G-Mail: nphilip90s
Link to Ledger
Character Name: Venenifer
Alias: Ven, Royal (radio callsign)
Race: Royal Frilled Dragon
R.C.C.: Dragon Hatchling (UE: 161)
Alignment: Unprincipled
XP Level: 4
- 0,000 - 3,000
- 3,001 - 5,000
- 5,001 - 10,000
- 10,001 - 20,000
- 20,001 - 30,000
- 30,001 - 50,000
- 50,001 - 80,000
- 80,001 - 120,000
- 120,001 - 170,000
- 170,001 - 230,000
- 230,001 - 300,000
- 300,001 - 380,000
- 380,001 - 470,000
- 470,001 - 600,000
- 600,001 - 800,000
XP Points: 16,201 Armstrong 09/03/22
Next Level @ XP: 20,001
Sentiments/Non-Humans: She views most non-humans, whether they be dimensional critters such as or monsters the same. Each is given a chance to prove itself worthy of her ire or interest. She has no outward hatred towards anything as her curiosity usually outweighs any unknowns.
Sentiments/Dragons: She views her kin with a manner of caution and respect. She'd befriend fellow dragons if possible, but understands it is not their ways so she has a plans to defend herself from any dragon she meets.
Sentiments/Splurgoth: Respect for the power they command and are gaining, but they are evil in the truest sense of the term and do many things she finds distasteful. She will work with them if it suits her needs, but does not befriend them nor their minions.
Sentiments/Humans(humanoids): She views humans, for the most part, as self-important though adaptive and creative beings. For being so soft, they can do so much, and that is worthy of at least a modicum of respect.
Disposition: Curious and Adventurous. Cunning and Perceptive. She is seeking to make her stake in the world.
Insanity: None.
ATTRIBUTES
I.Q.: 24 (+10%)
M.E.: 27
M.A.: 21
P.S.: 29 (SN)
P.P.: 23
P.E.: 24 (SN)
P.B.: 34
Spd (Ground): 21 (14 MPH/ 22 KPH)
Spd (Flying): 81 (55 MPH / 88 MPH)
PHYSICAL DATA
P.P.E.: 136
I.S.P.: 152
H.P.: 400 (Only S.D.C. Worlds)
S.D.C.: 253 (Only S.D.C. Worlds) (+2d6/Lvl)
A.R.: 13
S.D.C.: 253 (Only S.D.C. Worlds) (+2d6/Lvl)
A.R.: 13
M.D.C.: 630 (+10/Lvl)
Barding: Barding MDC must be depelted before Personal MDC.
- Barding MDC in Dragon Form: 630 (Regenerates 2d6/hr) Layers her dragon-form body.
- Barding MDC in Humanoid Form: 315 (Regenerates 2d6/hr) Appears as an armored corset underneath her cloths
Sex: Female
Standard Human-form Statistics:
- Height (Standard Metamorphosis): 6'4" Human-like Female
- Weight (Standard Metamorphosis): 180 lbs
- Description: Ven's chosen metamorphosis is that of a beautiful young woman who towers over most around her and turns the heads of nearly everyone.
- Length (Dragon Snout to Tail): 28.8' (80% Adult Size)
- Wingspan: 48'
- Weight (Dragon): 6.6 tons (13,200 lbs)
- Description: Venenifer is a violet hue Royal Frilled Dragon with frills that extend with a mesh of green and blue streaks melding with the violet. She is larger than most Hatchlings her age. Her bio-barding covers her body as a second set of layered indigo scales that blend in with her natural scales.
Racial Abilities- Horror/Awe Factor: 11 when identified as a Dragon (13 if Frills are extended)
- Nightvision (200 feet / 61 meters)
- See the Invisible at will
- Shadow Meld at will
- Resistant to Fire and Cold (M.D. Fire/Plasma and Cold do half-damage)
- Impervious to All forms of Paralysis
- Bioregeneration: 1d10 MDC/melee (1d4*10/min)
- Sense Ley Lines and Nexuses and other Dragons (including those metamorphed) (20 miles)
- Visually see other Dragons (including those metamorphed/Invisible) (4,000ft/1219m)
- Use Techno-Wizard Devices
- Read all Magic
- Use Magic Scrolls
- Recognize Magic Circles and Enchantments (65% + 5%)
- Duration: 16 hours (+4hrs/Lvl)
- A natural ability common to most dragons enabling the dragon to completely alter her physical shape, transforming herself to look like any living animal, from human being to cat. There are some limitations. The dragon cannot metamorphosize into inanimate objects or insects. The minimum size is about the size of a cat and the maximum size cannot exceed the dragon's own. The transformation can last four hours per level of experience. If on or near a ley line or nexus point (within two miles/3.2 km), the time is tripled.
- Note: Regardless of his shape, a dragon is a dragon, with all its natural powers and abilities. So a Hatchling metamorphed to look like a bunny rabbit can still talk, cast spells, and kick with the strength of a dragon. The metamorphosis does not instill any of the abilities of the animal, only its appearance.
- Chance of Success: 50% -- (+2%/Lvl)
- Teleportation is a special power common to most dragons. The character can teleport, at will, up to five miles (8 km) away. At the Hatchling stage, he can only teleport himself. The percentage number indicates the likelihood of being able to activate the teleportation. A failed roll means the teleport did not happen. The Hatchling can attempt a teleport once every other melee round.
- Note: Only a mature dragon can perform a dimensional teleport without using a ley line nexus. Hatchlings can attempt a dimensional teleport at a ley line or nexus at half its usual percentage number.
- Range: 60 feet (18 m); affects a 12 foot (3.6 m) area
- Vapor Duration: 8 seconds. (vapors dissipate within eight seconds)
- Paralysis Duration: 1d4+1 minutes
- Saving Throw: 16+ vs Non-Lethal (If successful, no paralysis and immune to effects for 24 hours)
- The Royal Frilled Dragon can breathe out a purple mist that lingers and causes paralysis in all who breathe it in. Unless the intended victim(s) have an independent oxygen supply (air filters are not good enough), the vapor will paralyze them for 104+ I minutes unless they makes a successful save versus non-lethal poison (16 or higher). A successful save means no effect and once a character has saved, he is immune to the vapors for the next 24 hours. The poison breath may be used as often as once per melee round (15 seconds).
Perception: 60%
Charm/Impress: 107%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 13,200 lbs
Max. Carrying Weight: 1,450 lbs
Max. Lifting Weight: 2,900
Max. Jumping Ability: 43.5 ft far, 21.75 ft high
Psionics
Master Psionic
(Select two psionic powers from Sensitive, Physical, and/or Healing @ 3, 6, 9, 12, 15, 18, 21)
(Select one additional Super Psionic Power @ 5, 9, 14, 18, 22)
- [Sensitive]
- Range: Self, 100 feet (30.5 m) plus 50 feet (15.2 m) per level of experience.
- Duration: Two minutes per level of experience.
- I.S.P.: 8
- Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy with several bonuses.
- Chance of Success: 86% (+2%)
- Bonuses: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised.
- Note: Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability
- Range: 1 mile (1.6 km) per level of experience.
- Duration: Five minutes per level of experience.
- I.S.P.: 6
- With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is Crying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present.
- Chance of Success: 65% (+5%)
- Note: If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
- Range: 90 feet (27.4 m).
- 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/27.4 m). 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/27.4 m 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 LS.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.
- Range: Read surface thoughts up to 60 feet (18.3 m) away or two-way telepathic communication up to 140 feet (42.7 m) +40 feet (12.2 m) per level of experience.
- Duration: 2 minutes per level of experience.
- I.S.P. : 4
- Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw.
- Note: Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
- The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.
- Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry !" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
- Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
- Duration: Two minutes per level of experience.
- I.S.P.: 8
- Base Skill: 69% (+3%)
- As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability
- Standard Ability: Presence Sense is a psionic probe and awareness that alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 feetll 5.2 m) or far (beyond 90 feetl27.4 m). It will also
give the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 1 5), many (20-70) or an army or a swarm (100 or more). The psychic can also tell if one or more of the supernatural presences is small (something not too powerful), medium (Lesser Demon and most Supernatural Predators), big (Greater Demon and nasty monsters) or huge (Demon Lords, Dark Gods, Ancient Evil or Alien Intelligence).
The psychic can also sense human!D-Bee presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many, and that is only right half of the time. The only exception is if a place has been deserted, cleared out of human and animal life, then, the psychic can sense that one or more humans are above, below, north, south, etc.
- Range: Self.
- Duration: Five minutes per level of experience.
- I.S.P.: 10
- This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him
down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.). - Bonuses: +3 (+15%) to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
- Range: Touch or one foot (0.3 m) 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.
- If a mechanical gateway or device capable of dimensional travel/opening a dimensional portal, whether it is a creation of magic or science, the psychic will get a basic idea of how to operate it in order to open or close a dimensional portal (similar to Object Read).
- Range: Touch.
- Duration: Varies; usually about 206 minutes.
- I.S.P. : 6
- Saving Throw: None.
- Base Skill:
- Impressions: 72% (+2%)
- Images: 64% (+2%)
- Present: 54% (+2%)
- Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impressions (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information.
- Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (angry, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object Read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions). If the item is possessed, an Object Read makes the reader totally vulnerable to psychic attack (no bonuses to save).
- Images: The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the easiest to see. Impressions will accompany the images, adding to the story as it unfolds. Information includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.
- The success or failure of an Object Read: Roll percentile dice once for impressions and once for images. The roll must fall under the character's base skill ability to succeed. A roll higher than the base skill means a failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each. The psychic may get no impressions, but see images or vice versa. The present can not be seen unless the psychic was successful on at least one of the previous read impressions or images rolls. Once an object has been read it can not be read again by the same psychic, even if he did not see or feel a thing. Of course, the psychic can attempt to Object Read other items, but each attempt will cost 6 I. S.P.
- The present can also be glimpsed, but costs an additional 4 I.S.P., with no guarantee of success. Sometimes the psychic can focus in to see and feel the last owner as he or she is at that very moment. This will provide an idea of what is his current state of mind/emotion, appearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc.; no address or sense of close or far is provided), general features (shaved his beard, dyed hair, etc.) and so on. The psychic may be able to identify a place or person by feature if he has seen it before or runs into him in the near future.
- Range: 100 foot (30.5 m) area.
- Duration: 2 minutes per level of experience.
- I.S.P.: 4
- Base Skill: 59% (+3%)
- This ability enables the character to sense the use of psionics, tell approximately how close it is, and in what general direction. This power can be used to track the psychic emanations back to their source.
Sense Dimensional Anomaly (4)- Range: 1 00 feet (30.5 m) 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 Seal / 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.
- [Physical]
- Range: Self.
- Duration: Five minutes per level of experience.
- I.S.P.: 25
- The psychic using this power toughens all tissue in his entire body and generates a minor biofeedback field that absorbs damage. When in effect, the psychic only takes half damage from any fall, impact, punch, bullet, or energy attack, even if the damage is magic or psionic. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 S.D.C. or Hit Points of damage from each attack. This damage resistance does not apply to anything the character is carrying
- Range: Self.
- Duration: Five minutes per level of experience.
- I.S.P.: 8
- This power reduces the damage to the psychic from any form of energy attack, by one half. This can include lasers, plasma, particle beams, psionic energy, and magic energy. This energy resistance does not apply to anything the character is wearing or carrying.
- Alter Aura
- Range: Self.
- Duration: One hour per each level of experience.
- I.S.P. : 2
- Saving Throw: None.
- According to psychics who can see such things, all living beings possess an aura - a colorful energy field that is invisible to the naked eye and most conventional forms of photography and sensors. This
psychic ability does not allow the psychic to see auras, but to alter his own. The psychic can manipulate his physical energy field to appear different (stronger, weaker, sickly, lacking psionics, evil rather than
good, etc.). The altered aura sends the wrong message to those humanoids and supernatural beings who can see auras and use the information they glean from them to assess an opponent or find a kindred (evil or psychic) spirit.
Alterations include :- The general level of experience can be made to seem lower (level 1 or 2) or much higher ( ID4+3 levels higher) than it really is.
- Conceal one 's true alignment and cover it with a false one (any).
- Conceal the presence of psychic ability (the aura appears to be normal for that race) or shows L S.P. levels to be much lower than they really are (but not higher).
- Conceal the amount of base P.P.E.; seems to be only 1 -2 points.
- Conceal the presence of magic.
- Conceal true physical attributes, making them appear to be half of what they really are, or 30% higher.
- Alter Aura to appear weak and fatigued or sickly.
- Alter Aura to appear emotionally or mentally agitated or unstable, or depressed (not aggressive or alert).
- And for triple the usual LS.P. (6 points) the psychic can adjust the aura to appear as if he is possessed or terminally ill.
- [Healing]
- Range: Touch.
- Duration: Instant, with lasting effects.
- Length of Trance: Two minutes (8 melee rounds).
- I.S.P.: 6
- The Healing Touch is a remarkable healing ability that can instantly heal cuts, bums, bruises and similar physical wounds. The touch restores 2d4 Hit Points or 2d6 S.D.C. The Healing Touch can only be used on other living creatures, never on the psychic himself.
- Super-Psionic
- Range: Self.
- Duration: Special.
- I.S.P. : Special.
- The moment the psychic is mind probed, a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over. Engages automatically.
- The I.S.P. cost is different in that the character must permanently give up 14 I. S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I. S.P. cost.
- Range: 1 60 feet (48.8 m).
- Duration: 4- 16 minutes (ro1l 4D4).
- I.S.P. : 10
- Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all seven bio-manipulative attacks.
The psychic is able to induce physical trauma to the nervous system of others by sheer force of will and conveyance of psychic energy. This psi-power is also known as the Evil Eye, especially in rural areas where magic and folklore rule the day. - There are seven types of Bio-Manipulation effects, all of which are available to those with this power. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each costs 10 L S.P. to inflict.
This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human and animal life forms. The duration can be extended 4-16 (4D4) minutes per additional 6 L S.P.- Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.
- Deafness: Can be caused by manipulating the eardrum. Victims can
not hear anything, and are -6 to parry or dodge attacks from behind. In
addition, the shock of suddenly becoming deaf makes them -3 to strike,
parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf. - Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.
- Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.
- Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.
- Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.
- Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -I to strike, parry and dodge.
- Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental body armor and light power armor (under 220 M.D.C.), but not heavy power armor, giant robots or armored, military vehicles.
- Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
- Duration: Two minutes per level of experience.
- I.S.P.: 8
- Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send adn receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40%+3% per level) the chracter will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.
- Range: 60 ft (18.3m).
- Duration: Varies
- I.S.P.: 15
- Saving Throw: Standard
- A psychic using this power can implant a powerful suggestive command into someone's mind. Unless the victim saves, they will carry out the command without hesitation. This can be as simple as a few spoken sentences, such as "open that door," or "go to the castle," or more complicated like sending an encrypted message or performing a task or skill. This power can also be used to make the victim drop his weapon or surrender. If the command goes against the character's alignment, the character has a +3 to save vs this power. If the suggestion goes drastically against their alignment or ethics (such as commanding a good aligned character to kill a loved one), the victim automatically saves.
Spell Strength: (starts at 12 in most cases)
- [Level 1]
- Range: 10 foot (3 m) radius; up to 60 feet (18.3 m) away.
Duration: Instant. Saving Throw: Standard; -1 if 3 P.P.E. points are pumped into this spell.
P.P.E.: One
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3 m) radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 0 1-50% every 10 feet (3 m). The magic can be cast up to 60 feet (18.3 m) away. Saving throw is standard; those 91 who successfully save vs magic are not blinded.
Note: Does not affect robotic, bionic or cybernetic eyes. - Range: 90 feet (27.4 m).
- Duration: Four melees (one minute) per level of experience.
- Saving Throw: None.
- P.P.E.: Two
- This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 feetl9x9x9 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.
- Range: Touch.
- Duration: Instant and permanent.
- Saving Throw: Not applicable.
- P.P.E.: Three
- Just as you might sign your name inside a book or emboss your initials on a briefcase or wallet, the mage can place a mark on his possessions - books, backpack, weapons, clothing, etc. except that it is invisible to all but him. If he should want to show other people that an item bears his mark (usually initials, a crest or special symbol), he can expend three P.P.E. to make it visible as a glowing imprint for one full melee round (15 seconds). He can reveal the mark in this fashion on as many as
three items per level of experience at the same time. - Note: Items that have belonged to one or more Men of Magic, or been passed down through the generations, may have several Mystic Marks. Likewise, it may have the mark of a particular magic guild, cult or society.
- Range: 1 00 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
- 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 (Sth 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 does not reveal which.
- Note: One can not use this spell to determine another character's alignment.
- Range: 120 foot (36 m) area.
- Duration: Two minutes (8 melees) per level of experience.
- Saving Throw: None.
- P.P.E.: Four
- This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 20 feetl6 m) or far (toward the limit of the range). The ability
can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area. - Note: Men of Magic and most supernatural beings do NOT register as magic except when they are actually casting a spell or using magic. Psychic powers can not be detected with this spell.
- Range: 90 feet (27.4 m) area.
- Duration: Two minutes (S melees) per level of experience.
- Saving Throw: None, except a psychic Mind Block, Alter Aura or a Protection from Magic circle which will prevent the spell from working on anyone in the circle. The psychic's equivalent power of Sense Evil is not blocked by magic circles.
- P.P.E.: Two
- The Sense Evil invocation enables the spell caster to feel or sense the presence of evil, and especially supernatural evil (demons, Deevils, etc.). It will indicate approximately how many supernatural evil presences are within the 90 foot (27.4 m) area; one, a few (2-6), several (7-1 4), or many (more than 1 5). 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, or person, or an approximate distance (very close, near, far, etc.).
Evil emanations from human beings, D-Bees and other mortals are much less distinct and can not be sensed as easily or broadly as above. In this case, the spell caster must see a particular individual and cast the spell on that one character. The mage can then detect if the character is Diabolic or not, otherwise he can only sense any immediate evil intention on the part of the targeted individual.
- [Level 2]
- Range: Self or one other by touch.
Duration: One minute per level of experience.
Saving Throw: None.
P.P.E.: Four
The target of this spell is surrounded by a glowing, golden aura that makes them seem more experienced and imposing than is real! Effectively makes the character seem three levels higher, 50% stronger than he or she really is and adds I D4+2 to M.A. Excellent when trying to bluff or look important. Note: This power creates the impression of power, but does NOT instill the character with any real increase in power whatsoever! If an opponent calls the bluff, the enchanted character may find himself in serious trouble. Moreover, the psionic power of See Aura sees right through this ruse and reveals the true, general, level of power. The See Aura spell is not as effective, and indicates a fluctuating or middle range between truth and magic. - Range: 1 00 feet (30.5 m).
- Duration: Two minutes (8 melees) per level of experience.
- Saving Throw: Standard.
- P.P.E.: Six
- An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.
Cloak of Darkness (6)- Range: Self plus a 5 foot (1.5 m) radius around the character.
- Duration: Four minutes per level of experience.
- Saving Throw: None.
- P.P.E.: Six
- This magic cloaks the spell caster in a field of darkness that follows him or her everywhere. The mage can see perfectly from within the darkness, but those outside the radius of magic cannot see in. At night, it renders the cloaked individual virtually invisible, although he can still be detected by infrared and/or heat sensors, thermo-imaging optics, motion detectors and similar sensor systems. Furthermore, the aura of darkness may noticeably obscure a particular part of the background/area around him, making it obvious to visual detection, especially in daylight or when bathed in light - the magic darkness cannot be dispelled by ordinary light. Consequently, this cloaking spell is ideal in darkness for hiding, escape and setting up an ambush.
- In combat, opponents who attack a character cloaked in darkness from any distance (beyond the 5 feet/1.5 m area of magic) are -3 to strike, unless guided by thermo-optics or similar heat based optic systems, and even then are -I to strike. Those who step into the darkness for hand to hand combat will see their quarry without difficulty; no penalty unless they step outside the 5 foot (1.5 m) radius of effect.
Mystic Alarm (5)- Range: 12 feet (3.65 m; one object).
- Duration: One year per level of experience.
- Saving Throw: None.
- P.P.E.: Five
- The spell caster can protect his or her possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on any one, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the ward creator's head, alerting him to the intrusion. The alarm will alert the mage instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarm disappears.
- Duration: One year per level of its creator.
- 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
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. - Range: Area affect: 30 feet (9. 1 m).
Duration: Instant.
Saving Throw: None.
P.P.E.: Six
A magic invocation that will instantly negate any Concealment spell(s) and reveal any object(s) which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area 30 feet (9. 1 m) in diameter. - Range: 50 feet ( 1 5.2 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).
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 at94 tack.
Limitations:
Maximum speed of moving objects that weigh 10 Ibs (4.5 kg) or less is a speed factor of 1 0. Reduce speed by half when the total weight becomes 1 00 Ibs (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 Ibs (4.5 kg), while a third level mage can manipulate as many as six items weighing up to 30 Ibs ( 1 3.6 kg).
The magic force has the equivalent P.S. of 8, + I 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 dur - Range: Touch or line of sight up to 12 feet (3.6 m) away.
- Duration: One melee round.
- Saving Throw: Not applicable.
- P.P.E.: Four
- This spell lets the Wizard see if an item has the Mystic Mark of another mage on it, but he cannot magically reveal it to others. He can only see the mark on one item at a time per level of his own experience. This does not necessarily reveal the name of the character who owns the item as the "mark" is usually initials, a crest or special symbol. It NEVER reveals the owner's true name.
Manipulate Objects- Range: 50 feet ( 1 5.2 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).
- The Manipulate Objects spell was designed to help a sorcerer when she needs an extra pair of hands, but has nobody to assist her. 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 Ibs (4.5 kg) or less is a speed factor of 1 0. Reduce speed by half when the total weight becomes 1 00 Ibs (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 Ibs (4.5 kg), while a third level mage can manipulate as many as six items weighing up to 30 Ibs ( 1 3.6 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 3
- 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
- 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.
- 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 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, psionic ally 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. - Range: Self.
- Duration: Instant.
- Saving Throw: Not applicable.
- P.P.E.: Special: 2 P.P.E. plus Hit Points or S.D.C. (or M.D.C.)
- By using the Life Source spell, the mage is able to convert his own life energy (S.D.C. and/or Hit Points) into P.P.E. points for casting spells. Casting Life Source costs two P.P.E. points and inflicts physical
pain and weakness upon the spell caster. The sacrifice of portions of his own life force in order to gain P.P.E. racks the body with sharp pain and invisible physical damage. Obviously this is a spell of desperation.
In game terms, the willing sacrifice of two S.D.C. points (counts as S.D.C. damage) makes available one P.P.E. point. The willing sacrifice of one Hit Point or M.D.C. makes available one P.P.E. point. Unlike the Indian Shaman power (see Rifls® Spirit West), the mage can accidentally kill himself by burning up all his Hit Points (down to zero). If Hit Points reach zero (even if S.D.C. points are still available), the character falls into a coma and is -20% to save vs coma and death! Furthermore, for every ten points of S.D.C. or five Hit Points of damage to the spell caster (from this spell), he becomes weak and is -2 on all rolls for bonuses, saving throws and combat (initiative, strike, etc.), while skill rolls are -10%. At some point, the character can do little more than sit or lay in a heap to mumble spells and speak - too weak and injured to move ! - Note: This damage resists both bio-regeneration and magical healing, but is not permanent, and will heal at the normal rate.
- Range: One target up to 10 feet (3 m) 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. - Range: Self or other.
- Duration: Two minutes per level of the spell caster.
- Saving Throw: None.
- P.P.E.: Six
- 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.
Orb of Cold- Range: Throw: 200 feet (61 m).
- Duration: One melee round (15 seconds); 1 04 minutes for numbness.
- Damage: 306 M.D. plus numbness penalties.
- Saving Throw: Dodge; standard.
- P.P.E.: Six
- The spell caster summons a globe of magically charged ice (the size of a softball) into his hand to hurl at an enemy. The character must roll to strike, getting his usual P.P. bonus (if any) and a magical bonus of + 1 to strike. The orb disappears in one melee round (15 seconds) if it is not thrown. If the orb hits, it shatters, inflicting impact and cold damage to one target. If it misses, it is gone, unless the G.M. thinks it may have hit something or somebody else. Those struck take 3d6 M.D. and must make a save vs magic or suffer from a sudden, debilitating, numbing cold. A numbed opponent loses one melee attack, is -2 on initiative, -1 to strike, parry, and dodge, and speed is reduced by 10%. These penalties are not cumulative, and last for 1d4 minutes.
- [Level 4]
- Range: Touch or 10 feet (3 m) away.
- Duration: One minute (four melee rounds) per level of experience.
- Saving Throw: Standard.
- P.P.E.: Six
- An enchantment that can blind one person or animal each time the spell is cast. The intended victim must be visible and within range. The victim will be temporarily blind; - 5 to strike, -10 to parry and dodge, and likely to stumble and fall for every 10 feet (3 m) of movement (50% chance). Does not affect people inside environmental M.D.C. body armor, power armor, robots or vehicles.
If the Blind spell is cast upon another spell caster he can not use any spells that require vision/line of sight. If the blind spell caster uses any defensive/assault spells, such as Magic Net, Call Lightning, Fire Ball, etc., there is a 0 1-65% chance that the spell will be misdirected upon his own comrades.
- Range: 60 foot radius ( 1 8.3 m).
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 his 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 (18.3 m) 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-man. There is an 0 1-80% chance that those affected will believe anything he 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." - Range: Self or touch to cast the magic; 10 foot (3 m) 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 (3 m) radius of influence. It can not protect against long-range attacks. Victim is blind for I D4 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 I D4 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:
I. 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 halt).
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. - Range: Self.
Duration: One melee "action" per level of experience. Thus, a 3rd level mage can try three magical deflections, a 6th level mage six deflections. Each attempt to deflect counts as one of the spell caster's melee attacks/actions. If the mage chooses to take some action other than Deflect, he loses that Deflect option. Thus, if five Deflect actions were left and the mage throws a punch, he loses one Deflect, leaving him with four. Each action taken after the Deflect spell is cast uses up one available Deflect action.
Saving Throw: None.
P.P.E.: Ten
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, fire balls, called lightning, etc. The spell caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground I D4x1O yards/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict I D4xl0 M.D. or more damage) are deflected, the character must roll a 20 sided die again, but without benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others, unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets, missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location. - Range: Self or others up to 60 feet (18.3 m) 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 (2.4 m), 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. - 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
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-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. - Range: Self.
Duration: One minute (4 melees) per level of experience.
Saving Throw: -4 to save. Viewers may be able to see through the illusion and identify the true person, but must roll to save vs magic at -4.
P.P.E.: Seven
An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract an opponent. Provides the mage with a bonus of +2 on initiative, +2 to dodge, and + I to strike. - Range: 1 00 feet (30.5 m).
Duration: Two minutes (8 melees) per level of experience.
Saving Throw: None.
P.P.E.: Seven
The spell caster can magically seal shut a door, gate, window, drawer, lid, container, or any inanimate object. There is no sign of force, the lock can be unlatched, but the door, lid or whatever, will not yield/open regardless of the character's physical strength. The only way to get in or out or to open it is to smash or chop through the obstacle or the use of a Dispel Magic Barrier will open/unseal any ONE magically sealed door or lid, provided the spell is successful.
At early levels, the mystic can only seal one item per incantation. However, at fourth level of experience and beyond, the arcanist can seal every door, window and enclosure within a 1 00 foot area (that can be an entire 50 to 80 foot house up to 3 stories high)!
- [Level 5]
- 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]
- 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]
- Range: Self or one other by touch.
- Duration: Three minutes (12 melees) per level of experience.
- Saving Throw: None.
- P.P.E.: Twenty
- A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal 's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible.
- Note: The invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
Lightblade (20)- Range: Self; close combatlhand to hand.
- Duration: One minute (4 melee rounds) per level of experience.
- Damage: 1D4xl0 +1 M.D. point per level of experience.
- Saving Throw: Parry or dodge.
- P.P.E.: Twenty
- This spell causes a sword of brilliant white light to form in the spell caster's dominant hand. The size varies with the blade's power, which is represented by the character's level of experience. Thus, a first to third level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level sorcerer makes a blade resembling a bastard sword, while at 10th level or higher it is a large lightblade with the
length of a two-handed sword (although it can be easily wielded onehanded) and as thick as a two-by-four. The blade is weightless, serves as an extension of the sorcerer, is + 1 to strike, and can be used to attempt to parry energy attacks (no special bonus to parry, however). - Against vampires, Shadow Beasts, and other demons vulnerable to light, the Lightblade inflicts double its normal damage (double Hit Point damage to vampires). However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.
- [Level 8]
- Range: Touch or 60 feet (18.3 m).
- 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. 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-Wizardlrune devices.
Language, Dragonese/Elven -- 111% (+1%)
Literacy, Dragonese/Elven -- 111% (+1%)
Math, Basic -- 70% (+5%)
Special Areas of Interest and Expertise
(Select a Special Area of Interest @ 1, 3, 6, 9, 12, 15, 20 ;; These areas get a +15% + IQ bonus)
Language, English -- 105% (+3%)
[Level 1] Lore, Magic -- 65% (+5%)- Recognize Magic Symbols, Runes and Circles -- 55% (+5%)
- Recognize Enchantment -- 50% (+5%)
- Identify Magic Artifacts -- 50% (-15% Identify Alien/Unknown Origin) (+5%)
(+2 @ 2, 4, 8, 10, 15, 20)
Lore, Psychics and Psionics -- 50% (+5%)
Lore, Demons and Monsters -- 50% (+5%)
[L2] Radio, Basic -- 65% (+5%)
[L2] Research -- 60% (+5%)
[Acquired @L4] W.P. Sword
[Acquired @L4] Sing -- 45% (+5%)
[EP@4] Performance -- 40% (+5%)
[EP@4] Public Speaking -- 40% (+5%)
[EP@4] Sign Language -- 35% (+5%)
[EP@4] Dance -- 40% (+5%)
[EP@4] W.P. Whip
[EP@4] W.P. Dagger/Knife
Combat Data
HTH Type: Dragon
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +16 (SN)
HTH Base Damage Breakdown: 5d6 S.D.C (Restrained) | 3d6 M.D.C. (Normal) | 6d6 M.D.C. (Power)
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +1
Bonus to Disarm: +0
Other:- Punch and/or Kick
- Breathe Weapon (1 Melee Attack)
- 2d6 M.D.C. + Damage Bonus
- The Dragon can punch or kick which does damage as per their Supernatural P.S. + 3d6 M.D.C.
- Rather than punch, claw or bite, the dragon can strike with its tail. The tail is a natural part of the dragon's combat style and is often used when foes attack from the rear or sides. The tail is not so prehensile that it can be used to grip, grab and carry items like a monkey, but it can slap and swat. Mega-Damage is equal to that of a punch as per Supernatural P.S.; M.D. bonuses may be applicable via Dragon Combat with experience.
- Wings are more than just extra appendages to a dragon. While most (not all) dragons can fly without their wings, they function as rudders and ailerons like on an airplane, adding to maneuverability. Wings can also make formidable weapons and can lash out to strike an opponent just like a punch attack (M.D. as per Supernatural P.S.).
- This attack is primarily used with the Grappling Hold or as a bear hug type attack. In either case, the dragon must first grab and hold/hug its opponent, and then squeeze to inflict crushing damage. Crush damage is equal to punch M.D. and each crush/squeeze action counts as one of the dragon's melee attacks; double damage if the victim is half the dragon's size or smaller.
- Does damage equal to a power punch, but counts as two melee attacks.
- A more controlled move in which the young dragon can grasp something (even people), like a dog, and carry or hold it in a vice-like grip without damaging the item. This delicate bite requires a roll of eleven (11) or higher to strike, otherwise, the item/person takes half the normal bite Mega-Damage![/ooc] [*]The dragon's tail is agile enough to sweep the legs of an opponent (one or two if roughly the same size as the dragon, all within a 15 footl4.6 m diameter if smaller and clustered together). Damage is a mere 106 M.D. plus victims knocked off their feet (roll to dodge) lose initiative and two melee attacks/actions. No physical damage if the dragon is only trying to knock them over.[*]The standard shaping ability common to most dragons. With time and practice, the dragon can make the transition faster.
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. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Whip - +1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
Saving Throw Bonuses
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6