Hangouts Handle:
Character Name: Vianne Faye
Power Category: Mystic Studies
Alias: Le Fay
Occupation:
Alignment: Scruplous (Aberrant)
XP Level: 3
XP Points:
Next Level @ XP:
Birth Order/Family Ties: Second Born
Land of Origin: Canada
Childhood Environment: City - Medium Size
Social/Economic Background: Military/MIddle Class
When Extraordinary Abilities First Manifested: Child
Disposition: A woman with a good heart, but conflicted by the intrusive thoughts of her other self. Morgan was, is, and always will be a b*tch.
Insanity:
The character hears a voice in his head and feels powerful emotions contrary to his original alignment. There will be moments, especially when under stress, or when angry or drunk, that the voice speaks so loudly and convincingly that the character will respond to it. The response is the opposite of the character's normal, original personality and can be frightening, as if he were a completely different person. When he returns to normal, the character may regret his actions and try to make restitution, but there is little he can do when his other personality takes over. This means if the character is a principled or scrupulous good character, his opposite, Hyde's personality, will be one of the evil alignments (Abrreant). As a result, in the heat of combat or under stress, the Hyde personality may surface and engage in acts of cruelty, intimidation, torture, belittle others, kill an unarmed foe out of anger or spite (or even sheer pleasure), and so on.
ATTRIBUTES
I.Q.: 11
M.E.: 10
M.A.: 13
P.S.: 9
P.P.: 11
P.E.: 20
P.B.: 14
Speed: 15
PHYSICAL DATA
PPE: 105
HP: 30
SDC: 58
Age: 22
Sex: Female
Height: 5'7"
Weight: 100 lbs.
Description: A classic beauty and build that can turn a few heads. Wears her hair up, while her alter-ego wears it down.
Magic Abilities or Spell Knowledge (Spell Strength: 12)
Range: Self
Duration: 5 minutes per level of experience
P.P.E.: Six
The ability, mastered through years of study and willpower, functions very much like the psionic ability.
Range: Self and animal: 600 ft.
Duration: Infinite
P.P.E.: 20
At the third level, a practitioner of magic is experienced enough to link with a small animal mentally. This link is permanent, producing a rather impressive symbiotic relationship. The animal becomes a sensory extension, allowing the mage to see, hear, smell, taste, and feel everything the animal experiences.
Duration: Infinite
P.P.E.: 20
At the third level, a practitioner of magic is experienced enough to link with a small animal mentally. This link is permanent, producing a rather impressive symbiotic relationship. The animal becomes a sensory extension, allowing the mage to see, hear, smell, taste, and feel everything the animal experiences.
Range: 90 ft.
Duration: Automatic and constant awareness.
Can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users, and people controlled or possessed by mystic forces. The exact purpose or power of the enchantment is usually now known, but that it is rooted in magic is easily identifiable.
63% (+1%) Duration: Automatic and constant awareness.
Can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users, and people controlled or possessed by mystic forces. The exact purpose or power of the enchantment is usually now known, but that it is rooted in magic is easily identifiable.
Range: 90 ft.
Duration: Automatic and constant awareness
Saving throw: None; however, a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection.
Allows the mage to sense supernatural evil, including evil sorcerers, demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately how many supernatural evil presences are within a 90-foot radius. It also registers the intensity of the evil and pinpoints the general location of the source(s) in a particular room or part of a house/building, an area, possessed object or person, or an approximate distance (very close, near, far, etc.)
Duration: Automatic and constant awareness
Saving throw: None; however, a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection.
Allows the mage to sense supernatural evil, including evil sorcerers, demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately how many supernatural evil presences are within a 90-foot radius. It also registers the intensity of the evil and pinpoints the general location of the source(s) in a particular room or part of a house/building, an area, possessed object or person, or an approximate distance (very close, near, far, etc.)
Range: 120-foot diameter
Duration: Automatic and constant awareness.
P.P.E: 4
Can sense or feel the presence of magic, especially great magic (an enchanted weapon or object, other powerful magic item, ley line nexus, greater demons, demigod, god, or fellow mage who is 8th level or higher, and similar). He can tell if it is near (within 20 ft..) or far (toward the limit of the range) from the source of the magic. Can determine if a person, object, or place is enchanted/ under a spell, possesses vast P.P.E., is in the process of invoking magic, or if powerful magic is being used in the area.
Duration: Automatic and constant awareness.
P.P.E: 4
Can sense or feel the presence of magic, especially great magic (an enchanted weapon or object, other powerful magic item, ley line nexus, greater demons, demigod, god, or fellow mage who is 8th level or higher, and similar). He can tell if it is near (within 20 ft..) or far (toward the limit of the range) from the source of the magic. Can determine if a person, object, or place is enchanted/ under a spell, possesses vast P.P.E., is in the process of invoking magic, or if powerful magic is being used in the area.
1st Level Spells
Blinding Flash (1)
Range: 10 foot radius; up to 60 feet away.
Duration: Instant
Save: Standard
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3
m) radius. Victims are blinded for 1 04 melee rounds, with a penalty of -5 to strike, and - 1 0 to parry and
dodge. The chance of falling is 1 -50% per every 1 0 feet (3 m) travelled. The saving throw is standard, so those
who successfully save vs magic are not blinded . Note: Does not affect bionic or cybernetic eyes.
Duration: Instant
Save: Standard
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3
m) radius. Victims are blinded for 1 04 melee rounds, with a penalty of -5 to strike, and - 1 0 to parry and
dodge. The chance of falling is 1 -50% per every 1 0 feet (3 m) travelled. The saving throw is standard, so those
who successfully save vs magic are not blinded . Note: Does not affect bionic or cybernetic eyes.
Decipher magic (4)
Range: Self
Duration: 2 minutes/level
Saving Throw: None
This spell enables the spell caster to read (decipher) any magic scroll and inscription, text, or book that uses
magic symbols or runes at 94% proficiency. The ability lasts only for the duration of the spell and the spell
caster will not be able to read those same inscriptions once the spell has elapsed . This spell does not interpret
other languages and their alphabet, nor does it identify/decipher magic circles, only the magic symbols used in
it. Likewise, this spell does not identify or decipher wards.
Duration: 2 minutes/level
Saving Throw: None
This spell enables the spell caster to read (decipher) any magic scroll and inscription, text, or book that uses
magic symbols or runes at 94% proficiency. The ability lasts only for the duration of the spell and the spell
caster will not be able to read those same inscriptions once the spell has elapsed . This spell does not interpret
other languages and their alphabet, nor does it identify/decipher magic circles, only the magic symbols used in
it. Likewise, this spell does not identify or decipher wards.
Globe of Daylight (2)
Range: near self or up to 30 feet away.
Duration: 12 min/level
Saving throw: None
A small globe or sphere of actual daylight is magically created. The light is bright enough to illuminate a 12-foot
(3.6 m) area for each level of its creator's experience. Since it is daylight, it can keep vampires at bay just
beyond the edge of the light and may frighten subterranean or nocturnal animals. The creator of the globe can
mentally move it along with himself, or send it up to 30 feet (9 m) ahead. The maximum speed at which the globe
Travel can be equal to a speed attribute of 12.
Duration: 12 min/level
Saving throw: None
A small globe or sphere of actual daylight is magically created. The light is bright enough to illuminate a 12-foot
(3.6 m) area for each level of its creator's experience. Since it is daylight, it can keep vampires at bay just
beyond the edge of the light and may frighten subterranean or nocturnal animals. The creator of the globe can
mentally move it along with himself, or send it up to 30 feet (9 m) ahead. The maximum speed at which the globe
Travel can be equal to a speed attribute of 12.
See the Invisible (4)
Range: 200 feet.
Duration: 1 min/lvl
Saving throw: None
The character can see invisible superbeings, creatures, forces, and objects magically turned invisible or who are
naturally invisible. Even if the creature has no form per se (ghostly entity, energy beings), the mystic will be
able to discem its vaporous image or energy sphere. This includes: ghosts, entities, elementals and the astral
body.
Duration: 1 min/lvl
Saving throw: None
The character can see invisible superbeings, creatures, forces, and objects magically turned invisible or who are
naturally invisible. Even if the creature has no form per se (ghostly entity, energy beings), the mystic will be
able to discem its vaporous image or energy sphere. This includes: ghosts, entities, elementals and the astral
body.
2nd Level Spells
Detect Concealment (6)
Range: Area effect: 30 feet.
Duration: Instant.
Saving throw: None
A magical invocation that will instantly negate any concealment spells and reveal any objects that may have been mystically concealed. It can be directed at a specific area or individuals, or made to affect an entire area of 30 feet.
Duration: Instant.
Saving throw: None
A magical invocation that will instantly negate any concealment spells and reveal any objects that may have been mystically concealed. It can be directed at a specific area or individuals, or made to affect an entire area of 30 feet.
Fear (Horror Factor: 16) (5)
Range: 20-foot area, up to 100 feet away.
Duration: 1 minute/lvl
Saving throw: Special; Save vs Horror Factor
The invocation creates a sensation of fear over a particular area (20 ftl6 m maximum diameter of affect) . The
mage can place the enchantment on an area occupied with people, or an area that is presently unoccupied. Anybody
entering the area of enchantment must roll to save vs Horror Factor 1 6. A failed roll means the person is
suddenly washed with terror and will be momentarily stunned, lose one melee attack, lose initiative, is the 322
last person to attack, and can not defend against an opponent's first strike. These penalties remain in force for
each melee round the person is in the area of fear. Also, see the Horror Factor explanation in the psionic section
of the book.
Duration: 1 minute/lvl
Saving throw: Special; Save vs Horror Factor
The invocation creates a sensation of fear over a particular area (20 ftl6 m maximum diameter of affect) . The
mage can place the enchantment on an area occupied with people, or an area that is presently unoccupied. Anybody
entering the area of enchantment must roll to save vs Horror Factor 1 6. A failed roll means the person is
suddenly washed with terror and will be momentarily stunned, lose one melee attack, lose initiative, is the 322
last person to attack, and can not defend against an opponent's first strike. These penalties remain in force for
each melee round the person is in the area of fear. Also, see the Horror Factor explanation in the psionic section
of the book.
Levitation (5)
Range: Up to 60 feet away.
Duration: 3 minutes/lvl
Saving throw: Standard
Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up
into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is
possible. Weight is restricted to 200 lbs (90 kg) plus 20 lbs per level of experience. The maximum height
possible is 60 feet plus 10 feet (3 m) per level of experience. Targets can be affected up to 60
feet away. Unwilling victims of the magic get a saving throw; a successful roll means the person is
not affected by the levitation and remains planted firmly on the ground.
Duration: 3 minutes/lvl
Saving throw: Standard
Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up
into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is
possible. Weight is restricted to 200 lbs (90 kg) plus 20 lbs per level of experience. The maximum height
possible is 60 feet plus 10 feet (3 m) per level of experience. Targets can be affected up to 60
feet away. Unwilling victims of the magic get a saving throw; a successful roll means the person is
not affected by the levitation and remains planted firmly on the ground.
Mystic Alarm (5)
Range: 12 feet; one object
Duration: One year/lvl
Saving throw: None
The spell caster can protect his 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 mage's head, alerting him to the intrusion.
The alarm will instantly alert him, even if he is thousands of miles away or in another dimension. Once disturbed,
The alarms disappear. The mystic alarm has a limited life of one year per level of the spellcaster.
Duration: One year/lvl
Saving throw: None
The spell caster can protect his 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 mage's head, alerting him to the intrusion.
The alarm will instantly alert him, even if he is thousands of miles away or in another dimension. Once disturbed,
The alarms disappear. The mystic alarm has a limited life of one year per level of the spellcaster.
Turn Dead (6)
Range: Up to 60 feet away.
Duration: Instant
Saving Throw: Standard
The utterance of this magic will turn or repel 1d6 animated dead per level of experience. This means that those
creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him.
Those "turned" will not come back for 24 hours. This magic only affects skeletons, mummies, and corpses that are
magically animated like marionettes; it will not affect vampires, zombies, ghouls, ghosts, or any corpse or
skeleton possessed by a living entity.
Duration: Instant
Saving Throw: Standard
The utterance of this magic will turn or repel 1d6 animated dead per level of experience. This means that those
creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him.
Those "turned" will not come back for 24 hours. This magic only affects skeletons, mummies, and corpses that are
magically animated like marionettes; it will not affect vampires, zombies, ghouls, ghosts, or any corpse or
skeleton possessed by a living entity.
3rd Level Spells
Armor of Ithan (10)
Range: Self or other
Duration: 1 minute/lvl
Saving throw: none
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor on the spell
caster. This mystic armor has an A.R. of 18 and 100 S.D.C. plus 10 S.D.C. per level of experience. Furthermore
Magic fire, lightning, and cold do half damage.
The armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the
intended recipient.
Duration: 1 minute/lvl
Saving throw: none
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor on the spell
caster. This mystic armor has an A.R. of 18 and 100 S.D.C. plus 10 S.D.C. per level of experience. Furthermore
Magic fire, lightning, and cold do half damage.
The armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the
intended recipient.
Breathe Without Air (5)
Range: Self or other touch by touch.
Duration: 12 melees (3 minutes)/lvl
Saving Throw: None
This invocation enables the person to function normally without air, whether it be underwater, in a vacuum, or
an area with little or no oxygen. Unfortunately, the magic does not protect the person from magic toxins or
other types of magic, but it does protect against natural and man-made gases and odors.
Duration: 12 melees (3 minutes)/lvl
Saving Throw: None
This invocation enables the person to function normally without air, whether it be underwater, in a vacuum, or
an area with little or no oxygen. Unfortunately, the magic does not protect the person from magic toxins or
other types of magic, but it does protect against natural and man-made gases and odors.
Energy Bolt (5)
Range: 150 feet.
Duration: Instantly
Damage: 4d6 S.D.C.
Saving Throw: Dodge of an 18 or higher.
The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target.
The bolt may appear to fire from a hand, finger, or the eyes, but needs no physical gesture, such as pointing. S
.D.C. damage is normally four six-sided dice (4D6), but is increased to 6d6 under the influence of a ley line and
8d6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt
can be fired at one target per spell invocation.
Duration: Instantly
Damage: 4d6 S.D.C.
Saving Throw: Dodge of an 18 or higher.
The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target.
The bolt may appear to fire from a hand, finger, or the eyes, but needs no physical gesture, such as pointing. S
.D.C. damage is normally four six-sided dice (4D6), but is increased to 6d6 under the influence of a ley line and
8d6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt
can be fired at one target per spell invocation.
Invisibility: Simple (6)
Range: Self only or others up to 60 feet away.
Duration: 5 min/lvl
Saving throw: None
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 night vision can detect invisibility; only beings
who can naturally, psionically, or magically "see the invisible" can see the character. Infrared heat detectors,
And scent tracking (animal) can also pinpoint the invisible person.
Although the invisible person is imperceptible to the eye, he still retains physical mass. This means he cannot 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.
Duration: 5 min/lvl
Saving throw: None
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 night vision can detect invisibility; only beings
who can naturally, psionically, or magically "see the invisible" can see the character. Infrared heat detectors,
And scent tracking (animal) can also pinpoint the invisible person.
Although the invisible person is imperceptible to the eye, he still retains physical mass. This means he cannot 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.
Telekinesis (8)
Range: 60 feet.
Duration: 1 min/lvl
Saving Throw: Dodge
This invocation empowers the spell caster with the magic with the ability to move objects purely by directed mental energy. This power can be used to move or hurl objects, open doors, flick switches, press buttons, and so on. While using Telekinesis, certain rules and limitations apply:
*Maximum total weight that can be moved at once: 60 pounds.
*Telekinetic attacks per melee: Equal to the number of hand-to-hand attacks per melee that the character may have.
*+3 to strike with telekinesis: Physical and skill bonuses to strike do not apply when telekinesis is used.
* +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block and tackle: physical and skill bonuses also do not apply when a telekinetic parry is used.
*Damage from hurled objects:
Small: 6 onces to 1 pound - 1d4
Small: 1.1 to 2 lbs - 1d6
Medium: 3 to 4 lbs. - 2d4
Medium: 5 to 10 lbs - 3d4
Medium: 11 to 25 lbs. - 3d6
Large: 26 to 40 lbs - 4d6
Add 1d6 for each additional 20 lbs. of weight.
*Objects being manipulated must be visible.
*Telekinesis can be combined with hand-to-hand combat, but does not add extra attacks per melee.
*Influence from ley line nexus energy triples the amount of weight and range possible.
*Only one object/item per level of experience can be manipulated at any one time.
Duration: 1 min/lvl
Saving Throw: Dodge
This invocation empowers the spell caster with the magic with the ability to move objects purely by directed mental energy. This power can be used to move or hurl objects, open doors, flick switches, press buttons, and so on. While using Telekinesis, certain rules and limitations apply:
*Maximum total weight that can be moved at once: 60 pounds.
*Telekinetic attacks per melee: Equal to the number of hand-to-hand attacks per melee that the character may have.
*+3 to strike with telekinesis: Physical and skill bonuses to strike do not apply when telekinesis is used.
* +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block and tackle: physical and skill bonuses also do not apply when a telekinetic parry is used.
*Damage from hurled objects:
Small: 6 onces to 1 pound - 1d4
Small: 1.1 to 2 lbs - 1d6
Medium: 3 to 4 lbs. - 2d4
Medium: 5 to 10 lbs - 3d4
Medium: 11 to 25 lbs. - 3d6
Large: 26 to 40 lbs - 4d6
Add 1d6 for each additional 20 lbs. of weight.
*Objects being manipulated must be visible.
*Telekinesis can be combined with hand-to-hand combat, but does not add extra attacks per melee.
*Influence from ley line nexus energy triples the amount of weight and range possible.
*Only one object/item per level of experience can be manipulated at any one time.
4th Level Spells
Carpet of Adhesion (10)
Range: 30 feet +10 feet/lvl
Duration: 10 melees/lvl
Saving throws: Special. If a successful throw vs magic is made, that player rolls 2d6 to see how many melee rounds it will take him to pull free. Those failing to make the saving throws are stuck for the entire duration of the spell. Effective even against giants, supernatural beings, and robots.
The spell caster creates a sticky carpet, up to 10 feet (3 m) wide by 20 feet (6 m) long, that will adhere firmly
to anyone who touches it. The victim will stay stuck until the carpet spell time elapses or until the spell caster
cancels the spell. The carpet can be cast on a floor, table, wall, etc., or cast upon a person. The
A spellcaster can alter the size and shape of this super flypaper (without exceeding the stated limit of 200 square
feet), but it is always a flat sheet or carpet.
Duration: 10 melees/lvl
Saving throws: Special. If a successful throw vs magic is made, that player rolls 2d6 to see how many melee rounds it will take him to pull free. Those failing to make the saving throws are stuck for the entire duration of the spell. Effective even against giants, supernatural beings, and robots.
The spell caster creates a sticky carpet, up to 10 feet (3 m) wide by 20 feet (6 m) long, that will adhere firmly
to anyone who touches it. The victim will stay stuck until the carpet spell time elapses or until the spell caster
cancels the spell. The carpet can be cast on a floor, table, wall, etc., or cast upon a person. The
A spellcaster can alter the size and shape of this super flypaper (without exceeding the stated limit of 200 square
feet), but it is always a flat sheet or carpet.
Charismatic Aura (10)
Range: 60 feet radius
Duration: 6 melees/lvl
Saving throw: Standard
A particularly handsome tool of deception, this magic can be cast upon the spellcaster or another person. The
spell instantly enhances that person's physical beauty by eight (8), increasing their charisma and charming all who
behold them. Although the focal point of the spell is the person on whom it was cast, it affects everybody in a 60
foot radius (emanating from the person with the charismatic aura). Thus, everybody in that radius is
allowed a saving throw vs magic. Those who successfully save will not be affected; those who fail to save are
affected and will respond accordingly.
The person with a charismatic aura can invoke one of three responses: friendship/trust, power/fear, and success
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 !") . Effectively causes a horror
factor of 13.
Successful Deception: This enables the person with a charismatic aura to lie convincingly, like a master conman.
There is a 1 -80% chance that those affected will believe anything he tells them. This response is triggered by a
phrase like: "Trust me completely..." or "I would never lie to you."
Duration: 6 melees/lvl
Saving throw: Standard
A particularly handsome tool of deception, this magic can be cast upon the spellcaster or another person. The
spell instantly enhances that person's physical beauty by eight (8), increasing their charisma and charming all who
behold them. Although the focal point of the spell is the person on whom it was cast, it affects everybody in a 60
foot radius (emanating from the person with the charismatic aura). Thus, everybody in that radius is
allowed a saving throw vs magic. Those who successfully save will not be affected; those who fail to save are
affected and will respond accordingly.
The person with a charismatic aura can invoke one of three responses: friendship/trust, power/fear, and success
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 !") . Effectively causes a horror
factor of 13.
Successful Deception: This enables the person with a charismatic aura to lie convincingly, like a master conman.
There is a 1 -80% chance that those affected will believe anything he tells them. This response is triggered by a
phrase like: "Trust me completely..." or "I would never lie to you."
Magic Net (7)
Range: 20 feet/lvl
Duration: 2 melee rounds/lvl
Saving Throw: Special. There is no save vs magic, but intended victims can try to dodge being dazed by rolling a 16 or higher.
This spell creates a net composed of magic fibers which will snare 1 -6 human-sized victims within a 10-foot (3
m) diameter. Normal weapons cannot cut through the net; only magic weapons and spells can affect this net. Even
then, it requires a full two melee rounds (30 seconds) to cut or blast out (a dispel magic will dispel it
instantly). Anyone caught in the magic net is helpless and unable to attack or defend themselves. The spell caster
can cancel the net at any time.
Duration: 2 melee rounds/lvl
Saving Throw: Special. There is no save vs magic, but intended victims can try to dodge being dazed by rolling a 16 or higher.
This spell creates a net composed of magic fibers which will snare 1 -6 human-sized victims within a 10-foot (3
m) diameter. Normal weapons cannot cut through the net; only magic weapons and spells can affect this net. Even
then, it requires a full two melee rounds (30 seconds) to cut or blast out (a dispel magic will dispel it
instantly). Anyone caught in the magic net is helpless and unable to attack or defend themselves. The spell caster
can cancel the net at any time.
Shadow Meld (10)
Range: Self
Duration: 2 min/lvl
Saving Throw: None
This unique magic enables the mage to step into shadows and become invisible, even to a "see the
invisible" spell. The shadow must be at least five feet long to be an effective hiding place. The shadow serves
as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of a shadow or
from shadow to shadow. While in shadow/darkness, the mage prowls at a 60% proficiency (or at +15% to normal prowl
skill, whichever is higher.
Intense light will dispel the shadow, revealing the mage. Of course, sanctuary can be found by fleeing
into another shadow. A feeble light, less than three torches or 300 watts, will only create more shadows.
Duration: 2 min/lvl
Saving Throw: None
This unique magic enables the mage to step into shadows and become invisible, even to a "see the
invisible" spell. The shadow must be at least five feet long to be an effective hiding place. The shadow serves
as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of a shadow or
from shadow to shadow. While in shadow/darkness, the mage prowls at a 60% proficiency (or at +15% to normal prowl
skill, whichever is higher.
Intense light will dispel the shadow, revealing the mage. Of course, sanctuary can be found by fleeing
into another shadow. A feeble light, less than three torches or 300 watts, will only create more shadows.
5th Level Spells
Charm (12)
Range: 15 feet or by touch
Duration: 4 melee rounds/lvl
Saving Throw: Standard
The charm spell can influence any intelligent creature. The spell victim will fall under the immediate influence of the spell caster. He will believe everything the mage tells him, trust the spell caster as if he were a loyal friend, do his best to please/help/assist or protect him, and will answer any questions truthfully and in as much detail as requested.
Not that other than preventing the spell caster as his best and favorite friend, whom he is anxious to please, the charmed individual will not do anything contrary to his alignment.
Duration: 4 melee rounds/lvl
Saving Throw: Standard
The charm spell can influence any intelligent creature. The spell victim will fall under the immediate influence of the spell caster. He will believe everything the mage tells him, trust the spell caster as if he were a loyal friend, do his best to please/help/assist or protect him, and will answer any questions truthfully and in as much detail as requested.
Not that other than preventing the spell caster as his best and favorite friend, whom he is anxious to please, the charmed individual will not do anything contrary to his alignment.
Eyes of Thoth (8)
Range: Self or others by touch.
Duration: 10 min/lvl
Saving Throw: None
Thoth is the gold of knowledge and wisdom. He is said to know all languages, all symbols, and all forms of magic. This invocation enables the character to read and understand ALL written languages, modern and ancient, including runes and magic symbols. However, spoken languages are incomprehensible unless a person's native tongue is also invoked or they have an education in that language.
Duration: 10 min/lvl
Saving Throw: None
Thoth is the gold of knowledge and wisdom. He is said to know all languages, all symbols, and all forms of magic. This invocation enables the character to read and understand ALL written languages, modern and ancient, including runes and magic symbols. However, spoken languages are incomprehensible unless a person's native tongue is also invoked or they have an education in that language.
6th Level Spells
Call Lightning (15)
Range: 300 feet
Duration: Instant
Damage: 1d6 S.D.C./lvl
Saving Throw: None; it always hits unless one's opponent rolls a natural 20 or a modified 24 or higher to dodge.
This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, striking the intended target. The target or area must be within the spellcaster's line of vision. The lightning bolt does 1d6 points of damage per level of the spellcaster's experience. This magic can be cast outdoors or in; damage is inflicted only on the specific person or target.
Duration: Instant
Damage: 1d6 S.D.C./lvl
Saving Throw: None; it always hits unless one's opponent rolls a natural 20 or a modified 24 or higher to dodge.
This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, striking the intended target. The target or area must be within the spellcaster's line of vision. The lightning bolt does 1d6 points of damage per level of the spellcaster's experience. This magic can be cast outdoors or in; damage is inflicted only on the specific person or target.
Tongues (12)
Range: Self or others by touch.
Duration: 5 min/lvl
Saving Throw: None
The magic enables the character to perfectly understand and speak all spoken languages at 98% proficiency, including elemental and alien tongues. The spell does not provide an understanding of written language.
Duration: 5 min/lvl
Saving Throw: None
The magic enables the character to perfectly understand and speak all spoken languages at 98% proficiency, including elemental and alien tongues. The spell does not provide an understanding of written language.
7th Level Spells
Fly as the Eagle (25)
Range: Self or others up to 100 feet away
Duration: 20 mintues/lvl
Saving Throw: None
The power of flight is bestowed upon the spellcaster or the person it is cast upon. It is especially effective outdoors and in large, open areas. Maximum Speed is 50 mph. Bonuses: +1 parry, +2 dodge when in flight, and +2 damage on a diving or swooping attack. Bonuses apply only when in flight.
Duration: 20 mintues/lvl
Saving Throw: None
The power of flight is bestowed upon the spellcaster or the person it is cast upon. It is especially effective outdoors and in large, open areas. Maximum Speed is 50 mph. Bonuses: +1 parry, +2 dodge when in flight, and +2 damage on a diving or swooping attack. Bonuses apply only when in flight.
8th Level Spells
Negate Magic (30)
Range: Touch or 60 feet.
Duration: Instant
Saving Throw: Special; ritual magic has a greater chance of success.
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, the magic is not negated. If the roll
fails to save, then the magic is immediately broken/dispelled/destroyed/negated/canceled. A 13, 14, or 15 is
typically needed to negate spell magic, depending on the experience level of the mage, but 17 or higher is needed
to negate ritual magic. A failed save means the negation attempt was unsuccessful. Try again if sufficient PPE is
available.
Negation will not work against possession, exorcism, constraining being, banishment, talisman, amulet, enchanted
objects, symbols, circles of protection, wards, circles, summoning magic, zombies, golems, restoration,
resurrection, healing, or faerie food. Negation can be attempted to cancel a curse, but it only has a 1-25% chance
of succeeding. Of course, it has no effect against psionic abilities.
Duration: Instant
Saving Throw: Special; ritual magic has a greater chance of success.
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, the magic is not negated. If the roll
fails to save, then the magic is immediately broken/dispelled/destroyed/negated/canceled. A 13, 14, or 15 is
typically needed to negate spell magic, depending on the experience level of the mage, but 17 or higher is needed
to negate ritual magic. A failed save means the negation attempt was unsuccessful. Try again if sufficient PPE is
available.
Negation will not work against possession, exorcism, constraining being, banishment, talisman, amulet, enchanted
objects, symbols, circles of protection, wards, circles, summoning magic, zombies, golems, restoration,
resurrection, healing, or faerie food. Negation can be attempted to cancel a curse, but it only has a 1-25% chance
of succeeding. Of course, it has no effect against psionic abilities.
10th Level Spells
Dimensional Pocket (Temporary: 30, Long Term: 140)
Range: Self only
Duration: Varies. Temp pockets last up to one hour per level of the spellcaster. Long-term pockets can persist for years, with six months of experience per level.
Saving Throw: None
Limitations: Items must be small, ideally something that can be picked up and held with one hand. About 30 lbs can be stored in a dimensional pocket, depending on its size.
This spell creates a portable dimensional pocket inside a sack (big enough to fit one's hand in), purse, satchel,
backpack, etc. The dimensional pocket spell requires a psychological orientation, so without a physical sack, bag,
or pocket, the power cannot work! The character will typically select one favorite pocket or bag as his focus of
orientation. The character can reach into the dimensional "pocket," a limbo dimension, to retrieve items that he
has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, money, food,
diary, bottle of wine, weapons, etc.
To anybody else, the container appears ordinary and empty (unless the character investigating can see the dimensional
anomalies, like the temporal wizard in Rifts World Book 3: England).
Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic· bags
with more than three years of life in them. The retail cost for such a bag can range from 90,000 to half
a million gold; however, the maker of the magic bag seldom gets more than 20%.
Duration: Varies. Temp pockets last up to one hour per level of the spellcaster. Long-term pockets can persist for years, with six months of experience per level.
Saving Throw: None
Limitations: Items must be small, ideally something that can be picked up and held with one hand. About 30 lbs can be stored in a dimensional pocket, depending on its size.
This spell creates a portable dimensional pocket inside a sack (big enough to fit one's hand in), purse, satchel,
backpack, etc. The dimensional pocket spell requires a psychological orientation, so without a physical sack, bag,
or pocket, the power cannot work! The character will typically select one favorite pocket or bag as his focus of
orientation. The character can reach into the dimensional "pocket," a limbo dimension, to retrieve items that he
has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, money, food,
diary, bottle of wine, weapons, etc.
To anybody else, the container appears ordinary and empty (unless the character investigating can see the dimensional
anomalies, like the temporal wizard in Rifts World Book 3: England).
Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic· bags
with more than three years of life in them. The retail cost for such a bag can range from 90,000 to half
a million gold; however, the maker of the magic bag seldom gets more than 20%.
Mystic Portal (60)
Range: Up to 20 feet away
Size: 10 feet wide by 20 feet tall opening.
Duration: 4 melee rounds/lvl
Saving Throw: None
This spell creates a dimensional rift in the fabric of space, allowing the spell caster to use it in the following ways:
Passing through walls: The mage has but to wave the spell, targeting a particular area of the wall or locked door. The area will shimmer bright, and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12-foot deep passway per level of the spell caster in any substance!
Teleportation : The mystic portal can be a doorway to a nearby location known to the spell caster, flawlessly traveling hundreds of feet in an instant. The portrait can be placed on a vertical wall, the floor, or the ceiling. Looking into it reveals what appears to be just the other side of the wall, even though the view may be completely incongruous with one's present location. Stepping through it will instantly place the person in that location.
Range: Up to a maximum of 100 feet per level of experience.
One-way passage: Once a person steps through a mystic portal, the opening behind is gone (although people on the other side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another mystical portal spell.
Size: 10 feet wide by 20 feet tall opening.
Duration: 4 melee rounds/lvl
Saving Throw: None
This spell creates a dimensional rift in the fabric of space, allowing the spell caster to use it in the following ways:
Passing through walls: The mage has but to wave the spell, targeting a particular area of the wall or locked door. The area will shimmer bright, and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12-foot deep passway per level of the spell caster in any substance!
Teleportation : The mystic portal can be a doorway to a nearby location known to the spell caster, flawlessly traveling hundreds of feet in an instant. The portrait can be placed on a vertical wall, the floor, or the ceiling. Looking into it reveals what appears to be just the other side of the wall, even though the view may be completely incongruous with one's present location. Stepping through it will instantly place the person in that location.
Range: Up to a maximum of 100 feet per level of experience.
One-way passage: Once a person steps through a mystic portal, the opening behind is gone (although people on the other side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another mystical portal spell.
12th Level Spells
Time Hole (210)
Range: Self
Duration: Special
Saving Throw: None
The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The time
hole is a white void in which the wizard inhabits/controls a 20-foot (6 m) diameter area per level of experience.
He cannot go beyond his area of control. There is nothing to see or do in the time hole, or to eat or drink,
except for whatever the person may have brought with them. The advantage of the time hole is that a man of magic
can effectively disappear for days or weeks and be nowhere to be found. In this way, the mage can hide away from
enemies when he needs to recover from physical or PPE damage/exhaustion, or he can use the time to prepare for
combat or to study in seclusion.
In the time hole, time passes normally, allowing the character to age normally. However, outside the time hole, time
is moving at a much slower rate; thus, for every 12 hours inside a time hole, only two hours pass outside. This
means the mage can spend two days/48 hours in the time hole but appear to have been gone for only eight hours. The
A Mage can stay in a time hole for 24 hours (four hours of real time) per level of experience.
Duration: Special
Saving Throw: None
The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The time
hole is a white void in which the wizard inhabits/controls a 20-foot (6 m) diameter area per level of experience.
He cannot go beyond his area of control. There is nothing to see or do in the time hole, or to eat or drink,
except for whatever the person may have brought with them. The advantage of the time hole is that a man of magic
can effectively disappear for days or weeks and be nowhere to be found. In this way, the mage can hide away from
enemies when he needs to recover from physical or PPE damage/exhaustion, or he can use the time to prepare for
combat or to study in seclusion.
In the time hole, time passes normally, allowing the character to age normally. However, outside the time hole, time
is moving at a much slower rate; thus, for every 12 hours inside a time hole, only two hours pass outside. This
means the mage can spend two days/48 hours in the time hole but appear to have been gone for only eight hours. The
A Mage can stay in a time hole for 24 hours (four hours of real time) per level of experience.
Special Skills
Spell Translation 14% (+2%)
Demons and Monsters 50% (+5%)
Geomancy or Lines of Power 40% (+5%)
Religion 35% (+5%)
Archaeology 75%/65% (+5%)
Chemistry 75% (+5%)
Holistic Medicine 75%/65% (+5%)
EDUCATION LEVEL: Four years of college.
Pilot: Automobile 86% (+2%)
Mathematics: Basic 80% (+5%)
Language: French 111% (+1%)
Literacy: French 75% (+5%)
Scholastic Skills
Journalist/Investigation Program
Computer Operation 75% (+5%)
Research 85% (+5%)
Photography 70% (+5%)
Creative Writing 60% (+5%)
Physical/Athletic Program
Gymnastics
Automatic Kick at first level; 2d4 damage
79% (+3) Sense of balance
89% (+3) Work parallel bars & rings
86% (+2) Climb rope
96% (+2) Back Flip
25% Climb
+5% to Prowl
Forced March
Prowl 60% (+5%)
Swimming
Science Program
Mathematics: Advanced 80% (+5%)
Botany 60% (+5%)
Chemistry: Analytical 60% (+5%)
Chemistry: Pharmaceutical 65% (+5%)
Secondary Skills
HtH Martial Arts
Language: English 59% (+3%)
Literacy: English 45% (+5%)
Radio: Basic 60% (+5%)
Running
Identify Plants & Fruit 40% (+5%)
History 49%/36% (+4%)
Mythology 45% (+5%)
Combat Data
HTH Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
Disarm Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Other: Body flip/throw; does 1d6, victim loses initative and one attack
Weapon Proficiencies
W.P. name--List totaled bonuses from W.P. only
Saving Throw Bonuses
Coma/Death: +6%
Toxins (15+):
Magic (varies): +3
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+):
Psionics (varies):
Possession: +1
Horror Factor: +2