Magi Spells

  • January 28, 2006 at 2:22 am #1589
    VEST Paradox
    Participant
    Magi Spells

    Some Spells that a Magi learns are abilities that are innate and do not require any sort of casting, while others require the manipulation of the weave and must therefore be cast. Any of the Spells that are listed as Spells go off the Casting time, Range, and Duration of the skills that the Magi must possess in order to perform their Art. Most of these will be Spells, however some are nothing more than gifts from the elements. All of the abilities or spells use the Discipline+Casting skill in order to determine success (unless oterwise noted) and to determine the time for the effect to inact. The length of time the spell lasts is determined by the Duration Skill, unless otherwise noted. Some of the spells are only allowed to those belonging to a specific Element and those not of that element must pay an additional 5 GP/25 XP to learn them. The Element specific spells are listed at the end of the list.

    Sample Spell Listing:

    Spell Name

    Room Command: Room command for activation

    Generation Cost: Spell cost with Generation Points

    Experience Cost: Spell cost with Experience Points

    Range: The range of the spell

    Breed ID: Wether this Spell has the physical component needed to allow for Sight recognition rolls.

    Roll System: The roll required to activate the spell and the target number needed for the character to succeed

    Duration/Activation: How long the effects of the spell last; the number of rounds it takes to activate the spell.

    Effect/Description: This is a description of the spell and its effects.

    Most of the time your character tries to use a Spell, you will need to do three things. First, your character must harness the weave around you that touches all things universal. All Magi must make verbal incantations and various hand gestures depenant on the spell being cast. Then you must enter the room command. This command is listed under the name of the spell. They are used to alert the host and the other players that you are using a Spell. The other characters may not be aware of this, but their players should be. You must then roll to activate the spellat which time you spend the cost of the spell (usually Spirit) You must decrease your character’s pool statistic by each point listed to the right of the spells name [ cost ]. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    General Spells

    Conjure Element

    Room Command: ##Conjure Element##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: The Magi uses this power to contact the source of his element and then bring a small amount of that element into the Physical Realm. The element will be used up as normal after the duration ends. eg. Fire will burn until there in no more fuel to feed it and Air will dissipate unless sealed, Earth and Water will be permanent until eroded or evaporated. The Magi cannot draw forth any Ores or specific Elements, for instance an Earth Magi cannot summon forth a steel blade nor can a Water Sect call forth the Hydrogen in the water. The Elements created are only in raw form and will appear where ever the magi specifies within limits of his Range Skill. One cubic foot of the element can be conjured and for every 4 points above the TN an additional cubic foot will be comjured. For instance: Merlin casts this spell and rolls an 11. He has a Casting of 14, and a Discipline of 28 for a total of 53 after his roll is added. 22 will create one cubic foot, 26=2 cf, 30=3cf, 34=4cf, 38=5cf, 42=6cf, 46=7cf, and 50=8cf of his element.

    Meditation

    Room Command: ##Meditate##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: NO

    Range: Self Only

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: Instant / see Casting Skill

    Effect/Description: In order to center themselves and replenish their mystical energies after spell casting, a Magi needs to shut themselves off from the world around them and meditate. To accomplish this, they must be sitting alone and relaxing, in the presence of at least one cubic foot of their chosen element (bucket of water, campfire, on a pile of dirt, or in an open area). The meditation must be role-played for the full 15 minutes in the main room. If they are interrupted (legitimately) for even a moment, the meditation must begin anew. 1 Spirit Point may be regained for every four points above the TN achieved, this returns after the fifteen minute meditation is Roleplayed. You cannot gain more Spirit than your original level.

    Shape Element

    Room Command: ##Shape Element##

    Generation Cost: 3 GP’s

    Experience Cost: 15 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: This mastery allows the Magi to control his chosen element to some extent. One cubic foot of the element can be shaped for a success and an additional cubic foot for each +4 over the TN achieved. This ability will last as long as the Magi’s Duration skill will allow, then the Magi must recast the spell. The shaping of the materials is varied and although the amount of the element can be decreased, it can only be increased by conjuring more. The exact shaping depends on the element, fire can be forced to burn only along a certain path, or contained within certain boundaries. Water can be shaped into pools, shapes, contained witin a certain area or made to rest above the ground instead of seeping into it. Air can be moved to create winds or have all winds stopped in a certain area. Earth can be shaped into verious forms, as if molded by an artist. Used in combination with the Artistry skill, wonderous things can be done.

    Animal Mimicry

    Room Command: ## (Animal) Form ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: YES

    Range: Self Only

    Roll System: 2d6+Discipline+Casting vs TN 20

    Duration/Activation: Indefinite / see Casting Skill

    Effect/Description: This spell enables the Magi to shape shift into one type of small animal. This would include, but is not limited to: dogs, cats, mice, etc. This form must be chosen when this spell is learnedand other animal types may be purchased at a cost of 3 Generation Points or 15 XP later on per form. The animal form you choose must be approved by the Character Sheet Department. No form of spell casting is possible while in an animal form. For a listing of the authorized animal forms: Magi Animal Forms

    (Just a quick note about shape changing (all forms). While a Magi is in another form, if its current Body falls to 0, the Magi will immediately change back to mortal form minus the damage it has already taken, leaving a minimum of 0 Body. It should also be noted that materiel objects do not shapeshift with the character. Any and all clothes and objects the character was holding will need to be transported by some other means.)

    Lesser Elemental

    Room Command: ## Lesser Elemental ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Casting vs TN 26

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: The Magi can call upon their element to create a more permanent servant to assist them in day to day tasks. In order to summon the Lesser Elemental the Magi must have one cubic foot of their element (a Magi can only summon Elementals of their own Element) and have at least one skill to level 8. When they summon the Elemental they pour someof their own intellect and awareness into the being and bestow upon it some knowledge. The mage can instruct the Elemental in up to two skills that they know to at least level 8. So long as the elemental is in their presence, they can spend a point of Spirit to gain a +3 with one of those skills the elemental was taught, though doing so drains the elemental for four (4) rounds, during tht time the elemental can render no aid to the Magi. Once the Elemental is summoned, the roll must be witnessed and posted in The Lair and then included on your character sheet. It must remain there so long as you have the Elemental. Should you create an elemental and only have one skill at level 8 or higher, then later raise another skill you wish to train the Elemental in, you can cast this again to teach the elemental the new skill. The elementals take different forms depending on their element, this is generally an imp (fire), Sylph (water), small gnome (Earth), or Pixie (Air), or a gremlin (Spirit) and are no taller then 3 inches in height. A Lesser Elemental can go no farther than 5 feet from it’s master.

    Messenger

    Room Command: ## Messenger ## (Target) — Messgage —

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: NA

    Roll System: 2d6+Discipline+Casting vs TN 24

    Duration/Activation: Special / see Casting Skill

    Effect/Description: The Magi has learned to summon a form of his element to play messenger to another person. This is generally an imp (fire), Sylph (water), small gnome (Earth), or Pixie (Air) that takes a message from him and delivers it to their target. Regardless of distance the messenger will take 15 minutes to arrive, get the response and then 15 minutes to return. The Messgener cannot wait any longer than 15 minutes for a response or else it will dissipate. The messenger is not completely substantial and can only be kept away by being inside an Elemental Circle (See Lore Descrition above). How far the messenger can travel depends on his success when summoning it, it’s easy to convince the messenger to deliver a message close by, but across greater distances the journey could imperil the messenger so it needs more convincing. For each 5 points above the base TN the distance will increase as seen below:

    Amount Over________Distance

    0-4_________________Within Two Miles

    5-9_________________Within London

    10-14_______________Within the Kingdom

    15-19_______________Continental Europe

    20+_________________Global

    Raiment

    Room Command: ## Raiment ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Self Only

    Roll System: 2d6+Discipline+casting vs TN 24

    Duration/Activation: NA / NA

    Effect/Description: Through the use of simple magics and minor canrips, as well as ages of practicing, Magi have the ability to magic their clothing to change with them. When they return to their human form, they will once again be wearing clothing. When this spell is cast any clothing that the Magi is wearing will change with them. This does not include purses, bags, or packs, but does include hats and jewelry. Some peices of clothing may be chosen to not fully blend with the new form, but instead appear as clothing on the new form (Hats on cats, jackets on dogs, etc.) Some materials harder than cloth have difficulty blending and somewhat appear with the form, for instance, a metal breastplate may give the fur a metallic shen, while a leather great cloak may retain it’s color on the animals skin or patterns.

    Conjure Object

    Room Command: ## Conjure Object (Object)##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: Self Only

    Roll System: See Below

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: Throughout time, Magi have always been able to “create things out of thin air”. Though some Charlatans use sleight of hand to accomplish this task, a real manipulator of the Weave can sometimes just seem to pull objects out of their hats. The Magi must first empower a location to act as the source of his objects. He can have many different onces, but each one must be empowered seperately. To do this the Magi must roll 2d6+Discipline+Casting vs TN 30, this roll must be witnessed by a Room Host or ST, posted in the Storytellers Lair, and a link to the location placed on your character sheet. You must have an approved SL for what items can be found at the location as well. When you wish to reach in and grab an item, you must roll 2d6+Discipline+Casting vs TN 24, as you reach into a container large enough to hold the item to be grabbed (For example, you cannot pull a Lamp from your hat, but could from a large bag). You will automatically grab the object that you were seeking as you reach through the fabric of space to the location where it is stored.

    Elemental Bolt

    Room Command: ## Bolt ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: as per Range Skill

    Roll System: 2d6+Discipline+Casting vs targets 2d6+Dodge

    Duration/Activation: See Duration Skill / see Casting Skill

    Effect/Description: Magi have been persecuted for thousands of years and have developed means to combat their opressors if needed, this being the most effective of them. The Magi can call forth the elements around him, pulling energy from the weave. When this is done the Magi may release it towards his enemy in a terrible bolt. This bolt may take one of several forms depending on the Magi casting it, from stone daggers, to fireballs, or even Lightng or Steam. This attack will do three (3) points of body damage to a target, reguardless of breed. This can be an awesomely destructive spell when in the proper hands. The Duration is dependant on your Duration Skill but only one bolt may be thrown per round, a character must have Range 6 in order to learn this Spell.

    Empower Elemental

    Room Command: ## Empower Elemental ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Casting vs TN 26

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: The Magi can use this Spell to further enhance his Elemental. In order for this to be done the Magi must have an existing Lesser Elemental Summoned and then Cast a Spell upon it that the Magi wants the Elemental to learn and then cast this spell. This may not be possible unless your Duration and Casting skills are high enough to accomplish this all before the Spell ends. When done the Elemental will learn the Spell taught it and the Magi no longer has access to the knowledge stored within the Lesser Elemental (meaning he can no longer spend a point of Spirit and gain the bonus for himself) instead the Elemental now has those two skills at level 3 as well as a Body, Mind, and Soul of 3 (and all modifiers based upon them). The new Empowered Elemental has it’s own intellect and is obedient to the creating Magi. The Elemental will also have that one Spell stored within as it’s own, though it may not be able to activate it. The Elemental grows to no taller than 8 inches and isn’t restricted as to how far from it’s master it can be.

    The Elemental can accomplish most tasks the creator asks, and is limited only by the skills it posesses. The Magi can only have one Empowered Elemental at any time. The Empowerment of the Elemental must be posted in the original thread for your Lesser Elemental.

    Elemental Shield

    Room Command: ## Elemental Shield ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: YES

    Range: Self Only

    Roll System: 2d6+Discipline+Casting vs TN 24

    Duration/Activation: See Duration Skill / see Casting Skill

    Effect/Description: When subjected to, and unable to avoid confrontation, the Magi will draw on the strength of the elements around him to combat any bodily harm it sustains. The skin of the Magi will shift in appearence to that of his element, Earth Magi will become rocky, Fire Magi will radiate heat and get a reddish coloring, Air Magi will have small vaporous winds wrap around them, and Water Magi will become an aqua tone. This effect will only be viewable by those with Magi Lore 6 or the Casting Skill. The Magi is more resilient to the damage they can take before the pain begins to affect their abilities. Elemental Shielding absorbs 2 points of damage per round, then any other damage taken during the rest of the round will make it through the shielding. The shielding will recharge at the beginning of each round for its duration. This Spell is limited only by the Duration skill of the caster.

    Unravel

    Room Command: ## Unravel (Target – Mastery) ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs targets 2d6+Will

    Duration/Activation: Instant / see Casting Skill

    Effect/Description: This Spell allows the Magi to unravel the power holding another ability in effect. This Spell has two uses, to cancel another magical effect on a person (Someone under the effects of a mastery with a stated duration) or to permanently halt a more powerful effect (A permanent, idefinite, or Innate Mastery). If just cancelling an effect with a duration, the roll is made by normal and should the Magi win the roll the effect is removed. In the event of a permanent, indefinite, or innate mastery, the defender gains a +6 to the roll. If the Magi shuts down a Permanent, Indefinite, or Innate Mastery it is shot down for a Scene or an hour, which ever is over first. (In the case of combat, each round is 15 seconds, so it will generally last for the duration of combat.) When this Spell is cast, a visible glow appears around the Magi’s hands and eyes and a vapor forms around the target.

    Greater Elemental

    Room Command: ## Greater Elemental ##

    Generation Cost: 20 GP’s

    Experience Cost: 100 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Casting vs TN 28

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: With Greater Elemental, the Magi can further empower his Elemental. First the Magi must have an existing Empowered Elemental. Then he must cast this spell upon the Elemental. If the Casting Roll is successful the Elemental is now empowered even further. The Magi can now spend his own experience on the Elemental as he teaches it new abilities. The elemental has a personality of it’s own but will follow the instruction and requests of the creating Magi and no other. The Magi spends his experience on the Elemental as if it were Generation Points. Statistics cost 6 points each and skills cost as per the Skill +1 (a skill listed at Generation cost of 3 per level would cost 4 per level). Magi cannot teach the Elemental the following Spells: Lesser Elemental, or any of the General Spells. Innate Spells cost 5 XP per Spell. A Magi can also not teach the Elemental any Spell that he does not personally know. Once the Elemental has been taught 300 XP worth of Statistics, Skills, or Spells, it will be human sized, the exact height depends on the Element (Earth and Fire will be male, Water and Air will be female, Spirit will be determined by the personality of the Elemental), and it will still remain featureless, though it’s general shape will take on a gender (no genitalia, though featureless breasts will appear on females). At this stage the construct is still colored in accordance the their element as in Lesser Elemental. After another 200 XP is spent on the elemental it will gain features, earth elemental will have dark skin from carmel to almost ebony, fire elementals will be ruddy complected with reddish tones, air elementals will be pale and nearly china white, water elementals will generally have very fine light features as well, spirit elementals will look average and non-descript The elemental will grow hair, it’s skin will become pliable and feel like skin, it will have it’s own body heat. At this stage the elemental can pass for human. All Elementals will have black irises, and their hair may change per their element (Fire Elementals may have tanned skin and fiery red hair, Air elemental may have hair so blonde as to appear white, etc..). Elementals are unique creatures and will require Lore to kill. They can be bound as any other Magi, and injured in the same way. They also heal like normal mortals.

    In order to kill an Elemental, you must first possess Lore 14 and have a specialty in Magi. You must use an empowered stone that represents their opposing Element (or a lodestone for spirit). This item must be placed on their chest and struck with a mallet. If the Lore roll is made correctly, the Elemental will die. The rest of the killing roll functions as normal in the description of Lore.

    Elementals can become free of the Magi under two conditions. The first is if the Magi dies. The second is if the Magi spends 50 XP and sets it free. Should the Elemental be freed, it will learn as per any mortal, and become an NPC (or could become a PC through an approved Storyline). Once an Elemental is free it gains and spends it’s own XP (if it becomes a PC) and is in all ways a Magi, though it is banned from learning the General Spells.

    Water Magi Masteries

    Circle of Protection

    Room Command: ## CoP ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Special

    Roll System: 2d6+Discipline+Casting vs TN 24

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: The circle of protection is a literal circle, about 10 feet wide. Cryptic sigils lace the inside rim of the chalk circle. The Magi sits in the middle, and performs a 5-minute chant. At the conclusion of the chant, the Magi is immune to all forms of mental masteries, including mindspeak. Although the Magi cannot be mentally touched, they can be physically touched. This spell lasts as long as the Magi remains within the circle’s boundaries.

    Fog

    Room Command: ## Fog (Target) ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: NO

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 32

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: This spell enables the Magi to create a cloud of fog that surrounds the target. The fog created is very thick, making combat nearly impossible. The victim caught in the fog can barely see their hand in front of their face. Attacks are made at random, meaning the victim cannot target any specific body location. These attacks are wild, thus requiring a penalty of -4 to their Attack Modifier. If the attacker in a fog misses their intended target, each person within range must roll to dodge the same attack in the order of who is closest (to be determined by the ST). The Fog begins at a radius of 10 feet around the target location and grows by 5 feet per round of the duration, when the duration ends it dissipates at a rate of 5 feet per round until it is gone.

    Water of Life

    Room Command: ## WOL (Target) ##

    Generation Cost: 10 GP’s

    Experience Cost: 50 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 24

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: When this spell is successfully cast, the Magi will heal themselves or their target at an incredible rate. Upon successfully casting this spell, the Magi heals 1 Body for each three points over the TN they make on the Casting roll, unless the wounds were created by fire or a Faith item. Wounds created by a Faith Item cannot be healed with this spell. Fire wounds heal at a 3 for 1 rate, so if you would have healed 3 normal wounds, you will heal one fire wound. If a character has wounds from fire and normal wounds, the Fire Damage must be healed first. When this spell is cast, tendrils of bluish smoke will extend from the casters hands and move towards the wounded area on the target.

    Waters Dance

    Room Command: ## WaterDance ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: NO

    Range: Self Only

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: The bodies of the Water Magi tend to be naturally gracefull and lithe however this mastery speeds them to inhuman capabilities. This mastery can be used in all forms of the Magi, as the Element within them has turned to its instincts, not human reaction. This mastery adds +3 to the Quickness Modifier for the duration of the spell.

    Soul Scrye

    Room Command: ## Scrye (Target) ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs targets 2d6+Will

    Duration/Activation: Instant / see Casting Skill

    Effect/Description: This spell enables the Magi to expand his reading of the patterns around a person and peer at the eprsons pattern itself. With this spell the magi can tell if the person is a normal mortal or something beyond that. Depending on how high the Magi scores over their defense determines how much information is gained. The magi may be able to learn what breed the person is by using this. Several things can be learned by examining the persons pattern. If someone has a mastery active that specifically hides their nature the Magi must make another 2d6+Discipline+Casting vs the targets 2d6+Will to break through this mastery.

    (Beat the target will by) Effect

    ( 0-2 ) The target is something other than human

    ( 3-5 ) As above + Emotional State

    ( 6-8 ) As above + How many Body, Mind, and Soul wounds the target has.

    ( 9+ ) As Above + The targets Breed.

    Restructure the Elemental Flesh

    Room Command: ## Restructure ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: NO

    Range: As per Range Skill

    Roll System: See Below

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: Damage done to a person is just an alteration of that persons pattern in the Weave. Some Magi have learned to repair this rend in a persons pattern, by using a series of complex incantations and a lot of energy, the Magi can heal damage done to a person. The Magi must first decide how much he or she wishes to heal and then make a roll of 2d6+Discipline+Casting vs TN 28 + the amount to be healed. (If Bartholemew Barrington wishes to heal a friend of 6 Body Damage the TN would be 28 + 6 for a total of 34.) Once the roll is made the caster spends the Spirit to fuel the spell, the base cost is 2 Spirit + 1 for each point healed. If you don’t have enough Spirit to cover the cost the remaining is taken from Soul.

    Earth Magi Masteries

    Mothers Breath

    Room Command: ## Breath ##

    Generation Cost: 15 GP’s

    Experience Cost: 75 XP’s

    Breed ID: NO

    Range: Self Only

    Roll System: 2d6+Discipline+Casting vs TN 24

    Duration/Activation: Special / see Casting Skill

    Effect/Description: When someone is given the gift of the earth elements they can gain their strengths in many ways, this is one of them. The Earth Magi has an uncanny knack to take a good fatal shot and then just get right back up all miffed. This is the trick. Any time the Body statistic past 0, the character’s will to live will drain it’s inner force in order to survive. No roll is required, but the Magi’s Body must first reach -1 for this mastery to begin. The Magi will lose 1 Soul per round and in return gain 1 Body. This will work until the Magi has either drained all its current Soul or returned to their full body. This ability may only be used once per night and lasts for the entire night.

    Sanctuary

    Room Command: ## Sanctuary ##

    Generation Cost: 5 GP’s

    Experience Cost: 25 XP’s

    Breed ID: YES

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: Permanent / see Casting Skill

    Effect/Description: When an Magi creates a place of his element that he can call home, a place to go for safety and sanctuary, he uses Sanctuary to solidify the area’s bond to him. The area must be filled with his Sects element, a cave or woodland burrow for Earth Sect, a room filled with braziers constantly kept alight for Fire Sect, a grotto or a cove for Water Sect, or the penthouse balcony for an Air Sect. Once activated, this Sanctuary grants the Magi a double healing rate for as long as he rests within the confines of his “home”. This also affects damage received from their bane element. In addition, Sanctuary cannot be breached by any being in Mist Form, Unseen, or Spirit Form. Transcended beings -can- enter this protected area, but may not unTranscend while remaining within the boundaries of Sanctuary. This does not bar people from entering his “home”, only people that are not in physical form.

    Note: Sanctuary is considered to be the Magi’s home in relation to vampires entering.

    Tremors – 1 Soul to use. (##Tremors##)

    Generation Cost: 10 / Experience Cost: 50

    System/Duration: roll 2d6+Will vs TN 28 / Instant; takes 2 rounds to cast.

    Effect/Description: The Magi can pinpoint some spot beneath the earth (within line of sight). The Magi can then focus their energy at the spot, forcing it to rise to the surface. The rising of this energy spiritually rips through the earth causing it to shake violently. Once this force reaches the surface, it dissipates. This shaking causes people in the area to fall down, unless they succeed in a 2d6+Body+Athletics roll vs TN 28. Things on shelves may fall down frightening children and animals. No permanent damage to structures can be caused by this spell.

    Fire Magi Masteries

    Fire’s Kiss – 1 Soul to use. (##FireKiss##)

    Generation Cost: 10 / Experience Cost: 50

    System/Duration: roll 2d6+Will vs TN 30 / Scene; takes 2 rounds to cast.

    Effect/Description: When this spell is cast, the Magi becomes immune to fire of any intensity. In order to cast this you’ll need an amulet, a piece of amber (perhaps set in a ring or pendant). This object becomes charged when casting the spell over it while the item is completely embraced by fire.

    Immolation – 1 Soul to use. (##Immolate ##)

    Generation Cost: 5 / Experience Cost: 25

    System/Duration: roll 2d6+Will vs target’s 2d6+Will

    Effect/Description: By summoning forth their element the Magi Immolates himself in bright blaring flames. This Spell can only be cast in their Elemental form and when combined tends to strike hopeless fear in the target. If successful, the victim will be at -4 to Attack and Quickness for the duration of the mastery. The victim snaps out of this stunning fear as the instinct for survival kicks in.

    Mirage – 1 Soul to use. (##Mirage## or ##Mirage ##) (Sp)

    Generation Cost: 10 / Experience Cost: 50

    System/Duration: roll 2d6+Will vs. TN below / Duration as per skill unless conditions below are met beforehand

    Effect/Description: The Magi can become the epitome of what it was meant to be: the impartial observer, a little space of timout in order to examine the weave around him. The Magi becomes invisible to all sight, including infrared and all sound, though not imperceptible with touch or scent. As an option, the Magi may be visible to one other person, but no more than one. TN is 20 to turn invisible to all and 24 to be visible to only one person. Should the Magi exceed a target number of 28, they will be able to touch and otherwise communicate normally with the selected target. The mastery remains in effect until the Magi is either touched, attacks or otherwise comes into contact with someone else physically.

    Air Magi Masteries

    Eyes of the Moon – 1 Soul to use. (no room command needed) (Ab)

    Generation Cost: 10 / Experience Cost: 50

    System/Duration: NA/NA

    Effect/Description: The Magi can see twice as far as a normal human can. In addition, when the lighting is low, or near total darkness, the vision of the Magi is as if was a dusk, thus eliminating any penalties from darkness. Should any bright light flash in their vicinity the Magi must roll 2d6 + Body vs TN 14 or they will suffer 2 points of mind damage from it. Should the Magi concentrate he can let the wind bring him a site from around a corner or behind him. In order for this to work the Magi must spend a round with eyes closed in concentration and roll their Will vs TN 26. The image recieved if successful will be just a single flash no more than 3 seconds.

    Flight – 1 / -2 Soul to use. (##Fly##)

    Generation Cost: 15 / Experience Cost: 75

    System/Duration: roll 2d6+Will vs TN 24 / scene; takes 1 round to cast.

    Effect/Description: One of the Magi’s greatest abilities is the power over gravity itself, allowing the Magi the gift of flight. There are two separate spells intertwined in this singular one.

    Solo flight: This costs 1 Soul and allows the Magi to fly unaided. The Magi can never fly faster than 25 miles an hour and cannot carry anything over ten pounds.

    Enchanted Flight: This costs 2 Soul and allows the Magi to transfer the power of flight into an inanimate object – some of the most common being brooms and carpets. The Magi cannot empower any object weighing more than ten pounds. The empowered object will fly where the Magi wishes, though the Magi doesn’t have to be in direct contact with the object, they must remain concentrating on it. Conversation is possible, but not even walking will be allowed. This empowered object is capable of carrying passengers, depending on the size of the object – as passenger weight doesn’t effect the magic, space does. Common sense prevails here, but if you aren’t sure ask the Room Host or ST on how many passengers can fit. The object also doesn’t need to be in sight, as the Magi can ‘see’ from the object itself. If the Magi loses concentration the object will lose the gift of flight and will gently fall to the ground, much like a feather. This has been built into the spell due to past Magi’s dying horrible deaths as their objects crashed to the earth. The object will retain some aspects of magic if dropped into water (it will float) or even fire (has protection as long as the passengers don’t leave the object) as there is a small ‘bubble’ of protection around the passengers. However, passengers can still be effected by blows, shot, stabbed and even hit with arrows. In both versions of the mastery, the protective sphere prohibits items from exiting the bubble (These include but are not limited to physical objects and the effects of masteries) Think – things can go in, but things can’t go out.

    Shroud of Silence – 1 Soul (##Shroud##)

    Generation Cost: 5 / Experience Cost: 25

    System/Duration: roll 2d6+Will vs TN 26 / 4 rounds or 2 minutes

    Effect/Description: By casting this spell, the Magi creates a radius of silence that has a maximum radius of ten feet. No one can hear anything that goes on within the radius, whether it be talking, yelling or gunshots, unless they pass through the invisible barrier. Nor can those inside hear what transpires on the other side of the barrier, unless they pass through themselves. The Shroud of Silence also effects Mindspeak. Attacks by the Magi dispel the Shroud.

    Stasis – 1 Soul to use. (##Stasis ##)

    Generation Cost: 15 / Experience Cost: 75

    System/Duration: roll 2d6+Will vs. victim’s 2d6+Will / 4 rounds or 2 minutes; takes 1 round to cast.

    Effect/Description: The Magi’s magic is a physical manifestation of the collected force of the *mind*. Stasis is air constriction. A Magi molds it with their mind. This spell causes the air around a victim to compress itself tightly. The duration of the mastery is 4 rounds. The first round, the victim is completely immobilized, the compressed air holding them tightly. For the following three rounds, the victim can barely move. Their Attack and Quickness modifiers are -8 for the duration.

    Whisp- 1 Soul to use. (##Whisp##)

    Generation Cost: 10 / Experience Cost: 50

    System/Duration: roll 2d6+Will vs TN 26 / Scene; takes 2 rounds to cast.

    Effect/Description: This is the truest measure of a Magi’s shape altering powers. The ability to shift their material forms in such a way that enables them to assume an ethereal “spirit-like” quality. They become translucent/ghostlike – being able to pass through solid objects. The Magi can solidify at will, although once they do the Magi must recast the spell to become spirit again. While in spirit form, the Magi is immune to physical attacks of any kind and can only be effected by mental masteries and only if they can be seen. Magi in this state are incapable of affecting the physical world in any way. This means they cannot be heard, smelled or felt, only visible as a soft outline of the individual casting the spell. The Magi is still affected by the all powerful force of gravity, so cannot float or fly. The Magi must have both hands free to cast this spell and can have no more than the clothes on their backs for it to work properly. The Magi is unable to use any masteries or skills at all while in this form. The only thing the Magi is able to do is move, see and think. Lama in spirit form may see and follow others in spirit form, transcendent states or astral projections. They may not interact with them in any way, however.

You must be logged in to reply to this topic.