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Netbook.Character.Creation.Compendium.Reduced

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Published by archangel777, 2022-08-05 19:15:49

Netbook.Character.Creation.Compendium.Reduced

Netbook.Character.Creation.Compendium.Reduced

damage done by the blast, but required to bring them forth. at a time and only control one
the area of effect when the spell The flames are summoned forth target at a time. The duration
is obtained has a maximum in a fixed location, designated for the emotional control is the
rank of Excellent (one area), by the caster, and cannot be duration of the spell. When the
even if the caster’s actual spell moved. The flames are used spell expires, the victim regains
rank is higher. The area of as a fiery wall to block his normal emotional reactions.
effect can be increased through movement into or out of the
experience, but can never target area. They extend Empathy. The caster can
exceed the spell rank. along one side of the target magically sense another
Furthermore, this spell has a area chosen by the caster and character or group’s strong
maximum limit of Amazing rank can be any height chosen by emotions (not thoughts). This
for its area of effect. the caster, from a few feet to spell not only allows the
three stories. The wall of flames character to gain a general
Eldritch Breath. The caster can be slightly bent by the impression of the mood and
can direct Mystical energy into caster to accommodate intentions of individuals or
a breath attack, similar to structures and obstacles. No groups, it also allows him to
Eldritch Beams/Bolts or an more than three walls can ever broadcast his emotions to an
Eldritch Blast, but issuing forth be maintained by the caster individual or group.
from the mouth, He can still at any one time. Broadcasting emotional
verbally communicate, taste, attitudes like friendship, love,
etc. The type of damaging Emotion Control. The caster caution, helpfulness, and so
breath is up to the Judge and can magically control the forth can sometimes prove
player (see Eldritch Beams/ emotions of others, but the invaluable in clearing up a
Bolts for suggestions). caster must establish some link misunderstanding. The
with the target, such as gazing character cannot broadcast
Eldritch Crystals. The caster into the target’s eyes or talking these emotions unless he truly
unleashes a stream or swarm of to the target for a brief moment. feels them. These feelings
magical crystals that will The caster must make a should help dictate his
bombard a target upon his successful spell rank FEAT roll actions. Only one attempt at it
command. The crystals will to establish control (see the can be made per encounter. By
appear, attack the target, cause Magic Effects Table under using this spell, especially on
physical damage equal to the Psyche-Mental Control, treat a animals, the caster can sense
spell rank, then disappear. successful roll by the caster as whether the target is deathly
These are physical a hold). This spell can only afraid, slightly afraid, in love, full
manifestations of magic and affect a single target in the area of hate, etc. and the object of
are affected by defenses that of effect. The target is allowed a their hate, love, fear, and so on.
protect the target from physical Psyche FEAT roll to attempt to
damage (body armor, force resist this form of mental Enchanted Eye. The caster
fields, battle suits, bulletproof control. If the target fails his creates an enchanted eye when
clothing, etc.). The crystals will resistance FEAT roll, his he wishes. The caster can
attack only one target chosen emotions are under the caster’s automatically summon the
by the caster, if there are control and subject to the enchanted eye for one round
several targets in a single area. caster’s suggestions. The only. A successful spell rank
caster can summon love, fear, FEAT roll brings the eye forth
Eldritch Flames. The caster hate, etc. and force his foe to for the full duration of the spell.
summons forth mystic flames react to those emotions. These It can only see as far as sight
that cause damage equal to emotional upheavals override normally would, but can
their spell rank every round a the target’s normal emotional penetrate darkness (real or
character passes through them. inclination. The caster may only magical), show the caster
A spell rank FEAT roll is “summon” one strong emotion mystical existences (such as

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astral projections, invisible the spell rank. The damage the caster uses the
magical objects, mystical caused equals the spell rank gravitational forces to seize the
shields, and so on), and see number. The caster must make target in a grappling-like attack.
through illusions. The caster a successful yellow or red spell The grappling force starts with
is mentally linked with the eye rank FEAT roll to use this spell Typical Strength, but the caster
and sees everything it sees. defensively. The following can automatically increase the
The enchanted eye is a energies the ones most often strength by one rank each
separate magical creation affected by this spell. (The round, up to the spell rank. This
capable of flight. Its movement Judge can add others as requires concentration on the
rate is the same as that of the desired.) part of the caster (no attacks or
caster. The maximum distance Darkforce. The Darkforce is a other spells cast while the
it can be be separate from the semi-sentient force from gravity attack is in effect). The
caster is based on the spell another dimension. It can be target must make a successful
rank (for example, 12 areas used to black out an area so Strength FEAT roll to escape
for Amazing rank.) The eye can completely that even infravision the effect. Reverse gravity
be attacked physically or does not work. It cannot be can only be lowered to Shift 0,
magically; the eye has Health used as a weapon outside of whereby the target can float a
points equal to the caster’s the area the character is few feet above the ground.
Psyche and any FEAT roll the occupying, but within that area Magnetism. A caster with
eye is required to make use the anyone enveloped by the magnetic control can
caster’s appropriate ability rank. Darkforce (except the caster) manipulate any items that
The caster is not affected by loses Health points equal to the contain iron or steel within the
any damage suffered by the caster’s spell rank number each area of the spell. He can also
enchanted eye. round. Controlling the Darkforce manipulate the Earth’s
requires that the caster use magnetic field and use it to
Energy Control. The caster dimensional energy; this form of control iron or steel bearing
can use his personal, universal, control is not available to items, anchoring them to the
or dimensional energy to control casters who cannot use ground or twirling them like a
another type of non-magical dimensional energy. top, or create a magnetic force
energy (not personal, universal, Electrical. The caster can shield with an armor rank equal
or dimensional). This energy absorb and redirect electrical to the magnetic control spell
manipulation requires a energy. One of the best uses rank.
successful spell rank FEAT roll. of this spell is as an electrical Solar. A hero with this spell can
Only one type of energy can be override. The caster can direct redirect, magnify, or diminish
chosen by a beginning caster, electrical spells to override the the natural light in the area of
but with advancement he may controls of electrical equipment, the spell. A blinding flash can
learn to control other forms of including computers, alarm cause damage in that area
energy. The caster can affect all systems, and non-shielded equal to the spell rank number
of the individual type of energy robots. He can either take and temporarily blind a victim. A
within his area of effect with control or damage this light barrier does not defend
ease: turning it on or off, equipment. The ability of control against damage, but no one
making it overload, siphoning it is equal to the spell rank. can see through it and it scares
where he chooses, etc. He can Gravity. The caster can reverse off unintelligent animals and
channel controlled energy or intensify gravity at will. The creatures.
around himself so as not to be spell can be used to move Sonic. This spell can amplify
harmed by it. The caster must objects (use the spell rank as sound in an area to the point
make a successful red spell the caster’s Strength). A where everyone except the
rank FEAT roll to use this spell character with this spell can do caster is temporarily deafened.
offensively. The attack must be two gravity related actions at This is particularly distracting
made by touch, no matter what once. When used as an attack. for magic wielders using

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dimensional spells and Incredible spell rank.) An mystical tendril around an
incantations (successful yellow Unearthly duration means that object and sees the stress
Psyche FEAT roll required to the spell lasts indefinitely, points, fracture planes, or
cast a dimensional spell; usually until the caster escapes weaknesses inherent in the
see Distractions in the MAGIC from the hostile conditions that item. The object must be
USE AND COMBAT Section). caused him to cast the spell. natural, not magical. If
The caster can also reverse the this spell is used successfully,
effect to completely “dampen” Fear. This spell affects all the caster can use a magical
an area so that no sound can targets in the area of effect. The energy attack (bolt, blast, etc.),
be heard whatsoever, including spell releases an unreasoning and shatter the object if he gets
sonic weapons. fear from the target’s mind. All a Bull’s-Eye result using a
targets are allowed a Psyche Targeting attack (see the Magic
Environmental FEAT roll to resist the effect Effects Table), even if the
Independence**. The caster (see the Magic Effects Table). If object’s material rank is up to
can surround himself with the target misses the roll, the three ranks higher than the
an aura of magic that maintains frightened character wants spell rank. Note; This spell
a livable environment for him. nothing more than to run away cannot be used to shatter Class
He does not need to sleep, eat, and hide (all his actions while 1000 materials unless the
drink, or breathe, but can if he afraid are at -2 CS). The victim caster’s spell rank is also Class
wants to. He feels no non- will try to avoid, or if necessary 1000.)
magical cold or heat and can attack, anyone attempting to
survive in outer space, under stop or restrain him. The Flight. With this spell, the
water, within the earth, in hostile character can only perform caster can magically fly. The
atmospheres, etc. This spell actions (including spell casting) spell rank and Psyche of the
does not provide protection that will help him to escape. caster determines how
from or immunity to attack, but it The victim always flees away fast he can fly. Consult The
does allow the caster to survive from the attacker, even if he movement table on page 1to
in conditions where survival cannot see the caster. After the determine the movement rate.
would normally be impossible. first three rounds of being The normal rate is the speed
The area of spell is usually just afraid, and every other round the character usually flies. If he
around the caster himself, after that, if need be, the wishes to achieve top rate flight
though the aura can contain an frightened character is allowed he must make a Psyche FEAT
additional character for every a Psyche FEAT roll to regain his roll every 5 rounds. A failed roll
rank of the caster’s Psyche composure. Once made, it will simply drops the caster’s speed
above Remarkable. This is a still take him a full round to get back to normal. The caster
particularly long-lived spell, complete control of himself. must make a successful spell
often used by magic wielders Though the caster must rank FEAT roll to perform
stranded in hostile maintain a high degree of intricate flight maneuvers, fight
circumstances or alien concentration on this spell to while aloft, or perform other
dimensions. The duration of this keep the target afraid (no magic while aloft. The form of
spell is left to the Judge, as attacks or other spell casting flight that the individual player
different conditions and allowed), he does not know character has (wings that
circumstances (time passage in when the character breaks the magically appear, magic control
other dimensions for example) spell. Only when the target of wind, or simply mystical
can affect the duration. It is attacks the caster or otherwise flight) is up to the player.
suggested that the caster acts contrary to a state of fear
receive a +3 CS on the duration does the caster realize he no Foretelling. The caster can
of the spell. (For example, the longer influences the target. mystically predict the actions of
spell would have a Unearthly anyone he has studied (defined
duration for a caster with an Flaw. The caster weaves a as observed for at least 10

202

rounds). This foretelling is sometimes surface in the by a successful spell rank FEAT
short-term only. If he makes a character’s memory. A yellow roll is what the item’s purpose is
successful spell rank FEAT roll result means that the character and how to use it. If the caster
the caster does not have to knows most of the highlights of has no talent in an area that the
decide what to do in that round the event, but cannot remember item might be used for, then he
until after the opponent(s) have who cast the spell of only has a rank of Typical when
declared their actions, no forgetfulness. A red result using it. Once an artifact’s
matter who has the initiative. means that the character can purpose is identified another
remember everything. spell rank FEAT roll is allowed.
Forgetfulness. The caster can If successful, it allows the
magically effect other Glamour. The caster can caster to “read” the psychic
characters’ minds and cause conjure up flashing lights and impressions left on it by the last
them to forget events. This is swirling colors, which distract person who used it. Information
usually used by heroic magic and confuse opponents. The that can be gained includes
wielders to protect innocent caster can cause them to what the user looked like, what
bystanders from the awesome appear anywhere within sight in he thought of while using it,
psychic shock caused by some the area of effect. Any what he was doing for the last
of the sights to be seen during characters in that area few hours before the item was
magical combat, etc. It is also must make a Psyche FEAT roll; lost, stolen, or otherwise left his
used by most magic wielding if the FEAT is successful, the possession, etc. The longer the
characters to protect their target is unaffected. If the roll item has been untouched, the
secret identities. Evil magicians fails, the target suffers an dimmer the impression. This
may also use this spell to cover unfavorable 1CS on all his spell is increased or diminished
up their trail or their crimes. The actions (plus or minus 1 CS if the item is magical. If the
duration of the spell is depending on whatever is magic is of the same school as
permanent (unless another unfavorable to the target). If the the caster, he receives a +2CS.
sorcerer uses a Revival spell of caster desires, he can try and If the magic is not of the same
at least equal spell rank to target the glamour on a specific school as the caster, he
break the spell of character; this requires a receives a -1 CS. If the magic is
Forgetfulness). The number of successful targeting Agility of a school hostile to the
people that can be ensorcelled bull’s-eye FEAT roll. If caster, he suffers an additional
by the spell depends on the successful, the target suffers an -1CS.
spell rank: Good = 1 person; unfavorable 2 CS, but the spell
Excellent = up to 5 people; effects that target only Once Growing. The caster grows
Remarkable = everyone in I established the glamour cannot taller through this enchantment.
area; Incredible = everyone in a be moved out of the area or The limit on his size is listed on
square mile; Amazing = exact location it was cast upon. the Maximum Growth column in
everyone in 100 square miles; Glamour has no effect on the Table 6.6: Magical Size
Monstrous = everyone on the caster. Changes, and depends on the
planet; Unearthly everyone in spell rank (the Shrinking spell
one dimension; Class 1000 Gramarye. The caster has the also uses this Table). If the
everyone in all dimensions. Any ability to magically learn caster’s Strength rank is less
character with a Psyche equal information from an item, The than this spell rank, he uses the
to or greater than the caster’s caster must make a successful spell rank as his Strength when
may make a Psyche FEAT roll spell rank FEAT roll to learn in giant form. If the spell rank is
to reduce the effects of the anything from the item (if the less than the caster’s Strength,
spell. Magic wielding characters item is of an unfamiliar alien the Strength is increased one
have a +2CS for this FEAT roll. design, the Judge can apply a rank when in giant form.
A green result means that -1CS to the spell rank). The first Enemies who attack him also
vague recollections of the event information that can be gleaned get a +1 Column Shift to the

203

right, because the caster’s The object will return to its Judge. The illusion looks,
great size makes him easier to normal size only after the sounds, and smells the way it
attack. duration of effect has lapsed. would if it were real, but cannot
cause damage. Since the
Rank Growth Shrinking Healing. This spell gives the illusion exists only in the mind
FE 8 feet 4 feet caster such complete control of the targets, no one outside
PR 10 feet 2 feet over his bodily functions that he the area of effect can see it.
TY 12 feet 1 foot can heal himself by use of All characters in the area of
GD 14 feet 6 inches personal or dimensional energy. effect see the same illusion.
EX 16 feet 3 inches Use the spell rank number The caster must concentrate on
RM 18 feet 1 inch instead of his Endurance rank the illusion for the entire
IN 20 feet .5 inch number to determine the duration of its existence to be
AM 22 feet .25 inch maximum amount of damage believable. Each character
MN 25 feet .1 inch healed. The caster can only seeing the illusion may make a
UN 30 feet .01 inch perform this once per day, in Psyche FEAT roll to disbelieve
addition to his normal healing it at the beginning of the illusion
Growing-Others. The caster rate. and every other round after
has a magical spell that is that. If the FEAT roll is
almost identical to the Growing Healing Others. The caster successful, the illusion fades
spell, but instead of being able can magically heal other from his mind. Other characters
to increase his size, he can characters by using universal or with illusion creating powers,
increase the size of other dimensional energy. The caster whether magical, mutant, or
characters and objects. If the must touch the character for whatever, receive a +2 Column
character to be grown is willing, two consecutive rounds after Shift to their attempts to
then the caster must make a casting the spell. A successful disbelieve. An unaffected
successful spell rank FEAT spell rank FEAT roll is required. character cannot persuade
roll to increase his size. The The, maximum amount of an affected character of the
character will regain his normal damage that can be healed per illusion’s true nature.
height after the duration of spell person is the spell rank number. Characters who are affected will
or when the caster wishes, Any individual character can act as they normally would if the
whichever comes first. If the only be healed once per day by illusion were real. If characters
character to be grown is not a specific caster. The number of attack an illusion, attacks
willing, then not only does the different characters the caster will not affect it (although the
caster have to make a can heal per day is equal to the caster could make it seem
successful spell rank FEAT spell rank number divided by 10 otherwise); the Judge will have
roll but the target is allowed a (round fractions up). If the to keep track of the attacks
Psyche FEAT roll to resist the player so desires, this spell because of the possibility of
effect. If the target’s Psyche could be used to heal a injury to bystanders or property.
FEAT is successful, he is creature instead of a character. Items passing through an
unaffected. It the target is The healing is complete, illusion may look like they are
affected, he will return to his including the mending of broken absorbed by it, like he side-
normal height after the duration bones and torn cartilage. The stepped it, or whatever else the
of spell or when the caster spell is also effective against caster desires. If the illusion is
wishes, whichever comes first. disease. of something silly, confusing, or
The caster can use this spell to extremely contradictory, then
enlarge objects with a material Illusion. This spell creates an the Judge should secretly roll
rank equal to or less than this illusion in the mind of creatures an Intuition check for those
spell rank. To increase an within the area of effect. The affected to disbelieve it.
object’s size, the caster must player whose character is using
make a spell rank FEAT roll. this spell must describe it to the Image Projection. The caster

204

can direct his magical energy to rank or Strength is at least two spell rank FEAT roll. If the
form an identical image of ranks above this spell rank and individual is unwilling, then the
himself. For every round he if the attacker makes a caster must make a spell rank
makes a successful spell rank successful red FEAT roll. At FEAT roll with a -2CS penalty.
FEAT roll, the image will the end of the duration of effect, Anyone not used to being
perform as he desires, the mystical “anchor” invisible will have a real
thoroughly convincing most disappears, but the caster can problem moving about
characters that the image is the cancel the spell earlier if he (movement halved), performing
caster. This belief is somewhat chooses. the simplest of actions (-2
like the Illusion spell and should CS)/and fighting in any fashion
be treated as an illusion for the Invisibility. This spell makes (-3CS for any combat). It
purposes of combat or touching the caster invisible to others. requires at least 10 rounds of
the image. The caster can Any item on the caster’s person being invisible before becoming
either use this spell while he is and anyone holding hands with used to it.
visible to create a “double” and him (and willing to be affected)
confuse his opponents, or he also becomes invisible as long Learning. This spell is used to
can hide or turn invisible (if he as they remain in contact with give the caster an advantage in
has that spell) and have the him. This spell cannot turn an combat. It enables him to
image replace him. The unwilling creature invisible. quickly learn from his mistakes.
creation of more than one Being invisible causes no After this spell is cast the caster
image is possible, but it special problems for the caster, must fight his opponent for
requires a successful Psyche but anyone else affected who is three consecutive rounds
FEAT roll by the caster for not used to being invisible will (normal combat, magical
every image made and each have a real problem moving combat, astral combat, etc.).
image requires a successful about (movement halved), When the three rounds have
spell rank FEAT roll by the performing the simplest of passed the caster suddenly has
caster for each round he is actions (-2 CS), and fighting in insight into his opponent’s
commanding them. The any fashion (-3 CS for any methods of combat and
maximum number of images a combat). It requires at least 10 receives a +1CS when
caster can create during the rounds of being invisible before fighting that opponent during
use of this spell is the spell becoming used to it. Note: an this encounter only. The
rank divided by 10 (round invisible person can be located duration and area of effect
fractions up). by persons with superhuman listed on the Magical Limits
hearing or sense of smell, Table do not apply for this spell.
Immovability. The caster or by detection powers and If combat is interrupted but later
mystically anchors himself to a devices that do not depend on resumed and the Judge is not
surface, after which he is nearly sight. sure whether to consider it one
an immovable object. The 11 continual encounter or two
planting” takes concentration, a Invisibility-Others. With this separate encounters, the spell
successful spell rank FEAT roll, spell the caster can make still applies if the caster makes
and one round. The caster objects not on his person a successful spell rank FEAT
gains body armor equal to the invisible by touching them. roll.
spell rank, and he cannot be The size of the object must be
Slammed or Stunned in combat equal to or less than that of a Levitation. This spell enables
in any event. He can also medium-sized car. The caster the caster to mystically rise into
perform magic while “planted” can attempt to make other the air. A successful spell rank
on a wall, ceiling, or whatever. people invisible only if his spell FEAT roll is required. No further
An attacker can destroy the rank is Amazing or better. If the FEAT rolls are needed unless
surface the caster is anchored individual is a willing subject, the caster descends to the
to only if the attacker’s attack then the caster must make a ground, and then want to

205

levitate again during the magic wielders can be linked Luck. The caster can disrupt
duration of the spell. in this manner. For every magic probability fields so that very
The maximum altitude a wielder linked to his mind, the unlikely events can occur,
levitating character can reach is caster gains a + 1 CS to the somewhat like creating his own
1 area at Good rank, with an spell rank of any spell he casts, luck. For example, he could
additional 2 areas for every up to a maximum of Shift X cause a table to collapse or a
spell rank above Good (thus, a rank. (Exception: this spell machine to tip over. He can not
caster with a Remarkable cannot increase the rank or cause something to happen if
Levitation spell can reach an effects of Link spells.) If the that event is impossible; tables
altitude of 5 areas). The spell involves a range factor, can not be created from
movement speed (rising or the range is increased to nothing, and machines just
descending) per round is 1 area that of the shifted spell rank. If can’t cease to exist. When the
for a character with Good the spell inflicts damage, the caster uses his spell, the player
Psyche with an additional area area of effect and the spell rank describes exactly what effect is
for each Psyche rank above is shifted, for purposes of FEAT wanted, and the Judge decides
Good. The character cannot rolls, but damage is increased whether or not that effect is
use this spell to lift any weight by 10 points (not 1 rank) for within the spell’s power and
greater than his normal clothing each additional mind linked. assigns an appropriate FEAT
and equipment. This spell (For example, if three magic color. To use the spell the
affects the caster only. The wielders are linked to a caster caster must make a successful
character can perform other with an Incredible rank in spell rank FEAT roll. If the
actions while airborne, including Eldritch Crystals, he would caster is trying to alter
combat, but is limited to one receive a + 3 CS for the area of probabilities around magic
spell per round regardless of effect and chance of a materials or energies, such as
the type of energy (personal, successful spell rank magical artifacts or temples,
universal, or dimensional). FEAT roll, but any damage apply a - 2 CS to the spell rank
If knocked unconscious while caused would be 70 points, not when making the FEAT roll.
levitated, a character will 100. Only the caster who
immediately fall to the ground. initiates the Link spell can Manipulation. This spell
This spell should not be perform any actions. All other creates invisible magic tendrils
mistaken for the ability to fly magic wielders who are linked that can manipulate materials.
(see the Flight spell). Levitation must remain place and “Soft” materials, like organic
only allows vertical movement. concentrate. If the caster tissue and fabric are easily
Sideways movement is only they are linked to sustains manipulated while “hard”
achievable by the levitating damage, they absorb one-tenth inorganic materials require a
character pulling himself of that damage too, rounded successful spell rank FEAT roll.
along an object. A levitating down. The link also increases No material can be manipulated
character cannot create forward the caster’s Psyche for if its Material Strength rank is
momentum to affect the resistance to mental attack. For greater than the spell rank. The
direction of his ascent. It is every additional mind linked, caster can easily manipulate
always straight up. While wind apply a +1CS to the caster’s the hair or clothing of another
has no affect on a floating Psyche when defending character, causing them to
caster’s ascent direction, it can against mental attack. The link constrict or bind the target
slow him down if the Judge is automatically broken if the (Strength for grappling would
feels it is strong enough. caster is rendered unconscious equal the spell rank). If the
or if he loses control of his own caster is attempting to affect
Link.** The caster can link his mind (due to Confusion spells, organic tissues or muscles in
mind with other, willing magic Fear spells, Mental Control another creature, the caster
wielders, thus giving him spells, etc.) must make a successful Psyche
additional power. Up to four FEAT roll. If successful, the

206

victim must make an Endurance preventing illusions, telepathy, Mental Probe. The caster
FEAT roll or suffer damage empathy, etc., from affecting the creates a tiny, magical tendril
equal to this spell rank. The caster. It also protects him from that can probe another person’s
spell can only be used on one magical attacks on the mind mind. If the caster succeeds in
target at a time. (Emotion Control, Confusion, his spell rank FEAT roll, the
Fear, Mental Control, etc.) probe will reveal the target’s
Matter Rearrangement. The by giving him a +3 CS for any true identity and details
caster can magically reshape Psyche FEAT roll to resist the concerning it. This spell should
inanimate objects in the same attack. While the barrier is up not be confused with Empathy,
area that he occupies (ignore the caster can perform no spells Mental Control, or other,
normal area of effect). He that require/a great deal of stronger spells. This spell does
cannot change the material concentration. Treat the spell not allow the caster to
rank of the object or increase or rank as body armor for the sake manipulate the target’s mind.
decrease the mass. (Examples of defense against attempted
of how to use this spell include: mental penetration by non- Mesmerism. This is a basic
changing a hood’s pistol into a magical powers. The Judge magical form of hypnotism that
wrench; turning a wooden door should make sure this spell is permits the caster to
into a table; altering a not abused. A character who communicate with and
bulletproof glass windshield into constantly has the barrier up command specific creatures of
a large bulletproof glass salad will become easily exhausted less than human intelligence. To
bowl; etc. The caster can only and can even suffer Psyche communicate with a creature
change objects whose Material loss due to the mind damaging requires a successful Psyche
Strength are equal to or less effects of trying to always be FEAT roll. Commanding a
than his spell rank. Once mentally protected. The creature is possible only if the
magically altered the item maximum safe duration rank is caster’s spell rank is greater
remains that way unless this Excellent. than the creature’s Endurance
spell is used again. The Judge rank, and also requires a
should start the caster with a Mental Control. The caster can successful spell rank FEAT roll.
size or mass limitation (“about magically attack another The target must be able to see
the size of a bread box”) and character’s mind and attempt to the caster to be affected by this
let him slowly build it up as he control it. The target must be spell. If the caster is affected
becomes more experienced. visible and the attacker’s spell by an attack in the round he
This spell does not penetrate rank-must be equal to or higher casts this spell, the mesmerism
force fields of any type. than the victim’s Psyche rank to is automatically broken. When
attempt the control. The caster this spell is obtained, the caster
Mental Barrier. This spell must make a successful spell will be able to mesmerize only
creates a magical invisible rank FEAT roll to control the one specific type of animal:
headgear which does not hinder target. The victim is controlled mammals, birds, reptiles,
the caster’s normal senses. It until the attacker releases him amphibians, fish, insects, etc.
allows the caster to know when or until the duration of effect is As he becomes experienced he
someone is trying to intrude on up, whichever comes first. If can learn how to mesmerize
his thoughts, magically attack the victim is ordered to do other types (Judge’s discretion).
his mind through mesmerism, something he would normally
illusion, etc. It does not indicate be strongly opposed to, such Mesmermechanism. This spell
who is doing the attacking or as hurting himself or a friend, operates in the same fashion as
intruding, nor does it reveal turn himself in to the police (if Mesmerism, but communication
what spell is being used. In the he’s a villain), etc. he is allowed and command is between the
round following the one in which a Psyche FEAT roll, and, if character and intelligent
the hostile spell is detected, the successful, breaks the mind artificial life forms, such as
caster can, secure the barrier, control. robots and androids. The

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caster’s spell rank must be as the caster are protected. knocked unconscious after
higher than the mechanism’s Offensively., this spell creates a controlling the weather, it will
Reason. A mechanism that has whirlwind that functions as a return to normal the following
an organic brain, such as a grappling attack. This spell can round, unless the caster is
cyborg, receives a Psyche push objects around, using the knocked unconscious during
FEAT roll to resist this spell: if it spell rank as Strength. wildly violent weather (storm,
is successful, the target is tornado, blizzard, etc.), in which
unaffected. Earth Control. This spell case the caster must make a
enables the caster to spell rank FEAT roll; if
Nature Control. The caster can manipulate naturally occurring successful, the violent weather
manipulate one of the four minerals or items consisting abates, if unsuccessful, the
elemental materials (fire, water, mostly of minerals, such as weather goes wild.
earth, air) or the weather. In all concrete, pavement, refined
cases, the spell rank functions metal, and glass. It does not Net. The caster can weave an
as Strength. A caster with include artificially manufactured enchanted net from his magical
Incredible Strength can lift 10 devices, such as guns or plastic energy. This net radiates from
tons; a caster with Incredible items. the caster in all directions, and
earth control can use his spell imprisons anyone within a one
to manipulate up to 10 tons of Fire Control. The caster has area range, whether it is friend
mineral matter. The spell only the spell to increase or or foe (ignore the usual area of
affects existing elements within decrease the intensity of an effect). The web is a physical
the area of effect; the caster existing fire, or the temperature manifestation that has a
cannot create elements. Any of an object, causing damage material rank equal to the spell
Nature Control spell can be up to his spell rank number. The rank. It can be ripped or
used as an attack by forming caster cannot, however, shredded, and will disappear if
columns of the elements generate fire from his body. the caster is knocked
which strike the target; the unconscious. The caster can
damage caused equals the Water Control. The caster can move when radiating this net
spell rank number. A caster can control the movement of water, only if he makes a successful
manipulate the appropriate creating whirlpools, water red Psyche FEAT roll; the net
elements within the area of spouts, etc, Any boat or ship disappears if he fails the roll. If
effect, but they must be within with a Speed rank below the he will teleport out of the net, or
sight. Affecting anything further caster’s spell rank can be in some other mystical way
away than five areas requires a stopped in the water. leaves the net without
successful yellow FEAT roll; a physically moving it, the net will
successful red FEAT roll is Weather Control. This spell is remain in place and intact for
needed to affect anything a unique combination of all four the duration of effect.
more than ten areas away. Only elemental control spells. It
nonliving, inanimate material allows the caster to manipulate Paralyze. This spell creates a
can be manipulated. The player the weather within his area of magical tendril that attacks the
may pick the type of control his spell. Storms, rain, wind, and target’s mind, making him
character will possess. snow can be summoned. The unable to move. If the caster’s
temperature can be raised or spell rank FEAT roll is
Air Control. By using this spell, lowered. Lightning bolts can be unsuccessful, the target will not
the caster may create winds or called down. Each weather even suspect he has been
a partial vacuum. Defensively, effect requires a spell rank attacked. It the caster’s spell
thrown objects and missile FEAT roll to succeed, and rank FEAT roll is successful, the
weapons are deflected (as causes damage equal to the target is allowed a Psyche
if the caster was dodging) and spell rank if used to attack FEAT roll to resist. If the target’s
all character’s in the same area someone. If the caster is resistance roll is successful, he

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is unaffected but knows that he Post-cognition. The caster, by is out of the caster’s area, but
has been attacked. If the remaining immobile and those powers cannot enter the
target’s resistance roll is concentrating fully, can look area and operate (for example,
unsuccessful, he becomes back in time, seeing a vision of power beams that are fired into
completely paralyzed for a past events. The maximum the caster’s area will dissipate).
number of rounds equal to the area he can observe is his area Natural phenomena created
roll of one die, plus 2 additional of effect. He cannot be seen outside of the area, such as a
rounds. A paralyzed character by those shades of the past and storm delivering lightning bolts,
cannot move or speak, but he can hear no sound. This will not affect the caster’s area.
he can see, hear, smell, and spell requires full concentration.
use mental spells (it he has A successful spell rank FEAT Power Duplication**. The
any). Only a creature with a roll is required. The range of caster can duplicate one of the
brain (including cyborgs) can time that may be traveled back powers of a being possessing
be paralyzed. Medical treatment is 3 months multiplied by the natural, non-magical super
cannot cure magical paralysis. caster’s Psyche rank number. powers. The caster must touch
For example, a character with the character to use the spell. If
Plant Control. The caster can an Amazing Psyche (50 points) the other character is willing,
communicate with and control can go back 150 months, or 12 the normal spell rank FEAT roll
all forms of vegetation within years, 6 months. The vision is not necessary. Only one
the area of effect. Plants can be starts at the far end of the time power can be duplicated at any
used to attack (damage and span and runs towards the one time. The duplication of
Strength or Agility equals the present. If the caster makes power does not remove the
plant’s Material Strength +1CS, another successful FEAT roll power from the target. The
usually Typical or Good), as he can “freeze” the vision, or duration, area, and damage
spies (the caster can verbally replay an event already shown. of the duplicated power is that
communicate with the He cannot interfere in any way of the caster’s spell rank, not
controlled plants) and a wide with time, only observe what the power rank of the original
range of miscellaneous uses has happened in the space he power. The caster can choose
(as ladders, cushions, bindings, is concentrating on. Note: The the power duplicated, if the
etc.). A magic wielder of a Judge can rule that magic caster knows the other
Nature magic school using this artifacts or ancient rites will character. If the character who
spell shifts the plants’ attack allow a character to look back is touched is relatively unknown
abilities up another + 1 CS, and over millennia. to the caster, and the powers he
can communicate through a possesses are not completely
chain of plants (for example, a Power Block.* The caster fills known, than the Judge should
tree talking to a field of wheat, the area he is occupying with randomize what power the
which asks a moss covered an enchantment that prevents caster duplicates. The caster
embankment what the caster the use of all natural non- cannot duplicate magical spells,
wishes to know) as well as magical super powers talents, artificial abilities (like
directly with one plant. Note: (regardless of origin) with a Iron Man’s Strength), or extra
Whenever communications with power rank less than the spell limbs or other extreme physical
plants occur two things must be rank of the Power Block. This differences (like Nightcrawler’s
kept in mind: plants are not too does not work against any spell tail.)
bright and cannot identify things or power that has a rank
by sight but by feeling their size exceeding the caster’s Power Protected Senses. The caster
and weight as they pass by; Block spell rank. Technological creates an invisible, magical
fields and other large groupings powers, natural talents, and headgear that completely
of small plants are considered magic are not affected. surrounds the head without
as one entity. Dampened powers are returned hindering his senses. Four of
to normal once the character the caster’s senses (sight,

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hearing, smell, and taste) are resistances. the Revival spell, then the
magically protected against Atmospheric. Resistance to caster must make a successful
damage from attacks based on the effects of all types of gases, spell rank FEAT roll to break the
sensory overload (such as loud spores, and airborne microbes. spell subtracting as many ranks
noise, blinding light, or Cold. Resistance to the effects from his spell’s normal spell
nauseating smells.) If the caster of cold. rank as the holding spell
would normally make a FEAT Corrosives. Resistance to exceeds it. A Revival spell can
roll to resist one of these acids and corrosives of all only be used against a specific
sensory attacks, use the types. spell enthralling a specific
spell rank of this spell if it is Electricity. Resistance to character once a day.
higher than the appropriate damaging electrical currents
ability rank. If the ability rank is and lightning. Sensing-Clairaudience. The
higher, shift the ability rank one Heat and Flame. Resistance to caster can listen through any
column to the right for the fire, flames, and natural or objects or structures that
resistance FEAT roll. If the artificial heat sources. normally would baffle sound
attack normally succeeds Poison. Resistance to all types within a specific range. The
automatically, the spell rank of natural and synthetic range equals the area of effect
acts like body armor that poisons. (see the Magical Limits Table).
protects the senses. Radiation. Resistance to a The character can quickly scan
specific type of radiation, such the area of spell for
Reflective Aura. The caster as gamma rays or cosmic rays. conversation, unusual sounds,
surrounds himself with an The player and Judge should etc., but the actual area listened
invisible aura that reflects non- agree on a useful resistance. to, within his range, cannot be
magical energy attacks Solar. Resistance to sun stroke, larger than a 20 foot radius.
back to the sender or device. sunburn, light attacks, and solar When zeroed in on, sounds
Energy attacks with a power radiation. from the area can be heard as if
rank equal to or less than the Sonic. Resistance to all types the caster was there himself.
spell rank literally reflect off him of damaging sonic waves and Any sound attack in the area
and are directed, in full force, sounds. has full effect on the character
back at the attacker. Energy using this spell. This spell
attacks of a greater spell rank Revival. The spell counters the requires a great deal of
are reduced by one rank for the effects of other spells that concentration. It can be used
purposes of damage caused to preventing a character from simultaneously only with similar
the target. This has no effect acting or thinking with complete Sensing spells.
on mental or magical attacks. control. Spells that can be
The spell requires full countered by a Revival spell Sensing-Clairvoyance. The
concentration by the caster. It include Mesmerism, Emotion caster can see within a specific
cannot be used while the Control, Confusion, Fear, range through obstacles and
caster is engaged in physical Illusion, Charm, Mental Control, structures. The range is equal
combat. Paralyze, Forgetfulness, and to the area of spell (see
the like. If the spell rank of the the Magical Limits Table). The
Resistance Aura. The caster Revival spell is stronger character can quickly scan the
surrounds himself with an than the spell rank of the area of spell for any unusual
invisible magical aura that controlling spell, then the activities, but the actual area
protects him against a specific controlling spell is automatically focused in on and viewed,
type of hostile environment broken. If the spell ranks are within this range, may be no
or condition. The spell rank is equal, a successful spell larger than a 20 foot sphere. It
treated as body armor against rank FEAT roll is needed to is affected as sight normally
the hostile effect. The following break the spell. If the holding would be by darkness, light
are the most common kind of spell is a higher spell rank than attacks, and so on. This spell

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requires a great deal of Unlike some of the other and useful. The caster can
concentration. It can be used sensing spells, this spell does automatically talk to or
simultaneously only with similar not require a great deal of otherwise communicate with
Sensing spells. concentration. the servant. This spell cannot
use human beings as servants.
Sensing-Danger. The caster Sensing-identity. The caster
can scan the area of spell using can mystically scan the mind of Shape-Shifting, Limited. The
mystic waves that will warn him anybody he can see within his caster can mystically change
of danger. If this spell rank is area of spell and determine that into the shape of one animal,
higher than the caster’s person’s true identity. If the plant, or object of his choice.
Intuition rank, use this spell target is another magic wielder The exact creature or object
rank when the caster makes or a character with mental must be specified when the
Intuition FEAT rolls. If the spell powers of any kind, he is spell is first learned and
rank is lower than the caster’s allowed a Psyche FEAT roll to whenever the character
Intuition, increase his Intuition resist the probe. If the changes, it is into that shape.
by one level when making resistance FEAT roll is Changes to the shape are
Intuition FEAT checks. successful, he is unaffected. automatic, but to become a
perfect duplicate, complete with
Sensing-Evil. The caster can Sensing-Mystical Detection. its abilities, requires a
mystically sense the presence The caster is sensitive to the successful spell rank FEAT roll.
of great evil in his area of spell. use of magic. He can detect The caster cannot change into
This includes the presence of magic use and its specific another super powered
evil creatures (demons, evil source within the area of character. A shape shifted
magic wielders, super villains effect. Among the specific magic wielder can only use
bent on destruction, etc.), things he can detect are: spells that rely on his own
artifacts of evil design or magicians casting spells, personal energy. Universal
exceptionally evil deeds. This magical items that are being energy spells and dimensional
spell is automatic (FEAT rolls used or that have a protective energy spells are not
are not needed). As the caster spell cast on them, magical usable unless he is in his
gets closer to the source of the portals, and magical creatures. natural state.
evil emanations, his sensing Unlike some sensing spells, this
gets stronger. Thus, he can spell does not require a great Shape-Shifting, Unlimited*.
usually root out the evil if he deal of concentration. The caster can mystically
goes looking for it. If the spell change into the shape of any
duration is permanent, the spell Servant. The caster can animal, plant, or object he
functions constantly, even when summon forth his own, personal wishes. He retains his normal
the caster is asleep. servant to do his bidding. This size and mass, unless he also
servant will require quite a bit of has the Growth or Shrinking
Sensing-Fields. The caster Judge’s discretion as to its spell. Changes to a the shape
can magically detect the nature, abilities, spell, etc. The are automatic, but to become a
presence of force fields, in the servant’s abilities are generated perfect duplicate, complete
area of effect. The caster as for any other character. The with its abilities, requires a
must make a successful yellow Judge then gives it two spells, successful spell rank FEAT roll.
FEAT to detect fields smaller and gives it an origin The caster cannot change into
than man-sized at ranges appropriate to the character it another super powered
greater than five areas. At serves. Various types of character. The caster can also
ranges of a mile or more, the magical servants exist, shape-shift other, willing
caster must make a successful including jinn, demons, characters, but must make a
red FEAT to detect fields familiars, ghosts, and the like. successful spell rank FEAT roll
smaller than building sized. The servant is obedient, helpful, with a - 1 CS penalty to the

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spell rank. The caster retains to harm the caster during appears when the previous
his normal consciousness and that round. A caster can have shield has been shattered. For
can magically see and hear, only one great shield in effect at example, a caster with a
even if in an “inanimate” form. A any time. Remarkable spell rank has
shape-shifted magic wielder three Individual Shields, one
can only use spells that rely on Shield-individual. The caster right behind the other to protect
his own personal energy. create a mystic shield to protect him. If the outermost shield is
Universal energy spells and himself. The shield has an struck by an attack that is at
dimensional energy spells are armor rank equal to the spell least two ranks higher than
not usable unless he is in his rank. This shield is usually the shield rank, one or more
natural state. invisible to all but magic inner shields are also broken; if
wielders and can be projected the attack is 2 ranks higher, a
Shield-Aura. The caster out away from the caster’s second shield is broken, at 3
surrounds himself or another outstretched hand a few feet. ranks higher, a third shield, and
character with a shining aura The caster moves the shield to so on. No damage will reach
that acts as body armor against block attacks. If the caster is the caster in the round the last
all forms of attack. It does not attacked from a number of shield is broken.
hinder the caster in any way. An sources at once the shield
aura shield has an armor rank will only protect him from one Shrinking. The caster can
equal to the spell rank - 1 CS. If attack. If the caster is surprised, mystically shrink himself. The
it is hit by an attack with a or if the attacking character limit depends on his spell rank,
higher power rank it is succeeds in targeting a magical and is listed on the Magical
shattered and disappears, beam or bolt as a bull’s-eye, it Size Changes table, under the
though no damage reaches the means the caster could not Growth spell. The caster’s
caster during that round. Only move his shield fast enough to Strength rank is unaffected by
one aura shield can surround a deflect the attack. If the shield is size reduction, but he gets a
character at any given time. hit by an attack with a higher +1CS when attacking, and
spell rank it shatters, though no opponents have a -2CS when
Shield-Great. This shield damage penetrates it to harm they attack him. Damage
protects an area. Unlike the the caster during that round. caused is as normal. Area effect
other shields, the great shield is The caster can also use this attacks do not use these
immobile and the caster spell to encircle himself with modifiers
assigns it to a fixed position four weaker shields (armor rank
when he casts it. The size of equaling the spell rank -1CS). If Shrinking Others. The caster
the great shield can be any of the shields are broken, has a magical spell that is
anywhere from the size of an the remainder are unaffected. almost identical to the Shrinking
individual shield up to a plane The caster cannot leave the spell, but instead of being able
that is 1 area wide and 3 stories circle of shields until they to shrink himself, he can shrink
tall. It can be located anywhere dissipate or are destroyed. other characters and objects. If
within the area of effect, but the the character to be shrunk is
caster must see the location to Shield-Multiple**. This spell willing, then the caster must
place it. The great shield has an uses extra dimensional make a successful spell rank
armor rank equal to the spell energies to create a Multiple FEAT roll to shrink him. The
rank +2CS. It is usually Shield. It is identical to an character will regain his normal
transparent, but strange runes Individual Shield, except that height after the duration of spell
can be seen scrawled around there are actually multiple or when the caster wishes,
the edge. If it is struck by an shields behind the one that whichever comes first. If the
attack with a higher power rank appears. For every spell rank character to be shrunk is not
it is shattered and disappears, above Good, the caster has willing, then not only does the
though no damage penetrates it another Shield that immediately caster have to make a spell

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rank FEAT roll, but the target is spell rank determines how to teleport to, or is able to see it,
allowed a Psyche FEAT roll to much weight can be moved, as then he need make no FEAT
resist the effect (see the Magic if it were Strength. This spell roll. If he is attempting to
Effects Table). The target will can be used to attack in two teleport into an unknown
return to his normal height after different ways. The caster can location he must make a
the duration of spell or when the ensnare someone kinetically; spell rank FEAT roll. A failed roll
caster wishes, whichever the victim is considered means he could not complete
comes first. If an object is to be grappled by a Strength equal to the movement and was
shrunk, its material rank must the spell rank, The caster may “bumped” back to his original
be equal to or less than this also form a telekinetic fist and point of departure. If a caster
spell rank. To shrink an object, attack from a distance (but tries teleport into a solid object
the caster must make a within the area of spell), making (because he is unaware of its
successful spell rank FEAT roll. a Psyche FEAT roll to hit his presence) he must make an
The object will return to its target. This will cause damage Endurance FEAT roll; if this roll
normal size only after the equal to the attacker’s Psyche fails, he materializes outside the
duration of effect has lapsed. rank. object but suffers damage equal
to the material rank of the
Static Field. The caster can set Telepathy. The caster can object. The character is
up an invisible static field with direct his Universal or automatically slammed (1 area)
his magical energy. This field, Dimensional energy broadcast and may be stunned (make a
which blankets his area of his thoughts to others and to FEAT roll for exact result). The
effect, disrupts television, read ‘ their thoughts. The visual effects that accompany
radio, CB, walkies-talkie, and person receiving the caster’s teleport (vapors rising, flash of
other broadcasting devices. It thoughts is not forced to light, slow fade out, etc.) are
also disrupts all closed-circuited respond. If attempting to up to the player.
monitoring security systems communicate with a being of a
and scanners, most computer higher Psyche rank, the caster Tongues. The caster mystically
systems, robotic “brains”, must make a successful spell alters his senses so he can
and any other highly rank FEAT roll. While this spell read, write, speak, and hear
sophisticated electronic is mainly communicative it unknown language spoken or
devices. The field moves with is also a support spell which written in his presence. The
the caster and once an item is adds a +1CS for any of the area of effect has no
outside the field, it works as following spells used by the significance with this spell. If the
before. Any attack that uses caster at the same time as language is native to his world,
broadcast power, such as a he is using Telepathy: Mental no FEAT roll is needed. If the
maser (microwave), must Probe, Mental Control, and language is an alien one, he
punch through the field first. Mesmerism. must make a successful spell
Treat the spell rank as body rank FEAT roll to be able to
armor for purposes of defense. Teleportation** The caster can comprehend it.
channel his Universal or
Telekinesis. The caster can Dimensional energy into a Trance. The caster has two
use his Universal or special type of movement that options with this spell, he can
Dimensional energy to move allows him to travel mystically slow down or speed
objects within the area of effect. instantaneously from one spot up his metabolism. The
He must see the object to to another without physically slowed metabolism reduces the
initially move it, but once crossing any of the space potency of any poison in his
moving he can keep it moving if between. The caster can body (- 3CS). The character
he loses sight of it. However, if teleport as far as his area of can almost hibernate, thus
he drops an object he cannot effect allows. If the caster lasting longer on fewer
see, he cannot lift it again. The is familiar with the location he is supplies in harsh climates, The

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character can feign death and victim. This requires the use of which causes half of its normal
has a chance to fool even the dimensional energy. damage.)
best doctors into believing he Energy. There are many Trap. The caster uses this spell
has died; feigning death options available: solar, it he expects to be mentally
requires a successful spell rank electrical, various types of attacked (magical or otherwise).
FEAT roll. While the caster’s radiation, etc. The Judge should Once set, the trap will last for 5
body metabolism is slowed assign any special abilities that rounds (ignore the normal
down, healing also slower (one- are unique to the particular duration of spell) or until the
half his Endurance rank number energy’s nature. character is successfully struck
per day). The accelerated Fire and/or Heat. The caster by a magical mental attack or
metabolism speeds up has limited body armor equal to other form of mental probe.
medicinal drugs injected into the spell rank against weapons When this happens, the
the caster’s system, thus that melt or burn. The grasp of caster must make a spell rank
doubling the effects of healing. a character transformed into fire FEAT roll. If he succeeds, the
He can feign a fever, heart causes damage equal to the caster’s stored magical
attack, and other maladies. spell rank number and can Universal or Dimensional
Once the character has ignite flammable items. energy lashes out, causing
started his mystical trance he Gas. The caster decides on damage to the attacker’s mind
cannot move or do any action whether he wishes to be air, that is equal to the trap’s spell
except concentrate. He can smoke, toxic gas, etc. Nothing rank. If he fails, the attack
come out of the trance affects the gaseous caster that against the caster will be
whenever he desires, but it would not normally effect gas successful, but apply a - 2 CS
takes 2 rounds for his body to (but his mind can be attacked to the spell rank of the hostile
return to full consciousness. by mental spell). spell.
Ice. The caster can freeze
Transformation. The caster anything freezable. His grasp Vapors-Enhancement. The
can, upon a successful spell causes damage equal caster can conjure forth magical
rank FEAT roll, magically turn to the spell rank number, when vapors, which pour out from
his body into another he is transformed. around his feet, hands, or just
substance, retaining his own Metal or Mineral. Among the suddenly begin to swirl in the air
shape. There is a 15% chance options are sand, steel, (caster’s discretion). These
that this spell is the type that diamond, etc. vapors are thin and wispy and
can transform the caster into Sound. The caster’s body can constantly swirl around the
any substance he wishes. be composed of “living sound”, caster’s body. During the
Otherwise the caster must pick very similar to the villain Klaw. duration of these vapors one of
one of the transformations listed He has mass, so he can be the caster’s abilities is
below. In his altered form, the touched or hit, but the only enhanced; the player picks the
caster may assume the environment he needs is ability when the character
properties of that material: some type of matter around obtains the spell-it can be
water flows, energy travels at him, a medium through which Agility, Strength, Endurance,
the speed of light, fire ignites sound can travel. Sonic attacks or Psyche). The caster can then
flammable materials, and so on. will have no effect on him. perform as normal without
If the form is solid or sonic, the Water. The caster can retain his having to concentrate on his
caster can use its material rank body shape, or collapse and enhancement. If the
as body armor. flow through small openings rank of this spell is higher than
Darkforce. A caster who and cracks. Body armor also the caster’s normal ability, use
transforms himself into the equals spell rank because the spell rank. If the ability is
Darkforce can drain Health attacks pass right through him higher than the spell rank, add
points equal to the spell rank (except for heat attacks, which one rank to the ability when
by touching or enveloping the cause full damage or electricity using this spell.

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Vapors-Obscurity. The caster sufficient density to affect at will. Once gone, by the
can conjure forth magical anyone’s vision. Everyone but caster’s will or at the end of the
vapors, which pour out from the caster who is in the duration of spell, the character
around his feet, hands, or just vaporous area(s) must make an starts dying and must follow
suddenly begin to swirl in the Endurance FEAT roll or fall the procedure on page 11 of the
air (caster’s discretion). The asleep for 1-10 rounds plus an MARVEL SUPER HEROES
vapors resemble dense smoke additional 2 rounds. Loud Game Battle Book. If the
of a color specified by the noises, being nudged, and character the caster is trying to
caster. They fill the area he is other “awakening” conditions save has been dead for over 2
occupying in one round. The will arouse the characters rounds, but less than 3 hours,
caster can continue to fill areas affected. These vapors only last the caster can try to create a
at a rate of one per round until for one round, then dissipate. special, potent vapor which will
some or all of his area of effect have the same effect as
is full. These vapors prevent Vapors-Resist Death. The described above. To create
anyone from seeing the caster, caster can conjure forth magical this special vapor requires the
and even radar, sonar, and vapors, which pour out from caster to make a spell rank
infrared devices cannot around his feet, hands, or just FEAT roll and deduct one rank
penetrate them. The caster, on suddenly begin to swirl in the from his Psyche (for a week)
the other hand, can see through air (caster’s discretion). These whether he succeeds in the
the vapors perfectly. The effect vapors will only cover one spell or not. The caster can
that the vapors have on combat individual the caster chooses keep attempting this spell, but
is to provide the caster with a within the area of spell. This must deduct the Psyche rank
1 CS when striking an opponent character must be dying or each time he tries. If his Psyche
who is in the vapors and to dead for no more than 2 rounds rank drops to Feeble or below,
penalize the opponent with a -2 when the spell is cast. These due to the exercising of this
CS Shift for striking at the extremely powerful vapors will spell, he permanently loses a
caster, while the opponent is in bring the character up to 0 Psyche rank.
the vapors. Health points and keep him
there (if he has died) or will Wave. The caster unleashes a
Vapors-Sleep. The caster can freeze him at the level of his sorcerous “wave” of mystical
conjure forth magical vapors, current Health and Endurance. force causing damage equal to
which pour out from around his This “freezing” of the character the spell rank. The wave can be
feet, hands, or just suddenly will last for the duration of effect linear and directional or cover
begin to swirl in the air (caster’s and allows for time to treat his the complete area of spell,
discretion). These vapors wounds or the condition which effecting everyone and
resemble soft, billowy, white is killing him (taking him to a everything in its range.
clouds and will only cover the hospital, applying spells that Whenever a wave of
caster’s immediate area (if the heal, etc.) Once applied, these Remarkable intensity or higher
spell rank is Good or less) or vapors wrap the target in a ripples forth, all in the area(s)
the caster’s area and one black, swirling shroud. The must make an Agility FEAT roll
adjacent area of his choice (if target remains unconscious to remain standing, otherwise
the spell rank is Excellent of while in the vapors. The they fall to the ground. The
better). The vapors are not of caster can dissipate the vapors duration of the wave is one
round.

215

Entreaty Spells

These spells request an extra succeed. The Judge can use • Assumes that the being
dimensional being, artifact, or his discretion in assigning entreated is friendly to the
entity to allow its energy to be FEAT colors, but the following caster or his school. If the
used by the caster for guidelines are suggested: being is neutral, increase the
completion of his spell. These FEAT result needed by one
require the caster to call out the FEAT* Effect Required color (from Green to Yellow,
name of the being entreated, Green Entreaty for example). If the being is
usually in some prosaic chant Green duplicates effect hostile to the caster, increase
(the player does not have to do Yellow of a Personal or the FEAT result by two colors
this aloud!). The Miscellany of Universal spell** (from Green to Red, for
Mysticism features a section on Red Entreaty spell is •example). An increase beyond
these entities, their intentions one normally ••Red is not possible.
and inclination towards associated with • ** Assumes that the effect
order or chaos, and some of the the being* does not duplicate any group
more famous entreaty spells Effect desired is sub- spell that the caster has
associated with them. The not one normally chosen for that day’s use (see
player tells the Judge the associated with Group Spells). If the effect
desired effect of the entreaty the being, but not duplicated would normally
spell and the Judge assigns a contrary to its allow a Psyche FEAT roll to
colored FEAT roll result that he nature or avoid its effect, the target is
feels is appropriate for success. purpose. allowed the FEAT roll.
The player must then make a Effect desired is
FEAT roll that equals the contrary to the
assigned result in order to being’s nature

The Enhancement Spell

This spell is presented out of character is granted a power, each* and grants one
alphabetical order because it is go to Table 5.0 to determine magical power
one that a player character the power’s “school” , then to 61-75 Raises 2 select abilities
would not normally obtain for Table 6.0 and treat the power by 2 ranks each*
his own use. This powerful as personal energy. If no 76-90 Raises three random
enchantment is used by the powers have been granted, abilities by 2 ranks
Judge to create magically determine the enhanced each*
enhanced characters-Altered abilities, then go to Talents. 91-95 Raises 3 select abilities
Humans of magical origin. The by 2 ranks each*
Judge can use this spell to Magical Enhancements Table 96-98 Raises 3 random
create player characters as well Roll Enhancement abilities by 2 ranks*
as NPCs. To create a character, 01-10 Raises 1 select ability by each and grants one
roll percentile dice on the magical power
Magical Enhancements Table I rank* 99-00 Raises 3 select abilities
for the type of enchantment, 11-25 Raises 2 select abilities by 2 ranks each* and
then again on the Special grants one magical
Conditions Table for special by 1 rank each. * power
conditions of the enchantment. 26-40 Raises 2 random *Abilities have an upper limit of
Read and note any descriptions Amazing: any enhancement
below the Tables. If the abilities by 2 ranks above
each*
41-60 Raises 2 random
abilities by 2 ranks

216

Amazing is ignored. Raising a 71-80 Abilities and wealth (character must not
select ability indicates that the 81-90 powers require exceed a Resource rank of
player can choose the ability he 91-00 self sacrifices to Poor), his personal life (no
wants raised. The ability is then maintain. secret identity allowed), friends
increased. Raising a random Abilities and (character is thought of as a
ability indicates that the referee powers require a rogue or questionable hero, at
should roll a die randomly for keyword or best), and so on. The Judge
the ability that will be increased: gesture to makes the final decision).
1 or 2 = FIGHTING, 3 or 4 = activate. Keyword or gestures indicates
AGILITY, 5 or 6 = STRENGTH, Abilities and the character can only increase
7 or 8=ENDURANCE, 9 powers require a his abilities and/or gain his
=REASON or INTUITION condition laid power when he performs a
(player’s choice), and 10 down by Judge certain gesture or says a
= PSYCHE. It is then increased. to maintain. keyword, such as “By the Mists
Granting a magical power of Merlin, let the Silver
indicates that the character has No special conditions indicate Sorceress appear” or some
been imbued with one magical that the character’s symbol must be displayed
power that uses personal enhancement is constant (Judge’s discretion). The
energies (roll on the list of and permanent. Effective during character would then be
personal spells). certain time periods indicates magically enhanced for a set
that the powers only work time period, say 1 day.
Special Enhancement Condition during night, do not work for Conditions laid down by the
more than 8 hours at a stretch, Judge indicates some other
Dice Roll Special Conditions or whatever period the Judge requirement than those listed
decides. Requires self beforehand must exist for the
01-60 No special sacrifices to maintain indicates character to become enhanced
that something must be given (Judge’s discretion).
conditions, abilities up by the character to keep his • duplicated would normally
magical enhancements. allow a Psyche FEAT roll to
and/or powers are Possibilities include sacrificing avoid its effect, the target is
allowed the FEAT roll.
permanently

imbued.

61-70 Abilities and

powers are only

effective during

certain times

217

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