally displays the classic feline/lion traits of dominance, impulsiveness, and certain neurotic tendencies, and shares a genetic disposition toward toward bouts of wanderlust. Like all Shing, Naliyah has a tendency to become bored (and may fall asleep) if she is not mentally engaged, and can sleep for up to 20 hours at at time. The lioness has only had brief exposure to foreign concepts like centralized government, political intrigue, business, commerce, trade, corporations, and war, and her relative lack of experience in these areas makes her somewhat naive and vulnerable with regards to them.
Insanity: None

Note: Anything in orange is either purchased or modified via EP

ATTRIBUTES
I.Q.: 23
M.E.: 27
M.A.: 22
P.S.: 36 (Robotic Equivalent)
P.P.: 26
P.E.: 30
P.B.: 24
Speed: 59 (44mph, 322.5 yards per melee)

PHYSICAL DATA
P.P.E.: 493 (can hold an extra 1479 P.P.E. for up to 30 minutes before it dissipates)
I.S.P.: 94
H.P.: 94
S.D.C.: 93
Age: 23
Sex: Female
Height: 4 feet tall at shoulders, 7' long from snout to rump, plus her tail is another 4'
Weight: 625 lbs.
Description: An elegant, muscular and well-proportioned white lioness with gorgeous blue eyes, Naliyah moves with impressive power and grace.

Racial Abilities
  • Track by Scent: 59% (+10% to track people, +20% to follow blood scent)
  • Awe/Horror Factor: 12 (16 when roaring)
  • Roar can be heard for up to five miles
  • Speed Sprint: Can run with a burst of speed (+10 to Speed) for 1d4 minutes at a time, up to twice per hour (Speed 69: 51.5 mph, 377 yards per 15 second melee round, 25 yards per second)
  • Shing automatically sense supernatural good and evil within a 600' radius

Natural Abilities
Perception Bonus: 51% (+3%)
Charm/Impress: 70%
Invoke Trust/Intimidate: 70%
Max. Encumbrance: 500 pounds
Max. Carrying Weight: 900 pounds
Max. Lifting Weight: 1800 pounds (for 75 seconds)
Max. Jumping Ability: Naliyah can leap 21' high and 34' across from a standing position. With a running start, she can jump 27' high and 48' across!

Psionics All of Naliyah's psionic powers are found in RUE pages 164-177
Major Psionic
  • Astral Projection
    Range: Self.
    Duration: 5 minutes per level of experience.
    I.S.P.: 8
    Through intense concentration/meditation (4D4 minutes of preparation) the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral Body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or
    cord connects the Astral Body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the Astral Self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
    The physical body lapses into a coma-like trance when the Astral Self has left it. In this state the body is completely helpless. It cannot walk, move or think; completely catatonic.
    The hazards are threefold. First, if the physical body is killed, the Astral Body is forever lost and will die, fade away, within six hours. Second, if the Astral Body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of
    our time is equal to one week in the Astral Plane.) Third, the Astral Body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane.

    There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension). Astral Projection from the physical body into the material world (i.e. coexistence) creates a ghostly specter of the Astral Self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral Form the character automatically gains the ability to float, fly (mach one/760 mph maximum), see the invisible, pass through solid objects (including M.D.C. walls), impervious to physical harm (including cold, heat and energy), are invisible to sensor systems and cameras, and see and hear as usual. The Astral Body can not communicate with the physical world except through Telepathy or Empathy, nor speak to, smell or touch anything on the Material Plane. The Astral Self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the Material Plane (although limited by short sprints. See duration). A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be affected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyance, Empathy, etc . ; Astral travelers communicate using Telepathy.
    Traveling in Astral Form has its own very special dangers. While the character can see the invisible and other Astral Travelers, they can also see him. This makes him susceptible to their psychic and Astral Form attacks, for two Astral Travelers can lock into hand to hand combat
    as well. The most vulnerable target is the silver cord which is the Astral Traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person ' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult
    target to hit; attackers are -6 to strike. The Astral Body also has an S.D.C. of two times the Hit Points and S.D.C. of the physical body combined . This means if the character has 18 Hit Points and 28 S.D.C. both the Astral Body and its silver cord have 92 Astral S.D.C. each (18+28 = 46x2 = 92 each).
    Remember, magic and psychic influence have full effect on the Astral Body. This includes exorcism, which will force the Astral Traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral Traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the Material Plane.


    Entering the Astral Plane is like entering the Twilight Zone. After a minute of concentration the Astral Gateway appears as a bright patch of shimmering, white light. Once the Astral Traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds . There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time, too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. That means a 2nd level Mind Melter could spend the equivalent of ten weeks in the Astral Plane and, when he returned to his physical body, he would find that only ten minutes of real time had elapsed. Although time may flow differently between the Astral Plane and the real world, the Astral Traveler is still subject to the laws of the real world when he returns. If he was low on I.S.P. when he entered the Astral Plane, even if he was there for several weeks of Astral Time, he would still be low on I.S.P. when he returns to the real world. Time and space twisted and distorted, the Astral Traveler can travel from one end of our planet to the other, in the blink of an eye, by hopping through the Astral Plane.
    However, if he does not know where he is going, he could end up hopelessly lost in the Astral Plane somewhere. Furthermore, the Astral Plane has its dangers as well, from Astral Beings and monsters to becoming endlessly lost. Even if all goes well, the distortion of place and
    time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
    To return from the Astral Plane to the physical body, roll on the following table: Each roll will determine the Astral Traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely
    certain" to successfully return. The player may keep trying until he succeeds or time elapses.

    Location of the Physical Body
    Roll Percentile Dice to Return from the Astral Plane:
    01% - 30 % : Hopelessly Lost (roll again).
    31% - 50% : Uncertain, Confused (roll again).
    51% - 76% : Fairly certain of location; on the right track (roll again).
    77% - 00% : Definitely certain of location. (Whew! Made it Back).

    Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.
    Note: Traveling on the Material Plane in Astral Form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral Self can sense its location with a 60% efficiency (roll once per
    melee).

    The other danger lies in being attacked by other beings in the Astral Plane. Entities and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the Astral Body can not touch or communicate with the material world, the Astral Body is quite solid to other inhabitants of the Astral Plane. The Astral Body is also vulnerable to magic and psychic powers, as well as physical assault by Astral Entities.

    The energy which composes the Astral Plane is responsive to thoughts and desires. The strongest Astral Beings can mentally or magically control what a small area might look like. This means that the Astral Plane is made up of hundreds or perhaps thousands or even millions
    of tiny Astral "Kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modem city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of
    visitations to Heaven and Hell originate? It is always wise to avoid an Astral Kingdom, because only the most powerful Entities and Astral Beings can create and maintain them.
  • Bio-Regeneration
    Range: Self.
    Duration: Permanent.
    I.S.P.: 6
    Saving Throw: None.
    The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2d6 Hit Points or 3d6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration, there is no scarring. This power can be used as often as once every two minutes (every eight melee rounds).
    Note: Recovering more than half of one's Hit Points or S.D.C. this way in less than an hour takes a toll on the character, causing some weakness for 1d4+2 hours: reduce the P.S., P.E. and Spd attributes by 30%. Adjust attribute bonuses accordingly.[/color]
  • Death Trance
    Range:Self.
    Duration: As long as the psychic senses he must feign death, up to a maximum of four days.
    I.S.P.: 1, because physical psychics find it easy to control their bodies.
    A state of mind over matter that slows the metabolism to such a degree that it creates a temporary state of suspended animation, simulating death. Without hospital facilities, even a medical doctor is likely to believe the character is dead (1 -89% likelihood). The effects of drugs, toxins and chemicals are slowed to a crawl, doing minimal damage or effect, but will take full effect the instant the death trance is stopped (unless treatment is administered first). While in the death-like state, the psychic can not be roused or respond to any type of stimulation, including psychic probes. This means she is incapable of attacking or defending herself in any way until the trance is broken.
  • Ectoplasm
    Range: 40 feet +5 feet per level of experience.
    Duration: 4 minutes (16 melees) per level of experience.
    I.S.P. (Vapor): 6
    I.S.P. (Solid): 12
    This mystifying ability enables the psychic to create a slightly luminous, vapor-like substance that is exuded from the pores. The ectoplasm has two forms : an invisible vapor and a luminous, solid state.

    The vapor is a sort of floating, probing finger that can snuff out candles, open doors, knock over or pick up small objects (weighing under 9 ounces/255 grams), tap somebody on the shoulder, rustle leaves and knock on a door. The Ectoplasmic vapor can be seen only by its creator, psychics and supernatural beings who can see the invisible, or with infrared optic systems (including infrared camera lenses, infrared gun sights, binoculars, etc.). Ectoplasm, although an invisible vapor, has physical properties, which means it can not go through walls or solid objects. Thus, a person walking into an ectoplasm stream may feel a slight sensation, like walking into a spider' s web or brushing against a cotton ball. Often a person will unwittingly walk into and snag the stream of floating ectoplasm, pulling or stretching it along without being aware of it. In such cases, the psychic must maneuver the snagged portion to loop around the human obstruction. The creator of the vapor can control the full length of the vaporous stream like a floating tentacle. Although the vapor can not go through solid objects it can slip through keyholes, cracks under doors or loose seals around a window. If a breeze can blow through, so can ectoplasm. The only drawback is that the psychic must be able to see the ectoplasm to maneuver it.

    The solid state of ectoplasm can be a startling sight. In this form the ectoplasm can be shaped into an extra limb, such as an arm and hand, or just a hand or tentacle, or even a foot attached to a long stream spooling out of the psychic. The Ectoplasmic limb appears as a white, slightly luminous appendage connected to a trail of ectoplasm stretching back to its creator like a life-line of silly putty. The appendage and its connecting line can hover, float, levitate and fly (at a speed of 18). The solid ectoplasmic limb has much greater strength and is able to carry, lift or hold up to 40 lbs, but cannot squeeze through the tiny openings that the vapor can. An opening must be at least the size of a quarter for solid ectoplasm to fit, and then the limb must be turned into a thin tentacle and reformed on the other side of the opening. Ectoplasm can also be used to create a face or even a full figure, although detailed features are impossible. Ectoplasmically created images may explain apparitions reported during some seances.

    Ecto-Combat: The ectoplasm vapor and solid form both have an automatic dodge against all attacks directed at any of its length. That means an attempt to hack the middle of the ectoplasmic stream will see that portion of the ectoplasm suddenly swerve, loop or bend with a life of its own to avoid the attack. The dodge by the mid-section (or anywhere else) does not count as a melee action by the ecto-appendage. Moreover, the ectoplasm's creator can direct the appendage to hit back or pick up and use a weapon. The solid ectoplasm appendage is not a great tool for combat, however. It limits its creator's attacks/actions per melee and has minimal strength; equal to about a P.S. attribute of 4. A punch or kick does a mere one point of Hit Point/S .D.C. damage. Damage can be increased by the appendage using any type of hand-held weapon weighing under 40 lbs (18 kg) and less than five feet (1.5m) long. Small modem weapons, such as an energy pistol or revolver, can be used, but are -10 to strike. Meanwhile, the vapor can not use any weapons weighing more than 9 ounces and can inflict no damage of its own.
    A vapor or solid appendage must be controlled by its creator at all times (except the automatic dodge); thus, it has a number of attacks/actions equal to its creator. So, if the psychic has four attacks per melee, the ectoplasm appendage also has four attacks. However, each attack action by the ectoplasm counts as one of its creator's actions for that melee round.
    Ecto-Combat Statistics:
    • Vapor and solid get an automatic dodge against all attacks, including multiple or simultaneous attacks.
    • +5 to dodge; applies to vapor and solid.
    • +1 to parry; applies to vapor and solid.
    • +1 to strike; applies to vapor and solid.
    • Vapor inflicts no physical damage, but can touch, tap or pick up and carry objects weighing 9 ounces or less.
    • Solid ectoplasm inflicts one point of damage in combat or by weapon.
    • Attacks or actions per melee are equal to its creator's. A pair of ectoplasmic limbs will divide the attack between the two equally.
    • Astral S.D.C. is 40 plus one Hit Point. Applies to vapor and solid. If the ectoplasm is destroyed the creator takes one Hit Point and 10 S.D.C. points of physical damage.
    • Sunlight or bright artificial light (250 watts) reduces the range to half.
    • Maximum range possible for vapor and solid is 40 feet plus 5 feet per level of experience.
    • One full melee (15 seconds) is required to create an ectoplasm vapor or solid appendage. Half a melee (7 seconds) is needed to withdraw/return ectoplasm into its creator.
  • Meditation
    Range: Self.
    Duration: As needed; at least one hour of meditation is required.
    I.S.P.: None, zero.
    Meditation is a trance state of consciousness in which the individual can calm her emotions and focus on relaxation of mind and body. In a meditative state, the psychic finds peace and harmony between mind, body and spirit, and it is in this state of being that she can regenerate her Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate as indicated under each psychic O.C.C., otherwise six I.S.P. per hour of meditation.
  • Mind Block
    Range: Self.
    Duration:10 minutes per level of experience.
    I.S.P.: 4 (per each duration period).
    This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs all psychic and mental attacks. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (Le. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers not protection from magic.
  • Nightvision
    Range: Self, visual range about 600 feet.
    Duration: 10 minutes per level of experience.
    I.S.P.: 4
    The psionic can adjust her visual capabilities through a form of biomanipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight or
    star and moonlight, to see clearly. There must be some source of light to see (can not see in total darkness).
    Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3d4 melee rounds. The Nightvision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sunglasses.
  • Read Dimensional Portal
    Range: Touch or one foot per level of experience.
    Duration: One melee round per level of experience.
    I.S.P.: 6
    Saving Throw: Not applicable.
    Limitations: Applicable only to active (open) dimensional portals and devices that can create a dimensional portal. This power allows the psychic to get impressions from the portal or dimension spanning device, which instills the character with the following information:
    •Destination is relatively dangerous/hostile or safe to the psychic. This includes whether or not the environment can support human life.
    • Whether there is a strong (or numerous) presence of the supernatural (i.e. Alien Intelligence, gods, demons, etc.) and whether that presence is evil.
    • A psychic flash - a brief vision of who was the last person or persons to use the portal, if any (may be none if it is a random Rift that hasn't been used by any living force).
    • Intuitively sense whether the portal or machine leads to any of the following dimensions: The Astral Plane, Xiticix home world, the Dreamstream, or to another location on Rifts Earth.
  • See the Invisible
    Range: 120 feet; double on a ley line.
    Duration: 1 minute per each level of experience.
    I.S.P.: 4
    Saving Throw: None.
    The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.
  • Sense Dimensional Anomaly
    Range: 100 feet radius per level of experience.
    Duration: 2 minutes per level of experience.
    I.S.P.: 4
    Saving Throw: None.
    This power detects the presence of a dimensional anomaly like an open/active dimensional portal or Rift, the random opening and closing of a Rift, Ley Line Storms, and dimensional triangles (e.g. the Devil's Sea/Bermuda Triangle), as well as any disturbances caused by teleportation, the use of Temporal or Ley Line Magic or other powers that disrupt the fabric of reality. The psychic knows when it happens, when it ends/closes, the general direction, and whether it is far or near, but no exact knowledge of its location or what is happening because of it.
  • Sense Evil
    Range: 140 feet area.
    Duration: 2 minutes (8 melees) per level of experience.
    I.S.P.: 2
    Saving Throw: None.
    This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. point. However, to get a clearer picture of the evil force(s) the character must open himself and use the Sense Evil ability.
    Sense Evil will indicate the general number of supernatural evil: one, a few (2-6), several (7- 14), or many (15 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, character, and distance; i.e. very near (within 15 feet), near (within 50 feet), or far (60 to 140 feet). The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him. Evil emanations from human beings are much less distinct and can not be felt unless the source-person has an immediate evil intention and has psychic powers or is psychotic . The former can mask his evil intentions with a Mind Block.
  • Sense Magic
    Range: 120 feet area.
    Duration: 2 minutes per level of experience.
    I.S.P.: 3
    Saving Throw: None.
    The ability to sense magic enables the psychic to feel magic energy, tell whether it is near (within 20 feet) or far (up to 120 feet away) and follow the emanations to pinpoint their source as a particular place, room, person or object. Note: Invisible, magical or supernatural creatures or objects can only be traced to a general area, like a specific room or area. The psychic will also be able to sense whether or not an object has magic powers, if a person or item is enchanted/under a magic spell (this does not include psionic influences), when magic is being used within the area (120 feet) and when a person is casting a spell (human users of magic do not radiate magic energies until they call upon them).
  • Sense Time
    Range: Self.
    Duration: 15 minutes per level of experience.
    I.S.P.: 2
    The psychic is able to accurately measure the passage of time. This can be useful when in an environment where the passage of time can be lost, and especially when the character must meet with or do something at a precise moment in time, like gauging exactly when a bomb will detonate, when a switch must be turned on or off, and so on.
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/color]

Spell Knowledge Note: In the interest of saving space, spell descriptions are included in a following post
Spell Strength:12
Spellcraft & Magic Rules
Temporal spells are listed in this color
Level 1
    Level 2
    • Chameleon (6) RUE pg199
    • Cleanse (6) RUE pg200
    Level 3
    • Breathe Without Air (5) RUE pg 202
    • Energy Bolt (5) RUE pg 202
    • Float in Air (5) RUE pg 202
    • Impervious to Fire (5) RUE pg 202
    • Impervious to Poison (6) RUE pg 202
    • Invisibility: Simple (6) RUE pg 203
    • Light Target (6) BoM pg97
    • Negate Poison/Toxin (5) RUE pg 203
    Level 4
    • Charismatic Aura (10) RUE pg 204
    • Chromatic Protection (10) BoM pg 100
    • Electric Arc (8) BoM pg 100
    • Energy Field (10) RUE pg 205
    • Fire Bolt (7) RUE pg 205
    • Magic Net (7) RUE pg 205
    • Shadow Meld (10) RUE pg 206
    • Trance (10) RUE pg 206
    Level 5
    • Energy Disruption (12) RUE pg 207
    • Escape (8) RUE pg 208
    • Eyes of Thoth (8) RUE pg 208
    Level 6
    • Call Lightning (15) RUE pg 209
    • Ice (20) BoM pg 112
    • Power Bolt (20) BoM pg 113
    • Sheltering Force (20) RUE pg 210
    • Teleport Lesser (15) RUE pg 211
    • Time Slip (20) BoM pg 114
    • Tongues (12) RUE pg 211
    Level 7
    • D-Phase (20) BoM pg 244
    • D-Shift Phantom (20) BoM pg 244
    • D-Shift Two Dimensions (25) BoM pg 244
    • Dispel Magic Barriers (20) RUE pg 212
    • Sense Time (20) DB13 pg 127
    • Suspended Animation/Stasis Field (10 or 30) BoM pg 245
    • T-Dep (20) BoM pg 245
    • Temporal Blast (20) DB13 pg 128
    • Time Warp: Send (25) BoM pg 245

    Level 8
    • Attune Object to Owner (30) BoM pg 245
    • Locate (30) RUE pg 215
    • Metamorphosis: Human (40) RUE pg 216
    • Negate Magic (30) RUE pg 216
    • Retro-Viewing (30) BoM pg 245
    • See Dimensional Anomaly (30) BoM pg 246
    • Sense Dimensional Anomaly (30) BoM pg 246
    • See Temporal Anomaly (30) DB 13 pg 127
    • Sense Temporal Anomaly (30) DB 13 pg 127
    • Time Capsule (30) BoM pg 246
    • Will of the Earth (80) WB15 pg 81
    • Wink-Out (20-60) BoM pg 246

    Level 9
    • Cosmic Armor (45) Space Magic DB13 pg 120
    • Remote Viewing (45) BoM pg 246
    • S-Dep (50) BoM pg 246
    • Time Warp: Age (45) BoM pg 247
    • Time Warp: Slow Motion (45+) BoM pg 247
    • Time Warp: Stop Time (70) DB13 pg 128
    • Universal Balance (100) WB15 pg 82

    Level 10
    • Absolute Darkness (120) WB15 pg 81
    • Dimensional Pockets (20 or 140) BoM pg247
    • Double Paradox (95) DB13 pg 126
    • Mystic Portal (60) RUE pg 219
    • Sphere of Negation (120) WB15 pg 81
    • Temporary Time Hole (100) BoM pg 247
    • Time Maelstrom (55) BoM pg 248
    • Time Warp: Fast Forward (70) BoM pg 248
    Level 11
    • Re-Open Gateway (90) BoM pg 142
    • Rift Teleportation (200) RUE pg 222
    Level 12
    • Swallowing Rift (300) BoM pg 146
    • Time Hole (105) BoM pg 146
    Level 13
      Level 14
      • Close Rift (100) RUE pg 224
      Level 15
      • Dimensional Portal (500) RUE pg 225
      • Dimensional Teleport (400) BoM pg 152
      • Ley Line Restoration (800) BoM pg 153
      • Teleport: Superior (300)
      Spells of Legend
      • Ley Line Resurrection (2000) BOM pg 156

      R.C.C. Skills
      Language: American/Trade Four (Native) -- 103% (+1%)
      Climbing/Rappelling -- 84/74% (+5%) note: also see Gymnastics
      Detect Ambush -- 97% (+5%)
      Detect Concealment -- 69% (+5%)
      Dance -- 79% (+5%)
      Dowsing -- 64% (+5%)
      Gymnastics
      -- Sense of Balance -- 84% (+3%)
      -- Work parallel bars & rings -- 94% (+3%)
      -- Back Flip -- 99% (+2%)
      -- Climb Rope/Rappel -- 89% (+2%)

      Herding 73% (+5%)
      Holistic Medicine -- 74%/64% (+5%)
      Hunting
      Identify Plants & Fruit -- 84% (+5%)
      Intelligence -- 79% (+4%)
      Land Navigation -- 95% (+4%)
      Prowl -- 86% (+5%)
      Swimming -- 84% (+5%)
      Track & Trap Animals -- 84%/94% (+5%)
      Tracking: People -- 84% (+5%)
      Tailing -- 84% (+5%)
      Wilderness Survival -- 94% (+5%)

      R.C.C. Related Skills
      None.

      Secondary Skills
      Athletics (General)
      Lore: Cattle & Animals -- 64% (+5%)
      Lore: Magic
      --General Knowledge: 36% (+5%)
      --Recognize Magic Circles, Runes, etc: 26% (+5%)
      --Recognize Enchantment 20% (+4%)

      Mathematics: Basic -- 79% (+5%)
      Running (taken at level 4)

      Conversion Skills
      Conversion for High-Tech Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE
      -10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
      Radio: Basic 74% (+5%)
      Computer Operation 64% (+5%)
      Language: Dragonese 69% (+3%)
      Language: Demongogian 69% (+3%)
      Pilot: Hover Craft (Ground) 69% (+5%)
      Pilot: Jet Packs 61% (+4%)
      Pilot: Hovercycles, Skycycles & Rocket Bikes 89% (+3%)
      Navigation 54% (+5%)
      Sensory Equipment 44% (+5%)
      Fasting 40% (+3%)
      Blend 33% (+4%)
      W.P. Energy Pistol
      W.P. Energy Rifle

      Combat Data
      HTH Type: Shing
      Number of Attacks: 7
      Initiative Bonus: +3
      Strike Bonus: +12
      Parry Bonus: +13
      Dodge Bonus: +10
      Auto-Dodge Bonus: +13
      HTH Damage Bonus: +21
      Bonus to Roll w/Impact: +3
      Bonus to Pull a Punch: +5
      Bonus to Disarm: +4
      Bonus to Entangle:+4
      Combat Abilities
      Punches, head butts, pounce attacks as per Robot P.S. as follows:
      • Pounce attacks have a 65% chance of knocking human-sized targets off their feet (victim loses initiative and one attack) and cause 1d6 damage from the impact/fall plus claw damage Note: extrapolated from the African Lion entry in Palladium Monsters and Animals book
      • 1d4 M.D. on restrained punch
      • 2d6 M.D. on full punch
      • 4d6 M.D. on power punch (2APM)
      • 3d6 M.D. on kick
      • 5d8 M.D. on leap kick (2APM)
      • add +3d6 for claw strikes
      • add +2d4 for bite attacks
      Note: A successful roll to pull punch reduces damage as the being desires and does S.D.C. damage instead of M.D. if that is the Shing's intention.


      Weapon Proficiencies
      Aimed Shots: +3 to Strike Bonus (costs 2 actions)
      Burst Shots: +1 to Strike Bonus
      Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
      Melee Called Shots: No bonus to Strike, No extra action cost


      Saving Throw Bonuses
      Coma/Death: +30%
      Magic (varies): +8
      Lethal Poison (14+): +8
      Non-Lethal Poison (16+): +8
      Insanity (12+): +10
      Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
      Horror Factor (varies): +4
      Effectively impervious to disease
      Fatigues at half normal rate
      Last edited by Naliyah on Fri Oct 18, 2019 12:32 pm, edited 54 times in total.
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      Re: Naliyah

      Postby Naliyah » Wed Apr 17, 2019 7:09 pm

      Equipment


      Worn on Person
      Silver cross on chain
      N-F50A Superheavy Force Field


      CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
      Image
      Features:
      • 12 attachment points
      • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
      Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

      • Attachment: Herb pouch
      • Attachment: Canteen full of water
      • Attachment: Canteen full of water
      • Attachment: Polarized Goggles (custom-fit)
      • Attachment: Gas mask & air filter (custom-fit)
      • Attachment: Secure Universal Card w/138,625 credits [The Apothecary; 29 APR 2020]
      • Attachment: spare fully charged e-clip
      • Attachment: spare fully charged e-clip
      • Attachment: Joyse's Magic Die
      • Attachment:
      • Attachment:
      • Attachment:

      Saddlebags (custom-fit)
      The saddlebags are padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
      • Space (x4): Molle-webbing waist pack (water-resistant) with three Dimensional molle-webbing pouches inside; 2 of the pouches contain 15 pounds of raw meat each (3 pound portions, individually wrapped) and are enchanted themselves with a Time Capsule spell, preserving the contents inside at the rate of one minute of time passing inside for every year outside; while the third Dimensional molle-webbing pouch contains the following clothing (human female size 2 for 5'8, 125 pound human female):
      • 2 pairs of jeans, 2 pairs of shorts, and a few plain t-shirts; durable material for everyday causal wear
      • 2 sets of "sport" clothes for athletic activities
      • 2 sets of dark grey sweats with hoods - for those times a girl wants to remain unremarkable rather than attracting stares
      • 2 "knock-out" short dresses - for those times a girl does want to attract stares and attention
      • Make-up kit, mirror, perfume, small purse, wallet, pair of trainer shoes, pair of dress shoes, 2 sets of each: socks, underwear, bra, sports bra, lingerie
        All 3 Dimensional bags have a 2-year duration.
      • Space: Special - instructions and materials from Master Jackson of the MercTown Collegiate Arcane, for delivery
      • Space:
      • Space:
      • Space:
      • Space:
      • Space:

      Stored in Vehicle
      NA



      Gear Stats

      N-F50A Superheavy Force Field (with custom-fit harness)
      Image
      M.D.C. by Location:
      • Force Field: 160
      Weight: 15 lbs.
      Modifiers: none
      Features:
      • 6 hour duration per E-clip
      Book Reference: p.122, DB2


      Joyse's Magic Die (Patron Item)
      Image
      An ancient-looking one inch square die depicting water fowl and a number of pips on each facing.
      Unique Enchanted Item
      S.D.C.: Indestructible
      Magic Features
      • 1. Once per day, the owner can call upon the power of the die to grant a modifier of -2 to +2 to any die roll.
      • 2. Once per day, the owner can call upon the power of the die to grant a re-roll of any one die roll.
      • 3. Once per day, the owner can call upon the power of the die to negate one Critical Failure.
        • This depletes the die for the rest of the day, and it may no longer be used until the next sun-up.
      Curse: The owner gradually becomes more reliant on luck, and may develop a gambling problem.
      History: This die enters the historical record in the possession of an inscrutable figure known only as the "Dark Lord of the game table" in the Western Empire at the height of that Empire's decadence who amassed a fortune in the salons of the elite and came to a predictably bad end in the taverns of the lowly.
      Last edited by Naliyah on Fri Jul 05, 2019 2:14 pm, edited 15 times in total.
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      Naliyah
       
      Posts: 109
      Joined: Wed Apr 17, 2019 1:50 pm

      Re: Naliyah

      Postby Naliyah » Wed Apr 17, 2019 7:09 pm

      Background Story

      Now. What are you waiting for? thought Naliyah. She could sense the cub’s hesitation as it looked over at her for guidance. Returning the glance, Naliyah nodded in the direction of the grazing young wildebeest oblivious to the presence of the felines. ”No time like the present!” she whispered to the cub with a wink. She saw the cub grin and, reassured, it began putting on its “game face” as the telltale twitching back and forth of a feline preparing to pounce began. Then, in a sudden burst of energy, the cub launched toward the wildebeest, and the chase was on. Watching her offspring engage with the prey, she was proud to see a successful takedown and clean kill as she came forward to congratulate the cub and clean the carcass.

      Although a Dimensional magic specialist, Naliyah relished the opportunity to teach her own cubs how to hunt. All Shing have natural abilities and skills that were more than sufficient for hunting, and the Shing allowed parents to teach their cubs this skill common to all lions. Naliyah had two cubs, a male and a female. The female cub was hunting with her today, and the male was with the pride a few miles away, being taught the combat arts by other male lions.

      Suddenly, the cub stopped in mid step and looked around. Not even a second later, Naliyah understood why – she smelled it too. Something else was close - an unfamiliar scent, mixed with the scent of blood. Then, she felt it – something supernatural and evil – both she and the cub could feel the evil emanating from it, but Naliyah had not pinpointed it yet, only that it was within a few hundred feet. Nearly as soon as she tried to pinpoint the source, they struck. Suddenly, she dropped to the ground in excruciating pain, and could do little more than moan and writhe around in agony on the ground. The pain was so intense that she could hardly think or react, but she did catch a glimpse of her cub starting to run away before a Magic Net appeared to capture it, and Naliyah lost sight of her as she tumbled behind some tall grass. Naliyah had been subject to an Agony spell before herself, and she knew that all she could do was hope for it to wear off in time for her to take action.

      An ugly, demonic looking menace with an armor plated body, powerful limbs and claws, and a hideous face suddenly appeared only a few feet in front of her. A Temporal Raider! she thought as she recalled the description of them from stories and legends. Though stories of Temporal Raiders and their evil exploits were known amongst the Shing, few had ever encountered one, and even fewer had lived to tell the tale. She could hear her cub making strange, moaning sounds – it sounded weak. Naliyah's pain was beginning to subside now, while the Raider was barking orders in some unknown tongue to someone, or something, out of her view. Then, the cub’s cries became silent. Naliyah feared the worst, but kept still.

      As she began to struggle to her feet, the Temporal Raider noticed she was aware again and pointed its finger at her, laughing a sinister, chilling laugh before it began to weave another spell. Realizing she was at a severe disadvantage, and hearing sounds of other movement heading her direction, Naliyah activated her psionic Death Trance, and collapsed to the ground, seemingly dead. She could hear faint and muffled voices, but could not make out what was being said or done, and she felt some poking and prodding on her body before the voices and other stimuli abruptly ceased.

      When she came to, Naliyah rushed over to where she saw her cub fall. The lioness let loose with a roar of fury and grief - as much a warning to her pride as an outcry of emotion on her part - as she saw her cub’s emaciated, shriveled, and lifeless body, recalling that Temporal Raiders steal their sustenance from the life force of other creatures. Typically, when only a few miles away, Naliyah would hear a recognizable reply in the form of a roar from her own pride within a minute's time, at most. However, this time, a full two minutes passed without any reply. Fearing for the safety of the others, Naliyah rushed at top speed back to where her pride was located to warn them of the threat to their safety. She could not have been prepared for what she found.

      The pride had been utterly decimated. All of the adult males – ferocious fighters – were lying still on their sides with horrific gashes and other wounds. The huntresses, faster but less powerful than the males - and no slouches when it came to fighting abilities - were found next, circled around the pride’s cubs. All were dead, including her male cub. Naliyah was stunned – what could have taken out an entire Shing pride like this? She tried to piece together what had happened from the clues left behind… bodies strewn a certain way, the paw prints (and some sort of imprints of what looked to her to be the size of humanoid feet) on the ground... it all painted a picture of an ugly battle between the pride and its assailants. But whom? Were there more Temporal Raiders around?

      Then, she heard a weak cough from one of the male bodies. She rushed over to find the alpha male, still clinging to life, his blood-soaked mane moving ever so slightly as the big lion struggled to breathe. ”There there now, Kodjo,” said the lioness through misty eyes, struggling to hold back the flood of emotion that was almost overwhelming in intensity. Kodjo looked up at her weakly, and tried to speak through his labored breathing. ”Golgan… war party… attacked… surprised us…” said the once mighty leader of the pride, eyes unfocused and almost rolling into the back of his head from his weakened condition. ”Hold still, I will get help!” she said, thinking of where the closest pride might be. ”No… time… will not… survive… poison …too…” said Kodjo weakly, unable to finish the sentence and coughing up blood as he struggled to hang on to the last vestiges of life. Why doesn’t he heal himself? she thought as she noticed a foul black substance caked on some of the wounds of the lion in front of her. That poison must be weakening him she realized, and began to gather the healing herbs she needed for her Holistic Medicine skills to stop the poison and give Kodjo a fighting chance to survive. But what herbs? She didn't even know what the poison was! Then, a single word: ”Sheba…" said Kodjo with his last breath as the great leader of her pride, and father of her cubs, expired on the ground in front of her, his torn body finally going limp.

      Then it hit her – of course! Sheba, Kodjo's sister - a Dimensional Lion who had mastered Temporal magic and who was Naliyah's primary teacher, live with a neighboring pride about 10 miles away. She had to be warned! Her thoughts racing, Naliyah began to summon the magical energies needed to teleport herself to Sheba's pride.

      As fate would have it, Naliyah’s roar had not gone unheard, or unanswered – a male Shing was only a few miles away from where Naliyah and her cub had been attacked, had heard Naliyah’s roar, and had rushed to her aid. He had arrived to find Naliyah's cub and, being an expert tracker as all lions are, simply tracked Naliyah back to her pride by scent. Arriving just before Naliyah rushed away, he conferred with her and, being a Shifter, used his own magic to reach out to his pride. Within minutes, a portal opened and several other lions – including Sheba – joined the two already present to determine what had happened, and how to respond. Sheba wisely realized that the Retro-Viewing Temporal spell would allow her to see what had transpired, so she cast the spell, and spoke aloud to inform the others of what she saw.

      Just as Kodjo had said, the attack came suddenly. The pride had been relaxing and enjoying their time together, playing with the cubs and soaking up the sun, when – in a manner strikingly similar to what had happened to her and her own cub just minutes prior – they froze almost in unison as the unmistakable sensation of supernatural evil washed over them. The lionesses quickly circled around the cubs as the males, on high alert and with Kodjo leading, took up positions. Then, a few of the pride collapsed in the same sort of recognizable agony that she had suffered as a team of Golgans and Temporal Raiders appeared suddenly, and a ferocious battle ensued. Things seemed to be going well for the pride, but she saw their primary dimensional specialists, a pair of lions named Romeo and Cleo, get taken out first, as they were attempting to cast a spell to allow the pride to escape. It was almost as if they were targeted in advance and overwhelmed as a strategy to prevent the pride's escape!

      The Golgans and Temporal Raiders were using both energy and bladed weapons, and the bladed weapons were coated in the same foul, black substance. She saw a few of the attackers get taken down by Kodjo and the remaining males, and even saw the huntresses and younglings putting up a good fight, but in the end, the element of surprise and overwhelming force was on the side of the evil attackers. Sheba then relayed that the Raiders and Golgan picked up the bodies of their own and looked around carefully, as if to ensure no evidence would be left behind. They then vanished as suddenly as they had come.

      Naliyah’s mind raced as Sheba’s spell came to an end. She joined the others as they all physically retraced the steps of the battle, looking for any other clues that the assailants had left behind. Although they had attempted to cover their tracks and had mostly been successful – the attackers had left behind a clue: a strange device of some kind. Naliyah recovered the device and went with Sheba to warn the other prides about what had transpired.

      The Shing leaders of the Pride Worlds, after being alerted to what had happened, launched an extensive investigation into what caused Naliyah’s pride to be targeted that day. No other prides had been hit, and the mysterious Golgan and Temporal Raider group responsible for the attack had not been seen since. As she was the sole survivor of the attack on her pride and felt a strong desire to track down and bring those responsible for it to justice, and had nothing else keeping her tied to the Pride Worlds, she volunteered to help track down the culprits.

      She was tasked with traveling to another dimension, and provided a personal sanctuary near a Ley Line Nexus point for her to return to if needed. The Shing had discovered during their investigation that the device enabled them to trace the perpetrators to a place on Rifts Earth known as "Merctown." Naliyah prepared for the journey, created the dimensional portal, and stepped through...
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      Re: Naliyah (Shing)

      Postby Naliyah » Thu May 30, 2019 6:18 am

      Naliyah's List of Spells Known (Invocations other than Temporal Magic)

      Level 1 (Uses 1 action to cast)
        Level 2 (Uses 1 action to cast)
        • Chameleon
          Range: Self or Others by touch.
          Duration: Four and a half minutes (18 melees) per level of spell caster.
          Saving Throw: None.
          P.P.E.: Six
          This spell enables the enchanted character(s) to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving.
          70% undetectable if moving 2 feet per melee round or slower.
          20% undetectable if moving 6 feet per melee round.
          Totally ineffective if moving any faster. This spell is effective against normal vision, see the invisible and most optic systems.
          A thermo-imager is likely to reveal the character, especially if he is hiding in a cold environment. However, if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within five degrees), the character is concealed even from it. Attacking someone automatically negates the effects of a Chameleon spell.
        • Cleanse
          Range: Self, one person and the clothes he' s wearing up to 10 feet (3m) away, or two people by touch.
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Six
          This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds (no living person) can also be washed in place of a specific character' s clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.
        • Extinguish Fire
          Range: 20 foot radius. The spell can be cast a distance of up to 80 feet away + 10 feet per level of experience.
          Duration: One minute (4 melee rounds) per level of experience.
          Saving Throw: None.
          P.P.E.: Four
          The spell caster can instantly put out up to a 20 feet radius of fire up to 80 feet away. A total of 40 feet can be extinguished every 15 seconds (one melee round)
        Level 3 (Uses 1 action to cast)
        • Breathe Without Air
          Range: Self or others by touch.
          Duration: 12 melees (3 minutes) per level of experience.
          Saving Throw: None.
          P.P.E.: Five
          This invocation enables the character to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the character from magic toxins or other types of magic, but does protect against natural and man-made gases. Two characters can be given this enchantment simultaneously provided the mage is touching each at the time the spell is invoked.
        • Energy Bolt
          Range: 150 feet
          Damage: 4D6 S.D.C.
          Saving Throw: Dodge of an 18 or higher.
          P.P.E.: Five
          The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.
        • Float in Air
          Range: Self or others within 30 feet
          Duration: 10 melees per level of experience.
          Saving Throw: None.
          P.P.E.: Five
          This spell creates air currents which hold a person or object aloft, hovering about one or two feet above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.
        • Impervious to Fire
          Range: Self or others up to 60 feet away.
          Duration: Five minutes (20 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Five
          A magic invocation that makes the individual temporarily impervious to fire. Normal, magical and Mega-Damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.
        • Impervious to Poison
          Range: Self or others by touch.
          Duration: Five minutes (20 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Five
          This enchantment makes the person temporarily impervious to poisons, venom, deadly toxins, pollution and poison gases.
        • Invisibility: Simple
          Range: Self only (includes clothes and articles on one's person).
          Duration: Three minutes (12 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Six
          The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any obj ect picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.
          Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.
          While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic' s duration time elapses or the mage cancels the spell. Note: If cut, only the blood is visible, and so is anything sprayed on the character.
          Note: Beings that tum invisible as a natural and/or magical ability have Simple Invisibility, not superior, and may be heard, smelled, register on motion detectors, etc. Aggressive action (including combat) will NOT terminate an Invisibility: Simple spell. Characters who can See the Invisible see both Simple and Superior Invisibility.
        • Light Target
          Range: One target up to 10 feet away or two by touch.
          Duration: Two minutes per level of the spell caster.
          Saving Throw: Standard.
          P.P.E.: Six
          This spell may seem quite harmless but is designed for ill intent. The sorcerer can create a rather bright glow of light around any one victim (two if by touch). The glow is intended to mark the character and make him stand out in a crowd (as a thief, outsider, fool, troublemaker, enemy, or target); it is especially effective at night. Covering oneself with other clothes, blankets, rags or armor in an attempt to obscure the glow is fruitless, for the glow remains - it is the person, not his clothing that is "targeted" and the aura of light remains around him no matter what he wears (this magic does not work on inanimate objects).
          Hiding behind closed doors, in a closet or trunk, or inside a vehicle may conceal the character, provided that the radiating light can not be seen through cracks, keyholes, windows or other openings through which light can be seen. A simple yet potentially nasty spell.
        • Negate Poison/Toxin
          Range: Self or by touch.
          Duration: Instant
          Saving Throw: None
          P.P.E.: Five
          The spell caster can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream, preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used can not be reversed.
        Level 4 (Uses 1 action to cast)
        • Charismatic Aura
          Range: 60 foot radius
          Duration: Six melee rounds per level of experience.
          Saving Throw: Standard.
          P.P.E.: Ten
          A particularly handsome tool of deception, this magic can be cast upon the spell caster or another person. The spell instantly enhances that person's Physical Beauty by eight points, and increases her charisma to charm all who behold him. Although the focal point of the spell is the person on whom it was cast, it affects everybody in a 60 foot radius (emanating from the person with the charismatic aura). Thus, everybody in that radius is allowed a saving throw vs magic. Those who successfully save will not be affected at all; those who fail to save are charmed and will respond accordingly.
          The person with a charismatic aura can invoke one of three responses: friendship/trust, power/fear, and successful deception.
          Friendship/Trust: The first few words spoken will set up the response. Thus, a statement of friendship, peace, or trust will inspire those sentiments in everyone affected.
          Power/Fear: A statement of power, anger, strength, or vile intent, will strike awe and fear into everyone affected. (Example: "Lay down your weapons and let us pass, lest you suffer my wrath !"). Horror Factor: 13
          Successful Deception: This enables the character with Charismatic Aura to convincingly lie like a master con-artist. There is an 80% chance that those affected will believe anything she tells them, no matter how outlandish. This response is triggered by a phrase like: "Trust me completely," or "I would never lie to you, you know that."
        • Chromatic Protection
          Range: Self or touch to cast the magic; 10 foot range for the protective light against attacking enemies.
          Duration: The protection magic remains in effect for one minute (4 melees) per level of the spell caster and will automatically activate against each and every attacker (including simultaneous, multiple attackers) within its 10 foot radius of influence. It can not protect against long-range attacks. Victim is blind for 1d4 melee rounds.
          Saving Throw: Standard.
          P.P.E.: Ten
          This is a unique spell of protection that can be cast around any one living being or an inanimate object no bigger than an automobile. The only evidence of the spell being in place is a faint, blue glow around the enchanted person or object. The glow is virtually unnoticeable in daylight but obvious in the dark (making the recipient of its protection a more noticeable and easy target - attackers are +1 to strike him).
          The magic is activated when an enemy tries to make a move to strike and hurt the character or object protected by the magic. The attacker, and only the attacker(s), is struck and blinded by a burst of brilliant, pulsing light, as if a dozen flash bulbs with the light intensity of the sun suddenly went off in rapid succession. Only the would-be attacker sees the light and is affected by it, so those around him will be unaware of any magic or even that the attacker has been afflicted by magic, unless they can sense or see magic energy. Furthermore, the light frequency magically adjusts to the spectrum of light by which the attacker sees, so it is effective against most life forms. (Note: It is not effective against those rare beings who use psionics, feelers, sense of smell and/or other senses to see/identify their victims and surroundings, including the Splugorth's Altaran Blind Warrior Women.)
          The victim of the magical light pulses is temporarily blinded for 1d4 melee rounds, making him -10 to strike, parry and dodge, as well as -4 on initiative and loses one melee attack/action each round he is blinded. Furthermore, his impaired vision makes it impossible for the character to read, he can not move faster than a speed of 8 without stumbling and falling (loses initiative and two melee actions per each fall), and any attempt to perform a skill is done as if blind, with a skill penalty of -80%.
          Further Notes:
          1 . The spell caster must touch the recipient of this magical protection or can cast the spell on himself.
          2. The light is magical and will penetrate non-magical armor and visors, so even characters in environmental body armor or power armor will suffer its effects. Only magical, rune or Bio-Wizard armor, Techno-Wizard armor, and rare items created by the gods designed to protect the eyes from magical light can negate the effects of this spell.
          3 . Dragons, greater demons, demon lords, gods (even lesser ones) and alien intelligences are not affected by this spell, and most lesser/minor supernatural beings recover in half the time (reduce the duration of penalties by half).
          4. The spell will affect those who make a clear and obvious physical move to attack, including raising one's hand in a hostile gesture, a punch, kick, bite, pointing a weapon at the character, or making a verbal threat followed by drawing a weapon or even picking up a chair to use as a club or to throw. In all cases, the attacker must make the first hostile action.
        • Electric Arc
          Range: 30 feet per level of experience.
          Duration: One melee round.
          Damage: 2D6 M.D.
          Saving Throw: Dodge.
          P.P.E.: Eight
          A simple offensive spell, the Electric Arc causes a crackling bolt of blue energy to leap from the spell caster' s hand(s) to the intended target; point and shoot; +2 to strike.
          Each electrical blast counts as one melee attack/action and is limited by the character' s total number of attacks. This means a character with four attacks per melee round uses up one attack to cast the spell, leaving him with three electrical attacks possible that melee round.
          While the damage is not great, it is accurate, and is an easy, inexpensive spell to cast.
        • Energy Field
          Range: Self or others up to 60 feet away.
          Duration: One minute (4 melees) per level of experience or until it is destroyed.
          Saving Throw: None.
          P.P.E.: Ten
          The magic creates a protective field of energy that can be placed around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light.
          The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
        • Fire Bolt
          Range: 100 feet plus 5 feet per level of experience.
          Duration: Instant.
          Damage: 4d6 M.D.
          Saving Throw: Dodge.
          P.P.E.: Seven
          The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4d6 M.D., or 1d6x10 S.D.C. (the mage can pick which).
        • Magic Net
          Range: 60 feet
          Duration: Two melees (30 seconds) per level of the spell caster.
          Saving Throw: Dodge of 16 or higher.
          P.P.E.: Seven
          This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
          Note: A Magic Net can trap beings larger than human-sized provided the spell does not exceed the normal area of effect. To hurt someone already caught in a Magic Net without harming the net itself requires a Called Shot or a roll of 16 or higher to strike. Characters caught in a Magic Net can Turn to Mist or Teleport out of the net. However, this will require a successful saving throw vs magic. A character who was intangible/mist before the Net was cast is NOT caught by it.
        • Shadow Meld
          Range: Self.
          Duration: Two minutes (8 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Ten
          This unique magic enables the spell caster to step into shadows, becoming totally invisible, even to a "See the Invisible" spell. The shadow must be at least five feet tall or long to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of shadow or from shadow to shadow. While in shadow/darkness, the character prowls at a 60% proficiency (or at +15% to normal skill, whichever is higher).
          Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows.
          While hidden in shadow, the character is still susceptible to magic, psionic and physical attacks, although attackers are -5 to strike him (because they can not see him). Area affect magic does not suffer any penalty.
          Infrared/thermal optics are the only means that can be used to see somebody in a shadow.
        • Trance
          Range: Touch or within 12 feet
          Duration: Five minutes per level of experience.
          Saving Throw: Standard.
          P.P.E.: Ten
          This enchantment places another character into a zombie-like state in which the entranced victim is in a hypnotic daze, unaware of his environment or happenings around him. He can not formulate thoughts, use skills, or act on his own. While entranced, the individual is only aware of the enchanter' s voice and will follow extremely simple commands, such as stay, sit, follow me, get inside, lay down, give me your hand, etc. The entranced victim can NOT engage in any type of combat to any degree, nor any actions that require skill or thought, and offers no resistance. The magic is meant to incapacitate more than it is to enslave.
          Evil men of magic often use trance on prisoners or intended victims of a human sacrifice.
          While entranced, the person can not be made to reveal secrets, betray a friend, harm himself, or act against his alignment. All physical attributes function as if they are half of what they really are; thus, a speed of 10 is 5 while entranced. The victim of a trance will remember nothing of the events that occurred while entranced. Can not affect people inside power and M.D.C. body armor, robots, or vehicles.
        Level 5 (Uses 1 action to cast)
        • Energy Disruption
          Range: 60 feet
          Duration: Three minutes (12 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Twelve
          A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries, electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) work perfectly again, with no sign of malfunction, damage or energy loss. Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
        • Escape
          Range: Self, touch or 5 feet
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Eight
          The escape invocation enables the mage to magically escape any bonds, or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straitjackets, etc. One restraint or lock can be undone per each invocation (one per melee round is possible). Only gagging the mage will prevent the use of this magic.
        • Eyes of Thoth
          Range: Self or others by touch.
          Duration: 10 minutes per level of experience.
          Saving Throw: None.
          P.P.E.: Eight
          Thoth is the god of knowledge and wisdom of the ancient Egyptians and said to know all languages. This invocation enables the character to read and understand ALL written languages, modern and ancient. However, spoken languages are incomprehensible unless a Tongues spell is also invoked or the character has an education in that language.
        Level 6 (Uses 2 actions to cast)
        • Call Lightning
          Range: 300 feet; line of sight.
          Duration: Instant.
          Damage: 1d6 M.D.C. per level of the spell caster.
          Saving Throw: None.
          P.P.E.: Fifteen
          This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the spell caster' s line of vision. The lightning bolt does one six-sided die (1d6) of M.D. per level of the spell caster.
        • Create Water
          Range: 10 feet, line of sight, or touch (of a container).
          Duration: Permanent.
          Saving Throw: None.
          P.P.E.: Fifteen
          This spell enables the mage to conjure a quantity of water out of thin air by drawing and purifying moisture from the surrounding area, and made to appear in any container indicated by the spell caster. A container for the water must be available, or else he will have a wet mess to clean up on the floor. The spell caster can create one half gallon per level of experience. Half this amount in a desert, twice this amount at sea or in a rain forest. This magic can supply a town without, or miles from, a fresh water supply.
        • Ice
          Range: 50 feet per level of experience.
          Duration: Five minutes per level of the spell caster.
          Saving Throw: Not applicable.
          P.P.E.: Fifteen
          This spell allows a mage to transform magical energy into ice, creating one of the following three effects:
          1. A wall of Mega-Damage ice, having 50 M.D.C. per level of the spell caster, and covering a 10x10x10 feet area + 10 feet in length per level of experience. The wall can be created anywhere within range and can be made small or big as the spell caster desires (i.e. a 3rd level mage can fill the opening of a small, six foot wide corridor completely, like a door made of ice, or 30 feet down the length of the corridor). Anybody in the area where the spell is cast is pushed out of the way. If the ice wall would crush or encase a living being (because the area is too small), the magic will not work! Likewise, as a "wall," the ice appears on the ground and can not be made to appear in the air above an opponent' s head or inside a vehicle.
          There is no save against this ice wall.
          2. Magically cover the floor, wall, ceiling and objects out in the open in a thin coating (an 8th of an inch) of ice, plus frost particles twinkle in the air. Can affect a six foot radius per level of experience. People caught in the icy covering will suffer from cold and surprise, losing initiative that melee round and are - 1 on all combat actions.
          Characters not protected by body armor will suffer incidental frostbite damage (1d6 S.D.C.) unless they knock the ice off. The main advantage of this spell is that movement on the ice is extremely difficult; reduce speed by 75% and even then there is a 75% chance of falling if the character moves faster than a speed of 4! Since everything is covered in ice, there is no hand-hold to grab onto for support. Furthermore, the magical ice does not melt even in extreme heat, but disappears when the spell duration elapses.
          3. Freeze water. The mage can use this spell to instantly freeze two gallons of water per level of experience. Freezing can be done to one container or several in a 6 foot radius (puddles, canteens, soda bottles, etc.), provided the total amount frozen does not exceed the spell caster' s maximum limit in total gallons. Freezing water may cause full containers to rupture or shatter. The ice melts as normal under the circumstances.
        • Power Bolt
          Range: 1,600 feet + 100 feet per level of experience.
          Damage: 5D6 M.D. +2 per level of the spell caster.
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Twenty
          Power Bolt is a long-range magical attack that causes a blue beam of energy to shoot from the spell caster's hand and strike a single target within its range. This attack never misses, unless the intended victim rolls a natural or modified (with bonuses) 20 or higher to dodge. The bolt blazes into the target, inflicting massive energy damage. With its long range, this is one of the few spells that can compete with the heavy weapons carried by vehicles and robots, and can be especially effective against aerial targets and ships at sea. The spell caster may regulate the damage of this spell by increments of 1d6 points but P.P.E. cost is unchanged.
        • Sheltering Force
          Range: Around self, or up to 20 feet away.
          Duration: One hour per level of experience.
          Saving Throw: Not applicable.
          P.P.E.: Twenty
          The Sheltering Force is essentially a light force field that appears as a semi-opaque (can see figures, outlines and blurred colors, but not faces or details), bluish-white dome. The "shelter" can be small enough to accommodate two people or big enough to accommodate six (eight cramped). In either case, it resembles a dome shaped tent made of semi-opaque plastic. It is dry inside and maintains a temperature that is 10 degrees Fahrenheit cooler than outside in hot weather and 10 degrees warmer in cool weather. It will hold smoke in, so any campfire must be made outside. The magical shelter keeps rain and insects out, but animals, people, 'bots and spirits can come and go as they please, much like a real tent. Furthermore, if attacked, the Sheltering Force will only stop 1d6 M.D. per each attack blast/arrow/whatever, with the remaining damage penetrating the force field and possibly hitting those inside the shelter.
          The semi-opaque nature of the force field means that those attacking from outside can not get a clear shot and are -3 to strike, but they can see shapes and shadows inside to shoot at.
        • Teleport Lesser
          Range: Five miles per level of experience; touch.
          Duration: Requires two full melees (30 seconds).
          Saving Throw: None.
          P.P.E.: Fifteen
          The power to transmit matter from one place to another. The Teleport: Lesser invocation is limited to non-living substances. Up to 50 lbs can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the mage touches the object to be teleported and that the location of where it is being sent to is known to him.
          Success Ratio: 80% +2% per level of the mage. An unsuccessful roll means that the object never arrived where it was supposed to and could be anywhere within the mage's range.
        • Time Slip
          Range: Self.
          Duration: Half a melee round (7 seconds).
          Saving Throw: None.
          P.P.E.: Twenty
          The invocation momentarily suspends time, enabling the spell caster to slip seven seconds into the future. The mage can move forward seven seconds while all around him are caught in the past. The magic is such that the character can not physically hurt any living creature, but can move about the physical environment, open doors, grab an item, run, etc. The effect will appear, to others, as if the character disappears for an instant and then suddenly reappears a few seconds later. All around him lose two attacks that melee round, but the mystic retains all of his. The time slip is ideal for a quick escape. Note : Whatever actions the sorcerer takes within the seven seconds are unseen and unknown to the other characters.
        • Tongues
          Range: Self or others by touch.
          Duration: 3 minutes (12 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: Twelve
          The magic enables the character to perfectly understand and speak all spoken languages; 98% proficiency. An understanding of written languages is not provided by this magic. See the Eyes of Thoth.
        Level 7 (Uses 2 actions to cast)
        • Dispel Magic Barriers
          Range: 100 feet
          Duration: Instant.
          Saving Throw: The magic spell being attacked automatically gets a standard saving throw (12) as if it were a person. If a successful save is made, the negation spell has no effect; the barrier remains.
          P.P.E.: Twenty
          The Dispel Magic Barriers invocation negates/dispels all magic barriers of any kind, including the Sorcerer's Seal, Carpet of Adhesion, Magic wall spells, ward spells, etc.
        Level 8 (Uses 2 actions to cast)
        • Locate
          Range: 15 miles per level of experience.
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Thirty
          Locate is a magic invocation that enables the spell caster to sense the general location of his quarry. The location is limited to a general area or environment, like a specific apartment building, aircraft, house, shopping mall, church, park, or wherever.
          To locate a particular person the spell caster must have either personally encountered the individual or a photograph of said individual must be available to him. The success ratio for a spell is 41% (+1% per level). The success ratio for a ritual is 89%, but this also requires an object owned by the person or a lock of hair, fingernail clippings, or dried blood from that person.
        • Metamorphosis: Human
          Range: Self, or other by ritual.
          Duration: 20 minutes per level of experience.
          Saving Throw: None.
          P.P.E.: Forty
          A human spell caster can shape change to alter his or her physical structure to look like somebody else. The ultimate disguise, the character can change his height, weight, age, hair color, hair length, skin color, gender, and features. A non-human D-Bee or demon can transform itself to appear completely human.
          To attempt to impersonate a specific, real person, the spell caster must have the Disguise skill, even though he/she is mentally molding his/her features through magic. A good photograph will do. The success ratio for imitating/impersonating the appearance of a real person is the mage ' s Disguise skill +20%. The better he knows the person the more complete the disguise.
          In a ritual version of this same magic, the mage can metamorph somebody else, rather than himself. Also in the ritual magic, the spell caster can metamorph someone else into an exact duplicate of himself. Likewise, a captive or anybody at the ritual ceremony can be duplicated without flaw.
          Note: The metamorphosis process only changes the appearance of the body. The transformed person retains his own voice, memory, skills, and attributes.
        • Negate Magic
          Range: Touch or 60 feet
          Duration: Instant.
          Saving Throw: Special (Ritual magic has a greater chance of success).
          P.P.E.: Thirty
          This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed, negated, canceled.
          A 12, 13 , 14, or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available.
          Negation will not work against possession, Exorcism, Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles of protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation can be attempted to cancel a spell curse, but only has a 01-25% possibility of succeeding. Of course, it has no effect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
        Level 9 (Uses 2 actions to cast)
        • Cosmic Armor
          Range: Self, or one other by touch.
          Duration: 10 minutes per level of the spell caster.
          Saving Throw: Standard for unwilling recipients.
          P.P.E.: Forty-Five
          Cosmic Armor is as close as one comes to a magic, armored combat spacesuit. It appears as a form fitting suit of EBA body armor that covers the wearer from head to toe in what looks to be a silver or chrome colored, metallic material with a faint blue tint to it. The head is covered in an ornate, chrome helmet with a tinted, polarized visor, and the entire armor resembles something akin to a Cosmo-Knight.
          Cosmic Armor is an enhanced version of Armor of Ithan that also provides complete protection from all the negative effects of outer space (cold, radiation, lack of air, etc.) as well as provides basic flight capabilities.
          Features of Cosmic Armor:
          • The character can breathe for as long as the spell is in place.
          • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
          • Cosmic Armor can hover, and flies at a speed of Mach One (half in an atmosphere, ~375mph)
          • Armor has 50 M.D.C. per level of experience!
          • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
          • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
          Limitations: Reduce flying speed by half in an atmosphere. The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
        Level 10 (Uses 2 actions to cast)
        • Mystic Portal
          Range: 20 feet away.
          Size: 10 feet wide by 20 feet tall portal opening.
          Duration: Four melee rounds per level of the spell caster.
          Saving Throw: None.
          P.P.E.: Sixty
          This spell creates a dimensional Rift in the fabric of space allowing the spell caster to use it in the following ways:
          Pass through solid walls: The mage has but to weave the spell targeting a particular, blocked area. The area will shimmer bright and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot deep passage per each level of the spell caster in any substance.
          Teleportation: The portal can be a doorway to a nearby location known to the spell caster, flawlessly traveling hundreds of feet in an instant. The portal can be placed on a vertical wall, the floor or ceiling. Looking into it reveals what is on the other side. Stepping through it will instantly place the character in that location. Range is a meager 100 feet (30.5 m) per level of experience. The number of how many people can pass through will depend upon how quick they are moving and how long the mage keeps it open; he can close it at any time. Figure 1d6+6 can pass through per melee round. One-way passage. Once a character steps through a Mystic Portal, the opening behind him is gone (although people on the portal side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another Mystic Portal spell. When the spell duration ends, the Mystic Portal vanishes. As usual, the mage who created it can make it vanish at will. A Negate Magic may also eliminate it if the spell is successful.
          Note: A Mystic Portal can NOT be cast on people to use as a Teleport spell. Mystic portals must be cast on a vertical, stationary surface.
          An Impenetrable Wall of Force will stop a Mystic Portal.
        Level 11 (Uses 3 actions to cast)
        • Re-Open Gateway (Rift)*
          Range: 10 feet
          Duration: One melee round per level of experience (at most).
          Saving Throw: None.
          P.P.E.: Ninety*
          The Re-Open Gateway spell enables the sorcerer to "re-open" an already existing and active, or permanent, dimensional portal. This includes the dimensional portals found in stone pyramids, select nexus points like the Devil's Gate in St. Louis, and The Monster's Rift in Calgary, and similar. The portal will automatically open to the last dimension/world location accessed from that portal . Once opened, anything, friend, foe, or monster, can pass through the gateway from either side, simply by stepping into the mass of swirling blue energy. Thus, it is not wise to open a portal for very long, especially if one does not know exactly where the gateway leads. The spell caster can close the Gateway in an instant, at will, but may need to roll initiative to see whether or not he closed it before "something(s)" nasty comes through (G.M.'s discretion). Note that due to the nature of this spell, those passing through may only go one way.
        • Rift Teleportation
          Range: Up to 100 miles per level of the spell caster.
          Duration: Roughly 1d4+4 seconds/half a melee round.
          Saving Throw: +3 to save if an unwilling participant of this magic. A successful save means the character is not teleported with the others and remains at the nexus location where the Rift was opened.
          Limitation: Requires a ley line nexus and can only teleport to another ley line nexus point within the range of the spell caster.
          P.P.E. Cost: 200 (half for Shifters and Temporal Raiders/Wizards).
          As many as 20 human-sized people per level of the spell caster can be teleported from one ley line nexus to another, allowing for entire platoons and companies of soldiers to be magically whisked from one location to another. In all cases, the spell caster must be familiar with the arrival point (nexus point).
          A Rift appears at the departure point and closes in six seconds (roughly equal to two or three melee actions). A moment later (1d6 seconds), a Rift opens up at a different nexus location and those who entered are teleported to that point. A second later, the Rift closes as if it never existed. This is a one-way method of travel, requiring the spell to be cast coming and going. Teleportation is done without risk because the exact location is a known and fixed point at a j unction where two or more lines of magic energy converge. The only exception is if the spell is used during a Ley Line Storm, in which case the group will be teleported to some random location 3d6x 100 miles away. This spell can not be used to teleport to other worlds, only on the planet where the ley lines are located (in this case, Rifts Earth).
        Level 12 (Uses 3 actions to cast)
        • Swallowing Rift
          Range: Opens at a ley line nexus, but affects a one mile radius around the portal, triple if part of a triangular ley line grid.
          Duration: One melee round (15 seconds) per level of the spell caster.
          Saving Throw: None.
          P.P.E. Cost: 300 (half for Shifters)
          For just a few minutes, a temporary dimensional portal can be opened at a nexus point where two or more ley lines cross. This Rift is enormous, towering one mile (1.6 km) high. This Rift also creates a light windstorm (2D6+ 10 mph) with the wind flowing into the Rift. The wind and magical energy in the air inflict a penalty of -2 to strike and -20% to piloting skills for aircraft and other fliers, including power armor and those with wings or empowered by magical flight.
          Any non-living object carried on the wind is sucked into the Rift, including missiles. Whatever is pulled into the Rift is sent to a different dimension and is forever lost. Most intelligent beings and animals can avoid this fate, but missiles, weapons knocked loose in the air and light objects not touching the ground and weighing under 10 pounds, and within a one mile radius of the Rift, are swallowed by it. Where these portals lead is unknown, but is presumed to be a limbo-like or inhospitable environment.
          Living beings who get "swallowed" vanish for as long as the Rift is active (lost to a swirl of chaos), but after it closes they reappear 2d6 minutes later somewhere along one of the connecting ley lines. They are dazed for 1d4 melee rounds (reduce combat bonuses by half and speed by 20%) from their dizzying experience, but are none worse for the wear. Note: One can combine the Swallowing Rift with the Triangular Defense, provided the necessary ley lines and nexus points are available.
        • Time Hole
          Range: Self.
          Duration: Special.
          Saving Throw: None.
          P.P.E.: One Hundred Five*
          The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The Time Hole is a white void the wizard inhabits. He controls a 20 foot area per level of experience and can not go beyond this area of control. There is nothing to see or do in the Time Hole, except for what the character may have brought with him. Likewise, there is no food or water except what is taken into the strange dimension.
          The advantage of the Time Hole is that a man of magic can effectively disappear for days or weeks and be nowhere to be found. In this way the mage can hide away from enemies when he needs to recover from physical damage or P.P.E. exhaustion. He can also use the time to prepare for combat, make plans or to study in absolute isolation and seclusion.
          In the Time Hole time passes normally, so the character will age as usual. However, outside the Time Hole, time is moving at a much slower rate, thus for every 12 hours inside a Time Hole, only two hours pass in the outside world of humans. This means the mage can spend two days/48 hours in the Time Hole but appear to have been gone for only eight hours. The mage can stay in a Time Hole for 24 hours (four hours real time) per level of experience.
        Level 13 (Uses 3 actions to cast)
        Level 14 (Uses 3 actions to cast)
        • Close Rift*
          Range: 100 feet
          Duration: Instant results.
          Saving Throw: Standard.
          P.P.E.: One Hundred* plus 2 P.P.E. from character' s permanent P.P.E. base!
          The master of magic can close a Rift by sheer force of will. However, the monumental effort permanently drains the mage of two P.P.E. points from his permanent base, whether successful or not. The mystic nature of the dimensional gateway gives it an automatic save versus magic attack, consequently a Close Rift Ritual will increase one's odds for success (16). The Rift will instantly vanish if successful. A failure means the Rift is not affected and the wizard has lost 2 P.P.E. forever; try again.
          Note: This incantation will not close the St. Louis Gateway Rift or any "permanently" opened Rifts. Also note the Shifter, Temporal Raider, Temporal Wizard and Stone Master do NOT lose the permanent 2 P.P.E. when they use this spell, nor do alien intelligences, gods or Demon Lords.
        Level 15 (Uses 3 actions to cast)
        • Dimensional Portal (Rift)*
          Range: A few feet away.
          Duration: 30 seconds (2 melee rounds) per level of the spell caster, or one minute (4 melees) per level of experience when performed as a ritual.
          Saving Throw: None.
          P.P.E.: Five Hundred*
          The dimensional portal invocation opens a two-way door to another dimension. The mage can open a door to a specific world or random place. This is the only way a greater supernatural being can enter into our dimension. Once the dimensional portal closes, the only way back in or out is to open another portal . One of the real dangers of using this magic is that some "thing" unwanted often slips through.
        • Dimensional Teleport*
          Range: Another dimension.
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Four Hundred*
          Invoking this spell transports the spell caster and a maximum of 1,500 lbs into another dimension. This spell is only effective if the spell caster has visited the dimension in the past. The location where the teleporter appears within that dimension is completely random unless the spell caster has a personal sanctuary there, complete with a dimensional Rift circle, or built on or near a ley line nexus. The success ratio of dimensional teleportation is 6% per level of the spell caster. If the spell caster is unsuccessful, nothing happens.
          Naliyah has been to the following dimension: Phase World (Thundercloud Galaxy and Center), and Rifts Earth.
        • Ley Line Restoration
          Range: One individual via ritual, within 10 feet. Can not be performed on oneself.
          Duration: The ritual takes 20 minutes, the restoration is permanent.
          Saving Throw: None.
          Limitations: Only restores one designated individual and requires a permanent loss of P.P.E. by the performer of the ritual and the individual restored.
          P.P.E.: 800 (half for Ley Line Walkers and Shifters).
          This is like a deluxe version of the Restoration spell (see RUE, page 224, for details), only in addition to everything that spell can do, this one can completely restore missing limbs and internal organs (harmlessly expelling any bionic limbs and implants), provided the participants are willing to pay the price.
          This is a ritual that must be performed at a ley line nexus and requires a blood sacrifice (a small animal like a chicken will suffice).
          When the ritual is finished the individual is completely restored, but it will also permanently drain 6D6 P.P.E. from the base P.P.E. of the spell caster performing the ritual (double if a supernatural being or creature of magic), and he can NOT be the recipient of the magical restoration.
          This means to be restored, one must find a practitioner or creature of magic willing to have his base P.P.E. permanently reduced! In addition,the recipient of the healing restoration sees his own P.P.E. base permanently reduced by 4D6%. While this is not so bad for ordinary people, it can have a huge impact on practitioners of magic.
        • Teleport: Superior*
          Range: Self or others; distance of 300 miles per level of experience.
          Duration: Instant.
          Saving Throw: None.
          P.P.E.: Three Hundred*
          The mage can instantly transport himself and up to 1,000 lbs per level of experience, hundreds of miles away. To teleport, the
          mage must have a mental picture of his destination. The best results can be achieved when the character is personally acquainted with the target destination, some place he has visited or knows well. However, locations seen in photographs or described in detail can also be reached, but there is always a chance of a miscalculation.
          The mage can teleport himself alone, or other people and objects within 20 feet of him. The total number of people and items which the mystic can teleport is limited by the amount of weight he can handle (1,000 lbs per level of experience). The following tables indicate the chance of a success and the results of a failed teleport.
          Chances of a successful teleport:
          • Teleporting to a familiar location or a destination visible from one's starting point: 99%.
          • A place seen only a few times before (2-6 times) : 85%
          • A place seen in a photo (the photograph is being looked at during the moment of teleportation) : 80%.
          • A place never visited before, but described in detail : 58%
          • A place never before visited and known only by name or brief description: 20%.
          Results of an Unsuccessful Teleport:
          01-40%: Appear at the wrong place. No idea of present location; 3d6x100 miles off course.
          41-75%: Appear at the wrong place. No idea of present location; 1d6x100 miles off course.
          76-98%: Teleport several feet above the ground; everybody falls, suffering 2d6 damage.
          99-00%: Teleport into an object; instant death.
          Notes: A character cannot Teleport away and leave behind something that was implanted in him. A character can Teleport into the air, but he is still subject to the dangers of the environment and will fall to the ground unless some other magic is used to prevent or cushion the fall. A character can Teleport a vehicle he is inside, along with themselves as long as the total weight (including passengers and cargo) is under 1000 lbs. Teleporting into water is not dangerous as long as the character can either swim or has an air supply and doesn't Teleport too deep. Once a character has teleported away, he has made a clean getaway. However, if the teleporter has left behind a personal object, a psychic can use the Object Read ability to get a general idea of his location or direction. It is possible to teleport out of a Magic Net. Attempting to Teleport (whether successful or not) takes up two melee actions. This spell can NOT be used to deliberately Teleport an enemy into a solid object.
        Spells of Legend (Uses 3 actions to cast)
        • Ley Line Resurrection
          Range: One designated individual within 10 feet. Can not be performed on oneself.
          Duration: The ritual takes 15 minutes, the resurrection is permanent.
          Saving Throw: None.
          Limitations: Only restores one designated individual, must be performed on a ley line or ley line nexus, and requires a permanent loss of 2D6 P.P.E. by the performer of the ritual (double if a creature of magic). Of course sufficient P.P.E. (1000-2000 points) is needed and may require blood sacrifice.
          P.P.E.: 2000 (half for Shifters and Necromancers)
          This awesome spell will restore life into the recently deceased. The resurrected person will come to life, healed, with all his/her/its normal Hit Points, memories, abilities, and skills before he/she/it died. Limbs lost in the past will remain missing, but the character is otherwise healed and alive (this is not a regeneration process but a revitalization).
          This spell works only on creatures (including humans and creatures of magic) that have died in the last 24 hours.
          Success factor: Regardless of the spell caster' s level of experience, the chance of success is 40% (+10% if done at a nexus point). The spell can be attempted on the same corpse no more than three times by the same spell caster (the permanent loss of P.P.E. only occurring when successful). If unsuccessful after three tries another magic weaver may make try. A total of five failed attempts means the person is beyond the help of magic. Note: Necromancers are +5% to resurrect.
        Last edited by Naliyah on Fri Oct 18, 2019 12:35 pm, edited 4 times in total.
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        Naliyah
         
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        Re: Naliyah (Shing)

        Postby Naliyah » Thu May 30, 2019 6:45 am

        Naliyah's List of Spells Known (Temporal Magic)

        Level 7 (Uses 2 actions to cast)
        • D-Phase
          Range: Self only.
          Duration: 15 seconds (one melee round) per level of experience.
          Saving Throw: Not applicable.
          Limitations: One's speed of movement is reduced by 75% while in phase.
          P.P.E.: Twenty
          This spell warps and bends the dimensional aspects of reality to allow the spell caster to walk through solid matter, like doors, M.D.C. walls, etc., and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 3d6 feet back from where he started, suffers 2d6 Hit Point damage, feels icy cold to the touch, and is dazed for 1d4 melees (has only one melee attack and has no combat bonuses while dazed). This "pop back" also occurs when the duration time of the spell elapses when the character is still phasing inside a solid object.
          The character may be affected by a lack of air when phasing through a large amount of solid matter, such as thick castle walls, hill or mountain. The character must hold his breath for the period of time it takes to phase through the solid object. If his air supply is used up while in phase, he loses concentration and is "popped back" to where he started with the usual results.

        • D-Shift Phantom
          Range: Self only.
          Duration: 15 seconds (one melee round) per level of experience.
          Saving Throw: Not applicable.
          Limitations: Can not move, speak, use psionics, or cast magic while in this altered state.
          P.P.E. : Twenty
          This is another spell that allows the spell caster to shift and meld the aspects of different dimensions. In this case, the wizard transforms himself into a stationary phantom. He can see what's happening around him, but cannot hear, speak or move and cannot be touched or harmed while in his ghostly form. Appears to be a three dimensional semitransparent image similar to a holographic projection.

        • D-Shift Two Dimensions
          Range: Self only.
          Duration: 15 seconds (one melee round) per level of experience.
          Saving Throw: Not applicable.
          Limitations: Cannot move, speak, or cast magic while in this altered state, but can use psionic powers that don't require speech or movement.
          P.P.E.: Twenty-Five
          This is a dimension altering spell that turns the spell caster, anything he is wearing or on his person into a flat, two dimensional image, like a piece of paper or a painting on a wall! As a two dimensional being, the character cannot be detected by thermo-optics, heat, motion and most other sensors. The two dimensional image of the character is also difficult to see or recognize (hide 85%). Furthermore, the character is one-sixteenth his normal weight and mass and can effectively stick himself on the floor, or to the sides of walls, doors, vehicles and large pieces of furniture or have a friend slide him under doors and through cracks.
          The two dimensional character is still vulnerable to most forms of physical attack and environmental conditions, including fire, heat, cold, wind, energy blasts, magic and psionics. The character is especially vulnerable to wind and can be blown great distances like a piece of paper caught in a breeze. Physical blows from weapons, punches, and explosions inflict half damage when the character is stuck/braced against a wall, floor or other mass. Gases and fumes also inflict half damage and drugs that must be ingested or injected have no effect.
          Unfortunately, the character cannot move, speak, eat, drink, or cast magic in the two dimensional form. One's perspective of the world is also distorted, making the judgment of distances impossible, limiting vision to one narrow direction (no peripheral vision) and time seems to move very slowly.

        • Sense Time
          Range: Self or 2 by touch.
          Duration: 5 minutes per level of experience.
          Saving Throw: Standard.
          P.P.E.: Twenty
          A very useful spell created by Temporal mages, it first was developed to negate the effects of a Time Deprivation spell (T -Dep), providing the afflicted person with another saving throw at +3. The second effect of the spell allows the the recipient of the enchantment to know the exact time, down to the second, without the need for an actual timepiece.

        • Suspended Animation/Stasis Field
          Range: Self or other by touch.
          Duration : Varies; maximum 10 years per level of experience.
          Saving Throw: +2 to save vs magic.
          P.P.E.: Self: 10, others: 30.
          This spell enables the wizard to put himself into a state of suspended animation for a period of time up to 10 years per level of experience. When the character awakens, he is perfectly healthy and refreshed. The character will wake up prematurely if he is attacked while in stasis.
          Placing a willing person in a similar state of suspended animation is simple - no saving throw. However, if the person is unwilling, the character must be restrained and gets to save vs magic with a bonus of +2 to save.
          Any character in suspended animation can be awakened by having the original spell caster cancel the spell, with a Negate Magic spell, or by attacking the person in the stasis field. When the sleeping person has had his or her S.D.C. reduced to 10 or less, the spell is broken and the character awakens.

        • T-Dep
          Range: 90 feet
          Duration: One minute (4 melees) per level of the spell caster.
          Saving Throw: Standard.
          P.P.E.: Twenty
          The T-Dep spell plays havoc with the victim' s perception of time. The victim of T-Dep will not know what time it is other than day or night. He will feel tired and confused, believing that he has been busy (fighting, working, etc.) for a much longer time than he really has. The character will forget about any appointments within the hour and misread clocks (including internal clocks), believing it to be much later than it really is.
          Confused characters may think it' s time to go home from a job, or that it' s bedtime, or that it is time to leave for an appointment that is really scheduled for much later. Food will be under-cooked or overcooked, experiments stopped prematurely, doors locked and alarms set sooner or later than they should, and so on.
          While under the influence of this spell the character is -10% on all skills (rushing to get it done in a timely manner) and -60% if the skill requires the measurement of time or the setting of instruments to time (such as Demolitions). The following penalties also apply during combat: -1 to strike, parry, and dodge, - 3 on initiative, and lose one melee action/attack. Coordinated attacks are impossible.

        • Temporal Blast
          Range: 100 feet (30.5 m) +50 feet (15.2 m) per level of experience.
          Damage: 2D6 direct to Hit Points to mortals, 2D6 M.D. to Mega-Damage beings.
          Duration: Duration of side effects and penalties is two minutes per
          level of experience.
          Saving Throw: Standard.
          P.P.E.: Twenty
          The spell caster fires a bolt of Temporal Energy directed at a specific limb of the intended target; typically an arm or leg. Roll to strike at +3 when the target is under 100 feet (30.5 m) away and + 1 to strike when the subject is at a greater distance. The beam of Temporal Energy rapidly ages the limb to the maximum of that race's life expectancy, effectively rendering it weak and impaired; reduce P.S., P.P., and when applicable, Spd, by 90%. The arm and fingers become withered, wrinkled, stiff and achy, the fingernails grow long and curled, the hands become gnarled, while legs atrophy, stiffen and are barely able to support the weight of the body.
          If one arm is affected, the penalties are: -1 on initiative, all other combat bonuses are -2, and the strength in that one arm and hand are vastly diminished, which may make using heavy weapons and tools, as well as the performance of certain skills, impossible or very difficult with that arm; at best the affected arm and hand suffer a -35% skill penalty.
          If both arms of a humanoid are affected, the penalties are: -2 on initiative, all other combat bonuses are -3, and the strength in both arms and hands is vastly diminished, making it impossible to use any weapon or tool weighing more than seven pounds, and the performance of most skills are very difficult, at best -70% skill penalty.
          If one leg is affected, the penalties are: -1 attack per melee round, -1 on initiative, -3 to dodge, -2 to all other combat bonuses and Spd is reduced by half. The character can move, but his good, young leg handles most of the load and he walks with a noticeable limp, dragging the aged, weak leg behind him.
          If both legs of a humanoid are affected, the penalties are: Reduce attacks per melee by half, -2 on initiative, -6 to dodge, and -3 to all combat bonuses, and Spd is reduced by 90%. The character can barely stand straight or hobble along at a crawl. It is best if the character can find some sort of support to brace himself with in order to stay standing.
          Random Hit Location (Optional):
          01-20% right arm
          21-50% right leg
          51-70% left arm
          71-100% left leg
          Note: This spell does not fully affect creatures of magic or supernatural beings, however they are still subject to the damage. While the Temporal Blast may not age them, it is still a blast of Temporal Energy and it hurts.

        • Time Warp: Send
          Range: Touch.
          Duration: Instant.
          Saving Throw: Not applicable.
          Limitations: 10 lbs per level of experience. 8 hours per level of experience.
          P.P.E.: Twenty-Five
          This magic enables the spell caster to send an object, or several objects if placed in a single container, forward in time up to eight hours per level of experience. The object(s) disappear from the present and reappear hours later at the exact same location. This is a great spell for sending special messages, hiding stolen items, and so on.
        Level 8 (Uses 2 actions to cast)
        • Attune Object to Owner
          Range: Touch.
          Duration: One year per level of experience or until dispelled by the one who performed the spell.
          Saving Throw: Not applicable.
          P.P.E.: Thirty
          Every being radiates a unique biological energy (B.E.) signature. The B.E. is not to be confused with a person' s aura, which is of a psionic nature, though similar. What this spell does is attune a particular object to the owner's B.E. frequency, making it impossible for anyone else to make the object function. The attuning magic can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons, and items of great value. Even those with Telemechanics will not be able to activate anything so attuned. For example: a rune sword that contains magical properties can be used as a sword, but none of its special magical abilities can be activated by anybody except its proper owner.
          The spell requires the presence of the object, owner, and spell caster. The spell caster places one hand on the object and one on the owner. While casting the spell, a bright, white light will engulf the object and its owner. Although no physical mark will appear on the object, it will register as being magical by those able to sense magic and the owner will see a sort of aura signature around it. All objects attuned to him will have the same unique aura. Objects that contain magic can also be attuned to their owner.

        • Retro-Viewing
          Range: Self only.
          Duration: One minute per level of experience.
          Saving Throw: Not applicable.
          Limitations: The spell caster can only see, not hear, events that occurred in a limited area, such as a specific room, vehicle or area. He can only see as far back into the past as one hour per level of experience, but only sees a few minutes of what actually transpired.
          P.P.E.: Thirty
          The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time he desires.
          For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus, he can cast the spell to watch what occurred between three o' clock and 3:03 or any selection of three minutes between 3:00 and 6:00.

        • See Dimensional Anomaly
          Range: Self.
          Duration: Two minutes per level of experience.
          Saving Throw: Not applicable.
          Limitations: None.
          P.P.E.: Thirty
          Once the general location of a dimensional anomaly is known, the spell caster can see it by casting this spell. Anomalies such as dimensional envelopes and pockets are suddenly visible, as well as characters transformed into fourth dimensional beings, two dimensional beings, and the invisible energy essence of alien intelligences and entities. It does not reveal time holes.

        • Sense Dimensional Anomaly
          Range: Self.
          Duration: Two minutes per level of experience.
          Saving Throw: Not applicable.
          Limitations: Range limits.
          P.P.E.: Thirty
          This spell enables the wizard to feel ripples in the space-time continuum. He can often sense the general location of such anomalies.
          Senses the following:
          • The opening, closing and general location of dimensional Rifts within a 50 mile area.
          • The opening and closing of mystic portals, dimensional teleportation, Ley Line Storms, and time holes within one mile.
          • The opening, closing, and general location of dimensional envelopes within 100 feet.
          • The opening, closing and general location of dimensional pockets within 10 feet.
          • Sense when a space warp (teleportation), wink-out, or time warp is occurring within a 100 foot radius.
          • Sense the presence/essence of Astral beings, two and fourth dimensional beings, entities and alien intelligences within a 100 foot radius. Cannot pinpoint their location.

        • See Temporal Anomaly
          Range: Self.
          Duration: Three minutes per level of the caster.
          Saving Throw: Not applicable.
          P.P.E.: Thirty
          This spell works well in conjunction with Sense Temporal Anomaly and makes the character able to see the flow of time as if he were traveling down a huge river. Temporal disturbances stick out like large rocks in a river. Where the water is disturbed by the rocks, so is the flow of time when temporal anomalies occur. They also cause ripples, which can be clearly seen with this spell.
          The mage is also able to see time holes (the river flows around these), tears in time (where the flow of time may be diverted such as at a Temporal Nexus) and if someone cast a Time Jump spell. The character literally sees the time traveler going through time. He will appear to be way down the "river" (going with the flow) if going forward in time and up the "river" (going against the flow) if going back in time. The mage can even estimate how long of a Time Jump another spell caster made. Base skill is 32% +4% per additional level of experience. If successful, he is accurate within 1d4 minutes. If unsuccessful, he has no clue and will have to wait at least an hour to try the spell again. This is because time is constantly flowing and the mage will need a different reference point in time to tell.

        • Sense Temporal Anomaly
          Range: Self.
          Duration: Three minutes per level of the spell caster.
          Saving Throw: Not applicable.
          P.P.E.: Thirty
          The spell caster can sense when the flow of time has been disturbed in a given area and can tell if someone did a Time Jump (backward or forward) or if any other Temporal Magic spell has been recently used and what it was. He can also sense any sort of dimensional Rift, teleportation, or time distortion and whether it is a natural occurring phenomenon or the result of magic. Temporal spells leave a very distinctive mark in the flow of time, and those that alter time create a "ripple" that lasts one hour for every 5 P.P.E. spent. So if a Temporal Warrior did a Fast Forward spell the ripple effect would last for fourteen hours (70 P.P.E.). This can give the spell caster a significant advantage when trying to determine when events took place and who might be responsible. The spell caster also gains the following abilities:
          • Sense the opening and closing of Temporal Rifts. Note: These are very rare and an uncommon phenomenon. They only occur where the temporal/dimensional fabric is weakest, which is most likely at super nexus points or even magic triangles. Timing is also a key factor. Big events such as planetary alignments, winter and summer solstice, and lunar eclipses are the only known times they occur.
          Range is 50 miles.
          • Sense the use of Time Warp spells within a one mile radius.
          • Sense Temporal Raiders within a 1,000 foot radius. Only knows if they are close or far and the general direction is vague.
          • Can tell if he has traveled through time unknowingly and a general idea of how far he has traveled.
          • Can determine the duration of a Time Barrier roll: If successful the caster knows exactly, if unsuccessful the caster is unsure until the duration is elapsed. 35% +5% per additional level of experience.

        • Time Capsule
          Range: Touch.
          Duration: Varies, up to 50 years per level of experience.
          Saving Throw: Not applicable.
          Limitations: Can encapsulate 50 lbs per level of experience.
          Effective only on picked plants and non-living materials, including, herbs, fruit, vegetables, grains, other foods, water, alcohol, potions, books, clothing, weapons, machines, etc. Humanoids, animals, and insects cannot be placed in a time capsule; see suspended animation.
          P.P.E.: Thirty
          Everything placed in the time capsule is perfectly preserved. The equivalent of one minute passes for every year inside the capsule. To create a time capsule, the spell caster must place the items to be preserved into a container of some kind. The container can be a wooden crate, metal trunk, cardboard box, knapsack, bag, or just about anything as long as it can be completely closed. When the container is closed the spell can be cast. The magic creates an energy field that takes the container and everything inside it out of the normal time continuum. As long as the container remains unopened the magic remains in effect. The instant it is opened the Time Capsule spell ends. The time capsule can be hidden, buried, or just placed on a shelf. How easy it is to open the capsule depends entirely on the strength of the container.

        • Will of the Earth
          Range: Varies
          Duration: Two minutes (8 melees) per level of experience.
          Area of Effect: Either a specific target (person or object) or an area that has a spherical radius of 10 feet. If the spell is cast on a person or item, only that person or item is affected. If cast on an area, all who enter the area are subject to its effects.
          Saving Throw: None if cast on an inanimate object, area or self. Standard if targeting an unwilling victim.
          P.P.E.: 80
          This spell allows the spell caster to manipulate the forces of gravity. The spell can reduce, increase, or cancel gravity in a given area of effect. The character must announce which aspect of the spell he will be employing before it is cast. When a character enters into an area of effect, he must save or suffer the magical effects. A successful save means the magic has no effect.
          Reduced Gravity is used to lighten the weight of an object or person. It can be cast up to 140 feet away and will affect one object per casting. If cast on an item, its weight is divided by 50. Most cars will weigh 40 to 100 pounds under this magic, motorcycles will weigh a mere 4 to 12 pounds, and a 150 pound person a mere three pounds ! If the spell is cast upon a living being, he is +2 to dodge and can leap three feet for each P.S. point possessed by that character.
          Increased Gravity is used to make items or people heavier. The weight of a person or item can be increased by up to 30 times. If a person is not strong enough to support his increased weight, he is immobilized. Speed is reduced by five points for every 200 pounds of weight.
          Canceling Gravity totally negates the effects of gravity within a 10 foot radius. Anything not held down or secured, including people and wildlife, will suddenly find themselves floating around in the spherical area of effect. To get out, they must be tethered and pulled out. While weightless, all characters are -3 on all combat rolls and -1 melee action/attack as they float, bob, and spin 6-10 feet above the ground.

        • Wink-Out
          Range: Self.
          Duration: Varies.
          Saving Throw: Unwilling travelers can try to save; standard.
          Limitations: The spell only affects the spell caster unless he is fifth level or greater. Experienced wizards can take two people with them but must be touching both at the moment the spell is cast. The exact spot that the character warped from is the exact location that he reappears.
          P.P.E.: 20 for one minute. The spell caster can increase the number of minutes he is "winked-out" at an additional cost of 10 P.P.E. per each minute; five minute maximum (costing 60 P.P.E.).
          The character appears to have disappeared or teleported to a different location - it is impossible for an observer to tell which might be the case. In reality, the spell caster has really created and stepped into a very temporary time hole in another dimension!
          Time inside the wink-out time hole passes at the rate of 15 seconds per minute; i.e. one minute in the normal world will seem like one melee round (15 seconds) to the character in the time hole, while five minutes will seem like 75 seconds to the time traveler who winked-out.
          During the wink-out phase, the character cannot be located by normal, psionic or mystical means, it is as if the spell caster has vanished off the face of the planet (and he has). While winked-out, the character can use his time (15 seconds per each minute that he is winked out) to reload weapons, draw new weapons, prepare to cast a spell, hide any small object on his person, destroy an item, drink a potion, and similar tasks. Note, nothing can be left behind in this temporary, unstable dimensional pocket of temporal space.
        Level 9 (Uses 2 actions to cast)
        • Remote Viewing
          Range: Self; distance of 10 miles per level of experience.
          Duration: One minute per level of experience.
          Saving Throw: Not applicable.
          Limitations: The spell caster can only see, not hear, events, places or people that are miles away. The object of viewing must be a specific object, person or place (a specific room, vehicle or area).
          P.P.E.: Forty-Five
          The Remote Viewing spell enables the conjurer to see what is happening to a specific person, object or place, miles away, at that specific moment, similar to a crystal ball, but without benefit of sound. To use the remote viewing, the character must have intimate knowledge of the person or place he wants to observe, meaning he must have personally met and spent a few minutes time with the person or have visited or lived in a specific room in a particular building. Furthermore, the wizard must have at least a general idea where that person, place or thing is presently located in order to find and watch him/it.
          By using remote viewing, a wizard can visually check on a room at his sanctuary/home, a hiding place, prison cell, party, magic item, friend, enemy, and so on, within the range of his abilities. He cannot locate a person or item by using remote viewing, i.e., the character must know that so and so usually eats at a particular restaurant around 7 p.m. every Wednesday, or is supposed to be at a town social, ball, party, meeting place at a specific time, and so on.

        • S-Dep
          Range: 90 feet
          Duration: One melee (15 seconds) per level of the spell caster.
          Saving Throw: Standard.
          P.P.E.: Fifty
          A devastating spell that cuts off the sensory perception of the victim to his own body! Sounds are muffled, unclear and distorted and there is no sense of time. The victim also loses the sense of touch (does not feel pain, heat, cold, wind, rain, etc.). While the character can continue to function to some degree without feeling, it dramatically affects his movement, as well as judgment of speed, distance, direction, depth, and own physical strength and movement. He can be seriously wounded or dying and not know it, or trip over his own feet.
          Victims of S-Dep are - 10 to strike, parry, and dodge, are always the last to attack (no initiative), -5 to save vs illusionary magic, -50% to perform a skill, have only one melee action per round and speed is reduced to one-third. Events that occurred while under the S-Dep spell are only foggy, dream-like remembrances with a distorted sense of what really happened.
          In addition, psionic characters cannot use any psi-powers except Mind Block. While under the influence of this spell, the psionic is impervious to all mind attacks.

        • Time Warp: Age
          Range: 100 feet
          Duration: One minute per level of experience.
          Saving Throw: -2 to save.
          Limitations: Does not work on creatures of magic or supernatural beings.
          P.P.E.: Forty-Five
          This spell temporarily warps time around its victim to transform them into a person of considerable age. This debilitating spell takes the victim to the edge of that race' s life expectancy, i.e. humans will age to about 100 years old. All physical attributes, melee actions and bonuses are reduced by half, and always last on initiative. S.D.C. is reduced to zero and Hit Points are - 10. If a Mega-Damage creature, their M.D.C. is reduced by half. Skills are - 20%. The transformation is also emotionally draining so that the character(s) affected is/are likely to flee or hide, taking only defensive actions, unless pushed to do otherwise.

        • Time Warp: Slow Motion
          Range: Area effect; 30 feet per level of experience.
          Duration: One minute (4 melee rounds) plus.
          Saving Throw: None, unless a fellow Temporal being (standard).
          P.P.E.: Forty-Five for one minute, add 10 P.P.E. for each additional minute (no limit)
          The spell caster affects the space-time continuum of a particular area and slows the time and corresponding speed and movement of all creatures in that area, except himself. This gives him a dramatic edge in combat and sleight of hand skills. The concept behind the spell is that everybody around the spell caster moves slower (although they see their movement as normal), while he moves faster.
          Bonuses: During the slow motion time warp, the spell caster is effectively + 1 to strike, +3 to parry and to dodge, +4 on initiative, + 10% on Pick Pocket, Pick Locks, Palming and Computer Operation, +10 on speed and has one additional melee action/attack.

        • Time Warp: Stop Time
          Range: Up to 10 feet away per level of the spell caster.
          Area of Effect: 5 foot diameter +2 feet per additional level of the mage.
          Duration: One melee round (15 seconds) per level of the spell caster.
          Saving Throw: Not applicable.
          P.P.E.: Seventy
          This powerful Temporal Magic spell freezes time in the area affected. Everyone and everything caught in the area, stops as if time is standing still (and it is, in that area). At the end of the duration, all characters who were stopped in time have no idea what happened. For them, it is as if nothing happened and it is the very next second. The only way one might suspect is when they see that their watch is off by so many seconds or minutes. Anyone or anything that enters the area of effect, including the spell caster, is also stopped in time.
          As a temporal distortion, no hostile action can be taken against anyone stopped in time, but while they are stopped, the spell caster (and company) may be able to take some quick action, snoop around, steal something outside the area of effect, make good their escape, and so on. Everything that happens around the characters while they are temporarily frozen in time is unseen and unknown to them, because it didn't happen in their time frame.
          Teams of Temporal Warriors have been known to cast this spell at several strategic areas, stopping time around them, to provide a clear, quick path to a particular place, item or objective.

        • Universal Balance
          Range: 90 ft
          Duration: One melee action (roughly 3 seconds) per level of experience.
          Saving Throw: Standard.
          P.P.E.: 100
          This powerful spell causes the innate magical energies of supernatural creatures to warp and ebb, changing them into S.D.C. creatures! The target retains use of all natural abilities and spells, but the physical structure is momentarily shifted to S.D.C.! Any creature affected by this spell will instantly know what has happened and is likely to flee (if not in fear, at least through wisdom).
          The duration is very short, but a creature that suddenly becomes S.D.C. in the middle of an M.D.C. battle is not going to last long if it stays to fight. The victim still has magical energies coursing through its veins, and its total M.D.C./S.D.C. is not reduced, i.e. a 200 M.D.C. dragon would still have the equivalent in S.D.C., a whopping 20,000 (one M.D.C. is equal to 100
          S.D.C.)! But now it can be damaged by S.D.C. weaponry, like the 7D6x20 full melee burst damage of a .50 caliber machinegun.
        Level 10 (Uses 2 actions to cast)
        • Absolute Darkness
          Range: 100 feet+5 feet per level of experience.
          Area of Effect: 5-20 foot spherical radius.
          Duration: One minute (4 melees) per level of experience.
          Saving Throw: None.
          P.P.E.: 120
          This spell is the exact opposite of the Globe of Daylight spell. It creates a comparable globe of complete darkness. Only radar,
          keen olfactory and hearing abilities, feelers, and supernatural sight will work; nightvision, passive light amplification, infrared
          and thermal vision are useless. Those inside the globe of darkness cannot see at all (as if blind, -9 on all combat maneuvers,
          likely to stumble, trip, and fall, no sense of direction, etc.); even vampires are blinded by the unnatural darkness, but those with the See in Magic Darkness spell suffer only half the penalties (-5). Those outside the area of effect cannot see anything inside the magical blackness.
          Any shots into or out from the sphere are equal to shooting wild.

        • Dimensional Pockets
          Range: Self only.
          Duration: Varies. Temporary pockets last up to one hour per level of the spell caster. Long-term pockets can exist for years; six months per level of experience.
          Saving Throw: Not applicable.
          Limitations: Items must all be small, ideally something that can be picked up and held with one hand. About 30 lbs can be stored in a Dimensional Pocket, depending on size.
          P.P.E.: Temporary: 20, long-term: 140
          This spell is similar to Dimensional Envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to "pockets." The character can reach into a dimensional "pocket," another limbo dimension, to retrieve items that he has placed there earlier.
          Items can be just about anything that could fit in a backpack, clothing, handguns, energy clips, diary, bottle of aspirin, etc.
          The Dimensional Pocket spell requires a physical orientation, which means the person really does seemingly pull impossibly large or numerous items from his pocket(s), back-pack, bag, box, purse, or sack. Without a physical sack, bag, or pocket the power cannot work! The character will typically select one favorite pocket or bag as his focus of orientation. To anybody else the pocket is just an ordinary pocket or container that holds the usual amount of stuff.
          The ordinary looking pocket/bag will appear to be empty unless the character investigating can see dimensional anomalies. This means that the Temporal Wizard, warrior and raider can see into the pocket and remove items, as well as Shifters, many alien intelligences like the Splugorth, and characters with the spell of See Dimensional Anomalies.
          Practitioners of magic and the occasional psionic with the ability to focus and concentrate (M.E. 17 or higher) can plunge their hand into the pocket, feel around and remove items, but only if they know that the pocketlbag is magical.
          Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic" bags with more than three years of life in them. The retail cost for such a bag can range from 90,000 to a million credits, however the maker of the magic bag seldom gets more than 20%. Note: See Dimensional Envelope for the sensing abilities of the Temporal Raider and Shifter.

        • Double Paradox
          Range: Self or one other by touch.
          Duration: Two melee rounds per level of experience.
          P.P.E.: Ninety-Five
          Saving Throw: Standard for those choosing to resist. Also note that the time-stream automatically resists this spell and gets a saving throw at + I, so each time it is cast, there is a chance of it not working.
          If the flow of time (the G.M.) makes a successful saving throw, the spell does not work.
          For a few brief moments the spell caster exists in two places at once! The stats, clothing/appearance and equipment are identical for each, as of the moment the spell was cast. However, Hit Points and S.D.C. (M.D.C. for Mega-Damage beings), P.P.E., and I.S.P. are divided in half. While co-existing at the same time in two different places, the character remains linked to his other self, has a clear idea of what he is doing in both places and suffers identical injury. Thus, if wine is spilled on his shirt at one location, it appears on his shirt at the other. Likewise, if the character is wounded at one location, a duplicate wound appears on him at the other, and both selves feel the pain and suffer the same damage, effects, penalties and stat modifications.
          The spell caster has all the advantages of being in two places at once, and the character can fight two foes simultaneously, do various tasks at the same time, and even cast spells at the same time. However, both are using up the same P.P.E. (or LS.P.) reserve, and falling under attack and suffering damage at both locations could kill him fast. The spell can be ended at will, causing one of his selves to vanish at one location and appear, for an instant, and merge with the other. This is disorienting, and the sudden spatial shift and merging leaves the character dazed for 1D4 melee rounds in which attacks per melee, all combat bonuses, Spd and skills are reduced by half.

        • Sphere of Negation
          Range: Self
          Duration: One minute (4 melees) per level of experience, or disappears the moment the spell caster steps out of the sphere, whichever comes first.
          Saving Throw: None.
          P.P.E.: 120
          The pinnacle of mastery over the forces of balance, this spell brings all of the forces acting on a given object or energy into complete balance, negating any effect it might have. This action/reaction nullification causes bullets to drop from the air, energy beams to disperse, and falling objects to float gently down to earth. The sphere is roughly eight feet (2.4 m) in diameter and protects the spell caster, although two people can huddle against his sides and also be protected.
          The sphere simply negates any object or attack, even punches and claw attacks that pass through it. It likewise prevents the effects of magical spells from affecting those inside the sphere.
          The sphere works both ways, however, and the character(s) inside is unable to attack, use magic items, cast spells or sense magic while inside it. Even psionics are affected. Psionics directed into the sphere, and those who use psychic powers while in the sphere, use them at half their usual potency (half range, duration, damage, etc.). The spell is defensive and is often used in instances where hostile parties must be negotiated with.

        • Temporary Time Hole
          Range: 50 foot radius.
          Duration: 15 seconds (one melee round) per level of experience.
          Saving Throw: None.
          Limitations: The strain of instantly teleporting through space and time into the limbo of the time hole and taking others along has some damaging side effects for the spell caster. For the first two melee rounds (30 seconds) the wizard is weak and can only cast one magic spell per each 15 second combat period. Also reduce the character's speed and combat bonuses by half for this 30 second period.
          P.P.E.: One Hundred
          This is a unique and powerful spell in which the spell caster can temporarily teleport herself and everybody in a 50 foot radius into a time hole. The sorcerer cannot elect those she'd like to take with him and those she'd like to leave behind, everybody goes. The terrain inside the time hole is typically a barren landscape of dry earth and the occasional boulder. The sky seems to be an endless ocean of flowing white clouds that move across the sky without the presence of wind. There are no additional people, buildings, vegetation, animals, food or water.
          The general purpose of this spell is to temporarily step out of normal time and space, usually to take a dangerous battle away from prying eyes, friends, or so that innocent bystanders are not injured. This spell can be especially deadly when the spell caster and his allies outnumber their opponents.
          Unlike the normal time hole, the temporary hole lasts only a few minutes before everybody is returned back from whence they came.
          Regardless of how long the characters are in the time hole, in real time they will appear to have disappeared and reappear 2D4 seconds later.
          Note: Other men of magic and supernatural beings who know Temporal Magic, can Dimensional Teleport or create a Dimensional Rift can use their powers to leave the time hole and return to the location they left.

        • Time Maelstrom
          Range: 100 feet
          Duration: Instant.
          Saving Throw: Not applicable.
          Limitations: As described.
          P.P.E.: Fifty-Five
          This spell is cast by one spell caster against another who is attempting any type of time travel, including Time Slip, Time Hole, Temporary Time Hole, Wink-Out, Time Warp: Fast Forward, Time and Space Warp, and similar.
          The time maelstrom must be cast within six seconds of the other wizard' s activation of a time travel spell. The maelstrom follows and disrupts the flowing currents of the time stream, causing turbulence and dramatic time warps. There is no chance of outrunning a maelstrom, only riding it out. Roll on the Time Maelstrom Distortion Table to see
          how the storm has affected the time traveler(s). The amount of time and sometimes even the location is often changed by the maelstrom. Even a simple spell like a Wink-Out can suddenly plunge the unwary time traveler hours or days into the future.
          The character always reappears in a swirling vortex of wind and flashing lights and is always last on initiative and minus one melee attack/action for one minute (four melee rounds). He is also minus 4d6P.P.E. (temporarily used up) and suffers 2d6 Hit Points of damage (M.D. if a Mega-Damage creature).
          Time Maelstrom Distortion Table:
          01-20%: Only 4d4 seconds have passed.
          21-40%: 1d6 minutes have passed.
          41-45% : 3d6 minutes have passed.
          46-50% : 3d6 minutes have passed. Roll for relocation.
          51-55% : 6d6 minutes have passed.
          56-60%: 6d6 minutes have passed. Roll for relocation.
          61-70% : One hour has passed. Roll for relocation.
          71-75% : 2d4 hours have passed.
          76-80%: 4d4 hours have passed.
          81-85% : 6d6 hours have passed. Roll for relocation.
          86-90%: 1d4 days have passed. Roll for relocation.
          91-00%: Lucked out! Weathered the maelstrom, time travel is exactly as planned.
          Time Maelstrom Relocation Table:
          01-25% : Reappear at location of departure.
          26-50% : Reappear 4d6 yards/meters away from point of departure.
          51-75% : Reappear 1d6x10 yards/meters away from point of departure.
          76-00% : Reappear 1d6x100 yards/meters away from point of departure.
        • Time Warp: Fast Forward
          Range: Self.
          Duration: Varies.
          Saving Throw: Unwilling travelers can try to save; standard.
          Limitations: The spell only affects the spell caster unless he is fifth level or greater. Experienced wizards can take two people with them but must be touching both at the moment the spell is cast. The exact spot that the character warped from is the exact location that he reappears. One can only travel forward in time, never backwards!
          P.P.E.: Seventy
          This power is similar to a Teleportation spell only the character is transcending time, not space. Instead of skipping a physical distance of miles/kilometers/space, the character skips through time, projecting himself at some point forward in time. For the time traveler, only three seconds pass. For him, whatever has transpired during the time he skipped is unknown to him nor does it affect him directly, just as the person who teleports from one location to another miles away, does not see the places he would have had he driven a vehicle across those miles.
          The period of time "skipped" can be seconds, minutes or hours later.
          Remember, only time is being warped, not space, thus the character reappears at the exact same location from which he departed, only at a later time. The "location" must be a fixed position, meaning the character can not make himself appear in the same seat in a moving vehicle.
          Furthermore, the environment may have changed during the passage of time. While a jail cell may be opened and empty four hours into the future, it may also be jammed full with other (hostile?) prisoners. A space on the street may have a parked car in the location (the character reappears on top of it) or have a gunfight going on or a parade or it could be raining or . . . just about anything. Game Masters should just think about what happens at that location under the current circumstances.
          The time warp power can be difficult to play for both the Game Master and the player. Game Masters shouldn't feel flustered by a character that has taken himself temporarily out of current play to appear in the future. If the period of time is only a few minutes, things are easy. The other players continue to play with their characters, responding to
          the situation at hand as it happens. At the right moment, minutes later, the time traveler pops back into the action and can again participate in the action with his teammates.
          The player of a Temporal character must realize that this spell takes any character(s) who is/are warping ahead through time temporarily out of play. Time continues to pass for everybody else, which means his character may miss some of the action or even hurt his teammates by his absence. For example, a Temporal Wizard may use a time warp to disappear and reappear five hours later. The rest of the player characters, non-player characters and the rest of the world lives out those five hours. Consequently, a battle may continue to rage until somebody is
          defeated, surrenders or retreats. When the wizard reappears hours later, the battle may be over, the streets deserted and safe for him, but his comrades may have been captured, slain, escaped and left the town, or any number of other possibilities.
          Meanwhile, the other characters may have experienced a variety of adventures and subplots while the time traveler is sitting out until the hours of adventure time have elapsed. The Game Master has no obligation to fast forward the rest of the game events for the sake of one or two players traveling through time. However, the G.M. should not deliberately slow the events of the game out of spite.
          Player's Tip: The best time to use the "fast forward" time warp that skips over a long period of time is at the end of a game session or when you know the Game Master is going to move quickly through the next several hours (Le. everybody is going to sleep for the next six hours, or you have to wait till tomorrow to see somebody). Players who use this power must use it wisely, execute good timing and not become upset if they sit out a large part of the game session because the rest of the group is engaged in an unexpected adventure.
          It is wise to establish a means and a place for teammates to leave messages for the time warping character. However, this too can be a weakness, giving an enemy the opportunity to spy or prepare a trap.
          Player's Warning: One of the advantages of a time warp is that the character can skip boring or otherwise exhausting periods of time (like waiting for the enemy to attack or waiting to see somebody). By using a time warp the character will blink out and reappear hours later as fresh as a daisy, alert and raring to go. On the other hand, a wizard who is already tired or wounded at the moment of the warp will reappear in the same tired or injured condition, while his teammates or enemies may have had time to recuperate or reorganize. This is a tricky power that requires some forethought and strategy.
          G.M. Tip: An antagonist who knows about the powers of the Temporal Wizard and who realizes he is fighting a Temporal Wizard can second-guess his foe. For example, if he suspects the character has used a time warp to skip ahead to the future, the enemy can leave a dozen heavily armed guards to watch the area and capture or slay anybody who suddenly "pops" in. Or he can wait and follow the character when he reappears, leave false information to be found, etc.

          It is possible to change or stop a time warp but with unknown and possibly damaging side effects. Whenever the spell caster tries to change the time period originally selected,
          roll on the following table.
          Time Warp Distortion Table:
          01-10% : Only one second has elapsed - it' s as if you were never gone
          but the character loses the initiative.
          11-20%: Only 2D6 seconds have passed. The character loses the initiative
          and one melee attack/action.
          21-30%: 1d4x 10 seconds have passed.
          31-40% : 1d4 minutes have passed.
          41-50% : 1d6 minutes have passed.
          51-60%: 2d6 minutes have passed.
          61 -70%: 3d6 minutes have passed.
          71-75% : 4d6 minutes have passed.
          76-80%: 6d6 minutes have passed.
          81-85%: One hour has passed.
          86-90%: 1d4 hours have passed.
          91-95% : 2d4 hours have passed.
          96 -00%: 24 hours have passed!
        Last edited by Naliyah on Wed Jan 15, 2020 12:35 pm, edited 1 time in total.
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        Re: Naliyah (Shing Dimensional Lion)

        Postby Naliyah » Wed Jul 17, 2019 6:04 am

        Other photos:
        white-lioness-alone-amitabh-dayal.jpg

        8052781113_9530a4564c_b.jpg
        Naliyah
        Current Status
        S.D.C.: 93/93
        H.P.: 83/83
        P.P.E.: 493/493
        I.S.P.: 88/88


        Ley Line and Nexus Point effects
        Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

        Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

        Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

        Periods of Increased energy at a nexus point. IAW RUE.

        Weapons and Armor Worn or Carried

        Always On:
        • Awe/Horror Factor: 12 (16 when roaring)
        • Sixth Sense
          Range: 90 feet
          Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
          I.S.P.: 2
          Saving Throw: None.
          The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
          The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
          Bonuses: The sudden flash of insight provides the following bonuses.
          All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
          +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
        • Shing automatically sense supernatural good and evil within a 600' radius

        Saving Throws, Bonuses, and other handy information
        Saving Throw Bonuses
        Saving Throw Bonuses
        Coma/Death: +30%
        Magic (varies): +8
        Lethal Poison (14+): +8
        Non-Lethal Poison (16+): +8
        Insanity (12+): +10
        Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
        Horror Factor (varies): +4
        Effectively impervious to disease
        Fatigues at half normal rate
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        Re: Naliyah (Shing Dimensional Lion)

        Postby Naliyah » Fri Jul 26, 2019 7:21 am

        Experience Table for Shing R.C.C.

        1 0
        2 2,241
        3 4,481
        4 8,961
        5 17,421
        6 25,921
        7 35,921
        Naliyah
        Current Status
        S.D.C.: 93/93
        H.P.: 83/83
        P.P.E.: 493/493
        I.S.P.: 88/88


        Ley Line and Nexus Point effects
        Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

        Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

        Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

        Periods of Increased energy at a nexus point. IAW RUE.

        Weapons and Armor Worn or Carried

        Always On:
        • Awe/Horror Factor: 12 (16 when roaring)
        • Sixth Sense
          Range: 90 feet
          Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
          I.S.P.: 2
          Saving Throw: None.
          The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
          The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
          Bonuses: The sudden flash of insight provides the following bonuses.
          All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
          +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
        • Shing automatically sense supernatural good and evil within a 600' radius

        Saving Throws, Bonuses, and other handy information
        Saving Throw Bonuses
        Saving Throw Bonuses
        Coma/Death: +30%
        Magic (varies): +8
        Lethal Poison (14+): +8
        Non-Lethal Poison (16+): +8
        Insanity (12+): +10
        Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
        Horror Factor (varies): +4
        Effectively impervious to disease
        Fatigues at half normal rate
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        Re: Naliyah (Shing Dimensional Lion)

        Postby Naliyah » Wed Sep 04, 2019 9:54 am

        NPC instructions

        Naliyah is curious, friendly, and capable.

        She knows she is vulnerable (no armor), so she always keeps this in mind (force field at the ready, spare clip charged, protective spells ready to go at a moment's notice) and her automatic dodge is something she relies upon heavily.

        She knows she has no (manmade) weapons at her disposal, and so has a few spells (Fire Bolt, Power Bolt, etc) at her disposal for these scenarios, as well as her claws (formidable in their own right).

        She hasn't had much time to get to know the members of AAPS, but she is (at present) curious about Maximillian's origins (feline similarities) and Selenidaria (Techno-Wizard curiosity - Naliyah has had very little exposure to them).

        In combat, Naliyah would ensure her protection is active and likely try to engage in close range combat, using her claws to maximum effect. While she has the flexibility to work at any range, Naliyah has the melee and physical advantages of a lioness, and approaches the peak of her race's physical potential at that. Furthermore, she has a wide selection of spells at her disposal to confound, delay, and confuse the enemy (Temporal and otherwise), and she has the mystic reserves to cast them all too.

        She also has several "travel" and "dimensional" related spells (she's a Dimensional Lion, after all) and all Shing are major psionics.
        Naliyah
        Current Status
        S.D.C.: 93/93
        H.P.: 83/83
        P.P.E.: 493/493
        I.S.P.: 88/88


        Ley Line and Nexus Point effects
        Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

        Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

        Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

        Periods of Increased energy at a nexus point. IAW RUE.

        Weapons and Armor Worn or Carried

        Always On:
        • Awe/Horror Factor: 12 (16 when roaring)
        • Sixth Sense
          Range: 90 feet
          Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
          I.S.P.: 2
          Saving Throw: None.
          The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
          The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
          Bonuses: The sudden flash of insight provides the following bonuses.
          All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
          +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
        • Shing automatically sense supernatural good and evil within a 600' radius

        Saving Throws, Bonuses, and other handy information
        Saving Throw Bonuses
        Saving Throw Bonuses
        Coma/Death: +30%
        Magic (varies): +8
        Lethal Poison (14+): +8
        Non-Lethal Poison (16+): +8
        Insanity (12+): +10
        Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
        Horror Factor (varies): +4
        Effectively impervious to disease
        Fatigues at half normal rate
        User avatar
        Naliyah
         
        Posts: 109
        Joined: Wed Apr 17, 2019 1:50 pm


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