RIFTS MAGIC
How Does Magic Work?
The mastery of magic really is more of an art than a science, because
it is controlled, focused and manifested by the mind. Although the
methods of casting magic have basic methodologies and principles behind
them with results that can be replicated time and again,each sorcerer
puts their own little touch on the magic. Thus, while a Fire Ball is a
Fire Ball, not all Fire Balls are equal nor look identical. Each is
shaped and tuned, if ever so slightly (and in some cases, not so
slightly), by the person creating it.
The reason? All magic, at least in part,is a physical representation of
the practitioner's own mind, spirit and force of will. That is
also what makes spell casting so easy for some people and impossible
for others.
The basic concepts behind magic are simple. First, magic is very real.
It is a natural force that has existed since the dawn of time. Perhaps
ancient humans like the mysterious builders of Stonehenge and other
megaliths once knew about the supernatural and could actually perform
great feats of magic. However, humankind lost the secrets of magic and
turned to science. Over the generations, magic became a myth, an
unknown to man, mystic energy was very real and continued to ebb and
flow as it had done for eons.
So called 'magic' energy is invisible, like a lot of forces of nature.
It is also a constant and ever present energy, like electro-magnetism.
Parasychologists of the Twentieth Century called this energy Potential
Psychic Energy (P.P.E.) after all, the term 'magic' is a misleading
misnomer. It is called 'Potential' Psychic Energy as everybody seems to
possess a certain amount of this energy, yet only a few are able to use
this energy in a paranormal or magical way.
They also discovered that natural rivers and streams of this psychic
energy ran across the planet like an invisible web of mystic energy.
These invisible streams are called Ley Lines. Where two or more ley
lines cross over each other is called a nexus point or energy junction.
P.P.E. is at its greatest at nexus points. Investigators were surprised
to find that ancient man had somehow known about these ley lines and
nexus points and had marked these spots with stone circles and towers
known as megaliths. In North America the ancients marked these places
with huge mounds or animal effigies. In Central America and Egypt,
great pyramids were erected.
It was theorized that these places, so rich in P.P.E., could have their
energies tapped and used by men of magic. Primitive man may ahve seen
supernatural visitors from other dimensions as inhuman monsters or
demons.
Many of these megaliths also had astronomical significance and usually
indicated the dawn of winter and summer solstice, planetary alignments,
and other astronomical occurences. The revelation that followed was
that these occurences caused the P.P.E. energy to dramatically increase
for a brief period, lasting a few minutes to several hours. At these
occasions, a practitioner of magic could utilize the sudden burst of
energy to create powerful magic or know that this was a time of danger
and that the area was to be avoided. The danger was that dimensional
portals or 'rifts' would sometimes tear open, releasing strange and/or
horrible monsters from other dimensions into our own.Worse yet,
demon-like supernatural creatures were lured to the flux of mystic
energy like moths to a flame. When the energy flux ended,the
dimensional door closed, trapping the creatures in our world, where
they adapted to hunt new prey, humans.
Assuming this is all true, why was magic virtually unknown to modern
man? Investigations revealed that monsters may have certainly existed.
All types of supernatural and magical phenomena were ignored or
explained away with semi-reational explanations. Modern man simply
refused to believe in the paranormal and magic. This refusal was the
single most significant reason why modern man had lost the secrets of
magic.
Theoretically, everybody has potential psychic energy and at some point
in life, has a great deal of it. As a human matures and ages both
physically and mentally the P.P.E. changes. The average adult has
little P.P.E., yet the average teenager has more than at any other time
of their lives. What happens is that the P.P.E. is used up in one way
or another. Its most constructive use is focusing on a particular area
of interest. This could be where the concept of natural talent arises.
A person's focus to develop a particular skill or talent is so strong
that the potential psychic energy is channeled in developing that
specific area. But this is only a fraction of what is possible. By
focusing and developing one's P.P.E., the individual can develop
psychic or magic powers.
The Earth Of Rifts
When the time of Rifts came, the Earth was transformed. The once
subtle and forgotten magic energies that quietly flowed across the
planet are now rushing rivers and seething oceans of mystic
energy. Magic can not be ignored, because it is a daily reality. At
night, the ley lines glow an eerie white-blue; even during the day, the
most powerful ley lines and nexus points can stillbe seen to glow.
Dimensional rifts appear across the land everytime there is an eclipse,
planetary alignment, and every summer and winter solstice, letting in
more creatures from the rifts. Madmen and practitioners of magic, who
seek to tame the lines of magic, open new rifts and attract menaces
from hell-spawned worlds. 'Demons,' supernatural horrors, uninmaginable
monsters, aliens, mutants, and other dimensional beings (D-Bees) of all
kinds claim the decimated planet as their domain.
The planet Earth has never been so rich in P.P.E./magic energy. The
supernatural and paranormal are commonplace. Thus, the element of
disbelief in magic is eliminated. Everybody knows magic is real. the
new problem is that many people now fear magic and the supernatural and
consciouslywant nothing to do with it.This effectively prevents a vast
number of people from ever developing their potential psychic energy in
any paranormal way. However, the prevalence of magic makes it much more
easy for those who wish to develop magic potential to do so. The energy
is all around them, theirs for the taking.
Building Potential Psychic Energy
Every person has some degree of P.P.E. Most humans and D-Bees have
very little, but the practitioners of magic have learned to nurture and
hold P.P.E., becoming living batteries of magic energy. The typical
mage will have ten to fifty times more P.P.E. than the average person.
This energy can be drawn upon at will, much like the psionic characters
drawing on their psionic inner strength (or I.S.P.) to create or cause
magic.
Each magic spell or ritual requires a certain amount of P.P.E. to
create. Each spell description will indicate how many P.P.E. points are
needed to perform the magic. P.P.E.costs range from as little as one to
as much as two-thousand. Casting a less powerful spell requires one to
about fifty P.P.E. The mage should be able to summon forth their own
impressive amount of P.P.E. to cast the spell with comparative ease.
Recovery Of P.P.E.
Like psionic I.S.P. the loss of P.P.E. points is temporary and it will
replenish themselves naturally at about five points for every hour of rest
or sleep. Meditation is a skill known by all magic practitioners. It is
used to focus one's concentration and to relax and open oneself to mystic forces. A
meditative state will restore expended P.P.E. at a rate of 10 per hour
and is equal to an hour of sleep. Meditation can not restore more
P.P.E. than the character has maximum.
Other Sources Of P.P.E.
The spell caster usually has a few options at their disposal. They can
draw the energy needed from within themselves or draw that energy from
another source. These other sources include magical talismans, ley
lines, ley line nexus points, and other, living creatures, including
humans.
Drawing P.P.E.From Magical Artifacts:
There are some magic
artifacts that act as a portable P.P.E. battery
from which a mage can draw additional magic energy. These items are
quite uncommon, but instantly recognised by practitioners of magic who
can usually sense (and in some case see) the magic energy contained
within the artifact.
Drawing P.P.E. From Other Living Beings:
A fairly easy task. All living creatures have a certain amount of
P.P.E. and taking it from them does no damage. There are certain
conditions under which P.P.E. can be taken from others:-
- Drawing P.P.E. Without Their Knowledge: A
mage can usually draw on anybody's P.P.E.without their consent or
knowledge. The person
of magic simply focuses their concentration on the target from which
they intend to plunder the magic energy and tries to absorb it. The
intended target(s) automatically get a Save Vs Magic and must roll a 12
or higher to save. A successful save means that the mage was not able
to draw the energy to them and must try again or abandon the plan. A
character's failure to save means the mage was successful in absorbing half the target's P.P.E.. Note:
a mage can never absorb more than half of a victim's total P.P.E.
without their consent. Also note that P.P.E. can be drawn from animals
as well as people. [See Animals And Magic for lists of amounts of P.P.E. from animals.] The spell caster can attempt to simultaneously
absorb P.P.E.from several individuals, as many as two targets per level
of experience. Stolen P.P.E. returns at the normal rate of five points
per hour of sleep.
- Drawing P.P.E. With A Person's Knowledge And Consent: Having
willing donors of P.P.E. is much more effective than stealing it from
people. What happens when the person is willingly donating their magic
energy is that the attempt is an automatic success (no Save Vs Magic)
and the mage can absorb 70% offered by each person within a 20 ft
(6.1m) radius.The donated P.P.E. may be used all at once or parceled
out to a number of different spells. There is no limit to the number of
people who can join in an offerof their energy, and if they are all
focused via a ritual, the mage can drawon them all instead of only
those within a 20 ft radius of them. This is the puspose behind cults,
covens, and ritual magic, to get everyone focused on the same goal and
willing their P.P.E. to the master of ceremonies.
- Drawing P.P.E. From An Unwilling Subject: Anyone
who is aware that a mage wishes to abosrb P.P.E. can put up a great
resistance and prevent their energy from being used by the
practitioner. It does not matter why the individual resists, whether it
is out of fear, hate, anger, etc., only that they resist is enough. A
person who resists/refuses to give up their P.P.E., or a fearful
animal, will not give up any of their energy if they succeed in a Save
Vs Magic with a +4 bonus. If the victim fails, their resistance means
only 1% of their P.P.E. can be drawn by the mage, the mage must look
for a
more receptive, or another unknowing target. Note: In a combat situation/melee, all opponents are on the defensive and are considered to be unwilling subjects.
- Drawing P.P.E. From Another Practitioner Of Magic: This
is impossible! These people of magic are too attuned to and in control
of their magic energies for it to be plundered. Years of training has
built in numerous mental defenses. Of course, they can willingly give their P.P.E. or have it taken in a blood sacrifice.
- Drawing P.P.E. By Killing: The most terrible method of extracting P.P.E. from a creature is by killing it. This is where animal and human sacrifices
come into play. For reasons unknown to scholars and mages alike, a
living being'sP.P.E. doubles at the moment of death. An evil mage takes
advantage of this by murdering the subject and absorbing all of the
victim's doubled P.P.E.. Once
this sacrificial P.P.E. has been absorbed, it must be used within 6
minutes per level of experience as it begins to leak away at the rate
of 1D10x10 per minute. Only animals of a certain size have enough
P.P.E. to make their sacrific worthwhile. Any animal smaller than a cat
has fractional amounts of P.P.E. that does not register,making them
useless. Note: Only a characters of an evil
alignment will consider a blood sacrifice as a means to acquire magic
energy. Principled and scrupulous alignments will not even consider animal scarifices.
Lay Lines, Nexus Points, And P.P.E.
Ley lines are a matrix of natural potential psychic energy that run
in straight lines across the globe. The source of energy is unknown and
apparently inexhaustible. At places where several ley lines cross, the
energy is at its greatest. These P.P.E. intersections are called ley
line nexus points.
In Rifts Earth the ley line energy is at an all time high and
offers a
seemingly endless source of mystic power. Practitioners of magic,
psychics, supernatural creatures, and demons can stand on or near a ley
line and freely feed on its energy. To access the energy the character
must be standing in the ley line or at the nexus point. Remember, even
the thinnest ley line will be at least a few hundred years/meters wide;
most are a mile (1.6km) wide.
Lay lines have the following effects on practitioners of magic:-
- Standing In A Ley Line ot Near A Nexus Point: Most
magic O.C.C.'s can draw 10 P.P.E. once every melee round from a ley
line, and 20 P.P.E. from a nexus point (some can draw double this).
- Dawn, Noon, And Midnight: Available P.P.E. is double for the first 1D4 minutes at these times. Note: Dawn counts as the sun peeking over the horizon.
- Vernal (March) Equinox: During the daylight hours of this period available P.P.E. is triple.
- Autumnal (September) Equinox: During the night hours of this period available P.P.E. is tripled.
- Summer Solstice (June 21st) And Winter Solstice (December 21st): Normal available P.P.E.is x10 from dawn until dusk.
- Lunar Eclipse: An extra 400 P.P.E. per level of experience is available for 90 minutes.
Lunar eclipses occur about once a year and usuaully last for around an
hour and a half. There is also a 77% chance of a rift opening.
- Solar Eclipse: Normal P.P.E.
available is x30 for 2D4 minutes. Solar eclipses happens about once
every ten years and lasts for 2-8 minutes. There is also a 88% chance a
rift will open.
- Minor Planetary Alignment: Requires
3 or four planets to align. Normal available P.P.E. is x10 for 15
minutes starting from the moment the planets first align. Occurs once every 8 years.
- Major Planetary Alignment: Requires 5or more planets to align. Normal available P.P.E. is x30 for 8
minutes starting from the moment the planets first align. Occurs once every 22 years.
For more information see Ley Lines.
Understanding Magic
There are four major categories of magic: Spells (spoken), Rituals
(performed), Summoning (either spoken or performed), and Special O.C.C.
powers (exclusive abilities).
Spells
Spell magic requires spoken incantations and hand gestures that serve
as a focus to cast magic. The base Save Vs Magic against spell magic is
12. As a mage grows in experience levels they receive bonuses that
increases their spell strength.For example: The spell of a 2nd level
Mystic has a +1 added to their spell strength. This means the magic is
now more potent and victims of their mystic assault must roll a 13 or
higher, instead of the base 12, to save.
Casting Spells is easy. A mage can not cast any spell they do not know.
The only exception to this is a spell scroll, very rare on Rifts Earth,
in which the scrollis read aloud to cast the spell. But once read, the
words magically vanish or turn into gibberish or a powerless mystic
symbol. To cast a spell requires verbalization and often hand gestures.
The mantra of the spell must be spoken aloud and with authority. Hand
gestures are usually part of the casting process, helping to focus and
direct the mystic energy.
The speaking/casting of a spell is very quick:-
- Level 1-5 count as 1 melee attack/action (about 3 seconds).
- Level 6-10 count as 2 melee attacks/actions (about 6-7 seconds).
- Levels 11-15 and Spells of Legend use up 3 melee attacks/actions (9-10 seconds).
P.P.E. requires strategic use. Inless a practitioner of magic is on a
ley line or nexus, they have a finite amount of P.P.E. When it is used
up it is gone for a period of time (see Recovery Of P.P.E.).
The character's base P.P.E.always regenerates, but will enough become
available when the mage needs it most? That requires careful and
strategic use of the character's P.P.E., meditation, and other
considerations.
Ritual
Ritual or ceremonial magic usually applies to the higher level spell
invocations(7th+). The more powerful the magic, the more it costs in
P.P.E. The value of a ritual is that it enables the mage to willingly
draw P.P.E. from the ritual participants and/or end the ceremony with a
ritual killing and use the combined P.P.E. (amount donated and the
double amount from the killing) as well as their own P.P.E. (or not) to
perform powerful (costly) magic. If more P.P.E. is needed then the
ritual may be performed at a ley linenexus or at a point when the nexus
surges with energy.
Ritual frequently require props, components, and the drawing of a
circle, triangle, or pentagram. Any spell incantation from level 7 or
higher can be cast as a ritual. Spells from levels 1-6 are seldom made
into rituals. Spells 7-10 require 10 minutes of ritualizing to cast,
invocations of 11-15 take 1D4x10+15 minutes to complete as a ritual,
but in all cases ritual magic is much more potent, requiring the
victims or targets of the magic attack to make a Save Vs Magic of 16 or
higher roll. Rare 'Spells of Legend' require 1D6x10+30 minutes toperfom
as a ritual.
Summoning
Summoning magic can be spell or ritual, but often
requires a formal
ceremony to summon something or to create a supernatural force such as
a zombie, mummy, golem, etc. Invocations involving controlling or
dominating other intelligent beings always provide the victims with a
Save vs Magic. (12-14 against most spell casters, 16 Vs ritual magic;
see Saving Throws: Magic.
The Shifter is a summoning specialist, but any mage with the correct
knowledge can perform a summoning. The physical act of summoning/making
contact in a summoning spell is always successsful. It is controlling
the creature and making it do one's bidding that is the tricky part.
Summoning magic is used by predominatelyevil and Anarchist practitioners of magic.
O.C.C. Powers
Each magic O.C.C. has a handful of Special O.C.C. Abilities &
Bonuses. These are special areas of knowledge and ability that arise
out of that practitioner's occupational speciality and are usually
exclusive to that O.C.C. only. Only the Ley Line Walker (and varient
Ley Line Rifter) can teleport along a ley line without expending P.P.E.
Magic Combat
The weakness of spell casting is that even offensive spells have
their limitations in range, damage, etc., and the unspoken limitation
that the spell caster is not the best at one-on-one combat action. They
usually lack initiative and is the last to attack/respond in melee
combat rotation.
However, the restructuring of the amount of time it takes to cast low
level spells gives the character a chance to respond quickly and get
their spell off as fast or faster than their opponent may get off a
gunshot. This also makes logical sense, because it is the low-level
spells that cost the least P.P.E. and are the most likely to be fired
off in a combat or panic situation. The more powerful mid- to
high-level spells require more time, concentration and focus, but the
low level spells are so familiar to the character (because they are
used often) that they are like second nature to cast.
When firing off a low-level (1-5) invocation, roll Initiative
as usual. If the spell caster gets initiative, they get to use their
magic before opponents, if it is a low-level spell counting as one of
the spell caster's melee attacks/actions.
Mid- to high-level spells count as 2 or 3 of the melee attacks/actions
of the spell caster, and will require the spell caster to take a step
back from the action to use their magic to the best strategic purpose.
While thei may remove them from the immediate action of combat, their
spell may have a profound effect on the battle, that is the trade-off.
With the arguable exception of the Shifter, practitioners of magic are
not experts in hand-to-hand combat. Most can handle themselves in a
fight, but they are not warriors, they just are not. Furthermore, magic
has the disadvantage of requiring concentration and speaking, two
things that are difficult while under attack. So unless the spell being
cast is a level 1-5 invocation that can be popped off in three or four
seconds, the action of Parrying, Dodging, or Striking back will break
the spell invocation and prevent the mage from casting their spell
(they will need a 'breather'of 7-10 seconds to cast a higher level
spell). Likewise, getting popped in the mouth or stomach, or getting
knocked down or blinded, or anything that breaks the spell caster's
concentration and makes them stop in the middle of their verbalization
of the spell prevents them from finishing it.
When interupted the mage must start all over again. They do not lose
any P.P.E. (that is not spent until the spell is completed and cast),
but they do lose precious time.
This also means if the mage is being ahmmered by a full press attack
(i.e. their attacker keeps striking at them at every opportunity), even
if the sorcerer is successfully parrying each attack, the sorcerer is
focused on protecting and defending themselves can can not get a higher
level spell off. The same is true if they are doing the physical
attacking, or runnung, or performing any physical action. To cast the
spell the practitioner of magic will need to stop, catch their breath
(that should count as one or more of their melee attacks/actions) and
then cast the spell (another one or more of their melee attacks/actions
depending on the spell level).
Cancelling Magic
The spell caster/creator of magic can cancel/stop its effect or
influence instantly at any time. Likewise, the magic-weaver does not
have to create magic for its full duration, but can impose any amount
of time, as long as it does not exceed the maximum possible
duration.The same is true of damage. The spell caster may intentionally
reduce the amount of damagea spell inflicts, but the player must
announce this intention, otherwise it is assumed the full damage (or
duration) is used.
Interrupting a spell caster, preventing them from completeing the
spell, will force the mage to stop and start again, from the begining.
No Potential Psychic Energy is lost, so the spell caster can stop
reciting a spell in mid-incantation without expending any P.P.E. or
causing any side effects.
Ritual or ceremonial magic, although more powerful, is also more
fragile. An interuption of the ritual that lasts for more than 30
seconds (preventing the ritual from continuing) will ruin the ceremony,
as well as cause 30% of the total available P.P.E. that may have
already been collected to leak away unused. Incapacitating the leader
for more than 30 seconds will have the same effect. Incapacitating the
other participating members/cultists (rendering them unconscious,
pulling them away, etc.) will only reduce the amount of available
P.P.E. (basically they are not present to give their P.P.E. to the mage
conducting the ritual). If the amount of available P.P.E. is reduced to
below the minimum requirement, the ritual can not be finished.
The Negate Magic spell or ritual can also be used to stop/cancel the effects of long lasting magic.
Tech Effects On Magic
Unlike the Coalition States, who
completely rejects magic in all its forms, few practitioners of magic
dismiss technology out of hand. While it is true most rely heavily on
their magic powers and natural abilities,most human and D-Bee sorcerers
also use technology. Energy weapons, vibto-blades, portable computers,
recorders, cameras, robot medical systems, language translators, radio
communicators, optic systems, partial M.D.C. bosy armour, light
vehicles,air filters, and goggles are all commonly part of the mage
characetr's gear and equipment.
Bionics, with the exception of select Bio-systems in case of serious
injury, cybernetic implants, and the wearing of environmental bosy
armour (except for disguise) are avoided like the plague, but only
because they interfere with spell casting and the use of magic.
Bionics and cybernetic implants will reduce the character's P.P.E. by
half and prevent their ability to draw on P.P.E. from other sources,
including blood sacrifices and ley lines. Likewise, all forms of
magical healing are reduced by half. Furthermore, magical regeneration
will heal the body and reject the bionics, expelling them from the
bosy, unless it is a bio-system made of flesh and blood. Beings with
natural bio-regenerative powers, which include most creatures of magic,
spirits, demons and gods, can not use bionics or implants at all. Such
foreign objects are immediately attacked and expelled from their
bodies. In msot cases, they can not even be implanted to begin with
because their bodies heal so quickly.
Wearing body armour or a full suit of medieval chain or plate armour to
modern day environmental armour, blocks and interfers with the use of
magic. A sorcerer can not wear more than partial armour, ideally
covering no more than a third of their body, and never more than half.
Covering oneself in metal or man-made materials, including plastic and
ceramic platesm has the strange effect of hampering the channeling of
magic energy. If more than 50% of the body is covered in artificial
material the mage must spend 20% more P.P.E. to cast a spell, and the
player must roll on the following table to see if this interference has
an impact on the spell:
- 1-20 = Reduce spell damage or effects by (1D4x10)%
- 21-40 = Reduce spell duration by (1D4x10)%
- 41-60 = Reduce spell range by (1D4x10)%
- 61-80 = Reduce both duration and range by 20%
- 81-100 = Lucked out, no additional problems.
Armour made of natural materials, such as leather or M.D.C. animal
hides, can be worn without interfering with magic. However, bulk and
weight can become a problem as most practitioners of magic are not
physically conditioned and strong enough to wear heavy and even medium
body armour. Full armour is typically only worn for disguise. Note: The same considerations apply to power armour.
Trying to cast magic from inside a vehicle or giant robot is
impossible, causing the magical effect/damage to strike those inside
the vehicle (can not penetrate the walls of the vehicle; even novice
students of magic are taught this). As a result, the spell caster must
at least open a window or hatch, and stick their head and upper body
out (a nice target for snipers) to weave their magic. Many spells also
require line of sight to strike a specific target; the spell caster
must be able to see their quarry.
The exception to the welcomed use ot technology comes from supernatural
beings (demons and gods) and creatures of magic like FaerieFolk,
dragons, the sphinx, and similar. These beings possess such immense
natural and magical abilities that the majority rely on them entirely,
and reject technology as 'man machines' or 'toys', However, even many
dragons, especially Hatchlings, and the occasional demon and even god,
will at least consider using bits and pieces of technology - for
back-up or a surprise attack if nothing else. There are exceptionshere
too. The lowliest of the demon races, known as sub-demons, such as the
Brodkil, Daemonix, and Gargoyles, are comparitively powerless in the
area of magic, so those exposed to it welcome technology. Brodkil
absolutely love Vibro-Blades (especially vibro-claws, and swords),
energy weapons of all kinds, optic systems (scopes, binoculars, optic
bands, etc.) and other bits of technology. However, Brodkil or
Gargoyles seldom use vehicles, unless specifically made for them and
designed to accommodate their large size. The Gargoyles in Europe have
a small armoury of high-tech weaponry, including M.D.C. body armour and
weapons designed depecifically for their race.
The Pursuit Of Magic
Practitioners of magic, except the the Mystic, can learn and cast
spells far above their actual experience level. This means a 2nd level
Ley Line Walker could cast a 10th level spell, providing they had
sufficient magic energy. The Ley Line Walker and Shifter are both
proficient enough that they can even figure out a new spell incantation
every time that they reach a new level of experience. However, there
are still a multitude of incantations one can learn. The trick is
learning them.
It is far easier to learn an already existing incantation than it is to
create one from scratch. This is due, in part, to the knowledge that
the existing spell is proven to work. It simply adds to the level of
conviction and therefore insures the success of the spell. Remember
that spells are designed to focus one's concentration and will so
strongly that the mage can create a magical effect. This is more
difficult than one might imagine.
Purchasing Magic
Practitioners of magic can sometimes purchase spell magic from magic
shops, adult or ancient dragons,and elder masters of magic (9th level
or higher). Places like Lazlo, the Mystic Quarter at MercTown and some
of the cities in the Magic Zone may also have a college or guild that
sells magic knowledge. In all cases, the seller is a practitioner of
magic who guards their secrets well and only sells to those whom they
knows are brother spell casters.
The prices are usually quite steep:-
- Level 1 spells = 5,000 credits each.
- Level 2 spells = 10,000 credits each.
- Level 3 spells = 20,000 credits each.
- Level 4 spells = 30,000 credits each.
- Level 5 spell = 40,000 credits each.
- Level 6 spell = 70,000 credits each.
- Level 7 spell = 90,000 credits each.
- Level 8 spell = 120,000 credits each.
- Level 9 spell = 180,000 credits each.
- Level 10 or higher spell = 500,000 to 1,000,000 credits each. (rarely available for sale, usually only a 10% chance).
- Spells of Legend = Never available for purchase.
Add a +10% premium charge for offensive spells and a 20% premium charge for metamorphosis and summoning spells.
Most magic shops and even colleges do not offer the full range of
spells (levels 1-4 are the most common) and many shops will not
be able to teach spells at all. Just because a shop sells magic items
and TW devices does not mean its proprietors can teach
magic. Prices will vary also, some charging 10% less others 50-200%
more. The practice of magic frightens many normal people, so it is the
rare community outside of the Magic Zone that even has a magic shop of
any kind, most wilderness towns do not. Onthe other hand, there is
likely to be 1D4 magic shops of some kind (perhaps mobile, and perhaps
only a couple of dozen spells from levels 1-4) in one or two of the
CoalitionState 'Burbs.Of course, if caught doing business at oneor it
really is a 'sting operation' by the CS, the character will be attacked
or taken for questioning, and if a mage or D-Bee executed. Many
citizens of the 'Burbs fear magic and will call the police if they get
suspiciousabout a personor place.
Trade For Magic
Much more common than purchasing magic for credits is trading one's
service (or the service of the group) in exchange for a couple of mid-
to high-level spells (levels 5-9). The more powerful the spell, the
more dangerous the work. The emplyer is probably a member of a guild,
cult, agent of the Federation of Magic, demon, or a dragon. The job
probably involves retrieval of a person, magic object, or almost
anything. It may also involve murder, saboutage, framing someone,
blackmail, bodyguard work, information, or a host of other things.
Demons and other supernatural fiends will sometimes teach magic for
money or, more often, for trade. They may want a magic relic, weapon,
or information, or other service (spying, murder, etc.). However, it is
always dangerous dealing with demons for obvious reasons.
Boons And Grants
Spell invocations are sometimes grantedas a reward by some communities,
kingdoms, magic guilds, priests, and gods in trade for the character
(or group) performing some quest or service.
Magic Guilds And Brotherhoods
A mage can learn new spells through several different means. Another
way is to join a magic guild or brotherhood. The brotherhood is usually
willing to teach new invocations to its members, but there are a number
of catches. For one, the guild usually demands total allegiance,
meaning that the member will donate at least 10-20% of their annual
income to the brotherhood/guild and do other things to support (clean,
maintenance, teach, etc.) and protect it from enemies. This codicilmay
lead to being sent on quests, research or archaeological expeditions,
reconnaissance, and even spying and combat assignments. This could also
lead to one's services being rented out to outside forces,such as a
local kingdom who needs the talents of a magefor whatever reason and is
willing to pay the guild or brotherhood handsomely for the service.
Rivalry between magic guilds or individuals can also leand to gang wars
and acts of vengeance.
Initiates to a guild are usually given a speech about the benefits of
membership (real benefits such as room and board, sanctuary from
outside forces, access to mystic knowledge and books, communication
with fellow amges, etc.). After the new member has offered a resonable
donation of some kind (5,000-10,000 credits is comon) they will be
officially accepted and have full benefits of membership. However,
things such as spell knowledge will probably be withheld for a few
months until the newbie has proven to be loyal and worthy. Acts of
heroics, dedication, and generosity (big donations)are likely to
increaseone's acceptability and status in the organization and earn the
character the right to be taught a couple of new spells (probably 1-4,
possibly from 1-6).
Spell knowlege is power, that is guarded jealously by most mages. Even
in friendly and open magic societies like Lazlo,New Lazlo,and Tolkeen,
there are some spells that are guarded secrets, rarely taught.These
generally include most spells above Level 10. The easiest spells to
find are levels 1-4, followed by 5-7, bryond this they are secret.
Magic Terms:-
Animals And Magic
All living creatures have potential psychic energy (P.P.E.) points. A
practitioner of magic, especially evil ones, may sacrifice an animal to
get its P.P.E.. Remember, the P.P.E. of all creatures doubles at the
moment of death and a mage can capture and use that unleashed energy.
Each animal description should have its typical P.P.E. noted, butthe two lists may be of aid:-
Alphabetical List Of Invocations
Alphabetical List of Invocations By Level