Rufus - Kankoran Ley Line Walker

A few good men, a woman and a fox plus a blueberry, squid and ogre vs the all of the forces of darkness.
GM: Consumer
AGM: T-Rex

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Rufus - Kankoran Ley Line Walker

Postby Rufus » Sat May 09, 2015 12:47 pm

Player Name: Eric
YIM Handle: uncle_servo
Hangouts Handle: uncle.servo

Character Name: Etaronn Blue-Light
Alias: Little Rufus (nickname from when he first arrived in Houndstooth), Rufus
Race: Kankoran
O.C.C.: Ley Line Walker
Alignment: Scrupulous
XP Level: 5
XP Points: 22,281 (T-Rex - Oct 2018)
Next Level @ XP: 25,920
Sentiments/Non-Humans: Hates demons and evil supernatural beings, but otherwise will accept just about anybody who proves himself.
Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of misguided zealots who hate, fear and destroy what they fear and don’t understand. Wishes that would change.
Disposition: Cocky, self-assured and more than a bit of a smart alec. Seems to take very few things seriously and never goes very long without some sort of wisecrack. He means well however and isn’t so bad once you get to know him. Has a soft spot for children of any race.
Insanity: Dual Obsessions: Magic/Magic Items and High Technology. Loves to acquire new spells as well as acquire/use magic and technological items.

ATTRIBUTES
I.Q.: 16 (+2% to all skills)
M.E.: 18 (+2 vs psi/insanity)
M.A.: 13
P.S.: 18 (+3 S.D.C. to hand to hand combat damage)
P.P.: 19 (+2 to strike, parry and dodge)
P.E.: 18 (+6% vs coma/death; +2 vs magic/poison)
P.B.: 18 (40% charm/impress)
Speed: 12

PHYSICAL DATA
P.P.E.: 229
H.P.: 38
S.D.C.: 55
Age: 15
Sex: Male
Height: approximately 4’6”
Weight: approximately 140 lbs.
Description: Rufus is a small canine humanoid covered in red fur and hazel eyes. Likes to dress in loose-fitting earth color clothes (browns, greens, blues, etc.) and a mottled green/brown hooded cloak.

Racial Abilities
  • Nightvision (40’/12.2 m)
  • Excellent color (day) vision, a bit better than human 20/20 vision
  • Keen sense of smell
    30% +4% per level of experience to track blood scent up to 1,000'/305m away; recognize common/known smells 50% +3% per level of experience; 20% +4% recognize the scent of others up to 50’/15.2 m away
    • 52% to track blood scent up to 1,000’/305 m away
    • 67% to recognize common/known smells
    • 42% to recognize the scent of others up to 50’/15.2 m away
  • Keen hearing
    (equal to a Dog Boy) Can hear into a higher range of sound and can register sounds of 35,000 vibrations per second compared to 20,000 in humans and 25,000 in cats. His large ears work like external sound receivers that can pick up and swivel to focus in on the sound of the noise. He can also shut off their inner ear to filter the general din of noise in zero-in on the sound he wants to concentrate on.
  • Horror Factor: 12, at least when they are seen in combat or when angry or threatening.

Natural Abilities
Perception: 69% (increases when on a ley line)
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 42 lbs.
Max. Carrying Weight: 180 lbs.
Max. Lifting Weight: 360 lbs. (can hold it up for 51 seconds)
Max. Jumping Ability: 9’ across and 4.5’ high

Special Abilities
  1. Sense Ley Line and Magic Energy: can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
    Full Text
    • Sense Ley Line: 10 miles (16 km) per level of experience. Can tell whether it is near or far and follow the feeling to the location of the ley line. 32% +5% per level.
    • Sense Ley Line Nexus: Can follow ley line to as many nexus points as it may have. 42% +5% per level.
    • Sense a Rift: Will automatically feel the sensation of a rift opening/closing anywhere within 50 miles (80 km) of him. Increase the sensing range 10 miles per each additional level of experience starting with level 2. Cannot tell exactly where it is, but knows if it is near/far and whether it is big/small. NOTE: when actually on a ley line, he will know exactly where the rift is located and can sense one wherever it is, as long as it is on the ley line or a connecting line.
    • Sense Magic in Use: The expenditure of magic in the form of a spell, rifting, or techno-wizardry can be felt, if not seen, up to 100’ (30.5 m) away per level. Will not know the location or be able to trace it, but will feel its energy and know that magic is being used in the area of his sensing range. NOTE: does not include use of psionic powers.
    • See Magic Energy. Faint aura whenever more than 20 PPE points are present. Can see things made invisible by magic and invisible things that are magical (uses 1 attack per melee). Doesn't work on Invisibility: Superior. Range: 1,000' (305 m)
    • Sense Ley Line: 50 miles (80.47 km). Can follow the feeling to the location of the ley line. 57%
    • Sense Ley Line Nexus: Can follow ley line to as many nexus points as it may have. 67%
    • Sense a Rift: Anywhere within 90 miles (144.8 km) of him.
    • Sense Magic in Use: Up to 500’ (152.4 m) away.
    • See Magic Energy. Range: 1,000' (305 m)
  2. Read Ley Lines.
    Will know the following: what directions the line runs (and therefore his location on it), how long the line runs, whether there are any nexus points and where, and whether there are any rifts presently open along the line. Also knows about any major natural disasters currently happening along the line (war and magic are not natural disasters). Automatic and does not require expenditure of PPE.
  3. Ley Line Transmission.
    Can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the line. Best messages are under 100 words. One-way transmission. One recipient per level. 1-20% chance for another psychic/magic character to sense message, 1-31% chance they can receive message too. No way to know or to scramble the message. Automatic and does not require expenditure of PPE.
  4. Ley Line Phasing.
    (Teleportation) Automatic success to anywhere on the same ley line, including height (+20% prowl/hide if phasing into the air). Takes 1d4 melees of concentration time.
    • Limits: Maximum 4 teleports per hour and maximum per 24-hour period is 4 +2 per level. Can only teleport himself and his possessions.
  5. Ley Line Walking or Drifting.
    Can float or walk through the air (usually 1’-5’ off the ground) along the length of the ley line (SPD 10). Automatic and does not require expenditure of PPE. Can even meditate while drifting. Can float as high as the line itself if desired.
  6. Ley Line Rejuvenation.
    2x rate of natural healing. Can also perform instant rejuvenation once per 24 hours – heals 20 HP, 20 SDC, plus 1d6 HP & 2d6 SDC per level (after 10 min. concentration). Cannot restore PPE/ISP this way.
  7. Ley Line Observation Ball.
    About the size of a soccer ball. He sees/hears everything it does. Will remain until he leaves ley line, dispels it, or is destroyed.
    • Stats: 1 MDC per level. Up to 500’ (152 m) range per level. Speed up to 30mph/48 km. +3 dodge.
    • Stats: 5 MDC | 2,500’ (762 m) range | Speed up to 30mph/48 km | +3 dodge.
  8. Affinity with Rift and Ley Line Magic.
    Rufus knows the following Ley Line spells and can learn an additional spell per level by communing with a ley line (trance lasts 48 hours -- see list on p.115 of RUE) or by being taught by an elder mage.
    • Ley Line Phantom (20 PPE)
    • Ley Line Storm Defense (90 PPE)
    • Ley Line Tendril Bolts (13 or 26 PPE)
    • Ley Line Time Flux (40 PPE)
  9. Ley Line Force Field.
    20 MDC +2 per level. Costs 10 PPE initially but remains as long as he stays on the line or until he dispels it. If destroyed it regenerates at full strength at the start of the next melee round. NOTE: sustaining it draws upon half the ambient PPE of the ley line normally available (20 PPE) to him per melee round.
    • Stats: 30 MDC | 10 PPE initially | Unlimited duration on the ley line
  10. Initial Spell Knowledge.
    Select 3 spells from each magic level 1-4 at level one (12 total), then one per level equal to his level of experience (5th level LLW can select one spell from levels 1-5).
  11. Learning New Spells.
    Can be learned/purchased at any time.
  12. P.P.E.
    3d6x10+20 plus PE stat to start, with 3d6 added at every level starting at 2nd. Can draw extra 20 PPE per round when on a ley line and 40 PPE per round at a nexus point. Recovers spent PPE at rate of 7/hour sleeping or resting and 15/hour meditating (1 hour meditation counts as 1 hour of sleep in terms of recovering from fatigue and physical rest).

Spell Knowledge
Spell Strength: +1
Level One
  • Cloud of Smoke (2)
  • Globe of Daylight (2)
  • Lantern Light (1)
  • See Aura (6)
Level Two
  • Chameleon (6)
  • Cleanse (6)
  • Manipulate Objects (2+)
Level Three
  • Armor of Ithan (10)
  • Breathe Without Air (5)
  • Float in Air (5)
  • Invisibility: Simple (6)
  • Magic Shield (6)
Level Four
  • Carpet of Adhesion (10)
  • Magic Net (7)
  • Fire Bolt (7)
Level Five
  • Eyes of Thoth (8)
  • Lifeblast (15)
  • Mend the Broken (10+; varies -- see spell description)
  • Superhuman Strength (10)
  • Sustain
Level Six
  • Tongues (12)
Level Seven
  • Fly as the Eagle (25)

O.C.C. Skills
Climbing 72/62% (+5%)
Hand to Hand: Expert
Land Navigation 62% (+4%)
Language: American 87% (+3%)
Language: Dragonese/Elven 87% (+3%) (using Welsh)
Language: Gobblely 98/106% (+3%) (using Turkish)
Language: Wolfen 98/106% (+3%) (using Slovenian)
Lore: D-Bee 62% (+5%)
Lore: Demons & Monsters 72% (+5%)
Lore: Faeries & Creatures of Magic 62% (+5%)
Lore: Magic
  • General Knowledge: 67% (+5%)
  • Recog. Magic Circles, Runes, etc: 57% (+5%)
  • Recognize Enchantment 50% (+4%)
Lore: Psychics & Psionics 62% (+5%)
Mathematics: Basic 82% (+5%)
Pilot Hovercycles, Skycycles & Rocket Bikes 92% (+3%)
Wilderness Survival 72% (+5%)
W.P. Knife

O.C.C. Related Skills
Artificial Intelligence 48% (+3%)
Astronomy & Navigation 67% (+5%)
Boxing
Computer Hacking 42% (+5%)
Computer Operation 77% (+5%)
Computer Programming 57% (+5%)
Intelligence 61% (+4%)
Mathematics: Advanced 67% (+5%)
Pilot Tanks & APCs 42% (+4%)
Mythology 52% (+5%)
Prowl 52% (+5%)
Sensory Equipment 59% (+5%)
Zoology 67% (+5%)

Secondary Skills
Basic Electronics 37% (+5%)
Basic Mechanics 37% (+5%)
Computer Repair 37% (+5%)
Electrical Engineer 37% (+5%)
Robot Electronics 37% (+5%)
Field Armorer & Munitions Expert 47% (+5%)
Go 37% (+5%)
Literacy: American 57% (+5%)
Literacy: Dragonese/Elven 57% (+5%)
Radio: Basic 72% (+5%)
Swimming 77% (+5%)
W.P. Energy Pistol
W.P. Handguns
Vehicle Armorer 37% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +3 S.D.C.
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other:
  • Armor rating of 6 (only applicable to SDC combat)
  • Punch/claw strike: 1D6 S.D.C.
  • Karate Punch: 2D4 S.D.C.
  • Kick attack: 1D8 S.D.C.
  • Karate Kick attack: 2D6 S.D.C.
  • Bite: 1D6 S.D.C. (no additional P.S. damage)
  • Automatic KO on natural 20; does not have to be declared (boxing)

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

W.P. Knife: +2 to strike, +2 to parry, +2 to strike when thrown
W.P. Energy Pistol: +2 to strike
W.P. Handguns: +2 to strike

Saving Throw Bonuses
Coma/Death: +6%
Magic: +3
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (varies): +2
Other:
Horror Factor: +9
Curses: 11+
  • +2 vs possession/mind control
Last edited by Rufus on Wed Nov 02, 2016 8:09 am, edited 31 times in total.
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Rufus
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Joined: Wed May 06, 2015 8:03 pm
Location: Rifts Merctown: The Templar

Re: Rufus (Kankoran Ley Line Walker)

Postby Rufus » Sat May 09, 2015 12:48 pm

Equipment

Worn on Person
Ring of Invisibility
Image
Uncommon Enchanted Ring
M.D.C.: 5
Magic Features
• Invisibility
• • Duration: 10 minutes per activation.
• • Charges: 3 renewed every 24 hours.


Hooded cape
Traveling clothes
Tinted goggles
Air filter/gas mask
Ancient Timex Ironman digital watch
Medium Concealed Ley Line Walker Armor
Image
M.D.C. by Location:
• Main Body: 60
• Arms: 15
• Legs: 26
Modifiers: -5% to physical skills.
Magic Features
• Breathe without air
• • Note: All spell effects at 5th level equivalent.
• Duration: 10 minutes per activation.
• P.P.E. Cost to Use: 20 P.P.E. or 40 I.S.P.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
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Utility Belt
NG-45LP Long Pistol
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  • Weight: 5 lbs (2.25 kg)
  • Range: 1,200 feet (366 m)
  • Mega-Damage: 5D6 M.D. per shot
  • Rate of Fire: Each shot counts as one melee attack
  • Payload: 8 shots
  • Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)


.45 Colt Commander
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  • Range: 200'
  • Damage: 4d6
  • Rate of Fire: Single shots only
  • Payload: 10-round box magazine
  • Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)

3 LE-clips
3 Magazines of regular ammo (.45 caliber, 10 rounds each)
5 Magazines of silver-plated ammo (.45 caliber, 10 rounds each)
Survival Knife (1D6)
Flashlight
Secure Universal Card: 125,553 credits (06/05/18- Consumer)

Empress Heavy Ion Pistol (Patron Item)
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Atorian ion blasters use accelerated, charged particles in a dense, destructive beam. The Empress model is manufactured exclusively for use by imperial guards of the six princesses of the Empire. None have ever made their way to the galactic black market.
• Range: 600'
• Damage: 6d6+2 + possible EMP effect
• Rate of Fire: Single shots only
• Payload: 8 shots per E-clip
• Modifiers: +1 to initiative, +3 to strike, critical strike on Natural 17-20
• Features:
☞ Custom Grip
☞ Laser Targeting
☞ EMP effect: a localized EMP discharge from a called shot against any electrical, cybernetic, or bionic location struck will disable that location/item for 1d6 melee rounds.


Backpack
Spare set of clothes
Knapsack
2 small sacks
1 large snack
6 wooden stakes and mallet
Canteen
2 weeks worth of rations (Meal Bars)
Binoculars
100’ of lightweight cord and grappling hook
Pen/pencils and note/sketch pad
Hand axe (1D6)
Ammo Case (.45 caliber, 70 rounds)
NG-S2 Survival Kit
1 Restore Limb Scroll
1 Stone to Flesh Scroll
1 Heal Self Scroll

New Purchases

TW Thundergun
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• Damage: 3D6 S.D.C., or 5D6 M.D.C. vs. practitioners and creatures of magic, or 1D6x10 M.D.C. vs. Supernatural Beings.
• Range: 200'
• Payload: Six shots (Silver Bullets)
• P.P.E.: 10 P.P.E. or 20 I.S.P.
• Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)


Box of .45 Schofield Ammo (Silver) (60/60)

Wilk's PC-2020 Field Identifier Laser Holographic Portable Computer
[Image]
OOC Comments
This is a multi-purpose computer about the size of briefcase. Padded Mega-Dam age carrying case ( 1 5 M.D. C.). Can take, use and record on one inch disks which can hold 100 hours of video or 10,000 individual images.
The most unique features are its holographic projection (has a digital plasma screen as back-up) and its "Identifier Program."
The Identifier Program can recognize an d identify 1 6,000 veh icles
and robots, 60,000 animal species ( indigenous and known D-Bee life forms), 100,000 insects, and 50,000 plants and fruits, including poisonous, edible and medicinal plant life. Data is always limited to a specific country, region or continent.
The identification can be done by typing in a written description of features or scanning a reasonably good and accurate drawing (72% success ratio). However, by scanning the actual plant with the FI's built- in optics scanner or by inputting a visual image via an image file, color photograph, video or similar, the result should have a 98% accuracy rating (reduce by 1 0% if the image is black and white or poor quality). With another key stroke, the computer projects a rotating three dimensional image of the identified subject along with audio or written corresponding stats and data available.
If the computer cannot identify the subject it will report : "Insufficient data" or "appears to be an unknown subject," or "Warning: Appears to be of unknown, alien origin. Use caution. " A lack of information will result in, "Insufficient data. Please elaborate," meaning that the computer s imply does not have enough information to make an identification of any kind.

• Weight : 5 lbs
• M.D.C.: 15.

Modified NG-300 "Speedster" Hovercycle
Image
Vehicle Type: Hovercycle
Crew: One rider, and one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
* Rear Hover Jets (2) – 35 each
* Front Hover Jet (1) – 40
* Forward Headlight (1) – 5
Windshield (1) – 15
Main Body – 75 (97 with deluxe armor)
*Luggage Rack: 15 M.D.C.
*Cargo Box: 20 M.D.C.
(* means called shot must be made at -3 to strike)
Statistical Data
Vehicle Type: Hovercycle
Crew: One rider, one passenger (cramped)
Modifiers: +10% bonus to his piloting skill, +1 on initiative (to take evasive action) and +1 to dodge; -5% on piloting skill rolls when making sudden stops, trick moves and elaborate stunts or evasive actions. The hovercycle is not designed to be a flyer and suffers a -5% piloting penalty for every 30' above the ground.
Maximum Speed: 220 mph
Maximum Altitude: 120' and can handle drops of up to 600'
Maximum Range: 800 miles
Engine: Electric Engine.
Dimensions: 9' long, 4' high, 3.9' wide, 700 lbs.
Weapon Systems: None.
Modifications: Integrated Luggage Rack. (500 lbs Cargo Capacity)
Storage Box (27"L x 36"W x 12"H.; Can Hold approximately 200 lbs of gear.)


Recent Purchases
Field gun cleaning kit (A complete c leaning kit contained in its own pouch.)
Gun repair kit (This is a 4 pound gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (3 0x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included.)
Thumbreak holster for Empress pistol
Thumbreak holster for Thundergun
Box of Silver .45 Schofield Ammo (100/100)
300' nylon cord
Last edited by Rufus on Tue Apr 05, 2016 8:03 pm, edited 13 times in total.
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Rufus
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Re: Rufus (Kankoran Ley Line Walker)

Postby Rufus » Sat May 09, 2015 12:49 pm

Background Story

“How’s your head?”

Rufus grinned at the voice behind him. “Better than this morning. One of these days I’m going to learn when to call it quits on a night out on the town with you two. I don’t see how you keep this up – you’re like professional partiers while I’m still a relative amateur.”

“Lots and lots of practice… not to mention a good anti-hangover spell,” chuckled the older of the two Wolfen leaning against the door frame. He was large, even for his race, and even with the tell-tale streaks of silver in his mane there was still a sense of youthful energy about him. “You may have learned spellcasting at the University, but you learned how to live from your old Uncle Cato… and don’t you ever forget it.”

“I’d wager he learned quite a bit from me too,” chortled Septimus, the other Wolfen in the doorway. Although he was twice Rufus’ size, there was only about a year between the two of them. Their magical talents manifested about the same time so they came to Lazlo to study the mystic arts together.

Rufus shook his head as turned around with a handful of items he had just pulled out of a drawer. “You call it ‘learning to live,’ I call it ‘a pair of bad influences.’ The FUN kind of bad influence, but bad influences none the less. Your reputation seems to have spread far and wide -- when the caravan leader found out I was your ward, he just laughed and shook his head.”

“That’s because Basil’s raised just as much uffern as I have, only he never pulled it off as well…” Cato laughed. “He’s a good egg though, as humans go, so you could do worse than hooking up with his bunch.” He fell silent for a moment, letting the echo of his laughter fade. “Speaking of… your parents know, right? I don’t want to go back to Houndstooth and let it slip that you’re out wandering the world if it’s a surprise.”

Rufus nodded. “Oh they know. I stopped by the village on my way back from the rite of passage ritual. They didn’t seem to be all that surprised… or upset for that matter,” he grumbled. “Honestly, I think they like it when I’m away. My interests have never set well with them – every time I wanted to talk about magic or technology they’d just look at me like I had a second tail growing out of my nose.” He shoved the items into his backpack and closed it up with a sigh. “Besides, they’ve got their paws full with the litters they’ve had since moving in.”

“Don’t get your hackles in a tangle…” Septimus walked over and put a massive paw on Rufus’ shoulder. “You’re unique among Kankoran, but that’s not a bad thing.” He paused a moment to let the reassurance sink in. “Truth be told, magical talent isn’t all that common among Wolfen either. Father knew it would have been hard for us to learn about and develop that talent back in Houndstooth so he sent us to live here with Uncle Cato.”

Cato nodded in agreement. Too right! My brother and I may have different outlooks on life but I know full well that Optimus genuinely cares about everyone in the village -- especially the cubs. You may not have been born a Wolfen, but he considered you one of his own from the moment your parents showed up with you fresh out of the womb and he welcomed you all into the village. He just can’t show it while he’s chief of the place. Seppy, do you remember the letter you gave to me from him when he sent you to me ten years ago?” Noticing the shake of his nephew’s head he continued. “He said he knew the both of you were destined for great things from the moment you first showed your knack for the arcane arts as a pup, so he wanted you to learn from the best here in Lazlo. He also wanted to make sure you both were being watched over by someone he trusted that’d make sure you’d become, as he put it, ‘worthy of the Clan Longfang name.’ Who better than family?”

“Alright, you’re beginning to sound like some chain of Italian restaurants,” Rufus chuckled. “But seriously, thank you both. I greatly appreciate your taking me in all this time. Lazlo is a fantastic place, and I’ve learned so much here these past ten years, but I need to do this. I want to learn more about technology as well as magic and I can’t do that here. Magic-based towns poo-poo technology and tech-based towns pee on magic.” he shook his head and threw up his paws in frustration. “MercTown is one of the few places where neither side goes potty on the other. I know it sounds crazy. Insane even. But I know I’m going to go crazy if I stay here much longer.”

Cato sighed. “Oh I understand, Rufus -- more than you realize. It’s a canine thing. We all have the urge to go out and sow our wild oats at some point or another. The trick is learning when you’ve sowed enough in time to enjoy the simpler things in life. Either that or living long enough to learn it in the first place.”

“What do you mean?” Septimus raised an eyebrow. “You’re still out sowing oats several times a week.”

“And I’m gonna keep it up as long as I’ve still got oats left…” Cato winked. “Plus I learned enough to know you can still do some sowing closer to home.”

“Heh. At your age you're lucky to know that you even have oats anymore,” Rufus laughed. “Just try to keep from hurting yourself while I’m away, okay? I do plan on coming back to visit at some point.”

“Better hope I don’t rent out your bedroom, then…” Cato snorted. “Merctown, eh?” the elder Wolfen scratched his muzzle. “Yeah, I’ve heard of it. Used to know this Pythonan named Ison who I believe went to work at the Collegiate Arcane down there. You make it down there, see if you can get your paw in the door. Can’t hurt to network, you know.”

“Let’s hope your scoundrel’s reputation has faded from his memory then,” the Kankoran nodded. “But seriously, I will. Thanks for the tip.” He thought for a moment. “And thank you again, Uncle Cato… for everything.”

“Awwwwwwwww, I’m going to miss you little brother!” Before Rufus could react, Septimus reached down and plucked him up in a giant hug. “And if you’re lucky I’ll come visit you down in MercTown soon!”

“Whoa, whoa, whoa!!!!” Rufus squirmed around trying to give himself some breathing room. “I know you’re a hugger, but remember those guns can dent armor – which I’m not wearing!” he added with a laugh. “You’re welcome to come look me up sometime, big brother, but you need to work on your American before you get there...” He reached around and tousled Septimus’ fur on top of his head. “You sound like some Russian bad guy in an old Golden Age action movie. Next time find yourself a tutor from around here and not some Russian gypsy, eh?”

Septimus growled a ‘fake angry’ growl and dropped Rufus. “What can I say? He was willing to teach for cheap and I needed the rest for beer money -- Mid-Winter’s Eve was coming up.” He shrugged. “Besides, I can get my point across. ‘Waiter! Please to bring more beer!’ See? Booze is the universal language.”

“Alright you booze hound, that’s enough. Time to let him get back to it.” Cato put a paw on his nephew’s shoulder and gently pulled him towards the door. “You’re welcome though Rufus. You may be someone else’s pup by birth, but I’ll still call you one of my own too.” He tousled Rufus’ fur on top of his head before following Septimus out the door. “Now get your packing done and get some rest. Tomorrow’s going to be here before you know it.”
Last edited by Rufus on Wed Apr 06, 2016 12:43 pm, edited 8 times in total.
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Rufus
Diamond Level Patron
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Re: Rufus (Kankoran Ley Line Walker)

Postby Rufus » Sat May 30, 2015 7:45 am

Expanded Spell List
(NOTE: using Bengali for spell incantation “magic words” via Google Translate)

Ley Line Spells
  • Ley Line Phantom জাদু লাইন ভ্রম
    • Range: Self only
    • Duration: Five minutes per level of experience.
    • Saving Throw: None.
    • P.P.E.: 40 (half that for Ley Line Walkers and Shifters).
      Description
      The spell caster turns into a faint, blue, transparent ghost-image of himself and is intangible to boo, but he is not dead, only magically transformed. Physical attacks and the elements can not hurt the Phantom and the character is free to move about, but only within the energy of the ley line. As a Ley Line Phantom, the character can not leave the ley line, and any magic that he casts is limited to the normal range but canno go beyond the length and width of the line; those outside the direct area of the ley line energy can not be touched even if they are within the normal range of a spell.

      As a phantom the character can only use magical and psionic attacks, and can only be hurt or influenced by magic and psionics in return. Additionally, the Ley Line Phantom can float on the waves of mystic energy to fly at speeds double his running speed with out fatigue, and fly as high as the ley line energy rises (rarely higher than 6000 feet/1,828 m). The phantom can also use Ley Line Transmission at will, and for the cost of two P.P.E., make whatever he says (up to 100 words) heard by everybody on the ley line. This is usually reserved for threats, warnings, cries for help and to intimidate those unfamiliar with magic.

      Remember, the Ley Line Phantom, while impervious to physical attacks, remains vulnerable to magic and psychic attacks, including magic weapons. The phantom also suffers the same consequences as the Ley Line Faded character if caught in a Ley Line Storm. NOTE: Intangible Phantoms are sometimes confused with Ley Line Ghosts.
  • Ley Line Storm Defense জাদু লাইন ঝড় সুরক্ষা
    • Range: 10 foot (3 m) diameter per level of the spell caster, x10 if performed at a ley line nexus. x100 if done at a nexus that is part of a triangular conjunction of ley lines.
    • Duration: 10 minutes per level of the spell caster, x10 if performed at a ley line nexus. x100 if a triangle of connecting ley lines is involved, purging the storm from the area along, within and around the triangle.
    • Saving Throw: Not applicable.
    • Limitations: Requires one or more ley lines and knowledge that a Ley Line Storm is coming (Ley Line Walkers and Shifters can sense a coming storm at least 1d4x10 minutes before it arrives).
    • P.P.E.: 180 (half that for Ley Line Walkers and Shifters).
      Description
      The spell creates an invisible barrier over the defended area that causes natural and magically created Ley Line Storms to skip over it to continue down the line. If the area of protection is at the end of a line it will either send it back in the direction it came from or down a different, intersecting line. NOTE: The cities of Tolkeen and Freehold use this spell whenever a storm is on the horizon to protect most of their respective communities.
  • Ley Line Tendril Bolts লে লাইন টেন্ড্রিল বোল্ট
    • Range: 10 foot (3 m) per level of experience.
    • Duration: One melee round. Each four tier blast counts as one melee attack.
    • Damage: Currently 4D6 M.D.
    • Saving Throw: -2; a successful save means the victim suffers only half damage.
    • Limitations: This spell can only be cast when on a ley line.
    • P.P.E.: 26 (half for Ley Line Walkers and Shifters). Doubling the amount of P.P.E. (26 points for Ley Line Walkers and Shifters) adds +20 M.D. to each of the bolts.
      Description
      Damage: 2D6 M.D. at level one, +1D6 M.D. per every two additional levels of experience (i.e. 2D6 at level one, 3D6 at level three, 4D6 at level five, 5D6 at level seven, and so on). The level of damage inflicted can be regulated by the spell caster in increments of 1D6 M.D., so as little as 1D6 M.D. to full damage (depending on the level of the mage) or anything in between can be inflicted. Each blast counts as one melee attack. The casting of the spell to create this attack uses at least up one melee attack/action to begin with.

      This spell creates a sphere of energy that either encircles the hand or appears floating in the palm of the character's hand (as depicted on the cover of this book). Four bolts of mystic energy emit from the energy sphere simultaneously to strike four different targets, each suffering the same amount of damage. Each energy bolt appears to shoot out like miniature arcs of lightning to strike the four nearest enemies/opponents to the spell caster (never an ally).

      When used against one opponent, only two energy tendrils strike him, each doing damage. The other two don't even appear. If there are two opponents, two energy tendrils will strike each. If there are three opponents, two energy tendrils will strike either the nearest opponent or a supernatural opponent (if present), and one will strike each of the other two antagonists.
  • Ley Line Time Flux লে লাইন টাইম ফক্স
    • Range: Self and one other per level of experience.
    • Duration: To slow or increase the seeming passage of time: Five min­utes per level of the spell caster. To leap ahead in time, the effect takes only 15 seconds (one melee round), but the character(s) can leap forward up to 12 hours per level of experience (double for Temporal Raiders and Temporal Wizards). Time travel must go forward in nothing less than incre­ments of one minute (60 seconds).
    • Saving Throw: Standard for those who do not wis h to be affected by this spell.
    • Limitations: Only works on a ley line.
    • P.P.E.: 80 (half for Ley Line Walkers, Shifters, Temporal Raiders and Temporal Wizards).
      Description
      This spell has a few different possible applications.

      1. Speed up or slow down time. The spell caster can create one of the following time altering effects (pick one). This magic only works on those on one specific ley line, or the connecting lines joined at a specific nexus junction. Everybody on the ley line, including friends and foes, feel the same affect. Only the spell caster is immune. Note: Percentile numbers are provided for random determination of a Time Flux as a random dimensional anomaly. This often occurs during ley line surges (i.e. solstices, planetary alignments, etc.) and after Ley Line Storms (01-33%chance).
        • 01-50% -- Time seems to be moving too quickly while the character(s) seems to be moving in slow motion. What seems to be five minutes is really 10 or 15. Skill performance, duties, travel time/distance covered, and similar takes twice as long to do than it should. The character(s) affected will feel frustrated and behind schedule.
        • 51-00% -- Time seems to be moving slowly while the character(s) seem to be moving quickly. What seems to be 10 or 15 minutes is really only five. Skill performance, duties and travel time/distance traveled takes half the time they would normally. The character(s) affected will feel like a dynamo who is ahead of schedule.
      2. This spell can negate random Time Flux events as well as a Time Flux spell and its effects cast by a different mage.
      3. An alternative use of the Time Flux spell is "Time Leap." The spell caster can use this incantation to leap forward (never backward) in time. The use of the Time Flux in this capacity will make the mage and one additional individual, animal or vehicle (no larger than a van; each person inside counts as one individual.) per level of the spell caster's experience teleport into the future. The mage and his companions disappear from the here and now, to reappear several hours or days into the future (which becomes their here and now)! They always reappear at the same point where they leapt forward in time, and the entire process for the time travelers seems to take only a few seconds even if days have passed.

        Unfortunately, by leapfrogging ahead in time, the time travelers have no knowledge of what has transpired while they were gone. Although only seconds have passed for them, the rest of the world contin­ued to proceed as usual, with the natural passage of time and chain of events going forward. During this period, the time travelers seem to disappear from the face of the planet.

        Time leaping can be dangerous, because the future is a fluid and ever changing thing. Schedules may be altered and unexpected events can change plans and projections. Consequently, jumping ahead in time could mean missing a battle or event where the character(s) were desperately needed, or appearing in the middle of a conflict that they thought would have ended hours or days earlier. Similarly, events that the character(s) miss or avoid by Time Leaping may have a different outcome than expected because he (or they) were not present to make a difference.

        Note: Leaping forward in time involves skipping time, not space, so this spell can not be used to teleport someplace else. The time travelers reappear at the same place on the ley line where they leapt forward in time to reappear there "later." This spell only works when performed on a ley line, but once a Time Leap is completed the participants are free to physically leave the line and travel anywhere. If there is an obstruction at the exact location of departure, the time traveler(s) will appear at the nearest point to it (they do not materialize inside or under the obstruction).


Level One
  • Cloud Of Smoke ধূম্র মেঘ
    • Range: 90 feet (27.4 m).
    • Duration: Four melees (one minute) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Two
      Description
      This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 feet/9x9x9 meter maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet (0.9 m) within the cloud, and even then that means only blurry shapes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.
  • Globe of Daylight দিনের আলো ফোটোস
    • Range: Near self or up to 30 feet (9.1 m) away.
    • Duration: 12 melees (3 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Two
      Description
      A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
  • Lantern Light লণ্ঠন আলো
    • Range: 10 feet (3 m); can light up a room.
    • Duration: 30 minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: One
      Description
      The Lantern Light spell creates a small sphere of light that is less brilliant but longer lasting than the Globe of Daylight. It floats within 10 feet (3 m) of the spell caster and can be mentally moved to hover at direct angles and positions as the mage desires. This magic light may be thought of as a magical floating lantern or light bulb with a dimmer switch. The intensity of the light can be mentally adjusted to the equivalent of a 50 to 300 watt light bulb, whatever suits its creator. Note: This is not sunlight, so it will not damage vampires nor keep them at bay.
  • See Aura আত্মা দেখুন
    • Range: 100 feet (30.5 m).
    • Duration: One melee.
    • Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
    • P.P.E.: Six
      Description
      All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
      • Estimate the general level of experience. Low (1-3), medium (4.7), high (8th and up).
      • The presence of magic (no indication of what, or power level).
      • The presence of psychic abilities. Low (Minor) or high (Major or Master).
      • High or low base P.P.E.
      • The presence of a possessing entity (does not indicate Psychic Possession or mind control).
      • Health: Sick, injured or completely well.
      • The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but docs not reveal which. Note: One can not use this spell to determine another character's alignment.


Level Two
  • Chameleon বহুরুপী
    • 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
      Description
      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 (0.6 m) per melee round or slower. 20% undetectable if moving 6 feet (1.8 m) 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.
  • Cleanse ধোয়া
    • Range: Self, one person and the clothes he's wearing up to 10 feet (3 m) away, or two people by touch.
    • Duration: Instant.
    • Saving Throw: None.
    • P.P.E.: Six
      Description
      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 (11.25 kg; 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.
  • Manipulate Objects জিনিস নিপূণভাবে
    • Range: 50 feet ( 15.2 m) + 10 feet (3 m) per level of experience; line of sight.
    • Duration: Two minutes (8 melee rounds) per level of experience.
    • Saving Throw: None for inanimate objects. Living beings are immune to this magic.
    • P.P.E. : Varies; two P.P.E. per five pounds (2.3 kg).
      Description
      The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to pick up, move, carry or hold one or more small objects.

      The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still, or to pick up and carry it, following the mage around at waist or shoulder level. Being able to magically hold an item in mid-air until needed, or to magically carry or retrieve an item allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical movement of objects weighing less than 10 pounds (4.5 kg) is very simple and requires little concentration. When the mage is not consciously manipulating an object, the item hangs suspended 3-5 feet (0.9 to 1.5 m) above the ground, usually within arm's reach.

      The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds (2.3 kg).

      Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack.

        Limitations:
        • Maximum speed of moving objects that weigh 10 lbs (4.5 kg) or less is a speed factor of 10. Reduce speed by half when the total weight becomes 100 lbs (45 kg) or more.
        • Maximum height: Six feet ( 1.8 m).
        • Maximum number of Objects: Two per level of experience.
        • Maximum weight: 10 pounds (4.5 kg) per level of experience. The spell caster cannot manipulate more than his maximum weight, so a first level spell caster can manipulate up to two items with a combined weight of 10 lbs (4.5 kg). while a third level mage can manipulate as many as six items weighing up to 30 lbs (13.6 kg).
        • The magic force has the equivalent P.S. of 8, +1 per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.).
        • The magic energy is designed to hold and carry objects, so it can not be used to open a container. open a door or window. shoot a gun, pull a trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character's melee actions.
        • Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell caster, uses up one of his attacks per melee. and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply). Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic energy will not drop anything, because it is designed to hold and carry. A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.


Level Three
  • Armor of Ithan সামান্য যাদু বর্ম
    • Range: Self or other by touch.
    • Duration: One minute (4 melee rounds) per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Ten
      Description
      This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it.
  • Breathe Without Air বায়ু ছাড়া শ্বাস ফেলা
    • Range: Self or others by touch.
    • Duration: 12 melees (3 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Five
      Description
      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.
  • Float in Air বায়ু মধ্যে ভাসা
    • Range: Self or others within 30 feet (9.1 m)
    • Duration: 10 melees (2.5 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Five
      Description
      This spell creates air currents which hold a person or object aloft, hovering about 1-2 feet (0.3-0.6 m) 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.
  • Invisibility: Simple ছোট অদৃশ্যতা
    • 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
      Description
      The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object 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.
  • Magic Shield জাদু ঢাল
    • Range: Self or other.
    • Duration: Two minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Six
      Description
      This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of +1 to parry. The shield wielder can also attempt to parry energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disappears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.


Level Four
  • Carpet of Adhesion আনুগত্য গালিচা
    • Range: 30 feet (9.1 m) per level of the spell caster.
    • Duration: 10 melee rounds (two and a half minutes) per level of spell caster.
    • Saving Throw: Special.
    • P.P.E.: Ten
      Description
      The spell caster creates a sticky carpet, up to 10 feet wide by 20 feet (3x6 m) long. that will adhere firmly to anyone who touches it. The victim stays stuck until the carpet spell lime elapses or until the spell caster cancels the spell. The carpet can be cast on a floor, table, wall, etc., or actually cast upon a person. The spell caster can create this super-flypaper up to 90 feet (27.4 m) away and can alter the size and shape (without exceeding the stated limit of 200 square feet/18.6 sq. m).

      Saving Throw: If a successful saving throw vs magic is made, that player rolls two six-sided dice to see how many melee rounds it will take him to pull free. Those failing to make the saving throw are stuck for the entire duration of the spell. Effective even against cyborgs, power armor, and robots.
  • Fire Bolt অগ্নি বল্ট
    • Range: 100 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
    • Duration: Instant.
    • Damage: 4D6 M.D. or 1D6x10 S.D.C. (+4 strike)
    • Saving Throw: Dodge.
    • P.P.E.: Seven
      Description
      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 জাদু নেট
    • Range: 60 feet (18.3 m).
    • Duration: Two melees (30 seconds) per level of the spell caster.
    • Saving Throw: Dodge of 16 or higher.
    • P.P.E.: Seven
      Description
      This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot (3 m) area. Normal weapons can not cut through the net; only Mega-Damagc 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.


Level Five
  • Eyes of Thoth দেবতার চোখ
    • Range: Self or others by touch.
    • Duration: 10 minutes per level of experience.
    • P.P.E.: Eight
      Description
      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.
  • Lifeblast জীবনের বিস্ফোরণ
    • Range: Can be cast upon one character up to 30 feet (9m) per level of experience, or two by touch.
    • Damage: Varies, see description below.
    • Duration: Varies.
    • Saving Throw: Varies; typically as None; automatically hits its target.
    • P.P.E.: Fifteen
      Description
      Used on the living (good and evil), the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character(s) it is cast upon. This renewed faith motivates those it enchants to press on, and provides the following bonuses for the first melee round a character is affected by the magic: +3 on initiative, +1 on all combat rolls, +1 melee attack action, and +1 on all saving throws!

      After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills and + I0 % to save vs coma/death.

      In the alternative, the Lifeblast can be used against creatures or death and undeath with interesting results:
      • Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
      • Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffles around confused and frightened) for 1D4 melee rounds. Roll for each blast.
      • Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34-66% leaves the area for 1D6 days, 67-00% leaves the area permanently.
      • Kill vampires. The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6x10 damage to the vampire it strikes. Only a Master Vampire can roll to save vs magic. If successful, he takes half damage.
      • Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its addition al undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.

      Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
  • Mend the Broken ভাঙা ভাঙ্গা
    • Range: Touch.
    • Duration: Instant and permanent.
    • Saving Throw: None.
    • P.P.E.: Ten plus the cost of structural repairs.
      Description
      Just as healing spells are used to repair the body, Mend the Broken is used to repair inanimate objects. This spell will only work on physical damage (not electronics or software, nor living creatures), and can not restore shattered, mangled, flattened or completely destroyed items (must have at least 20% of its original S.D.C. or M.D.C.). However, it can seamlessly adhere the broken arm, nose, or other appendage of a statue back together without a crack, fill cracks and chips, repair cuts and holes, remove dents, restore metal from rust and tarnish, restore worn fabric, repair pottery and china, fix cracks and chips in glass, and even remove stains from fabrics.

      The base P.P.E. to initiate this spell is 10, plus the amount of P.P.E. needed to restore/mend the damage. Mending the object completely (restore all S.D.C.) will make it look like new.

      Structural repair of S.D.C. objects requires one P.P.E. point for ev­ery two S.D.C. the spell caster wishes to repair. One to remove a particularly stubborn or otherwise impossible to remove stain.

      Structural repair of M.D.C. objects requires 30 P.P.E. points for every one M.D.C. the spell caster wishes to repair. This means it is unlikely the mage can instantly repair battle damaged M.D. armor, but they can fix it to some small degree. S.D.C. materials can not be changed into M.D.C. materials or improved in any other way, other than restoring it to like new condition.
  • Superhuman Strength দেবতার শক্তি
    • Range: Self or others by touch.
    • Duration: 2 melee rounds (30 seconds) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Ten
      Description
      The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic. Supernatural strength, endurance and bonuses last for the duration of the magic.
      • Inflicts 5D6 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a power punch (counts as two melee attacks)
      • Can carry 1,500 pounds and lift 3,000 pounds for 1 minute per P.E. point or until spell elapses
      • Encumbrance: 100% of body weight (140 pounds)
      • Can jump 45 feet across (27 feet without a running start) and 22.5 feet high.
  • Sustain বজায় রাখা
    • Range: Self or two others by touch.
    • Duration: 24 hours per level of experience.
    • Saving Throw: None.
    • P.P.E.: Twelve
      Description
      Sustain allows the recipient of this enchantment to go for days without food, water, or breathable air! The magic keeps their energy level up and removes the need for any outside source of these things. In addition, the recipient only needs two hours sleep per night for the duration of the magic. The individual can survive in almost any environment. However, the character remains vulnerable to other external conditions such as heat, cold, and physical damage, and fatigues from exertion as normal. This spell is a must for serious explorers and dimensional travelers.


Level Six
  • Tongues মুখের মধ্যে কথা বলতে
    • Range: Self or others by touch.
    • Duration: 3 minutes (12 melees) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Twelve
      Description
      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 Seven
  • Fly as the Eagle ইগল হিসাবে উড়ে আসা
    • Range: Self or two others by touch or cast upon one to 100 feet (30.5 m) away.
    • Duration: 20 minutes per level of the s pell caster.
    • Saving Throw: None.
    • P.P.E.: Twenty-Five
      Description
      The power of flight is bestowed upon the spell caster or person it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed: 50 mph (80 km). Bonuses: +1 to parry, +2 to dodge and +2 to damage on a diving attack. Bonuses apply only when in flight.
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Rufus
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Location: Rifts Merctown: The Templar


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